SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: videosean on May 28, 2008, 03:27:28 PM

Title: Road/Street to Avenue...
Post by: videosean on May 28, 2008, 03:27:28 PM
You know, if there's one texture (that came from maxis) that just BEGS to be changed because it looks kind of bad and a little wrong I think it has to be  the road to avenue transition pieces.  Is there a reason it hasn't been done?
I started to mess around with it, not quite how I want it yet... making progress though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F1950%2F20080528182115sr8.jpg&hash=d17d0e1f9b06f9a95a8500dc504a06c3ddb978d9)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F93%2F20080528182200bh3.jpg&hash=57093ba172644f3df476991adb70e5bbde707ff9)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F2851%2Faveroadvsly0.jpg&hash=092f6dd245a567119ee2caa0ed4464ae9efcd853)
The yellow paint through the chevrons isn't brighter, it just looks that way because those lines are 2x wider.
Title: Re: Road/Street to Avenue...
Post by: TEG24601 on May 28, 2008, 10:42:24 PM
I like the idea.  Perhaps there should be merge right arrows on the left lane of the downward traffic (they are becoming more common across the US, from my observations).  Of course, I'd love to see those wider yellows on the regular road, and yellow lines on the median sides of the avenues, but that is a different topic.

TEG
Title: Re: Road/Street to Avenue...
Post by: Tarkus on May 28, 2008, 10:45:40 PM
videosean, that looks way better than the Maxis textures for that transition.  I really like what you've done with them. :thumbsup:

TEG, unfortunately, the way this transition is set up in-game, it would likely be quite difficult to do merge arrows. 

-Alex (Tarkus)
Title: Re: Road/Street to Avenue...
Post by: kassarc16 on May 28, 2008, 10:54:21 PM
I think a whole new transition would be nice, ala the RHW2 to RHW4.
Title: Re: Road/Street to Avenue...
Post by: TEG24601 on May 29, 2008, 12:14:10 AM
Quote from: Tarkus on May 28, 2008, 10:45:40 PM
TEG, unfortunately, the way this transition is set up in-game, it would likely be quite difficult to do merge arrows. 

Even a single arrow on the transition itself?  It was just a thought.

TEG
Title: Re: Road/Street to Avenue...
Post by: dedgren on May 29, 2008, 12:25:33 AM
QuoteYou know, if there's one texture (that came from maxis) that just BEGS to be changed...

Oh, many, many textures from Maxis beg to be changed.

Either that, or horsewhipped.


David
Title: Re: Road/Street to Avenue...
Post by: Ryan B. on May 29, 2008, 12:27:38 AM
And how!

Very well put, David.   :D
Title: Re: Road/Street to Avenue...
Post by: Tarkus on May 29, 2008, 12:29:44 AM
Quote from: TEG24601 on May 29, 2008, 12:14:10 AM
Even a single arrow on the transition itself?  It was just a thought.

There is the T21 option as well--that's how the stop lines will be implemented in the next RHW version.  It'll make it possible to have arrowed and non-arrowed transitions in the same city, too, at least in theory.

Quote from: dedgren on May 29, 2008, 12:25:33 AM
Oh, many, many textures from Maxis beg to be changed.

Either that, or horsewhipped.


Biggest understatement of all time. :D

-Alex (Tarkus)
Title: Re: Road/Street to Avenue...
Post by: Filasimo on May 29, 2008, 12:40:09 AM
my my my i do believe that prototype is wrong, according to MUTCD standards it is suppose to look like this: http://www.flashearth.com/?lat=36.192025&lon=-86.411094&z=20&r=0&src=ggl
well thats just my two cents  ;)
Title: Re: Road/Street to Avenue...
Post by: Tarkus on May 29, 2008, 12:44:55 AM
Quote from: Filasimo on May 29, 2008, 12:40:09 AM
my my my i do believe that prototype is wrong, according to MUTCD standards it is suppose to look like this: http://www.flashearth.com/?lat=36.192025&lon=-86.411094&z=20&r=0&src=ggl
well thats just my two cents  ;)


Well, I'd say what videosean has is as close to RL as one can get sticking within the Maxis limits.  Perhaps some sort of extended setup like kassarc16 was talking about may be a solution.  I've kind of thought the Maxis one was too short myself.

-Alex (Tarkus)
Title: Re: Road/Street to Avenue...
Post by: Diggis on May 29, 2008, 12:51:20 AM
Quote from: videosean on May 28, 2008, 03:27:28 PM
The yellow paint through the chevrons isn't brighter, it just looks that way because those lines are 2x wider.

Looking at it, it is actually brighter as the yellow in the maxis streets isn't one yellow, its got a lot of noise in there.  When doing up textures I have used the photoshop noise filter to simulate this.
Title: Re: Road/Street to Avenue...
Post by: allan_kuan1992 on May 29, 2008, 01:06:19 AM
I never noticed the transition, but the Maxis textures of course now seem very unrealistic compared to your new textures =O

- Allan Kuan
Title: Re: Road/Street to Avenue...
Post by: JoeST on May 29, 2008, 01:19:15 AM
Brilliant work your doing here

Thanks

Joe
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 03:37:49 AM
TEG24601: I might do a single merge arrow.
Tarkus: This T21 thing... does it require 2 tiles (one with and one without an arrow) or would it use a seperate arrow overlay texture of some kind?
Quote from: Filasimo on May 29, 2008, 12:40:09 AM
my my my i do believe that prototype is wrong, according to MUTCD standards it is suppose to look like this: http://www.flashearth.com/?lat=36.192025&lon=-86.411094&z=20&r=0&src=ggl
well thats just my two cents  ;)
Hmmm... well for starters I do believe that is much like an RHW2 to RHW4 split in your link (which I appreciate since I couldn't find one of those transitions the other day when I wanted to) and I would compare it to this (http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/fig3b-12_longdesc.htm) and say that the link you gave might not be in the strictest accordance with the MUTCD either... if I wanted to argue.  Since the Maxis avenue is 2 roadways seperated by a median strip my double yellow does need to get seperated, just like the highway in your link.  I cite this (http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/fig3b-08-1_longdesc.htm) as my reference for splitting my double yellow line.  I prefer the chevrons over something like this (http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/fig3b-13-1_longdesc.htm) using just angled lines... I don't think I've deviated from their standards but it's hard to find a diagram that matches this situation perfectly (http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/fig3b-27_longdesc.htm).  In the real world it seems that using either angled lines or chevrons at a lane split or exit/entrance is fine and I couldn't find a rule or reason*see edit below* on when to use which... but maybe I should consider just keeping the left yellow lines, losing the chevrons and make the inside look more like the end of an avenue between the lanes.
Quote from: Diggis on May 29, 2008, 12:51:20 AM
Looking at it, it is actually brighter as the yellow in the maxis streets isn't one yellow, its got a lot of noise in there.  When doing up textures I have used the photoshop noise filter to simulate this.
I was working with the tiles at 512x512 pixels and the double yellow is 3 pixels wide at that size.  Resizing down blurs those pixels into whatever the surrounding color is.  The wider lines are 6 pixels wide at 512 and inside the chevrons (more than 6 pixels wide but I only eyeballed those) you can still find the original pantone yellow 116 after resizing down.  I am thinking about putting some kind of blended texture overlay (or noise) on the yellow to simulate paint cracking or unevenness since fresh paint everywhere isn't quite the look I want - that would help tone down the brightness of double width lines I bet. I've been considering making the lines just a hair wider after comparing to the original road texture too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F3052%2Faveroadvsdetail1zq5.png&hash=ffc63682f440aabdfa17f69b712a34ba5c915deb)<-full size - 128 bicubic->(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F183%2Faveroadvsdetail1bba7.png&hash=7a574f169b1b83202448cfe3e22a4af878479ec7) bicubic sharper->(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F2572%2Faveroadvsdetail1csm1.png&hash=953c619727a4cf5d316fdb68718d592f977b5408)
Maybe I should just do every road surface in the game to match what I'm making though.  I've been trying to make everything as undoable and changeable in the psd file as possible because right now I think I'd like to just get something completed and see how it looks in the game - I'll probably be able to see what definitely needs to change after that.

I still think this is the worst maxis texture I've found (I've only been looking over the past few days though and focusing on road stuff) because the lines aren't all that straight and especially when the avenue's asphalt magically fades into a street's concrete :D  It makes me think whoever made this transition wasn't the one who made the roads or road/street transitions.

If the idea of remaking it completely (different number of tiles) goes through don't forget the diagonal avenue to road/street in the NAM as that one is only a single tile as opposed to ortho being 2x2 tiles... and we need proper RHW2 to avenue pieces too ;)

Thanks for the comments and input :)

*edit*

After some more thought I think with yellow lines and 2 way traffic chevrons are wrong.  They only make sense for splitting 2 lanes of traffic that flow in the same direction.  Using this (http://maps.google.com/maps?f=q&hl=en&geocode=&q=cambridge+mass+fem+st+and+concord+ave&ie=UTF8&ll=42.385957,-71.13873&spn=0.004929,0.009731&t=h&z=17) as an example at Fem st and Concord Ave you can see that the lines are angled such that oncoming traffic is sort of directed by them to the right.  The chevrons are used for splitting 2 lanes of same direction traffic because each lane needs to move out from the center (you can see white chevrons in the roundabout to the east of Fem st along Concord ave) which explains why MUTCD shows white but no yellow chevrons.  Filasimo is right.
Title: Re: Road/Street to Avenue...
Post by: The REAL Tolsome on May 29, 2008, 04:33:43 AM
very nice :)

what programm you use?
Title: Re: Road/Street to Avenue...
Post by: MandelSoft on May 29, 2008, 04:46:59 AM
Even though I don't like American stuff, that's a wonderfull job what you have done, videosan!  :thumbsup:

EDIT: Oops! I filled in the wrong name! :o
Title: Re: Road/Street to Avenue...
Post by: Andreas on May 29, 2008, 05:14:05 AM
Quote from: videosean on May 29, 2008, 03:37:49 AM
Maybe I should just do every road surface in the game to match what I'm making though.

I wouldn't recommend that. ;) There are a helluva lot of road textures in the game; take a look at the SFBT Euro Road Textures Mod to get an idea of the work that would have to be done...
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 06:40:19 AM
Quote from: Rechi on May 29, 2008, 04:33:43 AM
very nice :)

what programm you use?
Photoshop using shape layers and layer styles mainly.
5 pixels wide at 512x512 seem to match Maxis' double yellow.  Need to rework the inner curve of the median so it's actually circular but I think I can live with this look more than the inner curbs coming to an end on each side like I had before.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg48.imageshack.us%2Fimg48%2F6086%2Faveroadvsdetail2hk4.png&hash=811495f8190db963d1fa80d03ba56ea992173c0a)
Title: Re: Road/Street to Avenue...
Post by: TEG24601 on May 29, 2008, 07:31:43 AM
Quote from: mrtnrln on May 29, 2008, 04:46:59 AM
Even though I don't like American stuff, that's a wonderfull job what you have done, TEG24601!  :thumbsup:

Thanks, but it wasn't me... it was videosean.

TEG
Title: Re: Road/Street to Avenue...
Post by: The REAL Tolsome on May 29, 2008, 07:56:26 AM
very nice  :thumbsup:

but make it more dirty, please ;)
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 08:07:54 AM
Quote from: Rechi on May 29, 2008, 07:56:26 AMbut make it more dirty, please ;)
I'm trying :)  Matching the ave texture at the north is better than matching the road texture at the south so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg48.imageshack.us%2Fimg48%2F6086%2Faveroadvsdetail2hk4.png&hash=811495f8190db963d1fa80d03ba56ea992173c0a)->(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg49.imageshack.us%2Fimg49%2F2428%2Faveroadvsdetail2bk5.png&hash=36151715e5e9f4de9c3ebeb0bba8a7b355f3aa5b)
Title: Re: Road/Street to Avenue...
Post by: JoeST on May 29, 2008, 08:09:36 AM
Looking brilliant here, thanks for thinking of this :)

Joe
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 10:04:25 AM
I obviously have an alpha mask issue on one texture set... any ideas on what I missed for the missing piece?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F209%2F20080529124932am3.th.jpg&hash=7b882f7e5c5c3dfb7e924dbb228d087117df6d14) (http://img259.imageshack.us/img259/209/20080529124932am3.jpg)
The IID of the missing pieces that I remade are in these ranges:
0x091A9800 - 0x091A9830
0x04009800 - 0x04009830
Perhaps there's a range I missed in the DATs somewhere?
I named it zzz_averd.dat and put it in My Documents\SimCity 4\Plugins\Network Addon Mod\
*edit*
Removed the 0x09 textures from the DAT.  No change.
Emptied Plugins folder except for my DAT.  No change.
Could this be why this piece has never been redone?  Too hard for noobs like me? LOL :)
Title: Re: Road/Street to Avenue...
Post by: rodrigogua on May 29, 2008, 11:09:19 AM
i made this quick test in illustrator and photoshop, but i guess it's not needed anymore

also, i now realize mine is 3x2 and it should be 2x2 but oh well

if you want to check the psd file just pm me ok?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg131.imageshack.us%2Fimg131%2F8551%2Froadavezs0.th.jpg&hash=5110657b20d593ab2231a8495d6dde3c04fc2337) (http://img131.imageshack.us/my.php?image=roadavezs0.jpg)
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 11:24:15 AM
This is getting strange now... no idea what exactly I did to get a different piece to disappear it happened after zoning the low density residential to the northeast of the transition.  Different piece disappears and the missing one appears.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F675%2F20080529142305zg3.th.jpg&hash=754546eef9a7e058501d17e2d14677dd19672517) (http://img145.imageshack.us/img145/675/20080529142305zg3.jpg)
Boy... this is just frustrating...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F6933%2F20080529143528bf7.th.jpg&hash=13ed7f626c96c85419b4bf2283bcd655179830aa) (http://img145.imageshack.us/img145/6933/20080529143528bf7.jpg)
Title: Re: Road/Street to Avenue...
Post by: Jonathan on May 29, 2008, 11:50:34 AM
I'm not sure if you've done it and you just made a typo.

But instead of doin the IIDs 0x04009800 - 0x04009830
You need to do 0x04009800 - 0x04009834

So thats(just for one texture):
0x04009800        0x04009810        0x04009820        0x04009830
0x04009801        0x04009811        0x04009821        0x04009831
0x04009802        0x04009812        0x04009822        0x04009832
0x04009803        0x04009813        0x04009823        0x04009833
0x04009804        0x04009814        0x04009824        0x04009834

Plus are you sure the 09 IID is right, because Maxis Road IIDs start with 00 and Maxis Avenue IIDs with 04, 09 is Light Rail or something.

Anyway great work on the textures, they certainly needed reworking, and if you are going to redo all the road textures, you could fix the 1px offset while you at it. :thumbsup:
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 12:01:55 PM
Quote from: Warrior on May 29, 2008, 11:50:34 AM
But instead of doin the IIDs 0x04009800 - 0x04009830
You need to do 0x04009800 - 0x04009834
Plus are you sure the 09 IID is right, because Maxis Road IIDs start with 00 and Maxis Avenue IIDs with 04, 09 is Light Rail or something.

Anyway great work on the textures, they certainly needed reworking, and if you are going to redo all the road textures, you could fix the 1px offset while you at it. :thumbsup:
No typo - I assumed the 0-4 at the end and just left it off when I posted... they are for the different size textures.  Below in super tiny text is the file list of my project folder relevant because each file was named with it's ID - not in my plugins folder.  The 09 (found in SimCity_3.dat) struck me as odd too from the little I've read here - removing the 09 files from the DAT (using the SC4Tool's Texture Creator) appears to have done nothing.  I know not of this 1px offset you speak of but I assume you mean there are some maxis textures that don't quite line up by one pixel?  I'm noob :)

0x04005800.png
0x04005801.png
0x04005802.png
0x04005803.png
0x04005804.png
0x04005804a.png
0x04005810.png
0x04005811.png
0x04005812.png
0x04005813.png
0x04005814.png
0x04005814a.png
0x04005820.png
0x04005821.png
0x04005822.png
0x04005823.png
0x04005824.png
0x04005824a.png
0x04005830.png
0x04005831.png
0x04005832.png
0x04005833.png
0x04005834.png
0x04005834a.png
0x04005900.png
0x04005901.png
0x04005902.png
0x04005903.png
0x04005904.png
0x04005904a.png
0x04005910.png
0x04005911.png
0x04005912.png
0x04005913.png
0x04005914.png
0x04005914a.png
0x04005920.png
0x04005921.png
0x04005922.png
0x04005923.png
0x04005924.png
0x04005924a.png
0x04005930.png
0x04005931.png
0x04005932.png
0x04005933.png
0x04005934.png
0x04005934a.png
0x04009800.png
0x04009801.png
0x04009802.png
0x04009803.png
0x04009804.png
0x04009804a.png
0x04009810.png
0x04009811.png
0x04009812.png
0x04009813.png
0x04009814.png
0x04009814a.png
0x04009820.png
0x04009821.png
0x04009822.png
0x04009823.png
0x04009824.png
0x04009824a.png
0x04009830.png
0x04009831.png
0x04009832.png
0x04009833.png
0x04009834.png
0x04009834a.png
0x04009900.png
0x04009901.png
0x04009902.png
0x04009903.png
0x04009904.png
0x04009904a.png
0x04009910.png
0x04009911.png
0x04009912.png
0x04009913.png
0x04009914.png
0x04009914a.png
0x04009920.png
0x04009921.png
0x04009922.png
0x04009923.png
0x04009924.png
0x04009924a.png
0x04009930.png
0x04009931.png
0x04009932.png
0x04009933.png
0x04009934.png
0x04009934a.png
0x091A9800.png
0x091A9801.png
0x091A9802.png
0x091A9803.png
0x091A9804.png
0x091A9804a.png
0x091A9810.png
0x091A9811.png
0x091A9812.png
0x091A9813.png
0x091A9814.png
0x091A9814a.png
0x091A9820.png
0x091A9821.png
0x091A9822.png
0x091A9823.png
0x091A9824.png
0x091A9824a.png
0x091A9830.png
0x091A9831.png
0x091A9832.png
0x091A9833.png
0x091A9834.png
0x091A9834a.png
Ave-road_VS_512a1.png
Ave-road_VS_512a2.png
Ave-road_VS_512b1.png
Ave-road_VS_512b2.png
zzz_averd.dat
zzz_averd.sav
Title: Re: Road/Street to Avenue...
Post by: Tarkus on May 29, 2008, 12:09:18 PM
Quote from: Warrior on May 29, 2008, 11:50:34 AM
09 is Light Rail or something.

09 is OWR, actually.  Light Rail is 08.  Just in case anyone was curious, here's the full list:

00--Road
02--Elevated Highway
03--Heavy Rail
04--Avenue
05--Street
06--Subway
07--Water Pipe
08--Light Rail
09--One-Way Road
0A--Ground Highway
0D--Monorail
5E--RHW (RHW-2)

With many of the NAM puzzle pieces for the standard Maxis networks, and some of their related textures (not already pre-existing in-game), the first digit of the "network code" is replaced by a 5.  For instance, the NAM Road Puzzle Pieces begin with "50" in the IID.  The RHW has a 5 as a first digit instead of a 0 because it was re-integrated by the NAM Team (the "5" is kind of a NAM signifier in a lot of ways).  Also, some NAM draggable items prior to the latest draggable phase (Draggable GLR, for instance), fall under the 5FN range, where N corresponds to the second digit of the network code (Draggable GLR is in the 5F8 range as a result).

Some of the newer draggable, override-based networks that have recently come out follow a little bit different scheme for textures (and)/or models, which involves a three-digit network code.  Here are some of the ones currently in use.

5D0--TLA-5
5D1--TLA-3/AVE-2/ARD-3 (the sixth digit differentiates which one--it's 1 for TLA-3, 2 for AVE-2 and 3 for ARD-3)
5DC--GHSR
5DD--HSR
5DE--MIS
5E5--SAM Streets (the sixth digit in the IID corresponds to the SAM set number)
5EB--RHW-4  (Ground and Elevated will be differentiated by the sixth digit, true of all RHW networks)
5EC--RHW-6
5ED--RHW-8
5EF--RHW-10 (Provisional designation, may be changed to 5EE)

Many of the puzzle pieces for these networks fall under the 5C range.

-Alex (Tarkus)
Title: Re: Road/Street to Avenue...
Post by: Haljackey on May 29, 2008, 12:12:16 PM
Wow, this looks awesome, videosean!

Just add one of these in the median and it will be complete!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.mto.gov.on.ca%2Fgraphics%2Fhandbook_drivers%2F3-1-20.jpg&hash=6ff239fd289d66af61d0c3c3cc3a6f9853a11b53)

Best,
-Haljackey
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 12:16:44 PM
Quote from: Tarkus on May 29, 2008, 12:09:18 PM
09 is OWR, actually.
Thanks for that list!  Just nobody has to go digging for the 09 duplicates I'm talking about from SimCity_3.dat here's a pic of them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F3719%2F20080529151433zu5.jpg&hash=46fae722656fbfc0cb7c11125e2133e714fddd4a)
Title: Re: Road/Street to Avenue...
Post by: Jonathan on May 29, 2008, 12:23:07 PM
QuoteI'm noob

Noob? Hardly, your prettyy good at making textures, like that. :thumbsup:

You should probably remove the .sav file, they overwrite .dat files, and generally are outdated. So changes you make to the dat won't be seen ingame unless you delete it.(or if you want move it out your plugins folder)

Other than the .sav file there doesn't seem to be anything with the IIDs, And that 09 texture does look like it is for the Road/Avenue Transition.

And one other thing are all the textures' GIDs 0x1abe787d?


EDIT: Removed what Alex just posted, I'm just too slow. ;)

Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 12:32:01 PM
Quote from: Warrior on May 29, 2008, 12:23:07 PM
And one other thing are all the textures' GIDs 0x1abe787d?
yup(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5105%2F20080529152754cq1.th.jpg&hash=586fb12858eca6294015b3a68b3bfeab8c563930) (http://img231.imageshack.us/img231/5105/20080529152754cq1.jpg)
I might be pretty good with photoshop (not that any prospective employers will look at me without a degree :'( ) but the technical details of making stuff work with SC4 I'm still learning... and didn't think I wanted to learn these to begin with... but I just couldn't let this road to avenue piece go LOL
Title: Re: Road/Street to Avenue...
Post by: Jonathan on May 29, 2008, 12:39:37 PM
Try removing the .sav file.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 12:54:49 PM
The .sav file is buried in my project folder which is on my desktop - not in MyDocs or the SC4 plugins folder.  I created and edit my dat file from that folder on my desktop then copy it into the plugins folder.

I tried the crazy and unthinkable... removed the 09 duplicates from the simcity_3.dat file.  No change in the game.  Restored my SimCity_3.dat file after that didn't work, started the game again just to try something... I've been using NAM for so long I'd forgotten that you can't connect OWR to ave without it BUT I had to give this a shot... since those odd 09 ave split pieces have what should be a OWR ID.  This picture is what I expected - nothing useful or unexpected LOL
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F1016%2F20080529155004fd0.th.jpg&hash=6301cf5e0a04553022b202e3e47aa1e5168d8c4e) (http://img231.imageshack.us/img231/1016/20080529155004fd0.jpg)
Title: Re: Road/Street to Avenue...
Post by: Filasimo on May 29, 2008, 03:02:16 PM
i do believe you are confused videosean as quoted
Quoteand I would compare it to this and say that the link you gave might not be in the strictest accordance with the MUTCD either... if I wanted to argue.  Since the Maxis avenue is 2 roadways seperated by a median strip my double yellow does need to get seperated, just like the highway in your link.
they are pretty much the same style with a grass divider and you say it is not following it? i do believe it is if you can show me a picture of your variation  in RL then i stand corrected just fyi

btw that link you gave me is a different configuration in the MUTCD when there is no grass divider there is actually a double yellow line on the median in that situation when there is a grassy median divider...if you want i can take pictures of that for you because i do drive on that road alot.... anyways do whatever ya want just trying to show you whats correct if you desire to make correct lane markings to MUTCD standards they do have a pdf guide  :thumbsup:

[EDIT] also i do believe you are wrong too whether its a RHW or not, 2 lane roads to 4 lane roads have the same markings so you may want to see this picture and take a few pointers http://www.flashearth.com/?lat=36.231842&lon=-86.62156&z=20&r=0&src=ggl  this is by my house so it is not a RHW type road
Title: Re: Road/Street to Avenue...
Post by: Ryan B. on May 29, 2008, 03:51:18 PM
OK, folks - I've found a RL picture that may help:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F2241%2Favenuedividedhighwaystrxm2.jpg&hash=c7eaabff5dade5fed84ae17fdcbbb1216abf07bb)

This is a basic 4-lane avenue (no median, no center turn lane) - divided highway transition.  Notice there are diagonal stripes, not chevrons.

I also quote the standard from Part 3 of the proposed 2008 Manual of Uniform Traffic Control Devices:

Quote from: '08 MUTCD (Proposed) | Section 3B.26 - Chevron & Diagonal Crosshatching Markings
Standard:
When crosshatching markings are used in paved areas that separate traffic flows in the same
general direction, they shall be white and they shall be shaped as chevron markings, with the point of
each chevron facing towards approaching traffic and with the diagonal lines that form the chevron
slanting such that the downstream ends of the lines intersect the longitudinal lines at the edges of the
adjacent travel lanes (see Figures 3B-8, 3B-11, and 3B-14, Sheet 2 of 2).
When crosshatching markings are used in paved areas that separate opposing directions of traffic,
they shall be yellow diagonal markings that slant such that the downstream ends of the lines intersect
the longitudinal lines at the edges of the adjacent travel lanes (see Figures 3B-5 and 3B-14, Sheet 1 of 2).
when crosshatching markings used on paved shoulders, they shall be diagonal markings that slant
such that the downstream ends of the lines intersect the edge line of the adjacent travel lane. The
diagonal markings shall be yellow when used on the left-hand shoulders of the roadways of divided
highways and on the left-hand shoulders of one-way streets or ramps. The diagonal markings shall be
white when used on right-hand shoulders.

Basically, it doesn't matter whether it's road - avenue, road - TLR-3, avenue - TLA-5, avenue - RHW-4, RHW-2 - RHW-4, etc. - they should all get the same striping treatment. 

For further reference, see the texture I made for a road - TLR-3 transition: 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F3235%2Froadtlr3transitiongb9.png&hash=77f2c068e7f71467491e6598fc44d58e434ec0a5)

I hope that cleared up any questions and / or concerns.  Please don't hesitate to ask me if you have further questions regarding the MUTCD and / or Standard Highway Signs book.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 06:29:39 PM
Quote from: Filasimo on May 29, 2008, 03:02:16 PM
i do believe you are confused videosean as quoted  they are pretty much the same style with a grass divider and you say it is not following it? i do believe it is if you can show me a picture of your variation  in RL then i stand corrected just fyi
Yes. I was confused.  Did you miss my edit of my post?  I should have edited it better perhaps... make everything I said trying to support my original and wrong line of thinking striked out maybe.
Quote from: videosean on May 29, 2008, 03:37:49 AM
After some more thought I think with yellow lines and 2 way traffic chevrons are wrong.  They only make sense for splitting 2 lanes of traffic that flow in the same direction.  Using this (http://maps.google.com/maps?f=q&hl=en&geocode=&q=cambridge+mass+fem+st+and+concord+ave&ie=UTF8&ll=42.385957,-71.13873&spn=0.004929,0.009731&t=h&z=17) as an example at Fem st and Concord Ave you can see that the lines are angled such that oncoming traffic is sort of directed by them to the right.  The chevrons are used for splitting 2 lanes of same direction traffic because each lane needs to move out from the center (you can see white chevrons in the roundabout to the east of Fem st along Concord ave) which explains why MUTCD shows white but no yellow chevrons. 
Filasimo is right.
« Last Edit: May 28th at 07:38:44 AM by videosean »
:)
It doesn't matter much if I can't get it to work in the game though... and because of the way the game handles this set of textures it's only going to be correct in 2 out of four configurations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F6406%2F20080529164744ek5.th.jpg&hash=ef1a01fe80d515f4c20a64dd01f2aab9ec760e07) (http://img65.imageshack.us/img65/6406/20080529164744ek5.jpg)
Quote from: burgsabre87 on May 29, 2008, 03:51:18 PM
For further reference, see the texture I made for a road - TLR-3 transition: 
I like the way there's an inner yellow line that surrounds the angled lines continuing the double yellow.  I might adopt that if I can get this to work in the game :)  Today just isn't my day.  Thanks for giving the section of the MUTCD on angles vs. chevrons - I could not find that this morning!
Title: Re: Road/Street to Avenue...
Post by: Shadow Assassin on May 29, 2008, 07:10:25 PM
If you send me all the textures you've created, I can test it. [compile into a new DAT and make sure it works]. There should be... 16 textures total in Zoom 5 [there are four pieces making up this transition, each having four textures: no wealth, $, $$, $$$].

Just only send me the zoom 5 textures [the largest ones], and I'll take care of the rest. ;)

You may also want to check that your DAT loads after the NAM.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 07:20:31 PM
Quote from: Shadow Assassin on May 29, 2008, 07:10:25 PM
If you send me all the textures you've created, I can test it.
Check your PM :)  I included the 128x alphas and my dat too... just in case it may help if you have similar probs.
Title: Re: Road/Street to Avenue...
Post by: Shadow Assassin on May 29, 2008, 07:33:29 PM
It seems you've forgotten to add the low-wealth and no-wealth textures to the DAT for that piece.

:P

Incidentally, you've also forgotten to add a few other textures too. It happens - it's happened to me once before, but it doesn't take long to fix, thank God.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 07:49:18 PM
Quote from: Shadow Assassin on May 29, 2008, 07:33:29 PM
It seems you've forgotten to add the low-wealth and no-wealth textures to the DAT for that piece.

:P

Incidentally, you've also forgotten to add a few other textures too. It happens - it's happened to me once before, but it doesn't take long to fix, thank God.

I did what??!!  I will look into it and figure it out but that completely explains this behavior:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F4223%2Fproblemro9.jpg&hash=0abbb8f6b06d8d9c1449b4820b94db25eec05676)
Title: Re: Road/Street to Avenue...
Post by: Shadow Assassin on May 29, 2008, 07:56:38 PM
Check your email for the fixed DAT. ;)
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 07:58:45 PM
Yes yes I'm on it!  I'm trying to figure out how I did this in the first place (typo perhaps while entering IDs) and why you seem to have more than 16 textures ;)
Title: Re: Road/Street to Avenue...
Post by: Shadow Assassin on May 29, 2008, 08:06:58 PM
They weren't in the DAT at all.

And it seems I made the same mistake.  :D

You will need to add the piece 0x04009930 - 0x04009934, I forgot to add that.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 29, 2008, 08:13:55 PM
Quote from: Shadow Assassin on May 29, 2008, 08:06:58 PM
They weren't in the DAT at all.

And it seems I made the same mistake.  :D

You will need to add the piece 0x04009930 - 0x04009934, I forgot to add that.
LOL!  Yes it does look like I made the textures but just missed getting them in.  I'll have to go and make subfolders with no more than 50 files for importing to a dat... I get so lost when I have to scroll for files in a tiny explorer window  >:(

Thanks very much for the help :)  Now that I can see my mistakes I should be able to get back to making the graphics better, making the street to ave (tomorrow or another day) and hopefully not make this mistake again.  Some pics... because everyone likes pics, right? :)
With NAM Roundabouts:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F6017%2F20080529235303rf2.th.jpg&hash=b1cd08cfe325cdb0a2278322c47836f094579526) (http://img77.imageshack.us/img77/6017/20080529235303rf2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F5997%2F20080529234919xu8.th.jpg&hash=5042f694c940c445dd2bebfd61ab28332b890b1e) (http://img77.imageshack.us/img77/5997/20080529234919xu8.jpg)
With Turning lanes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F4408%2F20080529235654rs1.th.jpg&hash=8ab82f36ad41bc21178f5a16e4d2d8a19932b33c) (http://img77.imageshack.us/img77/4408/20080529235654rs1.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F429%2F20080530000136yi3.th.jpg&hash=263ccfa3c8e199bb9ca593ac6c63b13ee66c404d) (http://img77.imageshack.us/img77/429/20080530000136yi3.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F9158%2F20080529235707rx3.th.jpg&hash=2475c074a3025c31e26e80f450ca7fc884d82001) (http://img77.imageshack.us/img77/9158/20080529235707rx3.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F8103%2F20080530000042dx4.th.jpg&hash=814160c0f9295501cbc5c77883b8caa6dc5b6800) (http://img77.imageshack.us/img77/8103/20080530000042dx4.jpg)

New question if anyone can answer: Can I make it so that no matter how it's drawn the angled lines will always be correct?

Title: Re: Road/Street to Avenue...
Post by: nerdly_dood on May 30, 2008, 12:41:19 PM
Personally, I am not sure, but I don't think so.  I like what you've been doing. :thumbsup:

If anything, all I care about is those yellow lines on the EDGE of the road/avenue transition, I would prefer them to be white, or not there at all.

But you are working hard, and you are making something totally new, and I would probably prefer your new mod to the Maxis texture if you dull the colors some.  What I recommend to do that is using a tool that copies the color that you click on, and click on the Maxis road texture's yellow center line so that you can use that color when you change the lines on the texture. ;)
Title: Re: Road/Street to Avenue...
Post by: TEG24601 on May 30, 2008, 12:49:29 PM
Quote from: nerdly_dood on May 30, 2008, 12:41:19 PM
If anything, all I care about is those yellow lines on the EDGE of the road/avenue transition, I would prefer them to be white, or not there at all.

But you are working hard, and you are making something totally new, and I would probably prefer your new mod to the Maxis texture if you dull the colors some.  What I recommend to do that is using a tool that copies the color that you click on, and click on the Maxis road texture's yellow center line so that you can use that color when you change the lines on the texture. ;)

I have to disagree.  What we really need it to brighten the lines.  That would make it look like the lines were new, or often repainted, and have glass beads or reflectors on them.  Also, some white lines along the shoulder of the transition may look nice.

TEG
Title: Re: Road/Street to Avenue...
Post by: nerdly_dood on May 30, 2008, 12:59:11 PM
What I meant was to darken the lines only within the road/avenue transition.  That way, they match better with the other roads, and it would be a lot more work to change EVERY SINGLE ROAD TEXTURE with a line on it than to just darken the lines on the texture you're working on.
Title: Re: Road/Street to Avenue...
Post by: videosean on May 31, 2008, 06:46:11 AM
Well my computer has decided to not want to run any 3D games without screwing up the video signal to the monitor.  I can't test much more because of that.  This is just the progression of a problem I've had for awhile and I'm pretty sure there's a problem on the motherboard because when I got a new video card I still had problems.

Anyway I do have 2 complete DATs now tested as much as I can.  One set has the diagonals going one way, the other set they go the other way.  They can't be used at the same time but I made an alternate set so they'll be there if I do figure how to make it work the way I want.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F7042%2F003althx4.th.jpg&hash=3e8234b67915efa81abd56404338aa7e86c5a306) (http://img45.imageshack.us/img45/7042/003althx4.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F6853%2F003dy7.th.jpg&hash=17b0b84c0e1157152ebb93a60ee80bd6e12d8fc5) (http://img45.imageshack.us/img45/6853/003dy7.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F1818%2F005cze2.th.jpg&hash=1bd008b3bc81b3feb49d0dbfc257f5efc32a0439) (http://img45.imageshack.us/img45/1818/005cze2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F2108%2F006cfa5.th.jpg&hash=b907d6216c93f2ad23dc8bf92758311a0df27c40) (http://img45.imageshack.us/img45/2108/006cfa5.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F6241%2F008avf6.th.jpg&hash=77f42ebc89a0b3b984d7b9e3abd6e2070201201b) (http://img45.imageshack.us/img45/6241/008avf6.jpg)
I'd get pics without the dashed lines on the roads if I could get the game to run again  >:(


Title: Re: Road/Street to Avenue...
Post by: nerdly_dood on May 31, 2008, 04:30:09 PM
Now that looks a lot better!  The lines match the other road lines a lot better, and I see that you have a street transition done. Dare I call it... awesome? &apls

Cant' wait for release!
Title: Re: Road/Street to Avenue...
Post by: videosean on June 02, 2008, 06:56:19 AM
Boy that road looks bad next to the street... I might have to redo it again.  The weather's been a little cooler and I was able to run the game again and got pics with the Maxis default double yellow line road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F4192%2F20080601072409wav1.jpg&hash=b512c29f6629f443e76c59030a1a1323eb5a3f79)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F1715%2F20080601072048wjn7.jpg&hash=488abba45fd695630b29e9bd93fdfb364eec89ed)
Title: Re: Road/Street to Avenue...
Post by: MandelSoft on June 02, 2008, 08:07:33 AM
It looks terrific, Videosean :thumbsup:  Keep on going!
Title: Re: Road/Street to Avenue...
Post by: j-dub on June 02, 2008, 08:15:32 AM
I have been watching, and I like what I see, this transition is alot more what I see in reality. The line colors match alot better.
Title: Re: Road/Street to Avenue...
Post by: videosean on June 02, 2008, 12:32:40 PM
Well... I guess Tarkus doesn't have to make an RHW2 to avenue transition piece... then again maybe he already realized this.  Just end your avenue into a road with one tile and connect the RHW2 :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F8820%2F20080602152112nx8.th.jpg&hash=412a8f69556dda075c2d673f3bbed8b67a120eed) (http://img293.imageshack.us/img293/8820/20080602152112nx8.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F4058%2F20080602152350fr4.th.jpg&hash=a51a02557bd486090a06ac751f1bb2f4e135ff9f) (http://img293.imageshack.us/img293/4058/20080602152350fr4.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F3001%2F20080602152453sf8.th.jpg&hash=aa786793d3eb39a77f5607c8b77fcf0ef95afae4) (http://img293.imageshack.us/img293/3001/20080602152453sf8.jpg)
Or if you prefer, one street tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F1117%2F20080602153747zz9.th.jpg&hash=9e9cac2721de83c85e3f7cd79333b10ff40849ce) (http://img293.imageshack.us/img293/1117/20080602153747zz9.jpg)
Title: Re: Road/Street to Avenue...
Post by: JoeST on June 03, 2008, 12:57:28 PM
A proper transition would be better to ensure no bottlenecking occurs due to speed changes and such  :thumbsup:

looking brilliant in here tho, thanks for doing this :)

Joe
Title: Re: Road/Street to Avenue...
Post by: videosean on June 03, 2008, 03:39:36 PM
Fixed the main problem on the road to avenue with sidewalks - the alpha mask wasn't quite right for it... shoot and now I see I need to redo the street sidewalk alpha too.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F1981%2F20080603183138yn6.th.jpg&hash=6f0766b54b1081dac3c21063d28832586ce5f65b) (http://img511.imageshack.us/img511/1981/20080603183138yn6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F6988%2F20080603183404vz6.th.jpg&hash=c62dba996843e796d7fbb4c5a4a3c513a4ecc37e) (http://img511.imageshack.us/img511/6988/20080603183404vz6.jpg)
I guess I've learned what this 1 pixel offset is - seems to happen when the textures get mirrored.  Yextures for the road on the left is mirrored but the actual road texture isn't and I assume that's why it's off.  I could make proper mirrored textures but getting them to work is beyond my ability... would require RULing and all that I believe.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F9814%2F20080603183433cr9.th.jpg&hash=e9a23df1cbfdde2c8bd0951377ae2d888cbdc7c6) (http://img511.imageshack.us/img511/9814/20080603183433cr9.jpg)
*edit - Street sidewalks fixed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F7215%2F20080603190858ev2.th.jpg&hash=262ee80c8aedf84ce2e81e0cea473987b7872882) (http://img511.imageshack.us/img511/7215/20080603190858ev2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F7081%2F20080603190607zx8.th.jpg&hash=f672284de99ed1d975ab1d46568514605d79e6f7) (http://img511.imageshack.us/img511/7081/20080603190607zx8.jpg)
http://www.plunder.com/Avenue-to-Road-Street-download-154743.htm - download :)
Title: Re: Road/Street to Avenue...
Post by: frdrcklim on September 17, 2008, 05:28:36 AM
This is a nice idea, but I honestly thought that the transition would look nice if it was longer like the transition of the one-tile RHW to the two-tile RHW.
Title: Re: Road/Street to Avenue...
Post by: JoeST on September 17, 2008, 06:05:29 AM
I believe the next NAM will have a 3 tile long transition.

Joe
Title: Re: Road/Street to Avenue...
Post by: nerdly_dood on September 18, 2008, 01:24:27 PM
It's more like 4 if I remember properly.

I'm reasonably sure that it is 4 actually...
Title: Re: Road/Street to Avenue...
Post by: frdrcklim on September 19, 2008, 09:05:58 AM
Oh joy  ::) Now I can't wait for the next NAM to get out  ;D
Title: Re: Road/Street to Avenue...
Post by: Chingchang on October 10, 2008, 08:27:23 PM
Just a suggestion, I think you should make a transit enabled Road-Ave transition lot to go with this one, with the lot being 4 tiles in length

But still, what you've done so far is fantastic! Keep up the good work mate. &apls
Title: Re: Road/Street to Avenue...
Post by: j-dub on October 10, 2008, 09:33:24 PM
Ah yes, the 4 tile Avenue/Road merger. Thats something Alex (Tarkus) worked on earlier, but as a new piece for the NAM, not lot. We will have to wait, keep in mind, it may be a while. Anyway, a (ahem) lot would not even be able to do that, and would not work for the system.
Title: Re: Road/Street to Avenue...
Post by: frdrcklim on October 12, 2008, 03:39:04 AM
Speaking of road/street to avenue, I hope that there is an improvement in the avenue to standard maxis highway transition and an RHW to standard maxis highway transition.
Title: Re: Road/Street to Avenue...
Post by: Chingchang on October 12, 2008, 05:00:11 PM
Quote from: j-dub on October 10, 2008, 09:33:24 PM
Ah yes, the 4 tile Avenue/Road merger. Thats something Alex (Tarkus) worked on earlier, but as a new piece for the NAM, not lot. We will have to wait, keep in mind, it may be a while. Anyway, a (ahem) lot would not even be able to do that, and would not work for the system.
Sorry, meant puzzle piece.