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Author Topic: RHW (RealHighway) - Development and Support  (Read 2960580 times)

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Offline JoeST

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Re: RHW (RealHighway) - Development and Support
« Reply #540 on: August 22, 2007, 12:20:36 PM »
First have you read the manual/readme?
Next did you install the NAM essentials files before the RHW files?

Hope this helps

Joe
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Offline Shadow Assassin

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Re: RHW (RealHighway) - Development and Support
« Reply #541 on: August 23, 2007, 07:22:18 AM »
Shadow Assassin:  It looks as if you have everything well planned out.   If you need anything else (like the RHW-2 textures or RHW-8 setup) I can see what I can do to help out!  Best of luck with your work!

Well, all's fine on the texturing front, so that's alright. RHW-8 setup - you mean the whole override thing (well... the textures have been done ages ago for that)? That's being handled by someone else, or are you referring to something else? :P

Thanks, though.
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Offline hoshattack

Re: RHW (RealHighway) - Development and Support
« Reply #542 on: August 23, 2007, 04:48:06 PM »
Is there a way to sort of combine the features of the UHW with the larger lane versions of RHW?  I really like having the wall barriers between the sides of the highway rather than grass.  It just makes it feel like it was made for a more dense area.

So it has the urban feel of the UHW but has like 5 lanes on each side.
 
Just thinking..   &Thk/(

Offline Tarkus

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Re: RHW (RealHighway) - Development and Support
« Reply #543 on: August 25, 2007, 04:08:27 AM »
Hi everyone-

Just thought I'd drop by and share a few little developments.

I finally got around to making the Elevated RHW draggable. ;)





The way the El-RHW is set up, you'll basically have a puzzle drag starter which creates one side of an El-RHW-4. 

And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.


I've got some other interesting developments relating to these two components of the RHW/NWM which I'll be able to show you quite soon.

hoshattack, to answer your question, the wider RHWs will receive some sort of Type21-Exemplar treatment which will place barriers under certain conditions.  It will likely end up looking something like the El-RHW above.

And SA, that RHW-2 texture looks fantastic!

I'll be back with more here in the next few days.

-Alex (Tarkus)


Offline bat

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Re: RHW (RealHighway) - Development and Support
« Reply #544 on: August 25, 2007, 05:22:02 AM »
That's great, Tarkus! Wonderful work! :thumbsup:

Offline rickmastfan67

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Re: RHW (RealHighway) - Development and Support
« Reply #545 on: August 25, 2007, 06:32:36 AM »
And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.


I'll soon have an overhauled strait RHW-6C piece for ya Alex.  Got some other personal things I have to get dealt with first before I can get to it. ;)

Also, for that draggable ERHW-4, that looks sweet!!  Is that the texture for the strait piece that I released with the rest of the RHW-4 Update Textures, or an earlier version before I dulled the paint some?
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Re: RHW (RealHighway) - Development and Support
« Reply #546 on: August 25, 2007, 01:18:29 PM »
Oooh, the Elevated RHW looks fantastic, Alex! And making it draggable is always a plus! Excellent work, as always, my friend!

Offline BigSlark

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Re: RHW (RealHighway) - Development and Support
« Reply #547 on: August 25, 2007, 01:30:37 PM »
Excellent work, Alex!  :thumbsup:

Thanks for the update!

Cheers,
Kevin

Offline allan_kuan1992

Re: RHW (RealHighway) - Development and Support
« Reply #548 on: August 25, 2007, 01:57:09 PM »
Hmm... is the ERHW 4 a hint to bigger things? (thinks of draggable overpasses for roads, avenues, and one-way-roads)

The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.

And wow... how many networks are the NWM team working on now? I already saw these so far in various threads:

TLA 3 *
TLA 5 *
TLA 7
AVE 2
AVE 6
AVE 8
RHW 3 (planned)(single-laned highways with alternating passing sections)
RHW 4 ^
RHW 6
RHW 6C (compact version)
RHW 8
RHW 8C
RHW 10 *
ERHW 4
DDRHW 4
RHWMIS 1 *
PSR 3 (Passing Lane Roads)
RD 4 (4-laned road with no median) *  **
OWR 5 *

* means Jplumbley has indicated that the project might be included in NWM Beta 1.0.
^ means that the project already completed.
** I cannot treat RD 4 as an avenue specifically because it does not have a median.

You people seem to be going somewhat overboard with the NWM. (no offence) :D $%Grinno$%

Anyways... nice work as always!

- Allan K.

MESSAGE EDITED: Inclusion of DDRHW 4.
« Last Edit: August 26, 2007, 06:03:34 PM by allan_kuan1992 »

thundercrack83

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Re: RHW (RealHighway) - Development and Support
« Reply #549 on: August 25, 2007, 03:01:12 PM »
Quote
You people seem to be going somewhat overboard with the NWM. (no offence)

And that's definitely a good thing! I can't keep track of all the projects involved in this, much less all the abbreviations, but I sure think that it's going to be great!

Offline BigSlark

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Re: RHW (RealHighway) - Development and Support
« Reply #550 on: August 25, 2007, 03:27:46 PM »
Add TLA7 to the "in progress" list, Allan. Tarkus once shared a photo of it in a thread...

Cheers,
Kevin

Offline allan_kuan1992

Re: RHW (RealHighway) - Development and Support
« Reply #551 on: August 25, 2007, 06:18:37 PM »
It's there... look closely... Jplumbley however has mentioned that the network is somewhat tricky to work on (being 3 tiles) and therefore might not make the first BETA of the NWM.

- Allan K

Offline JoeST

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Re: RHW (RealHighway) - Development and Support
« Reply #552 on: August 25, 2007, 06:23:45 PM »
maybe somebody should make this its own topic. maybe even a sticked topic...

Joe
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Offline allan_kuan1992

Re: RHW (RealHighway) - Development and Support
« Reply #553 on: August 25, 2007, 08:48:58 PM »
Uh why? This is kinda related to the RHW discussion. Okay... maybe the TLA stuff that i discussed in my last post does not count.

And everyone is getting off-topic here. So... let's just get back into being amazed by the stuff Tarkus and the NWM team are making.

- Allan K.

Offline Tarkus

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Re: RHW (RealHighway) - Development and Support
« Reply #554 on: August 26, 2007, 03:54:06 PM »
Hi again everyone-

Glad you enjoyed the ERHW-4 pics.  And yes, Allan, you will be able to drag the ERHW over networks to produce overpasses.  It will work similar to how the Maxis Elevated Highways work in that regard.  (Thanks for the list of NWM stuff, too.  I had no idea we were working on that much stuff :D--though you did forget the double-decker, or DDRHW-4. ;))

Just stopped by to show some progress on a few more things here.

First things first, last update you saw the RHW-6C, so here's how things are shaping up with the RHW-6S.  The orthogonal RULs are in place. 







A couple curious things to note here.  Some of you probably have wondered what the "S" and "C" designations actually mean.  The "C", of course, means "compact", but the "S" means "separable" (not "standard" as some have speculated), such that you can have various widths of medians.  They function just like the RHW-4 and the future RHW-10.  The C versions take up less space, but the median is always the same size.  Getting to the point of this rumination, you may notice in that series of images that there's actually only 5 lanes instead of 6.  The fact is, since the network is separable, it is possible to only apply the widening overrides to one side, allowing for an RHW-5.  In essence, with the S versions, you'll have numerous options with regards to lane configurations, including asymmetrical divisions like this.

The second little item I should point out--does that starter piece used in creating the override look familiar?  That's because it is the exact same piece used to create the RHW-6C.  (We Oregonians like to recycle.  :))  The way the override is set up, dragging the starter between two RHW-4s separated by one tile creates an RHW-6C, while dragging to the outside creates the S version.  In my files, I actually have the starter labeled as a "RHW +1 LPC" (LPC=Lane(s) Per Carriageway).  In essence, it will add one lane to any RHW carriageway.  And I do mean any.  If you catch my drift. ;)  (With the 6C, it's actually adding two lanes, because it is effecting two carriageways).  The RHW-8 will be set up exactly the same, except that a "RHW +2 LPC" starter will be used.  For the RHW-10, you'll only have to drag the good old ANT to the outside of an RHW-4.

The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.
[/font]

I have a rather interesting solution to show you for just such a thing . . .





Basically, I simply took the RHW-4 and made it into a puzzle drag.  What does this mean?  Well, several things. 

1) There will be two methods for producing the RHW networks in NWM Beta 1--the side-by-side method you're all familiar with, as well as this new puzzle drag.  (All of the RULs I have written for the wider RHWs take into consideration both versions, so either way, you'll be able to widen them.)
2) It will allow for easier construction of C/D lanes, like those produced with Haljackey's Multi-RHW setup.  The puzzle drag RHW-4 will not override itself, nor will it override a traditional RHW-4, eliminating many of the issues that arise in Multi-RHW construction.
3) I can tack the puzzle starter onto the end of an MIS ramp starter, allowing for 2-lane MIS ramps (it's also an MIS-2).  Also, taking into consideration the fact that this RHW-4 drag can also be overriden using the widening techniques, it will be possible to produce even wider MIS ramps.  In addition, it will not suffer from the much lower network speed that the OWR-2 has (which, as I've seen in my testing, results in severe negative impact on one's highway system).
4) All the textures are the exact same as the RHW-4, and the RULs can be taken from other 1-tile NWM networks and appropriated through automated modification to the correct IIDs.  Very little additional modding work is necessary.

Hope that answers some questions. ;)

-Alex (Tarkus)

 






Offline mightygoose

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Re: RHW (RealHighway) - Development and Support
« Reply #555 on: August 26, 2007, 04:27:55 PM »
thanks for another awesome update, this is all really starting to come together now
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Offline BigSlark

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Re: RHW (RealHighway) - Development and Support
« Reply #556 on: August 26, 2007, 05:07:02 PM »
Thanks for the update, Alex. I'm salivating at the NWM release...salivating I tell you!

Cheers,
Kevin

Offline rickmastfan67

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Re: RHW (RealHighway) - Development and Support
« Reply #557 on: August 26, 2007, 07:21:57 PM »
And I have something that I want to show off.  I just came up with this idea last night working up the brand new RHW-6/6C piece for Alex.  I'd like to call it the RHW-6SC.  I'm thinking it could be just a strait piece set with extra pieces for only exits and transitions from the RHW-4 and maybe RHW-6/6C.  This would mostly be for people who don't have the ROW for major expansion in an urban area and just have the ROW for 2 tiles plus 1 for exit ramps.  Right now, I just temporary used the RHW-4 strait piece id so I could test it out.  Also, with the help of Type-21 stuff, this could have something like the Ontario "Tall Wall" in the middle to prevent crossover wrecks.

So, what do you guys think?

« Last Edit: August 26, 2007, 07:24:05 PM by rickmastfan67 »
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Offline simzebu

Re: RHW (RealHighway) - Development and Support
« Reply #558 on: August 26, 2007, 08:32:25 PM »
It looks exactly like Freebie 90 through Albany, just without the divider. Very nice. Keep up the good work!
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Offline Emperor Stormont

Re: RHW (RealHighway) - Development and Support
« Reply #559 on: August 26, 2007, 09:45:26 PM »
wall or crash barrier, something simple and clean. That looks simply fabulous.  &apls

I keep saying this. With all these fantastic transport options and the various highway/avenue/road options being developed. I fail to see the need for SC5, at least the one planned.

Amazing work, I so wish I have the talent and patience to create things like this. I'll just stick to building beautiful cities filled with wonderful custom content like the above  :satisfied:

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