Started by noahclem, January 30, 2013, 03:41:12 PM
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Quote from: noahclem on April 14, 2015, 03:05:25 AMIt's hard to even imagine the scale of a plane like those!
Quote from: Vlasky on April 18, 2015, 10:15:41 AMLooks lovely! However I would suggest aligning the blocks of the tram path to the curves of the road on the the str8 to diagonal curve. Like what you did in the S curve. Somehow looks more realistic. ALso on the rail crossing the Ave in the second example! I love the shade of the concrete on the tram paths.
Quote from: reddonquixote on April 18, 2015, 04:06:31 PMWow what a huge update and amazing amount of work... where do I start! Regarding the safety barrier - the tramstop itself is a normal one in the middle of the road. Its the same configuration as the other ones we've made except this one doesn't have a shelter or platform. These are very common. You would cross at the lights (some have pedestrian zebra crossing access) then wait against that railing thing until the tram comes. The yellow safety barrier thing is to direct cars away from the tracks/ place where people are standing. So I guess if we were going to make this style we'd need the railings as well as the tram sign. Actually, I just made one instead.. a picture tells a thousand words:[img[imgRegarding the grass... I think it would be a good alternate/variation, but personally (selfishly? ) I wouldn't want them all to have grass. (I can only think of a couple of places where there would be grass in Melbourne, all suburban areas)I got some more pictures, maybe these will be inspiration for you..Here's the Light Rail outside the Swimming Centre in Albert Park[imgHere's where the Tram-In-Road transitions to the Light Rail in Albert Park[imgCloser view:[imgWhere your tramlines are crossing through the roads made me think of another potential challenge for you A notorious intersection, I think its the start of Royal Parade (or around there)... A major road intersects at a T-junction, there's a tramline in the major road intersecting with a light rail transitioning into a tram-in-road... looks out for trams!![imgAnd these are quite common, trams passing through roundabouts (do you have these already?)This one is just outside Queen Vic Market/ Flagstaff Gardens[imgWith the boom-gates, I can't think of many examples, there's some in Port Melbourne, but where I can see them, they always sit on the side of the road rather than on the median strip. Not sure if that's a common thing or not, just thought I'd mention it.(Now I'm going to press post, I hope I got the right images to go with the captions )Edit:Here's another view of the intersection at Royal Parade. I didn't realise before, but the tram line splits off just before it intersects with the other tramline. I've tried to draw where the three tram lines go:[imgEdit again:Here's a simplified diagram I made of it. (Light grey is the road and dark grey is the tramline) (please excuse my rudimentary photo shopping skills)[img
Quote from: kelis on April 19, 2015, 02:11:54 AMYou are doing and amazing job with those tram textures and models. I can't wait to see the models and textures together.Keep up the good work here
Quote from: art128 on April 19, 2015, 05:41:14 AMThere is this area in Oslo where the tram does a 90° turn from on road to grass:[img[imgMaybe it'll give you some ideas for the transitions.
Quote from: romualdillo on April 19, 2015, 07:49:52 AMOMG!! This is looking better and better!!!
Quote from: Gugu3 on April 20, 2015, 01:45:46 AMBeautiful stuff as always Noah!!!
Quote from: pezzajn on April 20, 2015, 01:58:51 PMI really like your GLR texture, and am grateful that you are planning a US (yellow median lines) version.Will continue to watch your developments. And cannot wait until you release it.
Quote from: APSMS on April 20, 2015, 07:46:11 PMHi Noah,Glad to see the development you've been making. I know I've been lurking, but I've been following the progress closely.To answer your question, keep the yellow lines as they are. I really like the fineness in your tram lines, and TBH it irks me a little, but not as much as seeing absolutely perfect roadways everywhere in SC4, which is also something I can't change. IMO the difference is only visible in Z6, and even then only when you put the two next to each other. I would much rather have the better textures in the hopes that it will be possible to revamp the old ones to the new spec, than turn the lovely new pieces you've made and "dumb them down" to the older, lower quality ones (lovingly made, I'm sure, but still lower quality).Re: Tram Grass; I'm not sure your questions regarding the grass are all that relevant. Unless you are unwilling to redo the existing pieces that already have grass on them....Despite the move away from puzzle pieces, it seems like certain things benefit from this implementation, and tram variations (I mean, come on, there's only 1) seem like no exception. Starters hardly seem practical, but I'm not familiar with the underpinnings, so....As for the pavement differences between TIR and TOR, I'd say whichever is fine, but I kinda like how they differ from each other. It may also allow for the creative to adjust the appearance using purely in-game methods (and maybe Photoshop) rather than resorting to things like LOT-based cities (which are always an "option" regardless), since TIR is sidewalk dependent, and the TOR is set in stone. I should also say that personally, I like the asphalt appearance (I see it a lot around SD), but your work is so well done that I'm more than willing to support the change.As a final note, I wasn't aware that Willy actually made RRW crossings, hence the need for the RRW Upgrade mod by Rivit, so you probably didn't miss anything.
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