Download links catalog:
Modular RR Crossings - Phase 1 - LEX - Windows installer: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2693 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2693)
Modular RR Crossings - Phase 1 - LEX - Mac/Manual Install versions: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2694 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2694)
STEX links soon.
(Please note that you must be registered for the LEX (separate from forum registration) in order for the download link to appear.)
(We now return you to your regularly scheduled first post.)
If there's one thing that's always irked me about SC4, it's the lack of good quality traffic control props. Probably due to the fact that the default ones are paltry at best and animated props (such as traffic lights and RR crossings) are time consuming to make and not well understood.
Thankfully, through some careful study of the props built into SimCity, I've gotten a better understanding of how they work (http://sc4devotion.com/forums/index.php?topic=12576.0). And with some additional tricks, we can start to expand upon this untapped market.
I invite you to journey with me into an exploration of animated props and traffic control devices in SimCity 4! (These will be primarily North American in flavor, but the lessons can be easily applied to your own bats to create props for other parts of the world.)
And of course, we start with some teasers:
With the exception of smaller roads and older installations, most railroad crossings here require large gantries for mounting the warning lights, something that SC4 lacks. I suspect it's because animated props have a frame size limit of 128x128 pixels. (Any bigger and the game engine distorts the image while drawing it.) Therefore, a modular approach is in order.
First up, the gantry:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FModern%2520RR%2520Gantry.jpg&hash=0084f4f0a340f984794037457b28091e5c378991)
This is a modern design and a relatively standard size for a 4-5 lane roadway. Depending on the standards in use at the time it was installed, there may be only one or two of these spanning the roadway.
For smaller roadways, a narrower gantry is used on newer installations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FModern%2520RR%2520Narrow%2520Gantry.jpg&hash=2fdada75cbee8c36b42798fb8c0228d18d6f59ee)
And for much larger applications, this beast (which needs a little extra support):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FModern%2520RR%2520Wide%2520Gantry.jpg&hash=dcf19716548b70bbfd9110cfa06d712b91e7f39a)
And to add some variety, an older model previously used on roadways anywhere from 2-5 lanes (generally only carrying a single light set and with no access ladder):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FOld%2520RR%2520Gantry.jpg&hash=a1cf8dd26c4b962579738784fd73e642460a4f81)
But by themselves they look rather empty. And while gates are not present on every RR crossing (especially in low traffic rural areas), warning lights are. These will, of course, be animated just like the basic Maxis props:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fanim_props%2FFlasher%2520Array%2520Middle.png&hash=3eeea2a4c10e7274690562db1c8f6b4db0aa0e2f)
Separate light props allow each crossing to be constructed uniquely. (All these props will be assembled via t21 exemplars assigned to various network crossings at various wealth levels.
But, let's not forget gates:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FRR%2520gate.jpg&hash=1c4e7844cac119ff93f3e5a82fa738bd4c7eab0f)
The gates are more complicated and time consuming, so they're still a work in progress, but this base model has very nearly the same 2-lane spanning dimensions as the Maxis RR gate. By shortening or lengthening the gate and making a new set of frames there will be, like the gantries, a selection of gate lengths and they will also be animated just like the Maxis crossing. The tall pole allows mounting of a crossbuck and flasher set to replicate the basic Maxis gate or to supplement a gantry.
As for the crossbucks, I haven't done them yet. But I plan to include at least three styles. An older wide style (ex (http://forum.atlasrr.com/forum/data/jmlaboda/2008791945_crossbuck.jpg)), a modern 90 degree style, and for my neighbors to the north, the blank, red bordered style common in Canada where signs must be bilingual or be wordless. Along with some additional posts and poles for various common rural signals, and eventually a few surprises as well. ;)
Stay tuned!
Nice stuff, Jondor! But can you also make an animated prop with just a single, red blinking light? In some European countries these are more common. Moreover, this means that we could use your props possibly in a euro-version ;)
looks good!
im pretty curious what kind of props you will model
i will follow this :)
Nice workv :thumbsup: looking forward to this. :)
Well since, I somehow missed rail road crossing signals on the RHW, this may fit that criteria, sure a pair of gates could of been put on there already, but I think it deserves this type of heavy duty signals. The overhanging rail road crossing pole so far looks like the replacement rail road crossing I downloaded for avenues, except the gates on there don't work. I assume these gates will have the red/white diagonal pattern.
Those look so great. &apls
Quote from: mrtnrln on May 31, 2011, 02:48:10 AM
Nice stuff, Jondor! But can you also make an animated prop with just a single, red blinking light? In some European countries these are more common. Moreover, this means that we could use your props possibly in a euro-version ;)
That shouldn't be too hard, can you provide some visual reference?
Quote from: Buzzit on May 31, 2011, 06:52:02 AM
looks good!
im pretty curious what kind of props you will model
i will follow this :)
In addition to the RR crossings, I also have some flashing beacon props (used where just a stop sign is not enough, but where usage does not yet warrant a full traffic signal.)
http://www.youtube.com/v/jO-9q_UTb_g http://www.youtube.com/v/SmZQgBiida8
These have actually made it in game already, but they still need a little work before they're finished (specifically, sometimes they overlap the wire they hang on). There's also a 3-way version and singleton versions for building other intersections.
Quote from: j-dub on May 31, 2011, 09:55:43 AM
Well since, I somehow missed rail road crossing signals on the RHW, this may fit that criteria, sure a pair of gates could of been put on there already, but I think it deserves this type of heavy duty signals. The overhanging rail road crossing pole so far looks like the replacement rail road crossing I downloaded for avenues, except the gates on there don't work. I assume these gates will have the red/white diagonal pattern.
Yes, getting the gate arm textured correctly, adding the warning lights to it and the tedious process of exporting the frames is up next. Then crossbucks, mirrored gantries, and lots of fun assembling things in the reader.
Quote from: TJ1 on May 31, 2011, 07:55:28 AM
Nice workv :thumbsup: looking forward to this. :)
Quote from: Aaron Graham on May 31, 2011, 10:16:34 AM
Those look so great. &apls
Thanks!
Now thats great. Did you show David (Dedgren) yet? I know he wanted a flashing one of those.
Quote from: j-dub on May 31, 2011, 01:17:03 PM
Now thats great. Did you show David (Dedgren) yet? I know he wanted a flashing one of those.
This is the first time it's been shown in public, although the NAM team got to see it a while back. It's actually almost done compared to the RR crossings, but editing ATC/AVP files in the reader is a pain (especially since the Maxis ones I originally copied are uncompressed and the reader tends to like to corrupt uncompressed files). The BAB doesn't suit my needs for these props unfortunately, so I get to do everything by hand.
Quote from: jondor on May 31, 2011, 10:58:02 AM
That shouldn't be too hard, can you provide some visual reference?
Something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F19ecc27d2436697241326e6ba789558c.jpg&hash=3ed138a0c733957ac79c1486ffefe113acf81524)
Or how about this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fccd8cf694b3e9dedde859d3be8bb760b.jpg&hash=eb45e8d3ed84a178934e75c579e8ea3f1bb30877)
(images found on SimForum.de. Models by Royal. Too bad they were never released ()sad())
And in case you're wondering: this is how a common European rail crossing gate would look like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fea69e99e0fdfbfa55bebc3f2d2844b74.jpg&hash=e81ccc209e3dddecdf7f5c03b3ee2a8421bd9a31)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Ff8df7fdb9393031bbf34aa77decf8094.jpg&hash=f98df26c071902cd524413e65a8c4bd5e8fee66b)
(also found on SimForum.de. Models by Royal)
Looks pretty easy, in fact if the models are available and with permission of course, I could animate them. If not, I'll see what I can do once I finish these NA ones.
I should also mention on the subject of the flashing beacons, they were created before I discovered the discrepancy between S3D and ATC rotations (http://sc4devotion.com/forums/index.php?topic=12576.0). As such, I need to rearrange the frames and redo the t21s.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fs3d-vs-atc-rotations.png&hash=f550283e07dae1132b69d0fe86599cf04c04b460)
Looking great, jondor!
Between some other time consuming tasks, I made a little more progress on the gate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FRR%2520gate%2520updated.jpg&hash=8a7f98f0b0b681a60d989cb2a12285320c81e801)
The UVW map on the gate arm was a pain in the butt, but I figured it out. The marker lights look big, but once it's rendered, they'll only be a couple pixels at zoom 5.
I moved the gate hinge up a little, so it won't match the Maxis gate anymore, but it seemed too low to the ground to me.
However, I just now noticed that I was trying to match the size based on a bad model. Which means this gate arm will end up being a little too short for two lanes, back to the drawing board again.
Edit: The gate is going back down where it was, I need the vertical clearance. The gate length I have pictured above spans about a lane and a half. The longest I can do without breaking the limit on animated prop frame size is about 3.5 lanes, so I'll shoot for 3 as the limit. Wider roads tend to have a set of gates in the median to avoid such long gates anyway, they're prone to bending and breaking in high winds.
Edit2: I'm starting to think the entire gate is undersized and the comparison I was making with the Maxis gate was completely off. I'll have to try rendering a static version and putting it in game to be absolutely sure, but that will have to wait until later. My time for modeling is up until probably next Monday, we'll see.
royal made those German railway crossing props ages ago, the main reason why they never got released was our lack in advanced T21 modding. There's even an animated model for the straight road crossing, but due to lack of time and knowledge, I put the project aside, as so many others as well. I'm sure royal can provide the original models, so you could animate those, and make proper T21s for them. :)
Fate decided to spare me an evening and good thing too.
I tweaked the gate and redid the proportions. It's still a little smaller than the Maxis gate, but I think it'll be a little better proportioned in the game.
Here's the 1-lane version. 3 lanes is the max with a little wiggle room around the frame size limit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FRR%2520gate%25201L.jpg&hash=f9ff15f602d07867462fe22bbe60aadfbd3cb235)
And here's a composite in gmax of the middle sized gantry, single lane gate and the TLA-5 texture layed out on the ground for the proportions.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FRR%2520Composite.jpg&hash=660a28993a41ddef541a040d4a3cdca384281ad6)
And for kicks, a preview render of that scene:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FTest%2520render%2520composite.jpg&hash=0e460ec474680555ddf2541ee3d6a5e74ef02099)
The gantry is a little tall compared to the real world, but I think it looks pretty good.
Quote from: Andreas on June 01, 2011, 05:02:34 AM
royal made those German railway crossing props ages ago, the main reason why they never got released was our lack in advanced T21 modding. There's even an animated model for the straight road crossing, but due to lack of time and knowledge, I put the project aside, as so many others as well. I'm sure royal can provide the original models, so you could animate those, and make proper T21s for them. :)
If possible a copy of the original gmax model would be best so I can get uncompressed frames. The DXT compression that SimCity uses tends to make nasty artifacts appear on animated props. t21s are pretty easy once you get the hang of them, and I have a good handle now. I don't even bother with the lot editor anymore.
Wow, so good &apls, but too much american style to have this in my cities &cry2
Excellent Jondor &apls Looking Good!!!! :thumbsup:
You know what I just realized, the bears in my game do not cross like that, as soon as they hit that tile, they vanish.
Quote from: j-dub on June 03, 2011, 03:50:31 PM
You know what I just realized, the bears in my game do not cross like that, as soon as they hit that tile, they vanish.
I ran that particular RHW-2 through a rather large stand of god mode trees, so there were quite a few bears, llamas and moose running around the area. I see them crossing my roads all the time in rural areas with lots of trees. Or in this case, moonwalking in the middle of the highway. :D
The gate need to be longer, it need to cover both lanes that are going in the same direction. Keep it up, you doing great. :thumbsup:
Quote from: Aaron Graham on June 06, 2011, 03:43:01 AM
The gate need to be longer, it need to cover both lanes that are going in the same direction. Keep it up, you doing great. :thumbsup:
That's only the shortest of three gates, the other two will cover 2 and 3 lanes respectively. :)
EDIT: Wish me luck: to animate all 3 gates is going to take 28 frames times 4 rotations and 3 zooms. That's 1008 frames. And no way to automate the process (I know the BAB exists, but it's unsuitable for these props.) :'(
That will take hours, I hope I am wrong with an over estimate. Definitely going to need more to pray that will be okay, especially to finally have international workings.
These look awesome &apls. Just what I've been wanting. I look forward to their release, Jondor. Keep up the great work.
Finished 28 frames of one gate at one zoom and rotation, just 980 frames to go. ::)
But here's a teaser for you:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F1L%2520Gate.gif&hash=5bc7d2b69a1278bb63ed0f68d3d8f9dab34cf830)
At zoom 5
And at zoom 6, albeit a little less pixelated than it will be in game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F1L%2520Gate%2520z6.gif&hash=6a09f1350852acef7458f6e9b1f0972f49c87929)
The gifs are 62 frames, made up of 16 of the gate lowering, 12 of the gate flashing (repeated twice), 16 raising (same frames in reverse) and 6 more of the gate upright just so it pauses a bit. The 16 lowering takes the most time to make because the alpha map changes with each frame. The other 12 are easier, I can just copy the 16th alpha with one click.
I think they're also running a little faster than they will in game, I'll check on the framerate next time I have an animated teaser for you.
Nifty. I like the blinking lights too.
Awsome work!!!! Keep it up!!! :thumbsup: &apls
All the frames of the 1-lane gate have been built and assembled and it has ATC and AVP files! (For the lowering animation anyway.) As soon as I get the other animations built, the static models and ATC and AVP files built for the flashers and exemplars made I can finally get it in game for the first time. :) (Still lots of work ahead, but it's not near as tedious.)
Hopefully I'll have pics sometime this week.
EDIT: I've run into some snags addressing z-fighting issues with the gantries and flashers, so I'm going to have to go back to the drawing board a bit on this project. But, on the plus side I discovered something very interesting that may change animated prop making completely, stay tuned. ;)
Cant wait for it!!
I had to go in a bit of a different direction with this project. ATC animations (for the flashers at least) weren't working the way I wanted. But, I poked around and made an interesting discovery: Simply by swapping out the TGI of an ATC file for the TGI of an animated S3D (with all the other necessary properties in place), you can place an animated S3D as a prop!
And because the game has actual triangles to work with, there are no z-fighting issues. However, this method does not work with isometric BAT models (RKT1 models), only True3D (RKT0 and possibly RKT3 models), so making them has much more in common with automata modelling than BATing.
But enough talking, here's a little gift. :)
http://www.youtube.com/v/Kj2ZrmzJqdc?version=3&hl=en_US&rel=0
Now to get back to work on the gates.
WOW!! &hlp
I think you need to fix the scal of the model. I could be wrong. &mmm
that is quite simply brilliant &apls
Quote from: Aaron Graham on June 14, 2011, 02:51:16 AM
I think you need to fix the scal of the model. I could be wrong. &mmm
Thankfully with these props that would be a lot easier, but at the same time while they are a little over scaled, they are no worse than the traffic lights. Pretty much all transit props end up being a bit over scaled.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FRR%2520plus%2520traffic%2520light.jpg&hash=1d5435897608aae1271d9c7a99b9b18549335970)
I may bring the height of the gantry down a bit once I get the gates going, if I can mount the flashers lower on the gate pole. The flashers and crossbuck however are almost the exact same size as on the maxis gates and that's about what I'm shooting for.
Also: You might notice that the traffic lights in that image are a little different, those were my testbed for the S3D animated props, and yes I do plan to write up a tutorial. ;)
Edit:More progress to report:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fstatic_gate1.jpg&hash=7e9d6ec348c1adbb61f8b1fa470d0eac6d05010c)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fstatic_gate2.jpg&hash=33c63d8bb2ff882ccb6f5bbfa231069fa9ca543c)
The gates aren't yet animated, but I can finally see them set against the gantries. Those gantries will definitely be shrinking by a couple meters and the flashers and crossbucks moving down as well. It's getting there, though. :thumbsup:
I was going to say, the way they are styled, they almost looked like the default Maxis ones, except remastered for HD. In this situation though, I am liking these railroad crossing lights more though.
I say, don't redo the scale, because that would make no sense having the rail light clearance lesser then the signal pole. Not saying you should, but its just I have actually seen them put traffic signals on those rail poles, next to the rail lights, and in reality, if they have the traffic lights with the turn arrows under the green straight lights hanging on that rail pole, hypothetically only about scaling terms; if you imagine those Maxis lights were to have the yellow and green left turn arrows attached underneath as well, then mounted to those rail poles, that height is pretty much standard. You want the semi trucks to at least have 6 inches under the traffic signal with the arrows, otherwise too low of a height is too tight.
I also am just going to add in a certain rail simulator, they have this type of rail signal model styled and again, all because the slightest detail changes of shape, width size, angle, signal/gate position. With that, not that I would, but others would probably not mind the version without the gate so it reflects their area; versus others are use to seeing the version with the gate later.
Quote from: j-dub on June 14, 2011, 10:16:43 PM
I was going to say, the way they are styled, they almost looked like the default Maxis ones, except remastered for HD. In this situation though, I am liking these railroad crossing lights more though. I say, don't redo the scale, because that would make no sense having the rail light clearance smaller then the signal pole. Not saying you should, but its just I have actually seen them put traffic signals on those rail poles, next to the rail lights, and in reality, if they have the traffic lights with the turn arrows under the green hanging on that rail pole, that height is pretty much standard.
Getting the scale right is going to be tricky. I'm going to focus on animating the gate first, then fix the scale. I do kind of think the gantry needs to be just a little shorter, but not much.
Edit: Speaking of animating the gates:
http://www.youtube.com/v/mVeA8xgvdTk?version=3&hl=en_US&rel=0
How's that for progress? Copy/pasting vertices is a bit tedious, but not nearly as much as copying, pasting and cutting animation frames for each zoom and rotation.
I also lowered the gantry height by a meter; I was going to do 1.5 meters but I think it looks balanced as is now.
looks great :thumbsup:!
That looks awesome! All that's missing is the bell sound :thumbsup:
Great progress, that video is beautiful! &apls Keep up the great work jondor! :thumbsup:
AWESOME JONDOR!!!!!!!!!!!! They look AMAZING!!!!!!!!
More progress, I finished the gates last night and just updated the gantry to match the narrow one this evening.
Much better than those old non-animated wig-wags.
http://www.youtube.com/v/WGg226ArKjY?hl=en
This is amazing! I remember I downloaded some non-animated ones from somewhere before my harddrive died. I've been looking for those, but I think I'll just wait for these since these are a million times better!
PERFECT JONDOR!!!!!!!!!!!!!! Will they be ones for all NWM networks even the new ones in 2.0? These are nice but I prefer yours :) @hadrean: you might be talking about these, i have a link for them in my fourm signature but we'd rather wait on jondors, (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F796%2Flakelandnov158812745387.png&hash=d8443602452f169307745354bc46661d83230249)
Just to show what we can do with these new props...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fother%2Ftewell-19_jan_1881308314365.jpg&hash=126fd86c8fe419fb5ef683f91d32458e97c207e5)
Some realism in proportions and Target Boards!
Quote from: jdenm8 on June 17, 2011, 07:13:47 PM
Just to show what we can do with these new props...
[image]
Some realism in proportions and Target Boards!
I likey! :thumbsup: Glad you could make something even nicer out of my rather basic traffic light.
Quote from: TJ1 on June 17, 2011, 03:07:10 PM
PERFECT JONDOR!!!!!!!!!!!!!! Will they be ones for all NWM networks even the new ones in 2.0? These are nice but I prefer yours :) @hadrean: you might be talking about these, i have a link for them in my fourm signature but we'd rather wait on jondors,
Yes, I plan to make T21's for all the Maxis, SAM, NWM and RHW networks that support STR, DTR and GLR crossings as well as my TuLEP rail crossings that will be coming in NAM 30. Including options for different props depending on wealth level and zone type. Everything from passive sign posts for rural settings, to lights without gates, to older and modern style gantries, and even a few surprises. ;)
Quote from: jondor on June 17, 2011, 08:04:59 PMYes, I plan to make T21's for all the Maxis, SAM, NWM and RHW networks that support STR, DTR and GLR crossings as well as my TuLEP rail crossings that will be coming in NAM 30. Including options for different props depending on wealth level and zone type. Everything from passive sign posts for rural settings, to lights without gates, to older and modern style gantries, and even a few surprises. ;)
Oh wow! I was just expecting a small project, but you're going the distance! Can't wait!
A small video I made up to showcase these signals. You may see these released, depends on how possible it is to get it to replace all signals in the game, not just the odd NAM one like current and whether Jondor wants these distributed.
http://www.youtube.com/watch?v=h1vUCaeFVic
Looks great, keep it up. &apls
Time for a new teaser. Two of them in fact:
http://www.youtube.com/v/pbY6npq58rw?version=3&hl=en_US&rel=0
http://www.youtube.com/v/9RhLBWzr6pM?version=3&hl=en_US&rel=0
The AVE-6 crossing was a tricky one. All the triple tile NWM networks share components. AVE-6 and TLA-7 share the outer lanes as do AVE-8 and TLA-9, both AVE's and both TLA's share the center median or turn lane tile.
So, while the 3 Lane gate is perfectly sized to cover the AVE-6 right up to the median if placed at the edge of the road like the other networks, in order to get everything to line up across every tile combination, there has to be exactly one setup shared by all of the triple tile networks. Those flashers on the end of the gantries are actually part of the middle tile while the gantries and part of the outer tiles. The t-21s will eventually be getting some barriers to protect those median gates from unwary motorists, especially on the TLA's.
In real life, both gates would probably span half the road, but a pair of 2 Lane gates would leave too wide a gap in the middle (unless I lengthen them) and I needed an excuse to use this massive gate. :D You'll also notice this shot shows off the modularity of the flashers a bit more. Each gantry has three flashers facing the oncoming traffic (discounting the one on the pole), but only two facing the opposing traffic. The median gates also have flashers only facing traffic.
Also: I should emphasize that the AVE-8 and TLA-9 will not be in NWM 2.0 because they're largely incomplete at the moment, In fact I had to go in and re-enable them manually to get things lined up for this test shot. One advantage of being on the NAM team. $%#Ninj2
Quote from: jdenm8 on June 18, 2011, 07:54:04 AM
A small video I made up to showcase these signals. You may see these released, depends on how possible it is to get it to replace all signals in the game, not just the odd NAM one like current and whether Jondor wants these distributed.
As I said before, you're free to do what you want with those signal models. There are many more talented texture creators than me who can make something pretty spectacular (as you have done) out of a model that took hardly any time to put together. I am nothing if not generous. :thumbsup: (A name drop would be nice, of course. ;) )
Wow, just wow. :o Those gates are just fantastic--you've really outdone yourself!
-Alex
Quote from: Tarkus on June 19, 2011, 02:02:49 AM
Wow, just wow. :o Those gates are just fantastic--you've really outdone yourself!
-Alex
I will need to work on the textures a little before release. They look a little too bright and cartoony at the moment, but compared to the work involved in setting up the S3Ds (which is peanuts compared to what making ATC animations for all these would have been), a few minutes in Photoshop later is nothing.
The community owes you a debt of thanks as well. If I hadn't been recruited to the NAM team, I doubt I would have spent enough time mucking around in the reader to learn how all this stuff works, or had the inspiration to take on such a project in the first place. :thumbsup:
I agree, those gates and lights look fantastic!
They'll bring some life to SC4's railroad crossings!
All we need now is a bell loop that plays when the animation is active :P
Quote from: jdenm8 on June 19, 2011, 02:26:45 AM
I agree, those gates and lights look fantastic!
They'll bring some life to SC4's railroad crossings!
All we need now is a bell loop that plays when the animation is active :P
I've been looking through the sound properties off and on. Believe me, if it's possible and I can figure it out, you'll get your bells. :P
I think it's interesting to note the modularity involved here. Each individual prop is its own separate entity, all strung together with some very precise T21 editing. Across all three tiles, the AVE-6 crossing is actually 32 separate props.
The outer tiles each have a gantry, a bell pole and a (very long) gate (the pole and gate created as two separate props to save a LOT of polygons), two crossbucks, and five flashers.
The middle tile has two bell poles, two gates, two crossbucks and six flashers (two on the bell poles and four hovering in midair so that they sit perfectly on the gantry as it overhangs into their tile.
Thanks to the true 3D animations, the game doesn't have any z-fighting issues like it does with the ATC animations. If you remember the ATC gate frames, they had to include the bell pole. Here the pole is a standard isometric bat model and the gate is an animated true 3D model. And yet they integrate beautifully with no problems whatsoever. :)
This took some very skin tight LODs around the gantries and bell poles in the BAT, but the results are well worth it. That old school triangulated gantry was a bit of a pain to LOD, but you'll see it appear here pretty soon.
I'm sure Maxis would have left some kind of facility for it. If they can make a sound effect that plays when an ElRail train stops at a station (an announcement) I'm sure there would be a facility for this. It's too much of a staple to be left.
Downside would probably be that it'll probably play when crossing all networks.
great to see Rembrandt finishing Leonardo's work :thumbsup: nice stuff.
I spent a little time again with the AVE-6 crossing, A pair of 2 Lane gates works out a bit better here.
http://www.youtube.com/v/LgMUKHKPDP8?hl=en&fs=1
Don't worry, the 3 Lane gate will still have plenty of applications.
You also might notice the crossbucks have been revamped. For zoom 5, I swapped out the blurry BAT textures for a scaled down version of the high res texture I used. It's still not quite legible, but I think it's a vast improvement.
Stay tuned. :thumbsup:
Omg Jondor!!!!!!!!! SPEECHLESS!!!!!!!! &apls &apls &apls &apls &apls
The new setup looks much better :thumbsup:
Ah , now thats perfect.... &apls Are you going to make a euro version?
Quote from: mrtnrln on June 20, 2011, 03:53:56 AM
The new setup looks much better :thumbsup:
Thanks!
Quote from: Nexis4Jersey on June 20, 2011, 05:24:44 AM
Ah , now thats perfect.... &apls Are you going to make a euro version?
Once the North American props are all done, I do intend to start working on Euro props based on these posted back on page 1 (http://sc4devotion.com/forums/index.php?topic=13209.msg381555#msg381555).
Update: Here's a couple more videos including the old style gantry I promised a little while back!
http://www.youtube.com/v/6HHOYpN4Bs0?hl=en&fs=1
And the Maxis road crossing gets a much needed upgrade:
http://www.youtube.com/v/_7PccHRYK6w?hl=en&fs=1
It's just amazing what a relatively small set of props, carefully arranged can accomplish. I may add another gantry style later just to increase the variety available.
Did I hear a euro version of ? Sweet &hlp !
Looking nice, Jondor :thumbsup:
By the way, I'm working on some better stoplight models, with better lamp textures, caps above the lamps, a optional backpanel (coming in three flavours) and different lamp setups (full lense, left/right/thru-arrow setup, ped-stoplight, yellow/red blinking light). I'll show some screenies when I got one working.
Quote from: mrtnrln on June 20, 2011, 01:45:14 PM
Looking nice, Jondor :thumbsup:
By the way, I'm working on some better stoplight models, with better lamp textures, caps above the lamps, a optional backpanel (coming in three flavours) and different lamp setups (full lense, left/right/thru-arrow setup, ped-stoplight, yellow/red blinking light). I'll show some screenies when I got one working.
Excellent! Glad to hear my discovery is being put to good use. :thumbsup:
Looking great, jondor!
One thing is those little gates just seem a bit small. Most of the gates I can recall cover most of the entire road, even with just two lanes.
Speaking of TuLEP type pieces, will we get working OWR crossings like the planned TuLEP pieces? Vanilla ones are non-functional.
His is done perfectly, and even a critic such as me, no comments and complaints. What I see is pozheche of great and looks real and the real world great thanks I rather see it in action.
Ivo
Quote from: kassarc16 on June 20, 2011, 03:52:16 PM
Looking great, jondor!
One thing is those little gates just seem a bit small. Most of the gates I can recall cover most of the entire road, even with just two lanes.
Speaking of TuLEP type pieces, will we get working OWR crossings like the planned TuLEP pieces? Vanilla ones are non-functional.
The Maxis gates cover both lanes, yes. But in real life, having gates covering the entire road can be a hazard to drivers who like to dart across as the gates are lowering (or at least a hazard to the gates themselves). 4 quadrant gates are the answer there and it would be relatively simple (just shuffling a few vertex block refs) to make a gate that closes after a slight delay to make it a reality.
OWR SIPs (Signalized Intersection Pieces) are on the drawing board as an eventual part of the NAM core and NWM. When they come out, you can be sure I'll have replacement T21s available shortly thereafter.
Quote from: ivo_su on June 20, 2011, 04:03:01 PM
His is done perfectly, and even a critic such as me, no comments and complaints. What I see is pozheche of great and looks real and the real world great thanks I rather see it in action.
Ivo
Thanks for the kind words! :thumbsup:
i get excited just by looking at them!!!! &apls &apls
Quote from: mrtnrln on June 20, 2011, 01:45:14 PM
caps above the lamps,
I thought of modifying my version of the model to have that, but I wanted realistic lens sizes, which meant the RL-like caps would have completely obscured the lens, making the animation unneeded.
I opted to make it look like someone's thrown a brick at the signal (not as uncommon around here as you might think ::) ) and broken the caps off.
The Yellow/red phase would be hard to do... Considering SC4 doesn't have anything to call that frame explicitly, it'd probably just result in desynchronisation due to the added length, that is if it uses the frame at all.
The pedestrian light is something I'd like to do, but I need to get a pole model that doesn't have them to start with (most CC ones and the Maxis ones have non-functional Ped lights)
After some S3D-modifications (The model wasn't showing up well due to negative UV-co-ordinates), the first experiment turned out quite well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F6971%2Fstoplighttest01.jpg&hash=3baf832cd37012a3ceb3625b34e3d256f1a4c601)
Off course, this is just one of the stoplight types I'm going to create.
Quote from: jdenm8 on June 20, 2011, 06:55:55 PM
I thought of modifying my version of the model to have that, but I wanted realistic lens sizes, which meant the RL-like caps would have completely obscured the lens, making the animation unneeded.
As you can see, I made the caps small enough so you can see the lenses.
Quote from: jdenm8 on June 20, 2011, 06:55:55 PM
The Yellow/red phase would be hard to do... Considering SC4 doesn't have anything to call that frame explicitly, it'd probably just result in desynchronisation due to the added length, that is if it uses the frame at all.
I wasn't talking about the Yellow/Red phase (although it would be nice for British/German styled stoplights), but just single yellow or red blinking lights. You know, as props.
Quote from: jdenm8 on June 20, 2011, 06:55:55 PM
The pedestrian light is something I'd like to do, but I need to get a pole model that doesn't have them to start with (most CC ones and the Maxis ones have non-functional Ped lights)
Still figuring out how to do the ped-lights...
EDIT: Got the dedicated turn signals (you know, the ones with arrows) ready! I've used the following IIDs.
- Full Lens: 0xEE480000 - 0xEE490000
- Right Turn Arrow: 0xEE4A0000 - 0xEE4B0000
- Left Turn Arrow: 0xEE4C0000 - 0xEE4D0000
- Thru Arrow: 0xEE4E0000 - 0xEE4F0000
I'm planning to use the following IIDs too:
- Ped Signal: 0xEE500000 - 0xEE510000
- Ped Signal diagonal: 0xEE520000 - 0xEE530000
- Yellow blinking light: 0xEE540000 - 0xEE550000
- Red blinking light: 0xEE560000 - 0xEE570000
- Full Lens diagonal: 0xEE580000 - 0xEE590000
- Right Turn Arrow diagonal: 0xEE5A0000 - 0xEE5B0000
- Left Turn Arrow diagonal: 0xEE5C0000 - 0xEE5D0000
- Thru Arrow diagonal: 0xEE5E0000 - 0xEE5F0000
Best,
Maarten
Are you still using GID 0x39c8771b? That's the one the BAT assigned me, but it's not a big deal to just avoid the 0xEEXXXXXX range, I know how much of a pain reassigning texture IIDs is.
^^ I'm indeed using the 0x39c8771b GID. Any suggestions about changeing these GIDs and IIDs?
Quote from: mrtnrln on June 21, 2011, 11:14:09 AM
^^ I'm indeed using the 0x39c8771b GID. Any suggestions about changeing these GIDs and IIDs?
It's not a problem, I was just curious. I'll just avoid the
0xEEXXXXXX range. I don't do much with the BAT anyway apart from transit props.
Nice, the Crossing close early enough...
for you euro-Version:
http://www.youtube.com/user/VAHRoyal
there you'll find many many many many many...european railway crossings...coincidentally it is the channel of royal...
for the NWM-Streets: May you could model for some this crossings:
http://www.youtube.com/watch?v=17cFG0AiHFU&feature=channel_video_title
those are my favorite, but very rarely
Really great progess jondor &apls Outstanding work here!
Quote from: MR.Y on June 21, 2011, 12:24:56 PM
Nice, the Crossing close early enough...
for you euro-Version:
http://www.youtube.com/user/VAHRoyal
there you'll find many many many many many...european railway crossings...coincidentally it is the channel of royal...
for the NWM-Streets: May you could model for some this crossings:
http://www.youtube.com/watch?v=17cFG0AiHFU&feature=channel_video_title
those are my favorite, but very rarely
Thanks for the visual reference! :thumbsup:
@mrtnrln: Are you actually saying that turn arrow signals like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwwwdelivery.superstock.com%2FWI%2F223%2F1783%2FPreviewComp%2FSuperStock_1783-5928.jpg&hash=0d521d458d452501bb550a6e7091c715a619bae6)
with animated arrows are actually possible animations?
That's right, J-dub! Animated turn arrow signals are indeed possible. Even better, I've got some of these signals working in-game!
EDIT: I don't have these 5-aspect signals you shown above ready, since you don't see them in Europe (we have more basic signal designs here). But I do have dedicated 3-aspect turn arrow signals ready...
Buuuut... Do they have their own phase? My guess is no, but it sounds great anyway :thumbsup:
Animated arrows are possible normally anyway, but they correspond with the two-phase structure of SC4's (quite garbage) traffic light system. In simpler terms, they don't have their own phase, but correspond with the straight-ahead phase.
I was going to save these as a surprise, but I just spent 3 hours diagnosing a texture problem (thank you so much, Reader.. -_-), and I don't think I can wait to show off all my hard work. But I am going to keep a couple things for a surprise later. ;)
http://www.youtube.com/v/bCKXhRS5QqY?hl=en&fs=1
My favorite kind of RR crossing signal ever.. WIGWAGS! In particular, these are modeled after the Magnetic Flagman products most common in the western US (As opposed to the WRRS Autoflag wigwags common in the midwest). The lower quadrant, cantilever style on the right was heavily used by the Southern Pacific, while the upper quadrant post style on the left was often used by the Santa Fe. The Northern Pacific favored a post mounted lower quadrant style with the crossbuck mounted above the motor box, I just need to make an additional bracket prop so that the crossbuck isn't hanging in midair.
You will notice the banners jumping as the train leaves. Unfortunately, that's just a quirk of the game (one that also affects the flashers). When the game changes the prop's state, the animation just stops whatever its doing and jumps right to the first frame of the shutdown animation. But I'm willing to ignore it if you are. ;)
AWESOME!!!!!!!!!!!!!!!!!!!! &apls :thumbsup: &apls :thumbsup:
If I would build american areas, they would find the way to my computer, great, wonderful, wordless...
I. Want. These. Now.
:D
Awesome job man!
Not much to report, just the old style wide crossbucks have been updated and given their HD textures. Depending on their installation date and the railroad in question, wigwags may have been installed with either these or the modern narrower style, or sometimes none at all.
Of course, all these options will be available in the finished mod.
http://www.youtube.com/v/cIEfEjataNg?hl=en&fs=1
I was lucky enough to catch a train just the right length to sync up the spin up and spin down animations of the wigwags. :P
I spent part of my evening getting a flat tire repaired &mmm and the rest shuffling IIDs around so that all these props are better organized, especially when I start adding diagonal and mirrored versions.
Some progress from my side...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F7205%2Fstoplighttest02.jpg&hash=9324a03796216817f4f09ba476e2c99850fb55f5)
I've replace the stoplights on the regular 3 and 4-way road intersections and all TuLEPs!
Close-up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F6443%2Fstoplighttest03.jpg&hash=bba154d5e43d71422ce716faf3ff5be936baf47c)
And the best part is: you can test them right now! I attached to this post the first test version. This version contains:
- Various stoplight styles (only install one):
- Generic Style
- Dutch Style
- German Style #1 (same as Generic Style, but with 'negative' yellow and red turn arrows)
- German Style #2 (same as US Style Black, but with 'negative' yellow and red turn arrows)
- UK Style (same as US Style Black, but with other turn arrows)
- US Style Black
- US Style Yellow
- German styled stoplight Posts.
- Two different T21 files (only install one):
- Euro RHD
- US RHD
Please, go out and test it and I would like some feedback ;)
Best,
Maarten
Can i request some traffic light designs?
^^ Of course! Please show some pictures ;)
Those crossing props will appear automatic or we can choose which one we want to use?
God I'd love an Australian version of those light arms which are on about a 110° angle instead of a 90° one. As well as that, there's only one head under any circumstances with the Right-turn arrows integrated as modular additions, as well as an additional light on the vertical pole with left turn arrows.
Probably the best picture on the internet:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fresources1.news.com.au%2Fimages%2F2010%2F02%2F05%2F1225827%2F281041-road-rule-rebels-under-fire.jpg&hash=6d862716392138fa8f2d342280499abd031f7588)
EDIT: Better pic :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdavidwallphoto.com%2Fimages%2F%257B0B899F73-1806-4250-A733-7FED98EEA97C%257D.jpg&hash=5d6c6525ec4f0e2c6aa70fd8150be43cbccb3531)
Quote from: mrtnrln on June 23, 2011, 01:59:00 AM
Some progress from my side...
I've replace the stoplights on the regular 3 and 4-way road intersections and all TuLEPs!
Close-up:
And the best part is: you can test them right now! I attached to this post the first test version. This version contains:
- Various stoplight styles (only install one):
- Generic Style
- Dutch Style
- German Style #1 (same as Generic Style, but with 'negative' yellow and red turn arrows)
- German Style #2 (same as US Style Black, but with 'negative' yellow and red turn arrows)
- UK Style (same as US Style Black, but with other turn arrows)
- US Style Black
- US Style Yellow <
- German styled stoplight Posts.
- Two different T21 files (only install one):
- Euro RHD
- US RHD <
Please, go out and test it and I would like some feedback ;)
Best,
Maarten
I have some issues trying to use these &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F8896%2Fsouthavondalejun1319130.png&hash=61a15ab574c51b52a8213db19d5893ae97ca8ab6)
Without using any NAM related intersections it works just fine, avenues don't have the yellow lights but the gantries show up fine with lights...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F8941%2Fsouthavondaleoct2821130.png&hash=1543600217c5cbb58c47b1d948d5457a22d1cf2f)
Then when I do use NAM related material your stoplights don't come up right like in this photo ^
The ones I bolded were the models I tried to use... I placed these under the NAM folder and kept the Z_Stoplights_Examplars_Posts.dat file, and the StoplightsPosts folder.
I hope this is just me, cause I would really like to use these
A Set of Different NJ lights would be nice , with the examples down below to help you...
The Modern Urban Jersey 2 lane road light mast with golden ball top...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4005%2F4376496221_8793e0eab8_z.jpg&hash=67c0effeef9ca2820bbadf0a0c3e0acc617292f7) (http://www.flickr.com/photos/42178139@N06/4376496221/)
100_7186 (http://www.flickr.com/photos/42178139@N06/4376496221/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
The New Union County Mast and Black traffic light , it can be extended to up to 6 lanes
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4101%2F4867653564_d5a4047cb5_z.jpg&hash=73aaf0b97fff5cd544e5c6690c54dd8cbe9caf92) (http://www.flickr.com/photos/42178139@N06/4867653564/)
100_1627 (http://www.flickr.com/photos/42178139@N06/4867653564/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4093%2F4867651788_c1568c842d_z.jpg&hash=ee5d863ea0957d03f3fadcd0c31c0dedaf5c866c) (http://www.flickr.com/photos/42178139@N06/4867651788/)
100_1605 (http://www.flickr.com/photos/42178139@N06/4867651788/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
It would be interesting to see type of light in the game , a Doghouse light could be used on the Tuleps...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm4.static.flickr.com%2F3422%2F3921822110_b55ea77914_z.jpg&hash=d4471c8178969adb23ea9901cfbecbcbf5b37a79) (http://www.flickr.com/photos/42178139@N06/3921822110/)
101_0233 (http://www.flickr.com/photos/42178139@N06/3921822110/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
A Wire Span traffic light in the game would be nice aswell...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.static.flickr.com%2F2674%2F3926130496_6a8f9425ee_z.jpg&hash=be3a1921d7e323c4b3af12814c8f2d61d0ac44de) (http://www.flickr.com/photos/42178139@N06/3926130496/)
100_1871 (http://www.flickr.com/photos/42178139@N06/3926130496/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.static.flickr.com%2F5228%2F5748671709_b6399a7776_z.jpg&hash=c0cdf8dacaf33cdb6795f9e94ff43d5d14927312) (http://www.flickr.com/photos/iccdude/5748671709/)
WV 2 northbound @ Veterans Drive-Follansbee, WV (http://www.flickr.com/photos/iccdude/5748671709/) by PennDOTFan (http://www.flickr.com/people/iccdude/), on Flickr
Could you make a single pole that would hold up all the lights , like in the pic below?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.static.flickr.com%2F5018%2F5642004864_85de7b2753_z.jpg&hash=bfe55dc0109ca3f12e5ad54951fbcd03607bd26e) (http://www.flickr.com/photos/42178139@N06/5642004864/)
DSC04412 (http://www.flickr.com/photos/42178139@N06/5642004864/) by Nexis4Jersey09 (http://www.flickr.com/people/42178139@N06/), on Flickr
Quote from: mrtnrln on June 23, 2011, 01:59:00 AMSome progress from my side...
*snip*
Best,
Maarten
This is the best thing to happen in SC4 in a long time. Fantastic work Maarten!
Quote from: jdenm8 on June 23, 2011, 05:04:46 AM
God I'd love an Australian version of those light arms which are on about a 110° angle instead of a 90° one. As well as that, there's only one head under any circumstances with the Right-turn arrows integrated as modular additions, as well as an additional light on the vertical pole with left turn arrows.
Probably the best picture on the internet:
[image]
EDIT: Better pic :P
[image]
The german sign masts in RL also have a 110° angle, but they look freaky in-game when it spans 6 or 8 lanes, when you also want to use the stoplights for straight arm posts...
Quote from: rhwfanatic221 on June 23, 2011, 06:31:06 AM
I have some issues trying to use these &mmm
[image]
Without using any NAM related intersections it works just fine, avenues don't have the yellow lights but the gantries show up fine with lights...
[image]
Then when I do use NAM related material your stoplights don't come up right like in this photo ^
The ones I bolded were the models I tried to use... I placed these under the NAM folder and kept the Z_Stoplights_Examplars_Posts.dat file, and the StoplightsPosts folder.
I hope this is just me, cause I would really like to use these
Maybe you should try to load it after the NAM. See if that works.
@Nexis: I will indeed model some more mast types. Also, some different stoplight models (like the doghouse one) are under consideration, but I guess I have to check the MUTCD how to use them...
Quote from: mrtnrln on June 23, 2011, 07:27:50 AM
The german sign masts in RL also have a 110° angle, but they look freaky in-game when it spans 6 or 8 lanes, when you also want to use the stoplights for straight arm posts...
Maybe you should try to load it after the NAM. See if that works.
Actually, we get around the problem with centre-mounting, with another light in the concrete median on the other side, so a mast never goes further than 2 lanes and there's only ever one head on the mast.
We would do that too here, but unfortunately the TuLEPs don't have a median...
Great work jdenm8 and Maarten!
Maarten, if you don't mind I'd like to request some Bulgarian lights too :P They're all black and they're not rounded like your ones. Since I couldn't find any pics to help you understand what I mean I'll try to take some when I can.
()what()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fother%2Ftewell-19_jan_1881308314365.jpg&hash=126fd86c8fe419fb5ef683f91d32458e97c207e5)
Just your texture pack that doesn't have them ;)
More info :P
Usual layout, applies for nearly all widths and configurations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fother%2Faustralian_tl_layout.jpg&hash=da22f0da7299e44a1e90a042643da45b18547603)
Some quick feedback.
If I plop Tulep intersections, I do get your new yellow US lights. However, it doesn't seem to work on any standard Maxis intersection (road to road, road to avenue). I still get the new posts, but not the yellow lights (the Maxis black ones do show up though). Am I doing something wrong?
I checked several times that your files load after the NAM. I installed the Exemplars_Posts, SignalModels_US_Yellow (tried the black one, didn't change anything), T21_US_RHD and the entire StoplightPosts_D folder, although I don't think I need it.
@jdenm8: Well, I guess that's the problem when you're making a T21 mod compatible with all texture sets...
@TiFlo: I've checked my files and I couldn't find anything what's causing the problem. I can't even replicate the problem...
i've got a question concerning the position of the traffic lights because in my area they are usually placed on the side of the crossing, from where the traffic comes that has to respect them.
^^ Then you should install the Euro version of the T21 file of this mod, which places them at the adjenct side of the intersection (instead of the opposite). This is a common setup in Europe.
Lovely stoplights in the pictures above, I have been thinking on doing som stoplights myself. :D
Quote from: mrtnrln on June 23, 2011, 08:19:28 AM
@jdenm8: Well, I guess that's the problem when you're making a T21 mod compatible with all texture sets...
@TiFlo: I've checked my files and I couldn't find anything what's causing the problem. I can't even replicate the problem...
When it's a question of Road and Avenue intersections, I always suspect the RTL and ATL plugins. Those plugins use different intersections from the standard Maxis ones, so if you've created props for one, but not the other, some people will see them and some won't depending on who has those plugins installed.
Hmm,
@jondor: I think the older version looks better
@maarten: Do you will make german ones, too?
^^ yes, even better, these are already included in the first test version ;)
Quote from: jondor on June 23, 2011, 09:44:51 AM
When it's a question of Road and Avenue intersections, I always suspect the RTL and ATL plugins. Those plugins use different intersections from the standard Maxis ones, so if you've created props for one, but not the other, some people will see them and some won't depending on who has those plugins installed.
I just tried with an empty plugin folder and a brand new installation of the NAM. Same thing, the new custom poles are there on road intersections, but avenues remain the same and the light are the Maxis ones in all cases.
On a side note, my avenue intersections don't put the lights on the opposite side (as it is in North America), and instead put them on the same side. The road intersections are fine though. I'm kind of at a loss now...
Maybe it has to do with render settings. Try to set it so hardware...
I'm already on Hardware rendering. I tried switching it to Software, to no avail. This is weird.
Hey guys, sorry there hasn't been any development on the RR props the past few days. I'm gearing up to go on a much needed week long vacation starting next Friday and getting things squared away for the trip has been taking a lot of my time. &mmm
I've been playing around with timing for some delayed closing gates for a 4 quadrant setup, but I'm not happy with it yet. I'm also checking out the model tweaker to see if it will save me time making mirrored and diagonal props. I may or may not have one more update to show you before I take off, but rest assured, when I return it will be full speed ahead once more! :thumbsup:
Edit: I got the delay on the 4 quadrant gates set as best as I can. Any more delay and the gates don't close until the train starts through the crossing, any less and there might as well not be a delay.
http://www.youtube.com/v/Ki62sNft6t4?hl=en&fs=1
Why is there one frame at 0:01 where both the cars on the TLA-3 and gates with lights disappear ??? Also, why did whoever rate you dislike? I don't get what could of triggered that, maybe they do not like getting stuck in traffic for trains?
A bug in either the game or capture program, either is as likely.
As for the dislike, I have one word. Troll.
Quote from: j-dub on June 26, 2011, 10:42:03 PM
Why is there one frame at 0:01 where both the cars on the TLA-3 and gates with lights disappear ??? Also, why did whoever rate you dislike? I don't get what could of triggered that, maybe they do not like getting stuck in traffic for trains?
Trolls, yes. Forget them, youtube is full of them. I got some troll comments on a couple other videos that I axed and blocked.
If I wasn't working on animated props, I'd just post images. But I think videos are more appropriate here, and youtube is convenient, so I'll take a few trolls. I'm not out to get votes through youtube anyway.
As for the popping, it's the capture software grabbing from the screen buffer after the game has drawn all the static items, but before any of the animated items. The animation is perfectly smooth in game.
That popping is present in all my videos unfortunately. I'm not sure if I need better capture software, a better computer or both.
Turns out the model tweaker worked perfectly for creating mirrored and diagonal versions of animated S3Ds, so once I rotate and re-export some diagonal versions of my static props, I can start on the diagonal road x rail intersections.
It turns out these props can be offset and still function with the game's signal functionality, too, which wasn't the case with the old AVP/ATC props. A test I did with Model Tweaker the other day:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F2025%2Fsignal070220111.jpg&hash=0038d9889a7c00783340c46c0811abc6e06195a5)
This, of course, means we can have an American-style setups on non-TuLEPs intersections, without having to do RUL overrides on the T-intersections. (Rather fortuitous development on Independence Day. :D)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F9435%2Fsignal070420111.jpg&hash=3fc232f157651b904266d9268eb6ced270edde6f)
With a 32m offset, it'll be possible to do this on NWM triple-tile networks as well.
-Alex
Good observations.. will be neat if you can work the offsets properly for the general case
Thanks, SC4BOY! :)
Some additional progress on that front . . . got the MAVE-6/MAVE-6 + intersection signalized using this technique.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4534%2Fsignal070820111.jpg&hash=9f406c0d3579f9d2f592765744666715c269563d)
-Alex
Are these going to be built into the NAM or separate?
Quote from: jondor on June 26, 2011, 01:38:28 AM
Hey guys, sorry there hasn't been any development on the RR props the past few days. I'm gearing up to go on a much needed week long vacation starting next Friday and getting things squared away for the trip has been taking a lot of my time. &mmm
I've been playing around with timing for some delayed closing gates for a 4 quadrant setup, but I'm not happy with it yet. I'm also checking out the model tweaker to see if it will save me time making mirrored and diagonal props. I may or may not have one more update to show you before I take off, but rest assured, when I return it will be full speed ahead once more! :thumbsup:
Edit: I got the delay on the 4 quadrant gates set as best as I can. Any more delay and the gates don't close until the train starts through the crossing, any less and there might as well not be a delay.
http://www.youtube.com/v/Ki62sNft6t4?hl=en&fs=1
Jondor, this is great! I just had to go to youtube myself to see all of the other networks. IMHO, the AVE-6 is the best. ;) For the TLA-3, do they really need the ped. gates? It looks a little too cramp.
Wow. REALLY nice developments on traffic lights and crossing gates! Keep it up!
Gotta echo Vince's thoughts - I've gotta find me some time to be more active around here! I had NO IDEA this stuff was going on! Great work!
Oh . . . and any thought to some Texas-style horizontal signals? ;)
Quote from: Opkl on July 08, 2011, 07:14:41 PM
Jondor, this is great! I just had to go to youtube myself to see all of the other networks. IMHO, the AVE-6 is the best. ;) For the TLA-3, do they really need the ped. gates? It looks a little too cramp.
Most of these setups are just to show off functionality at this point. They're all subject to change in the final release. I do rather enjoy the AVE-6 crossing, glad you do too!
Quote from: Ryan B. on July 08, 2011, 11:38:01 PM
Gotta echo Vince's thoughts - I've gotta find me some time to be more active around here! I had NO IDEA this stuff was going on! Great work!
Oh . . . and any thought to some Texas-style horizontal signals? ;)
The best part is, that would only take a few minutes tweaking to rotate the model and recenter it, so I imagine if you ask nicely someone would be willing to do it. :)
It's been a fun vacation, but now I get to go back to work for a couple days and in the evenings get a Wordpress blog running. On Monday I'll be back to work on the RR crossings and hopefully churning out some more videos for you all! :thumbsup:
I've been consistently amazed by the developments in this thread by everyone in it. Also, jondor, I agree, the wigwags, particularly the SP style, are my favorite. Easier to ignore, and highly possible for people to jump, but still very cool. Looking forward to seeing them released.
-Matt
Hmmm, could it be, that you forgot 45° crossings, or do you make them later?
Quote from: MR.Y on July 09, 2011, 01:42:36 PM
Hmmm, could it be, that you forgot 45° crossings, or do you make them later?
He certainly hasn't forgotten them. I'll quote an earlier post:
Quote from: jondor on June 26, 2011, 01:38:28 AM
I'm also checking out the model tweaker to see if it will save me time making mirrored and diagonal props.
-Alex
Quote from: Tarkus on July 09, 2011, 03:57:12 PM
Quote from: MR.Y on July 09, 2011, 01:42:36 PM
Hmmm, could it be, that you forgot 45° crossings, or do you make them later?
He certainly hasn't forgotten them. I'll quote an earlier post:
Quote from: jondor on June 26, 2011, 01:38:28 AM
I'm also checking out the model tweaker to see if it will save me time making mirrored and diagonal props.
-Alex
And indeed it did work on every one of the many, many vertex blocks in the gate animations and made quick work of the process. At least for the gates and flashers. As for the static props, gantries, poles and such, those have to be rotated and re-exported in the BAT, which means I have to finalize the styling (mainly textures and materials) of the orth props first. I did start that process right before I left, so I'll have some comparison shots for you in a day or two.
Quote from: jondor on July 09, 2011, 01:11:39 AM
The best part is, that would only take a few minutes tweaking to rotate the model and recenter it, so I imagine if you ask nicely someone would be willing to do it. :)
Would anyone be interested in rotating & re-centering those traffic signal models to a horizontal style, commonly used in Texas? Please? :)
Sure thing. :thumbsup: Just swapped the Y and Z coordinates and inverted it in Model Tweaker. I can easily recolor the fixtures, too.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F2681%2Fsignals071020111.jpg&hash=fdefc3ef562e41d8e01efe1d8b57c3b1235f3ff1)
-Alex
That looks awesome when compared to my best attempt, Alex! Truly a job well done! All-black works for me. Another style is as such:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.painetworks.com%2Fphotos%2Fjp%2Fjp8702.JPG&hash=80aef346135b6d9f96e8fdb621b6f40aee7aa5d5)
Also, I read earlier that different signal combinations (such as a doghouse) might be possible. I present another option to be considered: a double red ball, as seen here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.static.flickr.com%2F5229%2F5553934981_a8a8c28531.jpg&hash=6416dd0a5e039ea6f2e00eaa9dccb451011f2a74)
Thanks so much to everyone for their hard work! You're truly making SimCity more realistic with every day that goes by!
This is a great project to enhance the NAM for a more 'realistic' life to game approach... :thumbsup: anticipate something fun to play with soon :P :)
Then on a 'side-note' request to be pointed to a lace where I can find help concerning trolca and BRF amtraks... &mmm as I'm having issues with 'burned out' rail cars -which I surmise is a missing props or dependency yet I believe I have 'em all plus having issue of 'phantom' engine-less trains running around the city ::) any help appreciated... I'll be watching the develops here as they unfold...
Okay, guys finally back with at least a little progress to show. As I said, I need to finalize the look of the static ortho props before I rotate them in the BAT. There's already enough props to have to change settings on as it is. ::)
So: Here's what the gantries look like with some proper metal materials applied (left) and one of my old dev pics from page 2 with a flat gray color (right):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fstatic_gatenew.jpg&hash=68da72804344a47c50d329854b684ceb1b932e29)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Fstatic_gate1.jpg&hash=7e9d6ec348c1adbb61f8b1fa470d0eac6d05010c)
You can also see the change in the height of the gantry and the height of the flashers and crossbucks as well as the HD crossbuck texture, which may need a little manual shading. (And yes, that is the same crossing, cropped to the same dimensions. :P)
Excellent work Jondor :thumbsup: :thumbsup: &apls &apls
You, sir, are . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ft3.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcToIyfPM2N6Nv8fV0zD7fcgr44HeGvhT3QQ1JYUa3tym_ETUPOI%26amp%3Bt%3D1&hash=5686c5d216b5eb5afbd5f1dc4a95d9aa11ccb849)
. . . replace the 'Custom Cars' with 'Custom Props'.
Speaking of which . . . . mad props to you for all this awesome work!
I want this now, EVEN if there's nothing diagonal yet.
Quote from: Tracker on July 12, 2011, 10:11:07 PM
I want this now, EVEN if there's nothing diagonal yet.
There's still a lot of work to do on the orhto props before I could do that. :P On some networks, the props are so close to the edge of the tile that I run into the eternal props problem when trying to bulldoze the crossing, and it wrecks havoc with the crossings when you save and reload the city. I'm going to have to go through and offset all the props (which I would have to do anyway once TTR and QTR come out).
And I still have a few secret weapons to work on. :P :P
How are things coming?
At the moment I'm working on offsetting the existing props and redoing the T21s to hopefully fix the eternal props problem. It's been a long week and I haven't had much time to work on this project unfortunately. :(
The modular flashers are presenting me with a unique problem, not only do I need an offset and a flipped offset version, but also an inverted offset version (and it's flipped counterpart), since half of the flashers are mounted facing in the opposite direction and the offset I need for everything else puts the origin even further off tile.
Edit: Found a novel solution to the problem but still, all these flipped and offset versions are definitely going to require some bookkeeping. I've gotten about half of the intersections I've already built converted to the offset props, so far it's not TOO painful, but we'll see once I start to hit some of the diagonals.
I know people are waiting patiently (or not quite so patiently) for this project, and although part of me doesn't want to break it up, depending on how things go I may (I haven't decided for sure yet) start with just the ortho props and orth-road x orth and diag-rail intersections, then follow that with a diag props and diag-road x orth and diag-rail release and likely a separate retro props release with the wigwags and a few other things I have tucked up my sleeve.
And, speaking of diagonals:
http://www.youtube.com/v/OuGSn91CzXY?version=3&hl=en_US&rel=0
(In case you're wondering, I switched to the Olympic terrain mod instead of Missouri Breaks which I was using previously.)
Edit, 7/22: Finally, all the current T-21s have been updated to use the offset props. No more lingering crossbucks and gantries, now I can get back to actually building T21s for more networks. Also, now that you've seen all the props in action, I'll probably stick to pictures until/unless I have some new animations to show off.
Hey Jondor, I thought you might like this signal.
http://youtu.be/yajkJH5TX7I (http://youtu.be/yajkJH5TX7I)
@jondor: why the barrier of the crossing is flashing?
@txrailcat74: Is the train driver bored or why is was he blowing the horn?
Quote from: MR.Y on July 24, 2011, 04:35:22 PM
@txrailcat74: Is the train driver bored or why is was he blowing the horn?
because it's North American law that the locomotive engineer must sound his horn before entering a crossing.
Anyway, great props Jondor. They look very nice and realistic ;)
ah ok, Here in germany they just have to blow it if the crossing has any electric fuse like barriers or flaching lights...
Quote from: txrailcat74 on July 24, 2011, 04:21:13 PM
Hey Jondor, I thought you might like this signal.
http://youtu.be/yajkJH5TX7I (http://youtu.be/yajkJH5TX7I)
That is one industrial strength gantry! I may include one like that for the OWR-4 and 5
Quote from: MR.Y on July 24, 2011, 04:35:22 PM
@jondor: why the barrier of the crossing is flashing?
In North America, all crossing gates must have a minimum of three lights, which flash with the rest of the lights (except for the end one which stays on solidly for the entire activation cycle).
Quote from: joshriddle577 on July 24, 2011, 04:50:12 PM
Anyway, great props Jondor. They look very nice and realistic ;)
Thanks! Hoping to get in some more work on this project in the next couple days.
@jondor: no, that's not what I ment(You can find it also in east germany: http://www.youtube.com/watch?v=uUyBbDljhUI) I ment, that you a short time just see the cross, not the barrier(I know, my english isn't really the best). Is this cause of the video or is it a bug you have to fix?
I think Mr. Y means that your railway crossing props seem to disappear for a few moments in your SC4 video. I suppose that's a recording glitch, though.
Quote from: MR.Y on July 25, 2011, 02:28:28 AM
@jondor: no, that's not what I ment(You can find it also in east germany: http://www.youtube.com/watch?v=uUyBbDljhUI) I ment, that you a short time just see the cross, not the barrier(I know, my english isn't really the best). Is this cause of the video or is it a bug you have to fix?
Oh, the popping in the videos. That's the video capture software grabbing frames at the wrong time. There's nothing wrong with the models or animations in game.
Quote from: jondor on July 25, 2011, 04:01:19 AM
Oh, the popping in the videos. That's the video capture software grabbing frames at the wrong time. There's nothing wrong with the models or animations in game.
Oh goodie! I was worried the game was going to mess up your work, but I'm glad to hear it was just a video glitch.
Been working on this project off and on the last two days, mainly texture work. Replacing all the flat, single color textures on the gate and flashers with shaded metal ones. It's a subtle difference, but it is noticeable. I also finally got around to making a prop (or more accurately three, but only one is useful yet) that's been missing from most of these crossings. See if you can spot it in the pictures below:
TLA-3 still showing off the 4 quadrant gates:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FTLA-3xDTR-00.jpg&hash=0d25c14c9c9ab55be7cf311f59235464f94a3aff)
An alternative AVE-4 crossing for unzoned, low wealth and industrial areas (generally those with older style crossings):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAVE-4xDTR-00.jpg&hash=bf8ec9d5bb0ec3ebd360195611498e733a8efe8d)
And the AVE-4/TLA-5-TuLEP crossing showing the reappearance of the monster 3-Lane gate:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAVE-TuLEPxDTR-00.jpg&hash=19d9dfc6a3126c46cc6462dc5f9d577fc1a23bd1)
Can you spot the added prop? :P
The board that specifies the number of tracks :thumbsup:
You're using animated S3D props for the flashers aren't you? The texture you've used on the back for the steel bracket is jivey... I think it would be better off being a flat plane with a grey spot texture, the rest being alpha.
Preferably a HD texture so you don't see the FSH compression errors.
Quote from: jdenm8 on July 27, 2011, 04:18:31 AM
The board that specifies the number of tracks :thumbsup:
You're using animated S3D props for the flashers aren't you? The texture you've used on the back for the steel bracket is jivey... I think it would be better off being a flat plane with a grey spot texture, the rest being alpha.
Preferably a HD texture so you don't see the FSH compression errors.
Well spotted! Yes, the flashers, gates and the wigwag banners are all S3D animations. The back end of the light fixtures is actually a lopped off cone. I was hoping the game would shade the underside like it does for automata, but no dice, so I added a little shading to the metal texture instead. I'd have to redo a lot of work to change it out now and it looks better in game without the JPEG compression creating its own artifacts.
Beautiful! I would like to see a partial release with the ortho props for sure...kinda like an Alpha while diagonals are readied.
the project is really making progress :thumbsup:
the crossing arms and the signal lights and the signs appear better and the color- texture for the structure is a better more real steel looking :thumbsup:... and the extra aux. crossing arms are a nice touch... well done...
I hope that at least the ortho set can be ready to go when the NU-NAM is released... :P ::)
Jack :)
Hi jondor,
In Youtube, my username is AMTFan1, but here in SC4D, I've created an account long before, and never used it, it's the reason why I have a different username in this forum.
I sent you a post in youtube concerning the electrification of rail tracks. The links that you asked are the followings: for rail catenary mod it's: http://www.simtropolis.com/forum/files/file/21935-rail-catenary-mod-v3-hd-version/ and for catenary essential, which is a dependency of rail catenary mod, it's: http://www.simtropolis.com/forum/files/file/21934-catenary-essentials/ . The reason why I'm asking you this is because I was wondering if the railroad crossings you are working on will work with electrified rail tracks. I think you should also verify this.
Thank you for your supporting!
As long as these modded crossings are loaded after the Catenary Mod, it should override the level crossings fine. I honestly don't know why the catenary mods need level crossings to be included.
Quote from: SWFan89 on July 28, 2011, 05:58:16 PM
Hi jondor,
In Youtube, my username is AMTFan1, but here in SC4D, I've created an account long before, and never used it, it's the reason why I have a different username in this forum.
I sent you a post in youtube concerning the electrification of rail tracks. The links that you asked are the followings: for rail catenary mod it's: http://www.simtropolis.com/forum/files/file/21935-rail-catenary-mod-v3-hd-version/ and for catenary essential, which is a dependency of rail catenary mod, it's: http://www.simtropolis.com/forum/files/file/21934-catenary-essentials/ . The reason why I'm asking you this is because I was wondering if the railroad crossings you are working on will work with electrified rail tracks. I think you should also verify this.
Thank you for your supporting!
I just had a look through that mod, most of it is T21 exemplars which include overriding replacement T21s for all the road crossings (Vanilla and NAM) using the vanilla crossing gates and the catenaries. So, depending on which mod loads last, those T21s will appear.
However, it shouldn't be too hard to include a patch that combines the two since that is a highly downloaded mod. I'll look into getting permission for that.
Edit: The way the T21s are laid out might make it tricky. If the vanilla T21s had been left alone, the catenary T21s could have applied themselves over top of them, but the vanilla ones are blanked out and the crossing arms combined in to the catenary ones. But I'm guessing not a lot was known about t21s in those days. With the knowledge I have now, I think I can whip up a set that undoes that little snafu and should allow everything to work properly.
More edit:
I also made a small change to the narrow modern gantry to bring it in line with it's big brothers:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAVE-2xSTR-00.jpg&hash=5618b0a4bcef60480d7953e75df1b515ca094e84)
I narrowed it down from 8m to 5m (pole center to flasher mount). It looks a little ridiculous in the BAT, but it looks right at home in game. Next step is to make mirrored gantries and change the z-axis offset of all the props again. 2m gets me by for DTR, but I'll need a 6m offset to support the RAM's planned QTR. With any luck, these will be the last two ortho prop adventures and the rest of the first half will be copy/paste/edit T21s until the cows come home.
New post, last one was getting cluttered.
I decided to recycle the slightly wider modern narrow gantry for the Road TuLEPs and ARD-3:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FRoad-TuLEPxDTR-00.jpg&hash=bbdf57e1301e10da568513c7aa08821efcd6ef35)
Just 5m was a little too narrow, but 6.5m (not 8 like I said before, I was thinking of the old triangulated gantry) is about right. This setup will be available for both the Road TuLEPs and as an alternate setup for the ARD-3.
(If it looks like a pair of 2-lane gates instead of a 2 and a 1, that's because it is in that picture. I missed changing that after copying over the TLA-3 4Q setup and before capping it, but it's fixed now.
Edit: A couple more props I almost forgot about: Some protection for those TLA medians.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAVE-6xDTR-00.jpg&hash=d04aaffbec3885258c64c91e4a52f6cf96d9530e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FTLA-3xDTR-01.jpg&hash=58ce857ec4bd8eb616c63757a0c43d06c1ecefc1)
Just about done with all these ortho props. As soon as I finish, I'll be taking suggestions for different setups people would like to see for different networks. The three tile networks are limited to a single setup at a time, but the one and two tile networks are more flexible and can vary based on zone type or wealth level.
Woo! Triple post!
Okay guys, here's all the props that will be included in the initial release: (Click for full size)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Fortho_catalogue_small.jpg&hash=65e7d1d3989ca79e8179af5122fe6d6a72baa175) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/ortho_catalogue.jpg)
From left to right, top to bottom:
Wood Pole, Bell Pole, Short Gate Pole, Old Wide Crossbuck, Modern Crossbuck, 2 Track Sign, Object Markers (Left, Center, Right), Highway Flashers
1 Lane Gate, 2 Lane Gate, 3 Lane Gate (Delayed closing 4 quadrant gates not pictured, but will be included)
3 Lane Wide Modern Gantry, TLA-3 Raised Median, TLA-5/7/8/9 Raised Median
Old Gantry, 1 Lane Narrow Modern Gantry, 1.5 Lane Medium Narrow Modern Gantry, 2 Lane Modern Gantry
3 and 4 track signs will also be included to be ready for TTR and QTR when and if they are finished and released. At zoom 6, they are just barely visibly different.
All of the props include mirrored versions and LHD T21s will be included as well. I'll be back soon with some sample setups, but if anyone has any suggestions of things you would like to see, go ahead and post them. :thumbsup:
Thanks for your nice work on this subject :satisfied:
It's something very american, could you mod a more "european" railroad crossing if I BAT the small props. &Thk/(
Quote from: Girafe on August 02, 2011, 04:19:43 PM
Thanks for your nice work on this subject :satisfied:
It's something very american, could you mod a more "european" railroad crossing if I BAT the small props. &Thk/(
European style props are planned after I get all the North American style props out of the way.
However, I am planning on making a tutorial on how these props were made, and will likely work on that concurrent with the diagonal props, that should make it easier for people to create props more to their own liking.
Thankfully most of our level crossings here are very similar, they're basically the same but don't have the gantry except in a few rare instances.
Oh, and could you please do a variation of the chevron sign with white instead of yellow?
I thought before EA rushed Rush Hour, that is why they had intended using this sign before the rail road light in the median:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ft2.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcRO7W7SsXHlwsgH6AM5ZgZM4sSntuo2xfP_pWBmRVrWhL43J-sLkg&hash=bf6bf16ddc89cd7e2140ab4820ff5e038f24ac7a)
but they never finished a different model for the car traffic intersections. I can't find the in-game picture, but majority of the time in real-life I have seen them use that when TLAs end into avenues. Also, that yellow/black chevron could be useful for many other instances.
Quote from: jdenm8 on August 02, 2011, 04:44:36 PM
Thankfully most of our level crossings here are very similar, they're basically the same but don't have the gantry except in a few rare instances.
Oh, and could you please do a variation of the chevron sign with white instead of yellow?
Since those use the same HD texture technique I used on the crossbucks, It'll be a snap to include that variation as an optional patch. There will also be patches which include blank red bordered crossbucks for Canadian users and
Rail Way Crossing textures for Canadian and Australian users. :thumbsup:
Quote from: j-dub on August 02, 2011, 04:53:59 PM
I thought before EA rushed Rush Hour, that is why they had intended using this sign:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ft2.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcRO7W7SsXHlwsgH6AM5ZgZM4sSntuo2xfP_pWBmRVrWhL43J-sLkg&hash=bf6bf16ddc89cd7e2140ab4820ff5e038f24ac7a)
which is why its on the original Maxis Avenue crossing light, but never made it to the ends where the avenues hit the intersections.
It's entirely possible, although the Avenue wigwags are directly based on the somewhat famous Point Richmond wigwags (http://www.trainweb.org/dansrailpix/WIG_WAG_PAGE3.htm) in California. You'll notice that they look almost identical to the Point Richmond wigwags as they appear in the photo from 2000 on that page. When my wigwag set is released, you can be sure I'll include the necessary props to not only recreate them, but also render them functional. ;D
That sounds great! Yeah, I don't get why they even released those that way, if the animation was not finished. Its great that you care though! &apls
The only two reasons I can think of is that they were either rushed (which we know is true), or they knew that they had botched the code and the wigwags wouldn't animate the whole time (also true).
Even though the RR props are set up with 4 states, only 3 are ever used. The static props are only used when the crossing is newly built. When a train comes, it switches to the closing gate animation, but it stops on the last frame. It never switches to the looped animation with the gate down and the lights flashing, and once it plays the gate raising animation, it stays in that state, stopped on the last frame. You can see this if you rotate the view or save and load the game after a train goes by. The gate opening animation will play over again.
I get around the issue by including an extra 6 or 7 cycles (I forget exactly how many I used) in the gate closing animation, although you can still see it stop if 3-4 trains go by in a row. And as I noted before, there's a jump in the animation when it switches states from closing to opening, but that can't really be avoided.
Edit: Speaking of alternate textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAus_Alt.jpg&hash=c44f73f825c1125040b64747be825fbb10921adc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FCan_Alt.jpg&hash=7a371df01e551ab273f49bae01ceab733d9e1fdd)
Since the wordless, red bordered crossbucks are the result of more modern laws, there isn't going to be a red bordered version of the older crossbuck.
For the median protection, something like this would probably be best:
http://mutcd.fhwa.dot.gov/SHSe/Markers.pdf
Take a look at Page 11-3, sign OM-3C.
Quote from: Ryan B. on August 02, 2011, 08:12:28 PM
For the median protection, something like this would probably be best:
http://mutcd.fhwa.dot.gov/SHSe/Markers.pdf
Take a look at Page 11-3, sign OM-3C.
That would be true IF cars were allowed to pass on both sides of the median. However, since they are only allowed to pass on the right, OM-3L is the correct sign for RHD if you check the text accompanying that section of the MUTCD.
QuoteThe alternating black and retroreflective yellow
stripes (OM3-L, OM3-R) shall be sloped down at an
angle of 45 degrees toward the side on which traffic
is to pass the obstruction. If traffic can pass to either
side of the obstruction, the alternating black and
retroreflective yellow stripes (OM3-C) shall form
chevrons that point upwards.
Now that I read it correctly, you're absolutely right. Carry on.
*whistles away*
You are awesome for creating these, they have been needed for years. Would it be possible to arrange ortho and diag flashers on one gantry, in a setup for crossings with intersections nearby? Such arrangements are commen to warn turning traffic at T intersections and the like. I wont include an example as these applications tend to vary greatly. But regaurdless, great job! ;D
Quote from: jeremy2 on August 02, 2011, 11:10:49 PM
You are awesome for creating these, they have been needed for years. Would it be possible to arrange ortho and diag flashers on one gantry, in a setup for crossings with intersections nearby? Such arrangements are commen to warn turning traffic at T intersections and the like. I wont include an example as these applications tend to vary greatly. But regaurdless, great job! ;D
It would be with some highly specialized LODs on the gantries or with some extra props, but the problem is detecting when those props should be used. That would require a host of extra RULs and extra crossing IIDs, or a bunch of extra puzzle pieces each with a custom T21. Either way, it's not likely to happen. &mmm
Is this likely to not see a release until NAM 30 comes out?
At the rate the two are going, it's likely. However, at this point all that's left for the first release is making a whole mess of T21s.
...Does that mean that NAM development is going quickly?
Quote from: Tracker on August 03, 2011, 03:22:10 PM
...Does that mean that NAM development is going quickly?
It's progressing along. I wouldn't say it's particularly quick at the moment, but not slow either. We've more-or-less hit "feature freeze".
-Alex
Also, I can only make any real progress on my days off of work, and even though hand editing T21s is faster than using the lot editor, it still takes time, and I have a LOT of them to make.
As promised, here are sample pictures of most of the setups I've created so far. Most you've seen, but a few you haven't and a few have changed slightly. I also missed a couple (The ARD-3 old and new gantry versions and the TLA-3 4Quad setup spring to mind now), I'll pick up pictures of them tomorrow night.
Click for full 1920x1080 size:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample0-small.jpg&hash=4f195b49a0d6473ac21b20513b6ec331099463c8) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample0.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample1-small.jpg&hash=433406ad5ce48bf77fedc66ac9ae5a7123505e0d) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample1.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample2-small.jpg&hash=31b7b0b66a522d2f5414d6bc3ab0a22c2f84c44c) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample2.jpg)
If anyone has suggestions of additional setups they'd like to see, utilizing only the props from my earlier post, please describe it or post a picture and I'll see what I can do.
Excellent work Jondor!!!!!!!!!!!!!!!!!!!!!!!!!!! &apls &apls &apls will there be diagonals in a later release??
Hello jondor!!!
I can only say that you have done surprisingly well. so well that I can not wait to use your crossings. I guess you are ready with the NAM 30. Especially I liked AVE-6 and TLA-7. I guess you're ready for level crossings with MAVE-6, 4, and to me I will be interested if you decide to show. Congratulations for the perfect job.
Regards,
Ivo
woah! they look really nice jondor! goodjob :)
Somehow, I can actually see the part where it says 2 tracks clear as day, but do you use those signal models on the single track rail then?
Will these be used for the rhw2 and 4 too?
Quote from: j-dub on August 06, 2011, 10:14:12 AM
Somehow, I can actually see the part where it says 2 tracks clear as day, but do you use those signal models on the single track rail then?
As you can see in my earlier post (http://sc4devotion.com/forums/index.php?topic=13209.msg389701#msg389701), the entire system is modular. Each crossing picture I've shown consists of anywhere from 4-20 props, assembled via T21 exemplar.
Quote from: Kitsune on August 06, 2011, 10:25:07 AM
Will these be used for the rhw2 and 4 too?
Yes, although the animations may not be functional due to limitations of the game.
excellent job jondor! :thumbsup:
will these work with STR?
mauricio.
Quote from: figui on August 07, 2011, 07:38:34 PM
excellent job jondor! :thumbsup:
will these work with STR?
mauricio.
Yes, in fact I showed a development pic in the last page of an STR crossing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FAVE-2xSTR-00.jpg&hash=5618b0a4bcef60480d7953e75df1b515ca094e84)
The first release will include all the ortho props I showed earlier and T21s for all ortho Maxis, NWM, SAM, RHW, and TuLEPs crossings that support ortho and diag DTR, STR and GLR crossings.
The second release will likely include diagonal versions of those same props and T21s for the same diagonal networks and their ortho and diag crossings.
Third will probably be a release containing the retro crossing props (The wigwags I've shown and some other things I haven't yet).
Then we can talk Euro stuff, or with any luck some other brave modelers will step up who are more familiar with those sorts of crossing props.
One step forward and two steps back as the old saying goes. The prop catalog has changed slightly:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Fortho_catalogue_new_small.jpg&hash=d8f576795142a8ca9f470b599a4b0f809244d7a6) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/ortho_catalogue_new.jpg)
First you might notice two additional gates. 1.5 and 2.5 lanes respectively. People have been throwing out the word
MAVE in eager anticipation, so I thought I'd better not keep them waiting much longer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample3-small.jpg&hash=eaa8d3730214c29c9b761157fefa94491b7e970c) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample3.jpg)
I needed the extra length on the 2.5 lane gate to reach over the bike lane on the MAVE-4. And the 1.5 lane gate should come in handy later as well for the OWR-3.
Secondly, after staring at that huge gantry off and on throughout this process, I came to the conclusion that it's simply not realistic. So it's going away, likely to be replaced at some future date with something like this from an earlier post:
Quote from: txrailcat74 on July 24, 2011, 04:21:13 PM
Hey Jondor, I thought you might like this signal.
http://youtu.be/yajkJH5TX7I (http://youtu.be/yajkJH5TX7I)
Of course that begs the question, what's to become of the triple-tile crossings? I'll show you:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample4-small.jpg&hash=a38412c87f687c6193e8d60e84725e6124fef2e1) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample4.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample5-small.jpg&hash=83d6e1b47e6d02837ec23d991c9ab5f59f232cb5) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample5.jpg)
Now they don't even have to share outer tile setups anymore. The gantries on each size network are placed at the edge of the roadway where they should be instead of straddling the middle ground and being too close on one and too far on the other.
Heres a suggestion :) http://maps.google.com/?ll=29.549319,-95.128091&spn=0.001192,0.003664&t=h&z=19&layer=c&cbll=29.549151,-95.128056&panoid=A4C1jRJQq5wPwEP91LfwIA&cbp=12,250.76,,0,-0.38 (http://maps.google.com/?ll=29.549319,-95.128091&spn=0.001192,0.003664&t=h&z=19&layer=c&cbll=29.549151,-95.128056&panoid=A4C1jRJQq5wPwEP91LfwIA&cbp=12,250.76,,0,-0.38)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F%5Burl%3Dhttp%3A%2F%2Fimageshack.us%2Fphoto%2Fmy-images%2F202%2Ft21sample4jondor2.jpg%2F%255D%255BIMG%255Dhttp%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F7782%2Ft21sample4jondor2.jpg&hash=acb095a6d59cde836d4723f0d01aa4ebc8ac702a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F3673%2Ft21sample54jondor2.jpg&hash=a759a70d141ba8c1796ce92d942216ace5f7c330)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F7782%2Ft21sample4jondor2.jpg&hash=ffd98563dba6870047b9c20d6222cdfcf536c8bc)
I may do something like that for the OWR-4 and 5 or for a future triple-tile TuLEPs crossing. The triple tile avenues and TLAs aren't suited to multi-tile props because of their tile sharing nature.
And it's not entirely unusual to see fixtures in the median:
http://maps.google.com/maps?q=170th+and+TV+hwy,+beaverton&hl=en&ll=45.491893,-122.851766&spn=0.003042,0.006099&sll=29.549151,-95.128056&sspn=0.001888,0.00305&t=h&z=18&layer=c&cbll=45.491767,-122.851783&panoid=5NeJMrtQoprTQq7SB3DliA&cbp=12,345.48,,0,0.08 (http://maps.google.com/maps?q=170th+and+TV+hwy,+beaverton&hl=en&ll=45.491893,-122.851766&spn=0.003042,0.006099&sll=29.549151,-95.128056&sspn=0.001888,0.00305&t=h&z=18&layer=c&cbll=45.491767,-122.851783&panoid=5NeJMrtQoprTQq7SB3DliA&cbp=12,345.48,,0,0.08)
Here's a setup close to my house:
http://maps.google.com/?ll=33.319905,-111.95541&spn=0.000952,0.001206&t=h&z=20&vpsrc=6
Two-lane gantry over the AVE-6, small non-gantry assembly in the center.
Thanks for the pictures shown I am very pleased. Networks with MAVE-4 / 6 are very good. Sorry not to AVE-8 and TLA-9 will see only a picture until at least Christmas. I have a proposal for AVE-6 / 8 Why not add this yellow props that you use in TLA, 7 / 9. To me I like and I think they have a place in AVE.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample5.jpg&hash=6298ae3ab2d409945668d26c7126b9179696e1bd)
Lovely work, I love a wide road like that. The rail gates are look great. Keep it up
Quote from: ivo_su on August 10, 2011, 02:27:28 PM
Thanks for the pictures shown I am very pleased. Networks with MAVE-4 / 6 are very good. Sorry not to AVE-8 and TLA-9 will see only a picture until at least Christmas. I have a proposal for AVE-6 / 8 Why not add this yellow props that you use in TLA, 7 / 9. To me I like and I think they have a place in AVE.
It isn't added in the AVE variants because it's redundant. The yellow slab of concrete is there to provide a footing for the crossing equipment that isn't the bitumen. AVEs don't need that since they have the raised median.
Quote from: jdenm8 on August 10, 2011, 06:28:24 PM
Quote from: ivo_su on August 10, 2011, 02:27:28 PM
Thanks for the pictures shown I am very pleased. Networks with MAVE-4 / 6 are very good. Sorry not to AVE-8 and TLA-9 will see only a picture until at least Christmas. I have a proposal for AVE-6 / 8 Why not add this yellow props that you use in TLA, 7 / 9. To me I like and I think they have a place in AVE.
It isn't added in the AVE variants because it's redundant. The yellow slab of concrete is there to provide a footing for the crossing equipment that isn't the bitumen. AVEs don't need that since they have the raised median.
It is a bit redundant, but it will be available as an option for people who want it.
I really like these Crossings! :D I can't wait until they come out! :D
Sorry there haven't been any updates lately, most of my time and effort has been going into helping get NAM v30 et al. ready for release. Once that's all squared away, I'll be able to pump out all the T-21s and get the first phase of this project released! :thumbsup:
Ooh! I can't wait for these crossings and the flashing beacon! I need both of them to make a city. $%Grinno$%
Now this is worth reporting! :thumbsup:
While I was fixing up some paths for the diagonal AVE crossing and checking out an anomaly in the OWR paths, I made a discovery that lets me do this:
http://www.youtube.com/v/oCVvHnM-0is?version=3&hl=en_US&rel=0
The cars still won't stop at the crossing, but the animation works just fine! All it took was adding a rail stop point to the path file to activate the animation at least. Of course I'll be including the altered path files, unless they manage to work their way into the NAM before then. ;)
Quote from: jondor on August 23, 2011, 01:36:54 AM
Now this is worth reporting!
Yes it is. Great work! &apls &apls &apls
Will there be an LHD version of this? They look much better than the default props :thumbsup:
Indeed there will be. The props were all created with mirrored versions specifically with LHD users in mind.
Okay, here's the plan for the first release (keep in mind that at best it will still be a couple weeks away, assuming I don't find any more half working crossings that need new RULs or textures or both);
The initial release itself will be packaged with 3 T21 packs. One with crossings that stay the same over all zones and wealths, one that will change between two setups (on most networks) depending on adjacent zoning, and the last that will change between two setups depending on wealth level. The packs will be divided by project (Maxis DTR, NWM DTR, SAM DTR, Maxis STR, etc, etc) so you can mix and match from the packs on that level.
After the initial release, I'll be writing a customization tool in Java (so it will run on both Windows and Mac) that will allow you to generate custom T21s and pick and choose up to 4 different setups for each network by either wealth level or zone type. Trying to make enough T21s by hand to please everyone would take so long that I'd never get to the diagonal props.
Quote from: jondor on August 23, 2011, 01:36:54 AM
The cars still won't stop at the crossing, but the animation works just fine! All it took was adding a rail stop point to the path file to activate the animation at least. Of course I'll be including the altered path files, unless they manage to work their way into the NAM before then. ;)
Sweet discovery, at least it gives us something. I used to use the "Half Avenue" trick for One-way crossings. Sadly, the same trick doesn't work for intersections.
I don't see the discovery.... &mmm
Quote from: pimmapman on August 24, 2011, 11:19:20 PM
I don't see the discovery.... &mmm
Load up SC4 and watch a train drive past a RHW or OWR crossing. As is stands now, the gates don't animate.
Hey jondor,
popping in to say hi... 'hi!' ::)... anyway, liking the new work, its sure to be a hit... I like the over head and island features you have made, its all promising fun -also the animation effect is clever, well done :thumbsup:...
However I am having an issue that maybe you would have an answer... %confuso I have all of BRF's Amtrak packs plus all the dependencies and installed according to instructions, but some of the rail cars have the appearance of being burned out and sometimes amtrak train runs around with out its locomotive... &mmm any idea as to correcting this ()what()
THX
Jack
Quote from: Jack_wilds on August 25, 2011, 02:16:04 PM
Hey jondor,
popping in to say hi... 'hi!' ::)... anyway, liking the new work, its sure to be a hit... I like the over head and island features you have made, its all promising fun -also the animation effect is clever, well done :thumbsup:...
However I am having an issue that maybe you would have an answer... %confuso I have all of BRF's Amtrak packs plus all the dependencies and installed according to instructions, but some of the rail cars have the appearance of being burned out and sometimes amtrak train runs around with out its locomotive... &mmm any idea as to correcting this ()what()
THX
Jack
I wish I could help, but I've never had any problems with my automata plugins, so I never had to figure out a solution. :/
Here's another couple development shots to tide you guys over. I'm working on getting the first of 3 T21 packs all squared away as well as building a patch for all the altered path files. Almost done with DTR OxO crossings, here's the RHW section in my test city (click for full size):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FRHW-wide-small.jpg&hash=7bc2db5cff6bdc2c0ec53914757de011120dd891) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/RHW-wide.jpg)
And backing up a bit to the wider OWRs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FOWR4-5-small.jpg&hash=e9170e7934bb996b6386611e673db9250aa03d27) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/OWR4-5.jpg)
Quote from: jondor on August 23, 2011, 09:29:16 AM
Indeed there will be. The props were all created with mirrored versions specifically with LHD users in mind.
Great! Can't wait for these ;D
The OWR crossing gates are something I've been dreaming of for a really long time. Even the "2 Tracks" sign is included, which makes sense for the DTR crossings. I assume it will be omitted on the STR crossings, though. I can't help but notice the row of DxO crossings near the bottom of the first pic in your last post. Are those the ones you will be working on after the OxO ones are done?
Quote from: metarvo on August 27, 2011, 08:48:59 AM
The OWR crossing gates are something I've been dreaming of for a really long time. Even the "2 Tracks" sign is included, which makes sense for the DTR crossings. I assume it will be omitted on the STR crossings, though. I can't help but notice the row of DxO crossings near the bottom of the first pic in your last post. Are those the ones you will be working on after the OxO ones are done?
Correct on both counts. The 2 Tracks sign will only be used on the DTR and GLR crossings. And I'm actually about 80% done with the DTR OxD crossings. Making the STR crossings is simply a matter of copying the DTR one, moving all the props in 2 meters on each side and deleting the track sign. GLR is trickier because almost all the textures are rotated 90 degrees from the Rail crossings. Then I have to LHDify everything. :-\
Edit: Finally finished all the DTR crossings, both OxO and OxD. Now to get started on the copy/paste portion of the show. Also, I slapped one more necessary prop together:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FTLA-3%2520diag.jpg&hash=a3e8651abb06124cc070899d9b376284aa37302f)
For those of you who are curious, here's a wide shot of my test region, click for full size:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Ftest%2520region%2520wide%2520small.jpg&hash=c8bc0b5c5e77b462cbbee22eb3d44c8680282b0d) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/test%20region%20wide.jpg)
As you can see from the just visible gantries, all the DTR crossings are there and I'm just about done with GLR, just the RHW crossings, TuLEPs and the old puzzle pieces to go. I skipped over STR for the time being to check whether the rail stop point fix worked on OWR and RHWxGLR crossings, and it does. :thumbsup:
Next, back to STR, then forward again to the other two new GLR variations, though they have far lighter support, so I think it will be limited to Maxis network crossings on those.
Those trees on the wide avenues are because someone accidentally let one of his T21s slip into the dev build. I don't know if the full set will be in the public release.
Edit: Original and Rural GLR all finished, onto STR. The only snag is the OWR puzzle piece. The crossings won't animate even with rail stop points because of the way the piece is modded. Nothing I can do about it. &mmm
Which OWR puzzle piece? Light rail, heavy rail? The half-avenue loophole method does not even work? Would it be so horrible if you just had the signals at those crossings, instead of attaching gates?
Quote from: j-dub on August 31, 2011, 09:55:15 PM
Would it be so horrible if you just had the signals at those crossings, instead of attaching gates?
You can't really see it in the wide shot, but the Street and all the SAM networks are either lights only or just crossbucks on a wood post for the dirt and gravel networks. The lights without gates setup will be an option for at least some networks later on in the process.
That's precisely why I created modular props, so they can be combined in different ways to suit peoples' different tastes.
How did I just discover this? Talk about quick progress on a hefty, but awesome, project!
I'm pleased to say that the first batch of RHD T21s is finally done! Every DTR, STR and GLR crossing supported by NAM v30 and it's kin has been fitted with high-def modular props. I have an idea that will make converting everything over to LHD go a lot smoother.
Now for the tough question, and I'm going to put this one to the vote: Would you rather I release this mod sooner (with only one set of T21s, customization to come later), or later (with three sets of T21s, further customization to come later still)? I'll run the poll for two weeks from today, so please cast your votes. :satisfied:
If you vote for sooner, I'll start my LEX application process as soon as the LHD set is done. If you vote for later, I'll create the basic by-zone and by-wealth T21 sets first, LHD them and then start my application. Choose wisely. :D
I vote for sooner. That's what I always do. Basics first, the rest will come later.
I might want to mess around with your stuff ;)
I vote for sooner too. =)
Nice job Jondor! &apls &apls &apls
Hope it will be released soon! ()stsfd()
Just some questions:
- For the NAM v30 release, will there be some modification for the TULEP since there were some larger avenues (AVE-6 & AVE-8) that were created for the release?
Does your railroad crossings signals work perfectly with the catenary mod for electrification of the train tracks?
Thank you ;)
Quote from: jondor on August 31, 2011, 10:16:08 PM
Quote from: j-dub on August 31, 2011, 09:55:15 PM
Would it be so horrible if you just had the signals at those crossings, instead of attaching gates?
You can't really see it in the wide shot, but the Street and all the SAM networks are either lights only or just crossbucks on a wood post for the dirt and gravel networks. The lights without gates setup will be an option for at least some networks later on in the process.
That's precisely why I created modular props, so they can be combined in different ways to suit peoples' different tastes.
First off, hats off Jondor! These additions will be swiftly enjoyed by all, I'm sure ;) Excellent work.
In regard to STR x SAM crossings, could we maybe get an option for lights or crossbucks in the installer? I'm all for the lights only at STR x SAM crossings, but some may want crossbuck signs, say, if you're using dirt SAM textures. Jut a thought... we're already deep in the NAM, can't have too many options!
Quote from: SWFan89 on September 01, 2011, 03:00:35 PM
Nice job Jondor! &apls &apls &apls
Hope it will be released soon! ()stsfd()
Just some questions:
- For the NAM v30 release, will there be some modification for the TULEP since there were some larger avenues (AVE-6 & AVE-8) that were created for the release?
Does your railroad crossings signals work perfectly with the catenary mod for electrification of the train tracks?
Thank you ;)
The triple tile networks will have some very basic Type-A TuLEP pieces, but these will not yet include rail crossings. As for the catenary mod, it will include a file that nullifies the catenary T21s on the crossings only and allows the modular crossings to show instead.
Quote from: dwelln8hss32 on September 01, 2011, 03:44:48 PM
First off, hats off Jondor! These additions will be swiftly enjoyed by all, I'm sure ;) Excellent work.
In regard to STR x SAM crossings, could we maybe get an option for lights or crossbucks in the installer? I'm all for the lights only at STR x SAM crossings, but some may want crossbuck signs, say, if you're using dirt SAM textures. Jut a thought... we're already deep in the NAM, can't have too many options!
Later on, there will be a configuration program for you to set up every network to your exact tastes. The basic all-zones, all-wealths set will be lights only on Maxis streets and SAM 2, 7, 8, and 9 (and on the currently empty SAM sets as well) SAM 3, 4 and 5 are passive crossbucks only. If people vote for me to make the by-zone and by-wealth sets, then Maxis, and 2, 7, 8, 9 will switch between crossbucks only and lights only while 3, 4 and 5 will switch between old style and new style crossbucks. In either case, the future config program will give you more in depth choices.
I'll post some closer shots of my test region soon so you can see what the basic set will look like. And if people are really impatient, you can always crack open the reader and fiddle around with things. :P
The by-wealth, by-zone sets sound really promising! I voted to go long for the extras, but we'll see. And a config program teaser?! Yessssir, I believe I'll be all over that. &apls
Jondor, your project looks great and about time someone does this kind of stuff. The Maxis RR crossing signals looks okay, but are not real. This will make the game look closer to real as you can get. Keep it going. JKB
As promised, here's a look at some of the crossings you haven't seen up close yet (click for full size as usual):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FSAM-DTR1-small.jpg&hash=264334dbab0ba29cb1c7ee321150164ba05e87f5) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/SAM-DTR1.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FSAM-DTR2-small.jpg&hash=9ad75431277668a215f8745f792fab77b8e9996b) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/SAM-DTR2.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FSAM-STR-small.jpg&hash=7d7e09ee3dc75a7474979e5c50dfdbf07da8d4f6) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/SAM-STR.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FRHW-GLR-small.jpg&hash=9e1510b75bb496c263d686b4cf64e4501534b269) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/RHW-GLR.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FMaxis-GLR-small.jpg&hash=0f8c3e468a10e2d1477bab54e40868a6a1379270) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/Maxis-GLR.jpg)
I have to say this mod has went a long way when it's finished i'm sure to download it. Keep it up. :D
Money! ;D
Love the tower arm signals on the GLR. KUTGW Jondor!
This is great, now all we need is telegraph poles along the line, perhaps as t21 props as well?? maybe I will take a shot at that one, it will def be a learning curve for me. :thumbsup:
On the OxD TLA-3 crossing, I just noticed something. Is that a yellow-and-black striped obstruction marker in front of the orange-yellow median prop? I believe it is! :thumbsup: This must have been the last necessary prop you mentioned, right?
Quote from: metarvo on September 02, 2011, 12:25:55 PM
On the OxD TLA-3 crossing, I just noticed something. Is that a yellow-and-black striped obstruction marker in front of the orange-yellow median prop? I believe it is! :thumbsup: This must have been the last necessary prop you mentioned, right?
Actually, the object marker is there on the OxO crossing as well and has been for a while as you can see in this pic from back on page 9. The new prop is the elongated raised median with the beveled end.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2FT21sample1-small.jpg&hash=433406ad5ce48bf77fedc66ac9ae5a7123505e0d) (http://www.thedwarfers.net/otherstuff/random/sc4/rr_crossings/T21sample1.jpg)
Quote from: metarvo on September 02, 2011, 12:25:55 PM
On the OxD TLA-3 crossing, I just noticed something. Is that a yellow-and-black striped obstruction marker in front of the orange-yellow median prop? I believe it is! :thumbsup: This must have been the last necessary prop you mentioned, right?
It's the special diagonal "island" in the roadway. That prop was used before.
I'm pretty surprised by the voting. ??? I thought sooner would beat later by a wide margin, but it's stayed a dead heat the whole time. :D
I've got a little surprise for you guys. ;)
I managed to whip myself up a shortcut to LHD land, and making the other two T21 sets went by a lot faster than I thought. This means that everyone gets their vote and I'll be starting my LEX candidacy as of tonight with all three T21 sets available! (And of course, the poll is closed a bit early.)
These sets may not please everyone 100%, but keep in mind that there will be an in depth customization program coming soon.
In case anyone is wondering what's going on with the release of this set, it's been decided to wait until after NAM 30 comes out because most of the path fixes I would be including with this release are going to be added to the NAM, NWM, and RHW releases. I will still have some path patches for the STR network and those should be included in the next RAM release, whenever it happens. As well as a patch for Maxis crossings for non-NAM users.
Im so looking forward 2 this ;D
When and where can I download your awesome props? :thumbsup:
Hopefully on the LEX in the not too distant future. Once it's approved there, I'll upload it to the STEX as well.
Great to see it released! One issue I noticed, though, is that the AvexGLR FLUP lacks any props.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fzunx1l.jpg&hash=9db1248321f1fd976543b7bddc5458b5546eff61)
GLRxAVE at top, and GLRxTLA5 at bottom.
Quote from: kassarc16 on September 24, 2011, 03:18:30 PM
Great to see it released! One issue I noticed, though, is that the AvexGLR FLUP lacks any props.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fzunx1l.jpg&hash=9db1248321f1fd976543b7bddc5458b5546eff61)
GLRxAVE at top, and GLRxTLA5 at bottom.
That is a bug that affects (among other things) the Tram-in-AVE puzzle pieces as well. The Maxis gates on that piece are similarly affected. If you plop it on an existing AVExRail crossing the props will show up. Also, I think you mean TuLEP, not FLUP. :P
And before you get mad at me, yes they were released today! :P
In Windows installer: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2693 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2693)
and Mac/Manual Install versions: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2694 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2694)
Please read the readme very carefully, but if you have any questions or concerns, this is the place for them.
I have a question. Is there a way where you can choose different crossing arms for each crossing. If so, how do I do it and which folder do I use?
Quote from: jondor on September 24, 2011, 08:17:12 PMThat is a bug that affects (among other things) the Tram-in-AVE puzzle pieces as well. The Maxis gates on that piece are similarly affected. If you plop it on an existing AVExRail crossing the props will show up. Also, I think you mean TuLEP, not FLUP. :P
Ah, that makes sense, and yes I did mean that.
Quote from: nicebutevil91 on September 24, 2011, 09:02:25 PM
I have a question. Is there a way where you can choose different crossing arms for each crossing. If so, how do I do it and which folder do I use?
I'm not sure what you mean here. If you're referring to different gate arm styles, there's only one. The arms do come in five lengths, but each one has been chosen based on the width of the network.
When the by-zone and by-wealth sets switch between different setups, it's generally the gantry style, presence or absence of a gantry, or presence or absence of the gates entirely for some of the smaller networks. And on GLR crossings, some networks will gain 4 quadrant gates.
Quote from: jondor on September 24, 2011, 11:14:08 PM
I'm not sure what you mean here. If you're referring to different gate arm styles, there's only one. The arms do come in five lengths, but each one has been chosen based on the width of the network.
When the by-zone and by-wealth sets switch between different setups, it's generally the gantry style, presence or absence of a gantry, or presence or absence of the gates entirely for some of the smaller networks. And on GLR crossings, some networks will gain 4 quadrant gates.
Basically what I was meaning to ask is if there are any puzzle pieces where you can choose a different style of gates or gantries over certain networks. Other than that, I would like to say good job on the crossing arms.
Last question, which is a little off topic. Is the flashing beacons you posted earlier this thread ever going to come out on lex? :P
Quote from: nicebutevil91 on September 24, 2011, 11:28:41 PM
Basically what I was meaning to ask is if there are any puzzle pieces where you can choose a different style of gates or gantries over certain networks. Other than that, I would like to say good job on the crossing arms.
Last question, which is a little off topic. Is the flashing beacons you posted earlier this thread ever going to come out on lex? :P
Okay, I got you. No, there aren't any cosmetic puzzle pieces available. I do plan to release a configuration program that will allow you to create custom T21 sets. They still won't be ploppable like puzzle pieces, but you will be able to more finely tune which zones or wealths certain prop setups show up next to.
As for the beacons, that's not off topic but they need to be completely rebuilt as animated S3Ds like the RR props before they can be released. I'm probably going to do the diagonal RR props before I go back to the beacons.
I've installed it, and it looks spectacular. :thumbsup: One thing, though. I notice that, instead of white signs that say "Railroad Crossing," I'm getting white signs with red outlines that are blank. Why would that be?
Oh these are great! Installed it and tested it. :D Great job, jondor. Though I'm having the same problem as kassarc16. :(
European Crossbucks.
There's a file you have to remove to get the traditional NA version. I can't remember which one.
Quote from: jdenm8 on September 25, 2011, 07:13:26 AM
European Crossbucks.
There's a file you have to remove to get the traditional NA version. I can't remember which one.
Actually - Canada uses the red and white too.
Quote from: jdenm8 on September 25, 2011, 07:13:26 AM
European Crossbucks.
Well, the European crossbucks look a bit different:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fea69e99e0fdfbfa55bebc3f2d2844b74.jpg&hash=e81ccc209e3dddecdf7f5c03b3ee2a8421bd9a31)
They don't have a red edge, just red tips.
Quote from: metarvo on September 25, 2011, 05:47:41 AM
I've installed it, and it looks spectacular. :thumbsup: One thing, though. I notice that, instead of white signs that say "Railroad Crossing," I'm getting white signs with red outlines that are blank. Why would that be?
That means you installed at least one of the optional texture mods. They live in the Modular RR Props\z_Texture_Mods folder. The others change the object markers to White on Black, the wide crossbucks to read Rail Way Crossing, and similarly for the modern crossbuck (which gets overridden by the red borders if they're both installed). If you want the default props, you should delete the entire folder.
Quote from: Mr10crossing on September 25, 2011, 07:12:45 AM
Oh these are great! Installed it and tested it. :D Great job, jondor. Though I'm having the same problem as kassarc16. :(
I answered this issue:
Quote from: jondor on September 24, 2011, 08:17:12 PM
That is a bug that affects (among other things) the Tram-in-AVE puzzle pieces as well. The Maxis gates on that piece are similarly affected. If you plop it on an existing AVExRail crossing the props will show up. Also, I think you mean TuLEP, not FLUP. :P
Maybe you should consider the following color combinations for the object markers:
- Yellow-Black (currently available)
- White-Black (currently available)
- White-Red
- Yellow-Red
- White-Blue
- Yellow-Blue
I don't know that any of those other combinations are from countries that use RR crossings that look like these, but if people want them, that's actually the least labor intensive texture mod, so it could be easily done.
Hello jondor,
Like using the RR crossing props, particularly the signs and I am using it... thanks for making this and sharing it
However, when rebuilding a maxis RR/road crossing the game crashes and this happened a few times BUT what is odd about it is it didn't crash when I rebuilt other the maxis crossings [that is, out of updating 10 crossings it crashed on three times]... so what I am hoping for is an example config folder -arrangement, of the RR crossings as I may have configured incorrectly; not seeing what the instructions mean...
Thank-you
Jack
Quote from: Jack_wilds on September 26, 2011, 12:40:05 PM
Hello jondor,
Like using the RR crossing props, particularly the signs and I am using it... thanks for making this and sharing it
However, when rebuilding a maxis RR/road crossing the game crashes and this happened a few times BUT what is odd about it is it didn't crash when I rebuilt other the maxis crossings [that is, out of updating 10 crossings it crashed on three times]... so what I am hoping for is an example config folder -arrangement, of the RR crossings as I may have configured incorrectly; not seeing what the instructions mean...
Thank-you
Jack
That is odd. The readme that comes with the Mac version, and also the one that gets installed with the Windows version (not the one loose in the zip file with the installer) have a diagram of the folder structure, however that shouldn't be a problem. I had the development files strewn all over my plugins folder while I was creating the props.
The one question I have is, are you using software or hardware rendering? The texture I used for the gate arms has the potential to crash the game in software rendering mode (as it is wider than 256 pixels, but it has fewer pixels than a 256x256 square image and I had no problems with it working in software mode when I tested.)
Unfortunately though unless it is a consistently reproducible problem, it may have to be chalked up to SC4's habit of randomly crashing for no discernible reason.
Jondor, this is amazing work. Just plain awesome!
Awesome work, jondor!
Would be just great, if you're going to make some European crossings too. I can't wait for them... &hlp
Quote from: jondor on September 26, 2011, 03:30:30 PM
Quote from: Jack_wilds on September 26, 2011, 12:40:05 PM
Hello jondor,
Like using the RR crossing props, particularly the signs and I am using it... thanks for making this and sharing it
However, when rebuilding a maxis RR/road crossing the game crashes and this happened a few times BUT what is odd about it is it didn't crash when I rebuilt other the maxis crossings [that is, out of updating 10 crossings it crashed on three times]... so what I am hoping for is an example config folder -arrangement, of the RR crossings as I may have configured incorrectly; not seeing what the instructions mean...
Thank-you
Jack
That is odd. The readme that comes with the Mac version, and also the one that gets installed with the Windows version (not the one loose in the zip file with the installer) have a diagram of the folder structure, however that shouldn't be a problem. I had the development files strewn all over my plugins folder while I was creating the props.
The one question I have is, are you using software or hardware rendering? The texture I used for the gate arms has the potential to crash the game in software rendering mode (as it is wider than 256 pixels, but it has fewer pixels than a 256x256 square image and I had no problems with it working in software mode when I tested.)
Unfortunately though unless it is a consistently reproducible problem, it may have to be chalked up to SC4's habit of randomly crashing for no discernible reason.
Hello Jondor...
After playing around with the config a while and also removing any other RR add-ons that might interfere it is working and the crashes appeared to be a random thing... I like the props alot and I also like the HD aspect when zoomed in... particularly like the RR structure over-head arms :thumbsup: thanks for thoughts... then to add a thought for a possible mod 'add-on' for simply having the cross-buck signs for rural, low traffic and IND areas as the lights seem to want to be everywhere... or is there something all ready
Jack
The by-zone and by-wealth sets that are included both include crossbuck only crossings on the Maxis street and SAM networks in the lower density and lower wealth areas respectively. (I'd have to go look at the files to see exactly where I set them to show up.)
All of the other networks (from Maxis roads up) feature at least lights and upgrade to gates in higher density/higher wealth areas. I'm working on a RHW related project at the moment, but as I've said, I will be creating a program that will allow people to configure their RR crossing T21 sets more to their liking.
Ok then... thanks for the heads up about making even more customizable, that will really change things for better liking... :)
When I play with mrtnrln's stoplights, I get this wonderful mess:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2Fsignals.jpg&hash=c69048dbb5acbc265fef594afd9abb2dba333646)
I take it the crosshatching is is due to my nvidia graphics card and I'm stuck?
Judging by how refined the poles are, it looks like hardware rendering is on, so I don't get why only the lights are being affected. Other then Mrtnrln's lights, have you had similar behavior with anyone else's traffic lights instead? You know, just for experimental purposes. That will verify if its a graphic card related thing. I use Nvidia, I have had some buildings and no texture areas do that stuff before, I just never seen it on any custom signals I have used before.
It's S3D clipping, something only relatively recent nVidia cards do and it's probably not going to be fixed by nVidia any time soon.
The Tru3D traffic lights used by that mod actually have two planes in close proximity, one for the front of the light, another for the back. nVidia cards have severe issues with this, as demonstrated by the wealthed transitions in NWM 1.0.
That's kind of what I figured, since it only does it on the ones with a frame around the lights. Out of Mrtnrln's pack, the Dutch, Germany 2, and US styles all exhibit this.
I get the same thing on occasion with the FLUPs ramps and other various things, and I figured it was my video card because I remembered reading a post about it somewhere in one of the NAM-related threads. I just thought I'd ask.
Unfortunately, I like my dual GTX260's too much to get rid of them just for SC4. :P
Why not upgrade to dual 6870s or 6950s? Just saying :P
Yeah, the z-fighting isn't something we can help without modifying the models and all of the S3D traffic lights will exhibit it unless they're modified to have a greater depth.
And I already modified them a bit to overcome this problem. The back panel is about 0.25m further back then the lights are. Obviously it didn't help...
Quote from: jdenm8 on October 09, 2011, 07:51:28 PM
Why not upgrade to dual 6870s or 6950s? Just saying :P
Unfortunately, it's a SLi mobo. Although, it's mainly because I got so fed up with having the "who's getting the next upgrade?" argument that I spent $4000 last year building my wife and I matching workstations. I do not intend, nor do I have the budget (especially after buying two new cars this year) to spend another red cent on PC hardware for several more years. And darnit, a Core i7-960 with 12GB of RAM, RAIDed 1TB HDDs, and dual GTX-260's ought to be bleeding edge enough to last a while. :P
Actually, for a very long time I was a huge ATI fanboi. Then I swung over to nVidia. Lately I've become somewhat ambivalent - I've taken to buying what seems to be the best value for the money at the time. I've come to realize that the hardware is all pretty capable and the real issue is crap drivers. &mmm
Quote from: jdenm8 on October 09, 2011, 07:51:28 PM
Yeah, the z-fighting isn't something we can help without modifying the models and all of the S3D traffic lights will exhibit it unless they're modified to have a greater depth.
That's what I suspected. Thanks for indulging me.
Quote from: mrtnrln on October 09, 2011, 11:25:38 PM
And I already modified them a bit to overcome this problem. The back panel is about 0.25m further back then the lights are. Obviously it didn't help...
A quarter of a meter?! Sheesh...nVidia really does need to get their act together.
Quote from: Wthrwyz on October 10, 2011, 02:52:30 PM
Although, it's mainly because I got so fed up with having the "who's getting the next upgrade?" argument that I spent $4000 last year building my wife and I matching workstations. I do not intend, nor do I have the budget (especially after buying two new cars this year) to spend another red cent on PC hardware for several more years.
Ha ha ha, fair enough :D
Quote from: Wthrwyz on October 10, 2011, 02:52:30 PM
And darnit, a Core i7-960 with 12GB of RAM, RAIDed 1TB HDDs, and dual GTX-260's ought to be bleeding edge enough to last a while. :P
*blink* :o
Quote from: Wthrwyz on October 10, 2011, 02:52:30 PM
Actually, for a very long time I was a huge ATI fanboi. Then I swung over to nVidia. Lately I've become somewhat ambivalent - I've taken to buying what seems to be the best value for the money at the time. I've come to realize that the hardware is all pretty capable and the real issue is crap drivers. &mmm
Yup, DirectX/OpenGL/Whatever really fixed a lot of the compatibility issues. Now it's the implementation between DirectX/OpenGL/Whatever and the hardware that's being stuffed up. ::)
Oh well, it'll be interesting to know how they stuffed this one up.
Quote from: jondor on October 06, 2011, 05:10:10 PM
... I will be creating a program that will allow people to configure their RR crossing T21 sets more to their liking.
The work is really good .. very good.
My comment goes to the texture of the gate. I think the Maxxis also suffers from lack of realism to be very bright. I noticed he had a great job with the lights that really look like light bulbs instead of just flashing red. (Three to seven groups) so I think a more realistic texture to complement the model has to justify his excellent work. Congratulations ..
Hey guys, first post. I look forward to being a part of the community!
I usually strongly refrain from trying to make any requests during my starting period in a forum community, but I'm in research mode... new to the game... because I not only want to play around, but I'd like to eventually be able to contribute to the community... and while doing research and going through this thread, I was struck with an idea...
According to the latest MUTCD (2009 edition), all passive railroad crossings (with a 10 year grace period, from the time of the writing) must have a yield sign or stop sign to accompany the crossbuck. Personally, I think the yield sign is a bit repetitive since the crossbuck is essentially a yield sign, but there are sometimes situations that really require a stop sign at a passive grade crossing. Especially for those passive angled crossings on pavement, would it be possible to have an option to place a stop sign on the post with the crossbuck, under the "track number" sign?
Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.in.gov%2Findot%2Fimages%2Fstopxcross.jpg&hash=7da3b5ce4dcbe8f2588cd84dd8ee2efbc126139a)
It would, and I already happen to have a suitable sign created (though not yet released). A yield sign would be a snap to add as well. I'll be sure to include these as options in a future version of the prop set.
Quote from: jondor on November 06, 2011, 07:35:23 PM
It would, and I already happen to have a suitable sign created (though not yet released). A yield sign would be a snap to add as well. I'll be sure to include these as options in a future version of the prop set.
You are awesome! Thank you for all the work you've put into this!
Wow, they look very cool, thanks for all that hard work, I have not returned back to the Maxis version.
Jondor,
:)
A few questions came to mind today while reading through this thread....
1. When you eventually get around to releasing your customization application for this mod set, will we be able to choose to use the modern crossbuck in place of the older version on those dirt/gravel surfaces that cross single railroad tracks? You did an excellent job rendering those older crossbucks, but folks that want a more modern city layout might not be crazy about using them. I know we're quite a ways before we have to imminently worry about that, but I thought it would be good to go ahead and throw the thought in your direction.
2. Alex (Tarkus) found a way around the one-way issue in the TuLEPS project by how the puzzle pieces and stop points within those were created. I know you've already found a way to lower and raise the gates; so, there's no use in reinventing the wheel there.... but is there a possibility that you could use that same principle to get traffic to stop?
3. When RAM is finished with the planned 3-track and 4-track railroads, do you have plans for incorporating those into this project as well (whenever that may be)?
A couple of notes...
1. For some of the folks that want a Midwestern layout and/or an older layout, here's an idea for an older highway flashing light signal...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F383%2Fgriswoldrxrsignal.jpg&hash=0534e6d5c9cf5e7442570b4f4ec069e51b82b369)
This is the Griswold Rotating Banner Crossing signal. When inactive, the stop sign banner is rotated perpendicular to traffic, out of sight; but when activated, the stop sign rotates around to face traffic as the lights flash. There are VERY FEW of these still active in the USA, and since the presence of a stop sign at an actively signalized grade crossing goes against recent and current MUTCD guidelines, the stop signs are being taken out. However, for the folks that are trying to do a not-so-modern city, they may really want these for industrial non-gated crossings... especially the model railroad fans.
This isn't really a request for me, directly, because I'm a fan of more modern city layouts... but while I'm still new to everything, presenting ideas to the community is the best way I know to help out... until I have mastered the creation of some of these game modification elements that you guys are so excellent at constructing.
2. I'll be sending you a PM soon concerning a longer-term project idea I've had. It would be a "sister" project to this one... and would also answer a request you had earlier in the thread about signalized crossings located in close proximity to intersections.
Thanks for your time!
Here's a few answers:
1. Yes, you will be able to choose to use the modern crossbucks instead of the older ones or vice-versa.
2. In order to get the traffic to stop at RHW and OWR crossings, the same SIP principle will have to be applied, it will require a puzzle piece crossing with a different checktype that actually supports stop points; probably road.
3. Yes. All the ortho props are designed with a 6m offset parallel to the road so that they can be overhung onto adjacent tiles to accommodate the wider railway.
And some counter-notes:
1. I actually have a half-finished Griswold Rotating Banner signal already. The cutout for the stop sign was giving me a little trouble and I need to get back on that. They weren't just used in the midwest (although the majority of them were). The Northern Pacific used them all the way into Washington state and two of them (sans stop signs) still guard a crossing in Tacoma. Although not for long as they stand at what is currently the end of the Sounder line which is going to be extended. There's also one with a working stop sign left in California. It used to be two, but the other was run down by a truck a few years back. :(
Mine will have the option of both the modern red and white stop sign or the older federal yellow.
2. Replied. :thumbsup:
Hi Jondor!
Will there be a second phase for the railroad crossings? We haven't heard any news of it since the first pack has been released with the NAM 30.
To me it seems there are still few things to fix: as you can see in the following image, the old maxis railroad crossings are still appearing time to time:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F9361%2Frailroadtest.jpg&hash=7d5c14fb6dc60a35246681f63477505f14c37e0e)
By the way, Happy New Year! ;)
Eventually, when I have time to work on them again. All my SC4 related projects are on hold at the moment. RL is just too busy for me. Phase 2 is planned to be diagonal props covering DxO and DxD roadXrail crossings.
I don't want to derail ::) this thread again, but I thought I'd pass along that I fixed my issue with mrtnrln's traffic lights...and my z-fighting issues all together. Here's all the gory details (http://sc4devotion.com/forums/index.php?topic=14332.0) if anyone cares. ;)
*sneak sneak sneak*
I don't remember who requested it, but someone had asked for side lights for crossings near intersections.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Fsidelightsteaser.jpg&hash=3ead1152e68a69f639cdcad5175b88bdd80b62ca)
You also might notice that I've found a much nicer and more realistic metal texture. As soon as I update the gate textures to be a little more realistic as well and possibly tweak a few more things, I'll be getting started on the long overdue diagonal props. ;)
Whoa, that's pretty nifty! Welcome back - certainly can't wait to see what else is up your sleeve.
What's up my sleeve right now is some new textures for the gate mechanisms:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Fnewgatetex.jpg&hash=84e6630723d11a3fb47c85c60539904296cde146)
I dimmed the mast texture just a tad, but because the mast and the signs would be shiny and reflectorized in real life, they'll stay fairly bright.
One more (probably the last) little change to the ortho props, I think I'm pretty happy with them now. Let's see if you can spot the difference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Flastorthoteaser.jpg&hash=1cf993436b45a80f7f489791c8c7fb523042f79d)
(And the file name isn't going to help you. :P)
Do these lights have caps now? Sweet!
They do indeed, although I think I'm going to edit the texture slightly to highlight the edges better against the backing plate.
Dang that's the stuff. They're looking a lot more realistic now.
Hmm..... What's this now?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Frr_crossings%2Fdiagteaser01.jpg&hash=00f7b125cd6bf90913ed360b48aa090f9fb3400f)
I haven't added the HD textures to the signs yet, but rest assured, it will happen. :thumbsup:
WOW, im in shock, im the one who inquired about the side light possibility. Unfortunately might be a while until I play simcity 4 again since my hard drive with many many plugins as well as bats and other things has died...this seems to be a common problem for me &sly. Very awesome though!
I knew someone had mentioned it, but apparently I didn't quite make it back to page 9 to find it. In any case it stuck in my mind and I happen to drive past two intersections almost daily with side lights like that.
Thanks to the TuLEP pieces not changing T21s when zoning around them changes (and being designed to be placed near intersections), it's pretty easy to define two T21s for each piece and let people replop if they get the wrong one the first time.
Draggable crossings are dicier since they can change back and forth at the drop of a hat, but it'll go into the eventual config program anyway.
Nice work on the diagonal crossing props, Jondor! I'm looking forward to seeing the HD version. :thumbsup:
Awesome progress on phase 2 Jondor.!! Waiting patiently :)
I've uploaded a S3D stoplight mod a while ago and I'm currently working again on this mod. So far, I've done all OxO intersections of the Maxis networks. The diagonal intersections are behaving more... pesky. From what I think what's working correctly, I've attached to this post. Choose a stoplight design, install the T21 overrides and extract the stoplight post models and then you can test this mod. ;)
It's still a WIP project, so not everything might work.
Additional stoplight post designs are welcome!
Enjoy!
Maarten
EDIT: STUPID! I didn't include the stoplight post exemplars. Revised version is uploaded on DropBox (too large to attach to a post): http://dl.dropbox.com/u/24507921/StoplightReplacementSet_DEV_v01.zip
Was wondering why I couldn't see them before yesterday night, I was getting real frustrated, trying to figure out, did I install these right? Hopefully when I try it again now, they will work; just more moving files and folders around.
EDIT: NOPE! still don't work no matter where i put them.
A new version (v0.2) is uploaded: http://dl.dropbox.com/u/24507921/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
- Folder organisation. Installation should be more or less straight-forward
- Improved stoplight post models
- Diagonal Maxis intersections are now included
- NAM and NWM still not supported
Best,
Maarten
Double post....
New version (v0.3) is up. You can download it from same location as the previous version at the post above. This version includes:
- Three T21 stoplight layouts:
* Scandinavian (experimental, not complete yet)
* Euro, variant 1
* Euro, variant 2 (NEW!)
- LHD support for "Euro, variant 2".
- More stoplight post sets:
* Simple, curved
* Simple, angled arm (NEW!)
Have fun with testing!
Best,
Maarten
Thought I'd give it a try since I saw there was some LHD compatibility.
Avenue TuLEPs Type A1/B1 intersection has both light heads on one side facing the wrong direction.
Avenue Type A1 + Intersection has one light head on one side facing in the wrong direction.
Avenue Type A1 + Road Type A1 Intersection uses the maxis pole model on one of the Road spurs.
Standard Avenue T Junction and standard Avenue + junction use Maxis Pole models on all sides.
^^ Acknowledged and corrected. New version is uploaded now ;)
Maarten can you get images with different variants of the models (U.S., Germany, Netherlands, etc.) We do not know which of all to choose. Also I wonder if there will soon be crossing diagonally on rails with AVE-6.
Today I've uploaded version 0.4 of my stoplight mod. The following updates have been made:
- NWM support added (NWM TuLEPs are RHD only for now...)
- General Bugfixes
Download link: http://dl.dropbox.com/u/24507921/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
Quote from: ivo_su on May 13, 2012, 01:28:21 PM
Maarten can you get images with different variants of the models (U.S., Germany, Netherlands, etc.) We do not know which of all to choose.
Well, here you have an overview:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fstoplightdesigns.png&hash=ca14c311e009a21eee6ce148e496d2e40d971bb8)
Some in-game pictures:
- Euro Layout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fstoplights_01.jpg&hash=2822e5d2d6dca534669f5d832f78606ab59b9cf3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fstoplights_02.jpg&hash=29699b2a6c03be2915cdbb18a108f0cb468b7ab7)
- Scandinavian Layout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fstoplightsscandinavia_03.jpg&hash=0d4a20ccc0c269521b439e34a8dab5a591ede556)
Go out and test it, especially the LHD setups ;)
Best,
Maarten
Hi Maarten:
First of all: great work, I like them very much.
I have some points for your german traffic lights.
I think, they are to big. Try to make it a little bit smaller. If the bigger version looks more realistic, you can use it on, instead you use the smaller one. Also there is a small detail, wich you found on most german traffic lights. Just the ußßer ones above the road have panels, the ones right and left the road don't have. Also the bow from the TLs right to the upper ones is wider. A second small detail at bgerman TLs is, that you always found stopsigns and yield sign. May it seems to make no sence, but they control the traffic, if the TLs are out of order. And a third small detail is the color of the pylon. I think in grey it would look better.
But, In my opinion you make a very good work an I hope to see much mure european mods from you.
Thank you Maarten for their support, now I think I exactly what model to use. Everything you design is more than great.
Ivo
This is great Maarten, I can only imagine what a full release will be like.
As for any problems, I have a few instances where the mast is not correctly aligned with overhead traffic lights.( the traffic signal is behind the mast ;using EU varation 1, GermanNo Panel, Angular Post). Also I had a problem with signals not showing when I make regular road x road intersection. ( but something tells me it may be just comflict with something my plugins)
Overall this was a good model test. Thank you for the release.
Quote from: MR.Y on May 17, 2012, 11:36:25 AM
I think, they are to big. Try to make it a little bit smaller. If the bigger version looks more realistic, you can use it on, instead you use the smaller one.
I'll try to make smaller versions of the lights...
EDIT: Here's how the smaller version looks (scaled to 66.7%)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fstoplights_03.jpg&hash=0d1aa5c691b9907e7f7183fddb766479765d745c)
Quote from: MR.Y on May 17, 2012, 11:36:25 AM
Also there is a small detail, wich you found on most german traffic lights. Just the ußßer ones above the road have panels, the ones right and left the road don't have. Also the bow from the TLs right to the upper ones is wider.
This differs per region. Some regions have panels at the back of all their stoplights, some don't. I can't make specific T21s for all different setups, only some generic ones...
Quote from: MR.Y on May 17, 2012, 11:36:25 AM
A second small detail at bgerman TLs is, that you always found stopsigns and yield sign. May it seems to make no sence, but they control the traffic, if the TLs are out of order.
It's a common practice around here too. I'd like to add some more traffic signs, but I think that will have to wait for a later phase. I'm already dealing with 500-600 T21 exemplars and it's a heck of a job to edit them all for both RHD and LHD. Fortunately, I think I'm halfway there...
Quote from: MR.Y on May 17, 2012, 11:36:25 AM
And a third small detail is the color of the pylon. I think in grey it would look better.
The posts are already grey. Maybe they look a little white, but they are grey in fact. Moreover, these are generic posts, not the final german ones...
Quote from: Fresh Prince of SC4D on May 17, 2012, 03:40:30 PM
This is great Maarten, I can only imagine what a full release will be like.
As for any problems, I have a few instances where the mast is not correctly aligned with overhead traffic lights.( the traffic signal is behind the mast ;using EU varation 1, GermanNo Panel, Angular Post). Also I had a problem with signals not showing when I make regular road x road intersection. ( but something tells me it may be just comflict with something my plugins)
Overall this was a good model test. Thank you for the release.
Could you provide some images of the bugs for analyses?
A question to the moderators: could we split up this discussion to another thread. I have the feeling I'm hijacking Jondor's thread with my mod...
Best,
Maarten
Dear Maarten,
your stoplight is incredible but i found some issues on it,
this is the correct one,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2Fky6y2s1m3%2Fcorrec.jpg&hash=f5e6e00b8a43d352509716121a28525b27e6d0e1)
but i also found the bug in same city
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2Fh33k07igb%2Fincorrect1.jpg&hash=029a98f332f7c2582137bd705c85964f3cf1caf5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2F5s0wbubl7%2Fincorrect2.jpg&hash=b09ec14a9fd488a9b81e76063adaa343aa4ae5b4)
and this is your folder in my plugins folder,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2Fqdfo3qt63%2Ftree.jpg&hash=6392ae62f7d2a50a7bd6e2d2d42f67ed56503ef7)
am I place it uncorrectly or is there a bug?
thanks :thumbsup:
Quote from: AhmadAzunai on May 18, 2012, 07:01:24 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2Fh33k07igb%2Fincorrect1.jpg&hash=029a98f332f7c2582137bd705c85964f3cf1caf5)
That feature is currently only supported in the Euro1 RHD Layout set...
Quote from: AhmadAzunai on May 18, 2012, 07:01:24 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs7.postimage.org%2F5s0wbubl7%2Fincorrect2.jpg&hash=b09ec14a9fd488a9b81e76063adaa343aa4ae5b4)
Bug #2: I have to revise that T21 exemplar. Thanks for showing me the bug ;)
Best,
Maarten
Quote from: mrtnrln on May 18, 2012, 02:40:44 AM
A question to the moderators: could we split up this discussion to another thread. I have the feeling I'm hijacking Jondor's thread with my mod...
Best,
Maarten
Don't worry about hijacking the thread, that's why I named it RR crossings and other traffic props.
@Maarten:
@Panel: Ok ok, I just know the TLs in my region...I hadn't say something about the panel ;)
@Size: I think, the smaller ones looks too small, I think the normal size is better.
@Traffic Signs: 500-600 T21...wow...very much work. I tip my imaginary hat.
What's up with the white pixels around the lights?
It's because most modern black target boards have a white border around them to increase visibility. SC4 can't Antialias the image so it's a smooth line, so we get the spotty stuff there. It's more prototypical than not having that border.
Looking great! Not that it so much matters to me, but when I downloaded, only one of the layout set variations came with the signal placment for the turn lanes.
@Mrtnrln Which layout would I use to keep your signals, but keep the existing US layouts like this?:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm8.staticflickr.com%2F7154%2F6608328015_efe4ede378.jpg&hash=c63ecfb17f8fd9e32bc7f50efb2da24f4aa9d6a0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.mlsni.com%2Fphotos%2Fproperty%2F258%2F07957258.jpg&hash=985ff098455dbb3019eb0820deed3f1438529552)
More importantly though, my play thru, as attached.
^^ There's currently no opposite-side layout available, and it'll be tricky (maybe impossible) to make one. The point is that in this setup the T21 layout of one tile is dependent of the road layout of another tile. This makes it impossible to make everything (especially the multi-tile networks) like the USA setup, unless you do some large RUL2 modifications and adding extra transit textures and paths. However, this is not a feasable option...
Best,
Maarten
There is the offset prop solution. Since you're using S3D traffic lights, you'd just need two additional versions of each prop, offset 16m and 32m (in the correct direction of course) and you wouldn't even have to modify the T21s except to change the prop IIDs.
Yeah, but then I still need offset posts. In summary, it's quite some more work than the setups I'm currently making...
http://imageshack.us/photo/my-images/85/strasseapr1200133727414.png/ (http://imageshack.us/photo/my-images/85/strasseapr1200133727414.png/)
This is an example, Maarten.
QuoteIn summary, it's quite some more work than the setups I'm currently making...
@mrtnrln, and it's quite appreciated. I wouldn't want to overburden you, but I wanted to show you another attachment, before I ran short on time. I can't figure it out, when you first draw a regular road T, its okay, but when you draw further the opposite direction away from the intersection, then the game decides to take the light and expand the pole length. ()what()
Also, the pictures before, I know what Maxis did, that made their crossings impossible, with the red X's and signal's, so I guess should of mentioned I thought those real pictures I found on the web, reminded me of how SC4 looked after TuLEP's came out for it, for the first time.
Erm, both intersections are bugged. You aren't supposed to see the Maxis stoplight post after all. I have to review that section again when I'm ready with the rest of the T21s (I don't use the Auto Left Turn Lane Plugin anymore due to NWM instability problems)
QuoteYou aren't supposed to see the Maxis stoplight post after all
Oh yeah, I forgot about those! Derp! (or Derpy in this case)
http://www.youtube.com/v/54cM2OqT2hk
QuoteThis makes it impossible to make everything (especially the multi-tile networks) like the USA setup, unless you do some large RUL2 modifications and adding extra transit textures and paths.
I don't even remember who edited which components to get the signals in that video working, but are you saying your mod would need to be built differently to switch the pole positions? I can't remember if European users, also got switched to have them after the X in that setup.
^^ Those are about the only setups asside from the TuLEPs that allow these setups without any difficulty. However most of the other draggable intersections do require more work...
The TuLEPs get away with it without much extra work because they are puzzle pieces. The traffic lights are not on the tile where the traffic does (or sometimes does not) actually stop. The traffic light itself is activated by a spare stop point.
Until S3D animated props came along, this was the only option for far side US-style lights on multi-tile networks. Consider as a simple case, a Road T-boning into an AVE vs a 4 way intersection. In the T case, the T end tile needs to have a traffic light (for the intersection half) and the intersection half needs not to have one. Now look at the + case: Both tiles are now the same half intersection (same IID as the T case), both now need traffic lights for each other, but now neither of them do or else the T intersection will have a spare light pole and traffic lights facing nothing.
ATC-based props could not be offset because they are simply flat images drawn onto the framebuffer. These new S3D lights can be offset because they are fully fledged 3D models just like everything else. The big problem lies in editing that whole mess of T21s again, which Maarten points out is a daunting task.
That's why I copy/pasted as much as I could during the RR crossing prop development and actually ran them through a java program I wrote specifically to swap all the prop locations and IIDs over to LHD rather than do that by hand.
Well, anyways, got this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm8.staticflickr.com%2F7229%2F7245640568_f8d3f83fef_z.jpg&hash=41c1575866bbe7fc2d8c61b40ac3d10090e22ae7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm8.staticflickr.com%2F7222%2F7245640248_54a8d5fb9d_z.jpg&hash=4612b6eb37ad0d37b197dc496def05956152cedd)
Unfortunately, I'm not done yet, but I have to upload somewhere. Talking about it, I can describe I encountered something else like this, with one signal on the groun with one of the 3 tile wide TuLEPs.
This bug has been reported on the previous page and I'll fix it in the next (soon to come) version...
Yeah, I saw it, but I didn't know if that bug was only specific to only certain combined signal sets or not.
Today I've uploaded version 0.5 of my stoplight mod. The following updates have been made:
- Main NAM T21s (overpasses, uncommon intersections and Tram-in-Avenue) have been added. Almost everything is re-done now*
- All signal models now have smaller variants, which are 33% smaller than the regular lights
- AVE-8 posts are fixed (they were too short)
- Dutch post set has been added
- General bugfixes
You can download it from the usual location: http://dl.dropbox.com/u/24507921/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
Happy testing!
Best,
Maarten
* no LHD support yet for the overpasses...
I came across this thread (again) after browsing through the forums. While reading, I found the stoplight mod here. I downloaded and installed it, played with some different sets, and, played SimCity with it. While playing with it, I found some glitches that slipped through or (it is version 0.5) didn't get looked at yet. Either way, here are the ones I found:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F2204%2Frivercanyoncitysep20021.png&hash=25480494917784ae172602087928f76027259c63) (http://imageshack.us/photo/my-images/194/rivercanyoncitysep20021.png/)
AVE-6/TLA-7 x ROAD T-INTERSECTION
Nothing special.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F8479%2Frivercanyoncityoct28021.png&hash=4babdf98d8c78a2833f5ace2709d31f6a5233aab) (http://imageshack.us/photo/my-images/846/rivercanyoncityoct28021.png/)
AVE-6/TLA-7 TuLEP x ROAD TuLEP T-INTERSECTION
A puzzle piece. Also, the stoplight in the median is partially in the way of turning traffic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F7954%2Frivercanyoncitynov30213.png&hash=30938c473bf087f88f17877818b5e8185e32f1f5) (http://imageshack.us/photo/my-images/856/rivercanyoncitynov30213.png/)
4-Way version of previous intersection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F3025%2Frivercanyoncitynov29021.png&hash=26765c4e67d9702af609e7bd96b74537e06c3afe) (http://imageshack.us/photo/my-images/814/rivercanyoncitynov29021.png/)
AVE-6/TLA-5 x AVENUE T-INTERSECTION
Nothing special.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F3417%2Frivercanyoncitynov22021.png&hash=08106eed57eeadc33bd8cbae1c74e4063ea5cf73) (http://imageshack.us/photo/my-images/507/rivercanyoncitynov22021.png/)
AVE-6 x AVE-6, AVE-6 x TLA-5, and TLA-5 x TLA-5 INTERSECTIONS
Nothing special.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F3128%2Frivercanyoncityjan14031.png&hash=97328055f66a1dfa1df6804b6d3bfed94022e660) (http://imageshack.us/photo/my-images/406/rivercanyoncityjan14031.png/)
T-End version of previous image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F8308%2Frivercanyoncitymar24031.png&hash=cb7aa821291108d86d8dd673f89fa60e6615aa84) (http://imageshack.us/photo/my-images/571/rivercanyoncitymar24031.png/)
AVE-6/TLA-7 TuLEP x AVENUE TuLEP T-INTERSECTION
A puzzle piece.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F3194%2Frivercanyoncityjan50313.png&hash=246c7d8218f86241bc682bb63f08fbc175e5f107) (http://imageshack.us/photo/my-images/254/rivercanyoncityjan50313.png/)
4-Way version of previous intersection.
I really like the way this project is going. I've been waiting for something like this! &apls
Thanks,
--lrb
Most of these bugs I've already fixed on my end, and I think I'll upload them quite soon ;)
Is there an arangement for the United States that the signal head are behind the intersection instead of being in front like the european setup. &mmm
Example...
(R)(Y)(G)-------|
|[/size]
..................................(INTERSECTION)...............................................
^^ See the posts top of the page. Unlike the European setup, this would be very hard to make..
Today I've uploaded version 0.6 of my stoplight mod. The following updates have been made:
- More T21 bugfixing
- Fixed the diagonal stoplight models from the smaller stoplight model versions.
- More LHD support*
- Added RHW TuLEPs, DDI and SPUI support
- Modified AVE-4 T21 setups for the Scandinavia set
You can download it from the usual location: http://dl.dropbox.com/u/24507921/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
Happy testing!
Best,
Maarten
* NWM TuLEPs not yet supported for LHD...
Out of curriosity how did you make them, like what program did you use? :thumbsup:
Quote from: mrtnrln on June 10, 2012, 01:58:32 AM
^^ See the posts top of the page. Unlike the European setup, this would be very hard to make..
I kinda see what you mean, anyways it was just a thought.
Quote from: SiameseKitty on June 10, 2012, 06:41:56 PM
Out of curriosity how did you make them, like what program did you use? :thumbsup:
The stoplights were created using 3D Studio Max, exported to .3DS files, so I could import them in the iLive's Reader to make them useable in-game. The posts were created using the BAT for gMax. The placement (T21-exemplar files) were modified with a combination of the Reader and Jondor's yet unreleased T21 Editor (this program is not necessary to edit T21s, but sure it saves a lot of time).
What is an exempler file?
One of the types of files SimCity 4 is working with. But I think you should read some tutorials to find more about them, because there are a lot of subtypes within this category. I can't explain it in 1-2-3...
Nice job, maarten, nice job...
a question, would it be possible to change the switch of the lights to the real german way:
http://blog.familienalbum.net/uploads/magdeburg/20070114_ddr_ameplschaltung.jpg
(combined green and yellow won't found, the yothor failed).
Oh, and where I see your ava:
1:2 ()stsfd()
I've tried, but alas, it didn't have any effect. Too bad, because you'll also see this sequence in Scandinavia, the UK, Luxembourg and France.
You won't see the Red/Yellow and Yellow/Green phases because SC4 is designed for American Three-State signals. The game cannot call the extra phases and will just cycle between the first three animation frames of the prop.
If you put those phases into a prop, the game will use the Red as Red, the Red/Yellow as the Green and the Green as the Yellow.
Quote from: jdenm8 on June 15, 2012, 01:20:04 AM
If you put those phases into a prop, the game will use the Red as Red, the Red/Yellow as the Green and the Green as the Yellow.
Well, while I to techincally have four phases build in into my models (green; yellow; red; red-yellow), only the first three show up. It has indeed to do with the design of SimCity 4, and that means it's most probably hard-coded.
Sorry for the double post, but today I've uploaded version 0.7 of my stoplight mod. The following updates have been made:
- More T21 bugfixing
- Finished LHD support and the Scandinavian T21 set.
- Completed the Swedish style post set (thanks to riiga for the modeling job)
- Added a proper ReadMe.
You can download it here: http://dl.dropbox.com/u/24507921/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
It's nearly finished now. What remains is a long testing period to see if there are bugs that need to be fixed. In the mean time, happy testing!
Only I know have this problem with the boxes? I installed everything and had a folder with only the models left
Stoplights_SignalModels_Scandinavia_Large
On the other folders just let what I had - StoplightPosts_Sweden with everything inside it. As European_Scandinavia_RHD with the entire contents inside the folder.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1572%2F35054411.jpg&hash=f76e5c70975ffaa0a829b7ffa08dbe5501f8ede0)
That's odd. Try one of the other styles and see if that works. It looks you're missing the tall posts.
EDIT: Fixed it. The tall posts were indeed missing. Update uploaded at the usual location.
Great job Maarten &apls ! Would be possible to make traffic signals like french style ? I.e with the post on right side only.
Maxime.
I'll see what I can do. I might add one or two post styles before the actual release ;)
Thanks Maarten :)
Maarten Well, I managed to solve this problemas boxes after changing the name of the folder in which your mod. Now let me report what I saw at first viewing. There is little discrepancy between the junction of MAVE-6 (ROAD-6) / AVE-6. Lack of traffic lights system of avenues, and the MAVE-6 has a slight error in the pole itself.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg860.imageshack.us%2Fimg860%2F6751%2F70659237.jpg&hash=93e36c0c1074edba37c9b6c295e821540dbbda35)
Another which is unpleasant, but can hardly be correct to have a one-way traffic lights. As far as I know this is delayed far into the future and the way is under the auspices of TuLEPs to include such one-way intersections with traffic lights. It is simply inconceivable when 3/4 or 5 bands intersect any major crossing points can not stop them.
Anyway, thank you for your attention and what you do for us.
I've uploaded version 0.7.1. This one containts quite some bugfixes, as well as two new post sets: http://dl.dropbox.com/u/24507921/SimCity%204%20Stuff/zzz_MRTNRLN_Stoplight_Replacement_Mod.zip
The two new post sets:
Germany (ironically enough, based upon Citymax's Paris stoplight models):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fpreview_de.jpg&hash=90789f44964e5a33a36fea3f1aa3e22ea2fe83a7)
France (ibased upon Citymax's french stoplight models):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fpreview_fr.jpg&hash=0a8d9aabd430d4c4b377fb9130bfea54c60e2bba)
I've added Citymax to the credits in the readme. I hope you don't mind I used your gMax models ;)
Best,
Maarten
EDIT: Updated to v0.7.2. This version contains besides some bugfixes also another new post set: Maxisesque:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fpreview_mx.jpg&hash=e6880aa2387449b4d6cdbed3c296bf581875160c)
Only one small mistake in the german set (wich I found out):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fd47dbec0d30fc88e26afa04e3bee006c.jpg&hash=1a53b8dee93005e61692dbe9868426ff8a39a34a)
Excellent Maarten &apls! I'm glad to see you use my models !
EDIT: Is there any solution to make and parameter t21 more quickly than basic tutorial ? Thanks :)
Mr. Y: Aknowledged and fixed on my end. I'll upload the fix later today along with other minor bugfixes.
Citymax: Well, I use Jondor's T21 Tool, which is still not available to the public. Though it doesn't allow you copy-pasting whole T21s, it does allow you a visual reference, so you see what you're doing. I still have no idea when he's going to release it, but I tested and used the tool quite a lot and honestly, I'm very satisfied about it ;)
Here's an example screenshot of the tool:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Ft21newteaser8.jpg&hash=7791ebf67a99dc287d53c71b415040b4bb7f3611)
Best,
Maarten
Thanks Maarten for this details ;). I hope this program will be available soon ;D
I have some news for you: the mod has been released on the STEX, containing all bugfixes reported here. You can get v1.0 here:
http://community.simtropolis.com/files/file/27739-stoplight-replacement-mod-srm/
Best,
Maarten
I think I got here a little late. ::)
http://imageshack.us/clip/my-videos/207/ix0.mp4/ (http://imageshack.us/clip/my-videos/207/ix0.mp4/)
http://imageshack.us/clip/my-videos/339/k6um.mp4/ (http://imageshack.us/clip/my-videos/339/k6um.mp4/)
↑ See Videos ↑
It looks like a tile-based error with the stoplights. The avenue + intersection with the AVE-6 is fine; though I haven't tested the others.
Thanks,
-lrb
I know some of the stoplights seem to be stuck in one phase. Unfortunately, I have no clue what to do about it...
It looks to me like the Stop Points on that whole centre tile aren't working...
Yeah... I thought I saw that the stop points might not be working but I wasn't sure... Well, thanks anyway.
-lrb
mrtnrln is that software available for download anywhere?
I'm afraid not. It's still only available to the NAM Team members and associates...
@mrn...MandelSoft (your old name I like more) what will be your next projects? Or will you stop modding right now?
I'm sorry that I write in this topic after so long but I want to ask whether jondor plans to make diagonal crossing rails with AVE-6 and the props for this?
Probably in conjunction with NAM 32. Right now there are tentative plans to give the NWM a similar treatment to the one the RHW is currently receiving for NAM 31, although it should be much less intense.
I did start a small bit of work on diagonal RR crossing props and it won't be difficult to continue once work on P57 is complete, but I need to get that done first so that NAM 31 can be shipped out as many more people are interested in the results of the next NAM than are interested in RR crossing props.
Hey Jondor is this project still alive?
Hey TJ1,
While we all appreciate your interest in old threads, it may be best to remember site etiquette about posting in old, dead threads, which is that it is usually frowned upon unless there is something significant to add to the discussion (which happens occasionally).
What is available to subscribed members is the profile page of users; it tells me that Jondor hasn't been here since September 15, 2013.
What I would really like to direct your attention to, however, is the fact that there appears now to be
three Bronies on the NAM Team, per Jondor's signature:
QuoteMoved on, you can find me writing pony stories on FimFiction.net. Anything and everything I made for the SC4 community is fair game for use and distribution.
I'd say that spells things out pretty clearly. I won't blame you for asking or being interested, but you can't blame me for addressing silly questions either, then.
Quote from: APSMS on July 29, 2014, 07:08:31 PM
What I would really like to direct your attention to, however, is the fact that there appears now to be three Bronies on the NAM Team, per Jondor's signature:
QuoteMoved on, you can find me writing pony stories on FimFiction.net. Anything and everything I made for the SC4 community is fair game for use and distribution.
I'd say that spells things out pretty clearly. I won't blame you for asking or being interested, but you can't blame me for addressing silly questions either, then.
Only 3? I would have to imagine there are more than that.
Quote from: APSMS on July 29, 2014, 07:08:31 PM
Hey TJ1,
What I would really like to direct your attention to, however, is the fact that there appears now to be three Bronies on the NAM Team, per Jondor's signature:
QuoteMoved on, you can find me writing pony stories on FimFiction.net. Anything and everything I made for the SC4 community is fair game for use and distribution.
I'd say that spells things out pretty clearly. I won't blame you for asking or being interested, but you can't blame me for addressing silly questions either, then.
What is it about the NAM Team that attracts bronies to it? And what is it about the show
My Little Pony that attracts grown men to it, when it was obviously written for an audience of young girls? Not that I'm hating on bronies or anything, but I just don't understand the whole brony thing...
I'm not one of the NAM Team bronies, and from what I know, there are only 3 that I know of on the team. I would say that bronies in general tend to be technically-minded, and our equestrian NAMites have been and continue to be some of our most productive contributors. jondor did some really amazing work for SC4 while he was active, and Ganaram and Maarten continue to do so.
-Alex
Quote from: threestooges on July 29, 2014, 08:59:27 PM
Only 3? I would have to imagine there are more than that.
Matt, is that a confession I hear? $%Grinno$%
BTW, nice to see you again!
Quote from: APSMS on July 30, 2014, 12:05:48 AM
Quote from: threestooges on July 29, 2014, 08:59:27 PM
Only 3? I would have to imagine there are more than that.
Matt, is that a confession I hear? $%Grinno$%
BTW, nice to see you again!
You know you need to be more active when you start getting "good to see you again" responses. I'll need to fix that here soon. Posting from the phone now, but I'll be back in front of a proper computer by Monday.
As for your other question, how much discord would be caused if I said I was? Is it that much of a rarity around here?
Not much, relatively, considering there are only 3 others on the NAM Team, and with the *grace* with which you dropped those "names", I'm going to say that, given your profession, you just looked stuff up to tease us (my fingers are crossed).
What a wonderfully off-topic discussion in a dead thread...Matt, hopefully you have better luck with your new(?) computer.
Threadcromancy is a dying art. Taking a dead thread off in a new direction can be just what it needs. That said, I'm honored you think that I would have the forethought to do the research to taunt you all. Sometimes I think it would be fun to have a stone statute of Discord for my desk in my office.
As for what draws grown men to a show that has a target demographic of young girls, as compdude787 asked, well I believe part of it has to do with the creative team behind the show. They really put together a show that has a story, references, and jokes that can appeal to all ages. Per Lauren Faust, the creative mind that originally pitched the current season, she wanted it to be something that families could watch together, and to show that you can have a show for girls without it being a "girl's show". The art (yes, it's animated in Flash, but they've accomplished much with the medium), has detail beyond what you would expect for what could have easily been a show to pitch toys. By and large, it shows the effort that goes into it, from the music and lyrics of some rather catchy music numbers, to the seemingly insignificant background details, the fact that they're all included really speaks to the staff that is producing it. Following an era where many kids programs were arguably little more than loud, obnoxious, and pointless, My Little Pony brought back strong morals, a more thoughtful pace to the stories, and characters that have flaws, grow over time, and interact well with each other.
Yes, at it's base, it's a show about colorful horses, but if you're a fan of animation, if you liked Looney Tunes growing up (if you still like them today), then there might be something for you to enjoy.
Do I pretend to understand what's fostered the community surrounding it? The conventions? The fanart (http://pixelkitties.deviantart.com/art/WIP-Doctor-Whoof-s-TARDIS-03-208524601)? The original (https://www.youtube.com/watch?v=voj9MhBUaTI) music (https://www.youtube.com/watch?v=K4bBNbiVrus&list=UUvzWGXYFDiiJ338KIJPhbhQ) (and one more for good measure (http://youtu.be/wdhybOpEaxk))? The original animations (http://youtu.be/X_TMtgjQuZI) that rival the show for quality (https://www.youtube.com/watch?v=jW5n3k2VgZE)? Nope. Still trying to figure that out. But I've been continually impressed by the community as a whole in its capacity for creativity and generosity.
For me, I think, partly given my profession, it's a reminder of the spontaneous good that people are capable of and, as a fan of animation in general, it's good to see people put effort into producing quality stuff. Is it the best show ever? Nah. Is it for everyone? Nope. But I've enjoyed it so far.
Oh, and yes, I'm back in front of a proper computer now. I'd hate to think how long this post would've taken to write with a cell phone.
-Matt
Darn it, Matt! You weren't supposed to confirm my suspicions! :D I guess we have to change that count to 4.
I thought you were pulling a Swordmaster on me...And the research bit is something I do. After I found out my five-year-old sister had been allowed to watch the show (which was something I did not want to hear about constantly), I finally looked it up to see what it was about (thank you Wikipedia!). I still don't like the show, but now I have ammo to tease the brony friends I have at school.
You know, I think the Discord statue is a good idea, all things being equal. It would definitely be a shock to any new clients, that's for sure.
Quote from: TJ1 on July 29, 2014, 04:42:13 PM
Hey Jondor is this project still alive?
What a can of worms you went and opened up (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flachen.gif&hash=3c80bd3c4fb8585b0efaff61f26b54676c829f43)
Quote from: Indiana Joe on August 02, 2014, 12:19:00 PM
Quote from: TJ1 on July 29, 2014, 04:42:13 PM
Hey Jondor is this project still alive?
What a can of worms you went and opened up (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flachen.gif&hash=3c80bd3c4fb8585b0efaff61f26b54676c829f43)
Ask a simple question...
Quote from: APSMS on August 02, 2014, 11:37:04 AM
Darn it, Matt! You weren't supposed to confirm my suspicions!
How do you know I didn't just make all that stuff up too? Besides, picking up on those names earlier as well as you did means you do know something about the show. Going to be baiting your friends into thinking you're a brony too now?
3stooges? oh no, more like threeb... b... bro, sorry couldn't help it, ANYWAY... if someone were to track your's truly to that other site or other place, whatever it is, maybe than they'll look back into this project, I just am not clear where that is and where they are. Real life and technical has set me back from sc4 myself though. They should of put moddable deluxe on other devices not just plain locked down vanilla sc4.
Quote from: Indiana Joe on August 02, 2014, 12:19:00 PM
Quote from: TJ1 on July 29, 2014, 04:42:13 PM
Hey Jondor is this project still alive?
What a can of worms you went and opened up (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flachen.gif&hash=3c80bd3c4fb8585b0efaff61f26b54676c829f43)
LMBO!!! Ikr!!!
Quote from: threestooges on August 02, 2014, 12:38:39 PM
How do you know I didn't just make all that stuff up too? Besides, picking up on those names earlier as well as you did means you do know something about the show. Going to be baiting your friends into thinking you're a brony too now?
I don't bait like that. The internet doesn't let you read emotions in words, so the only time I tease is when it's obvious, like leaving a $%Grinno$% next to my accusation earlier. I knew a guy at my school that would troll so much in real life (with outrageous stories) that when he gave unlikely but still possible stories no one believed him, even if we wanted to. Internet trolls are a million times worse, cause you can't see their faces so, no, I'm not baiting anyone.
As for your other comment...I remember way too much stuff about everything that has nothing to do with anything. A long time ago I said I'd give the bronies a fighting chance and watched the first four episodes or so. I gave up...I could hardly sit through the episodes that I did watch (but like I said, Wikipedia is my friend). But unfortunately I have a hard time forgetting stuff that's useless and always forget the stuff that's relevant. It might explain why I have so many Guinness Books (pre-1999) and Almanacs and so few
useful textbooks.
And TJ1...you just might deserve a K-point for the hilarity that's ensued; :D I'm not sure I'm willing to ask anyone about it, though. ::)
Quote from: APSMS on August 03, 2014, 05:12:10 PM
And TJ1...you just might deserve a K-point for the hilarity that's ensued; :D I'm not sure I'm willing to ask anyone about it, though. ::)
Consider it done. :D
-Alex
Hi, I know it's been a long time since the last reply, but I'm not sure about starting a new thread for this.
The problem is, I recently installed this awesome mod, but I can't manage to change the ugly maxis barriers with the HD ones, though I selected that option in the installer. Because of that, I've reinstalled it several times selecting or deselecting some more options, like the catenary mod one, though nothing happened. I have one catenary mod installed, but it should be compatible. What's happening!?
Since Jondor it's no longer active, my only hope is that someone else can help me with this.
Thanks, and sorry for bumping the thread.
PD: If it's better to make a new thread or move this somewhere, feel free to do it or notice me.
For the most part there shouldn't be any compatibility issues with this mod. If you are not seeing any new barriers, you may need to make sure it's loading after the z___NAM folder though. That means it must be a folder prefixed z____ (4 underscores) to work.