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Wider one-way roads (5 lanes wide)

Started by mikeseith, April 23, 2007, 05:53:06 PM

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Meastro444

the rails them selves should be visble all the way throught the texture, same color all the way, because they wear and thear all the time and wont rust. IMHO

regards

Meastro444
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thundercrack83

Excellent progress, there, mikeseith! The intersections look great! Keep up the good work!

mikeseith

#62
JPlumbley,
I know this isn't the thread for this sort of thing but I'll ask here anyways.  I like using the RHW but am frustrated with how any interchanges look.  Seeing how I have been on a texturing binge today I whipped up something that could make me and some other people happy.  I made a entrance/exit ramp from a RHW to a 1way road.  Please consider putting this in the RHW, it would make using the RHW much better for me.
(I understand how much work goes into these things so if the answer is no, well, that's ok too)


Meastro444,
You may be right about that.  It could be a small fix.  I'll have an alternate version posted in a few days, then everyone can choose.

figui

that entrance/exit ramp is great.
maybe the acceleration/deceleration lane should be a bit longer..?
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mikeseith

figui,
That whole lot is 4 tiles long (I was trying to make it 3 with no luck).  I think any longer would have been too long, but that's just my opinion.  Maybe a longer lane would be good.  I'm open to suggestions, but lets wait and see if this thing is needed or wanted by the RHW powers that be.

Thanks for the input,
Mike

Tarkus

Mike, those are some rather nice textures you have worked up there.  Excellent job! :thumbsup:

As far as your RHW ramp, it does appear that you've got something quite useful, though I do have a couple small suggestions for it.

-I'd agree with figui that the accel/decel lane could be a little longer.  However, there's a way you can do it without lengthening the dimensions of the piece, by extending the third "exit only lane" all the way to the start of the ramp.  I would be able to set up an puzzle drag stub at the end so that it could be connected to the RHW-6S, which would allow the user to make the transition as long (or short) as they wanted. 

-I'd also suggest possibly replacing the One-Way Road transition with a continuation of the RHW texture.  This way it could be incorporated with the two-lane version of the Modular Interchange System (MIS)--there's about a 99.99% likelihood that the piece would be released concurrently with the 2-lane MIS (in NWM Beta 1). Plus, the pathfinding engine tends to dislike OWR-based highway ramps, due to the low network speed (it views it as a surface street, not a highway).

Otherwise, it looks fantastic, and it would make a fine addition to the RHW.   ;)

-Alex (Tarkus)

mikeseith

#66
Alrighty.  Here are the new RHW textures.  Hope you all like them.

mikeseith

#67
Oh!  I forgot.  Are you interested in this?  Don't know if you are working on an 8 lane version or not.

EDIT (Just realized that this would have to be edited some...the ramp is a little off)

rickmastfan67

mikeseith, I just want you to know, I'll be working on new solo RHW-6/6C & RHW-8/8C textures.  They will be a tad different from my RHW-4 textures, so just using the RHW-4 textures and adding lanes to them will not really work to match them up when I have the newer textures finished.  But at this time, I'm working on RHW-2 textures and the one I'm working on right now will please a ton of people. ;)
-- James Mast, aka: rickmastfan67
Painter/Public Relations at: Masgrafx Racing.

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Ryan B.

#69
Quote from: mikeseith on September 04, 2007, 01:57:00 PM
Oh!  I forgot.  Are you interested in this?  Don't know if you are working on an 8 lane version or not.

EDIT (Just realized that this would have to be edited some...the ramp is a little off)
That looks good to me, Mike.  Since one lane is 'exit-only', and one lane has the option of exiting, I changed up the lane markings a little bit.  (Hope you don't mind!)


mikeseith

I don't mind at all burgsabre87.  From what rickmastfan67 said, I'm not sure if that is going to be usable for the RHW anyway. 

Only 1 problem.  From what I know, the texture (if used at all) would be used as an exit AND an entrance ramp (same texture for both).  So the turn arrows might not be a good idea.

Mike

Gaston

Mikeseith,
   You said:
QuoteOnly 1 problem.  From what I know, the texture (if used at all) would be used as an exit AND an entrance ramp (same texture for both).  So the turn arrows might not be a good idea.
Are the "cats eyes" included in the textures?    If so, you are gonna have to redo the on ramps, or the red "do not enter" side of the reflectors will be facing the wrong way.   Or am I not following you?


---Gaston
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mikeseith

Quote from: Gaston on September 06, 2007, 01:33:03 PM
Mikeseith,
   You said:   Are the "cats eyes" included in the textures?    If so, you are gonna have to redo the on ramps, or the red "do not enter" side of the reflectors will be facing the wrong way.   Or am I not following you?


---Gaston

Hmmm...You have a point there &ops.(looks around nervously for Tarkus or jplumbley)  Maybe we should wait for a higher authority on this one.  To tell the truth, I don't really know much about the modding of the game.  I just help out where I can with what I'm good at (texturing and some 3d modeling). 


sc4luv2

Here are a few textures I made, This is the first time I attempted to do texturing so I may be not as good as you all.

OWR-5 at OWR-5





OWR-5 at Street



OWR-5 at OWR-2



Thanks,
sc4luv2

[

mightygoose

there are some great ideas there if someone with better prowess can recreate these designs i think they could be winners.
NAM + CAM + RAM + SAM, that's how I roll....

sc4luv2

Now let's get a lil' grassy.

OWR-5 at OWR-5



OWR-5 at Street



Thanks,
sc4luv2
[

flame1396

Are these concepts? Or final product.

These will flop if the latter is the case.

Not trying to be a jerk, just telling it how it is.
The most astounding and unique aspect of the human race is our fervent application of our ingenuity to kill each other, thus completely defying the near-universally proven fact that the ultimate goal of a member of a species is to ensure the survival of the species.

sc4luv2

Quote from: flame1396 on September 06, 2007, 05:40:51 PM
Are these concepts? Or final product.

These will flop if the latter is the case.

Not trying to be a jerk, just telling it how it is.

Oh, I was just trying to texture and I wanted a little realsm to the game.

sc4luv2
[

jplumbley

#78
@SC4luv2   I commend your effort and ideas.  I really like the concept ideas but I dont know if I would be able to make them functional.  I am not sure if I can get them to draw properly.  It might work, might.  I would definately like to attempt it.  If I can get it to work, we will have learned something very valuable about RUL overrides and the OWR networks.

I will definately give it a try.  I am a little busy between RL and the SAM testing to get on this right away but I will see what I can come up with.  I have an idea (I get ideas alot) but it may not work properly.

@Tarkus, or someone else (with experience) willing to make the attached test texture into FSH files and copy the following RULs to see if they work.  I dont have time at the moment to test them... it is actually way past bedtime and I have to wake up for work in the morning. 

For those who think these are final textures... they are only experimental to find out if it is even possible to make an intersection like this work for OWRs.

RULs:

OWR-5/OWR-5 IntersectionTexture IIDs as follows:
A = 0x5e99a100
B = 0x5e99b100
C = 0x5e99c100
D = 0x5e99d100
E = 0x5e99e100
F = 0x5e99f100
G = 0x5e999100
H = 0x5e998100
R = 0x5e94b100
L = 0x5e94c100

Tarkus, it would be best to have 2 textures (right and left) for the OWR-5 as it gets confusing with the RULs when and seems to like causing problems when you have all the mirrors.

;Straight Left Side beside Intersection Part A
0x5e94c100,1,0,0x09002700,0,0=0x5e94c100,1,0,0x5e99a100,0,0
0x5e94c100,1,0,0x09002700,1,0=0x5e94c100,1,0,0x5e99a100,0,0
0x5e94c100,1,0,0x09002700,2,0=0x5e94c100,1,0,0x5e99a100,0,0
0x5e94c100,1,0,0x09002700,3,0=0x5e94c100,1,0,0x5e99a100,0,0
;Intersection Part A beside Intersection Part C
0x5e99a100,3,0,0x09002700,0,0=0x5e99a100,3,0,0x5e99c100,3,0
0x5e99a100,3,0,0x09002700,1,0=0x5e99a100,3,0,0x5e99c100,3,0
0x5e99a100,3,0,0x09002700,2,0=0x5e99a100,3,0,0x5e99c100,3,0
0x5e99a100,3,0,0x09002700,3,0=0x5e99a100,3,0,0x5e99c100,3,0
;Intersection Part A beside Intersection Part B
0x5e99a100,0,0,0x09002700,0,0=0x5e99a100,0,0,0x5e99b100,0,0
0x5e99a100,0,0,0x09002700,1,0=0x5e99a100,0,0,0x5e99b100,0,0
0x5e99a100,0,0,0x09002700,2,0=0x5e99a100,0,0,0x5e99b100,0,0
0x5e99a100,0,0,0x09002700,3,0=0x5e99a100,0,0,0x5e99b100,0,0
;Intersection Part C beside Intersection Part D
0x5e99c100,0,0,0x09002700,0,0=0x5e99c100,0,0,0x5e99d100,0,0
0x5e99c100,0,0,0x09002700,1,0=0x5e99c100,0,0,0x5e99d100,0,0
0x5e99c100,0,0,0x09002700,2,0=0x5e99c100,0,0,0x5e99d100,0,0
0x5e99c100,0,0,0x09002700,3,0=0x5e99c100,0,0,0x5e99d100,0,0
;Intersection Part B beside Intersection Part D
0x5e99b100,3,0,0x09002700,0,0=0x5e99b100,3,0,0x5e99d100,3,0
0x5e99b100,3,0,0x09002700,1,0=0x5e99b100,3,0,0x5e99d100,3,0
0x5e99b100,3,0,0x09002700,2,0=0x5e99b100,3,0,0x5e99d100,3,0
0x5e99b100,3,0,0x09002700,3,0=0x5e99b100,3,0,0x5e99d100,3,0
;
0x09004b00,1,0,0x5e99a100,3,0=0x5e94b100,1,0,0x5e99a100,3,0
0x09004b00,1,0,0x5e99b100,3,0=0x5e94c100,1,0,0x5e99b100,3,0
;
0x5e99c100,3,0,0x09004b00,1,0=0x5e99c100,3,0,0x5e94b100,1,0
;
0x5e99d100,3,0,0x09004b00,1,0=0x5e99d100,3,0,0x5e99e100,1,0
0x5e99e100,1,0,0x09004b00,1,0=0x5e99e100,1,0,0x5e999100,1,0
0x5e999100,1,0,0x09004b00,1,0=0x5e999100,1,0,0x5e94c100,1,0
;
0x5e99d100,0,0,0x09004b00,1,0=0x5e99d100,0,0,0x5e99f100,1,0
0x5e99f100,1,0,0x09004b00,1,0=0x5e99f100,1,0,0x5e998100,1,0
0x5e998100,1,0,0x09004b00,1,0=0x5e998100,1,0,0x5e94b100,1,0
;
0x5e99b100,0,0,0x09004b00,1,0=0x5e99b100,0,0,0x5e94c100,1,0

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Street Addon Mod - SAM

mikeseith

Made a 5lane one way X GLR intersection today.  The file is in the start of the thread to make them easy to find.