SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Tarkus on April 06, 2008, 08:20:43 PM

Title: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: Tarkus on April 06, 2008, 08:20:43 PM
The Signage Piece Mod (SPM) is a new mod currently in development.  It consists of a series of simple 1x1 puzzle pieces for various networks, which have a Prop Families of signs attached via Type21-exemplar.  This allows users to control precisely where the signs appear, without some of the adverse effects associated with previous attempts at this sort of thing, which were generally done through Transit-Enabled Lots.

Because of the way in which the mod is structured, any user familiar with Prop Families can add their own custom signs to the SPM, without any transit-modding knowledge.  More advanced users who wish to place signs in different positions than those set up by the default T21s can create their own T21s, simply by copying the existing T21s and replacing the LotConfig lines with their own--all the other modding work is already done.

The mod has not been released but is in Alpha.  The current Alpha contains Orthogonal and Diagonal pieces for the following networks:
Road
Avenue
One-Way Road
RHW-2
RHW-4
Maxis Elevated Highway
Maxis Ground Highway
Rail

Diagonals and other networks will eventually be added.

Here are a few pics from the earliest stages of development.  Please note that the discoloration effect has been fixed (thanks to ebina).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F752%2Fspeedsign1dn0.jpg&hash=adb521bc8db12614e72ea7a7d7f8778d66d162c6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F835%2Fspeedsign2uh4.jpg&hash=dd7930acf7230fb5edbb933b8fee438f53cd8d93)
(yes, that is a TLA-3 SPM piece, which will be released when the TLA mod comes out.)

It has been set up for LHD as well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F6449%2Fspeedsignsetlhdbx4.jpg&hash=2f297c3d308d74d6c9baa77e5bcbba8ea9ded2f3)

Several sets of speed limit signs are currently in the works for the SPM, including my own Oregon Speed Sign Set (pictured in the above images), as well as Euro/International, UK and Australian sets (also mine), and burgsabre87 is also contributing a standard US set.

Here's some pics of the other sets--these designs aren't final (nor are the Oregon ones), as I plan to adjust the scale on them some more.

Australian set
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg396.imageshack.us%2Fimg396%2F4766%2Fspeedsign5du6.jpg&hash=5fbc54f07626e1dc1337891466815b1e446bca56)

Euro/International set
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F8131%2Fspeedsign4ff8.jpg&hash=c63ce81530552d0690f92064c1f80c201ea4d3a4)


-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: thundercrack83 on April 06, 2008, 08:23:02 PM
This is fantastic, Alex! I don't know how you do it, but you continue to come up with these projects that add to the game in ways I wouldn't have ever imagined!

I'll be looking forward to more progress, my friend! Great job, as always!

Dustin
Title: Re: Signage Piece Mod (SPM)--Development
Post by: DFire870 on April 06, 2008, 08:30:09 PM
This. Is. Awesome!

I have always wanted to use the various road signs, but avoided them like the plague because they were either TE'd or they took up a tile on the side of the road. And we get another addition to our alphabet soup! :D

Great job, and I can't wait to see the future updates.

-- John
Title: Re: Signage Piece Mod (SPM)--Development
Post by: CasperVg on April 06, 2008, 09:40:37 PM
Looks interesting, great work! Could this technique also be used for cable masts on top of railways?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: figui on April 06, 2008, 09:42:25 PM
this are great news!
love that euro/intl set.

mauricio.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: mightygoose on April 06, 2008, 10:07:54 PM
aah here is the thread, you know my views on the scaling but apart from that great work
Title: Re: Signage Piece Mod (SPM)--Development
Post by: skyliner on April 06, 2008, 10:15:56 PM
Wow this is a great idea, this would add even more realistic details to our cities! I am wondering since it wasn't posted would these signs work also on elevated and ground highways too? I tend to use these quite often ;D
Title: Re: Signage Piece Mod (SPM)--Development
Post by: jplumbley on April 07, 2008, 12:20:18 AM
Should have called it Signage Piece Addon Mod... (SPAM)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on April 07, 2008, 03:19:18 AM
Quote from: caspervg on April 06, 2008, 09:40:37 PM
Looks interesting, great work! Could this technique also be used for cable masts on top of railways?

Yes, that should be possible as well. :)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: XiahouDun on April 07, 2008, 04:19:30 AM
Quote from: jplumbley on April 07, 2008, 12:20:18 AM
Should have called it Signage Piece Addon Mod... (SPAM)
:D

This is a brilliant idea, my one suggestion would be to decrease the size just a little bit since they may end up looking out of place compared to the stop signs in game.

Question, on top of speed limits, is there any plans for additional signs such as school zones to come with the mod at release?

Either way, great work on this &apls Hopefully I didn't sound ungrateful, because I'm really looking forward to this :thumbsup:
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Jonathan on April 07, 2008, 04:25:30 AM
If you have models and know how to change IIDs in the reader, you should be able to use any sign you wish.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: bat on April 07, 2008, 05:47:20 AM
That's a great mod there! And looking forward to it... :)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on April 07, 2008, 05:49:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F9984%2Ftimedsignalvd6.jpg&hash=5e5ee3a30d6056eb57a48f9e81d31ec98510bf7c)

No lots involved - and that ugly 1x1 base texture that usually appears next to the lot is gone as well, thanks to the puzzle piece. :) The rail signal is a timed prop that can switch the signage over the day.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: SimNation on April 07, 2008, 06:53:17 AM
Tarkus

The mod looks great. The signs will deffinetaly replace the speed limit ones I have that werent transit enabled so they took up a actual building tile. But one thing...shouldnt the signs be closer to the road for the road one? I know this is still in development just thought I should say that. It looks like its not on the sidewalk area and would get in the way of any commerical or industrial zoning. Other then that..im looking forward to this.

Andreas

Those railroad signals look fantastic! They will go great with the electrified rail you made. Cant wait for those. Hope you make more rail stuff to add to the realistic look.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: MandelSoft on April 07, 2008, 07:05:54 AM
Good idea  :thumbsup:. I've made something like it, but mine signs are placed beside the road.

By the way, European speed limit signs look more like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.bristolwest-libdems.org.uk%2Fimages%2Fsites%2F82.165.40.25-415944d6088636.01873309%2F128.jpeg&hash=27bad1caedc4671cbeb7dc3fa84e3adc05706e18)

And one question: Are the values on the European signs in kph or mph?

Best,
MRTNRLN
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on April 07, 2008, 07:35:50 AM
Quote from: SimNation on April 07, 2008, 06:53:17 AM
Andreas

Those railroad signals look fantastic! They will go great with the electrified rail you made. Cant wait for those. Hope you make more rail stuff to add to the realistic look.

Well, I didn't make the rail catenaries, those were created by Kenworth - I only did the modding and upload to the LEX. Also, the signal prop was created by royal. He made hundreds (!) of them, all unreleased so far - but with this new technique, that might change. :)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: superhands on April 07, 2008, 08:24:06 AM
wow :o
did not expect australiana to be thought of so soon in this project. i like it.
so it's probbly possible to make road textures that have cross walks/ect -o yeah... puzzle pieces, forgot about that.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on April 07, 2008, 09:08:40 AM
Quote from: bighead99999 on April 07, 2008, 08:24:06 AM
so it's probbly possible to make road textures that have cross walks/ect -o yeah... puzzle pieces, forgot about that.

Yes, we thought about that as well. :)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: CasperVg on April 07, 2008, 11:37:51 AM
That looks great there, Andreas! As they are puzzle-pieces, they can use tab-rings aswell, I assume/hope.  %wrd
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Jonathan on April 07, 2008, 11:40:39 AM
Yes they only take up one one icon (well that may change before it is released)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: el_cozu on April 07, 2008, 11:44:49 AM
The values of every country are metric... except for USA and the UK.

mexico, latin america, europe, asia, africa and oceania (australia, new zeland, tazmania...) are in metric system (Km/h for example)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on April 07, 2008, 11:49:35 AM
Quote from: caspervg on April 07, 2008, 11:37:51 AM
That looks great there, Andreas! As they are puzzle-pieces, they can use tab-rings aswell, I assume/hope.  %wrd

As warrior said, that's possible, yes. :) A minor drawback, though: You have to be very careful next to transit enabled lots, such as stations, because once you hover the puzzle piece over the station, the game will crash.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: JoeST on April 07, 2008, 12:02:26 PM
this looks like a fantastic development, thank you very much for developing such great additions to the game :)

Joe
Title: Re: Signage Piece Mod (SPM)--Development
Post by: mightygoose on April 07, 2008, 12:58:26 PM
Quote from: bighead99999 on April 07, 2008, 08:24:06 AM
wow :o
did not expect australiana to be thought of so soon in this project. i like it.
so it's probbly possible to make road textures that have cross walks/ect -o yeah... puzzle pieces, forgot about that.

or just make draggable ped mall and have crosswalks as intersections...
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Diggis on April 08, 2008, 09:05:56 AM
Quote from: mightygoose on April 07, 2008, 12:58:26 PM
or just make draggable ped mall and have crosswalks as intersections...

What a great idea...  &apls
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Pat on April 08, 2008, 04:07:35 PM
LoL I love the move as I seen my post disappeared...  Anyways congrats Alex in seeing this here about the Sign Mod...
Title: Re: Signage Piece Mod (SPM)--Development
Post by: pilotdaryl on April 08, 2008, 09:32:58 PM
Yours truly would like to help ;D as a member of the STRU, I think it is important to have proper highway signs in SimCity.  I would gladly help with any sign modelling.  I also have a few tricks in hand (especially with alpha maps and custom-shaped signs...  ;D interstate sign anyone?)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: bakerton on April 09, 2008, 09:10:20 PM
Tarkus dude, you have basically made my wishes complete with this new mod that you are working on. I do know that pilotdayrl said that he will help with other road signs other than speed limit, but would it be possible to have different signs on the same road like when you cross into another state or county or entering a city or a populated area, or have tow signs on the same puzzle piece but on the opposite side of the other sign facing the other direction? I will look forward to this new mod when it comes out whenever it is released. Take your time. :thumbsup: &apls &idea :) JKB
Title: Re: Signage Piece Mod (SPM)--Development
Post by: mightygoose on April 09, 2008, 10:00:07 PM
Quote from: Diggis on April 08, 2008, 09:05:56 AM
What a great idea...  &apls

tbh me and tarkus were talking about it on msn the other day i just couldn't resist :P
Title: Re: Signage Piece Mod (SPM)--Development
Post by: cammo2003 on April 10, 2008, 12:38:46 AM
One small request, would a RHD version of the Australian signs be possible? Just that EA gave us a RHD game here in Australia...  ::)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: superhands on April 10, 2008, 03:32:53 AM
cammo thanks for releasing that map of hobart a while ago :thumbsup: (currently playing the region)

Ripple Jet made a quick and easy tutorial  on how to change driving sides.

Link (http://sc4devotion.com/forums/index.php?topic=3961.0)

hope this helps because it has for me!
david
Title: Re: Signage Piece Mod (SPM)--Development
Post by: RebaLynnTS on April 10, 2008, 06:32:47 AM
This is a great idea.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: cammo2003 on April 12, 2008, 05:23:05 PM
Quote from: bighead99999 on April 10, 2008, 03:32:53 AM
cammo thanks for releasing that map of hobart a while ago :thumbsup: (currently playing the region)

Ripple Jet made a quick and easy tutorial  on how to change driving sides.

Link (http://sc4devotion.com/forums/index.php?topic=3961.0)

hope this helps because it has for me!
david


The only annoying thing about that is that all of the props show up on the wrong side of the road...  :angrymore:
Title: Re: Signage Piece Mod (SPM)--Development
Post by: MandelSoft on April 13, 2008, 05:37:28 AM
Quote from: bakerton on April 09, 2008, 09:10:20 PM
Tarkus dude, you have basically made my wishes complete with this new mod that you are working on. I do know that pilotdayrl said that he will help with other road signs other than speed limit, but would it be possible to have different signs on the same road like when you cross into another state or county or entering a city or a populated area, or have tow signs on the same puzzle piece but on the opposite side of the other sign facing the other direction? I will look forward to this new mod when it comes out whenever it is released. Take your time. :thumbsup: &apls &idea :) JKB

That's a great idea!
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Starmanw402007 on April 13, 2008, 09:37:40 AM
tarkus, those updates are fantastic. I'm Looking forward to the release of the speed limit signs. My only ? is this will those crazy sims obey the speed limit :D $%Grinno$%.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Haljackey on April 13, 2008, 12:15:23 PM
LOL, why didn't I see this thread sooner?  Its a great idea!

I do use signs from time to time in my cities where I have room for some eyecandy.  However, getting them to take up a tile beside the road/rail/highway can really mess up the way I make the route all-together!

Anyways, this sounds interesting.  I will keep an eye here.

Best,
-Haljackey
Title: Re: Signage Piece Mod (SPM)--Development
Post by: superhands on April 14, 2008, 08:05:25 AM
Quote from: cammo2003 on April 12, 2008, 05:23:05 PM
The only annoying thing about that is that all of the props show up on the wrong side of the road...  :angrymore:

that is true  >:(

tarkus, give us a shout if you need any help making Aus road junk ect, photos RL signs ect "$Deal"$
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tolsome on April 14, 2008, 08:40:56 AM
a list of german signs, maybe helpful: http://de.wikipedia.org/wiki/Bildtafel_der_Verkehrszeichen_in_Deutschland :)

and I found a website with all signs from some EU countries :)

http://ec.europa.eu/transport/road/publications/trafficrules/countryreports/chapter7.htm
Title: Re: Signage Piece Mod (SPM)--Development
Post by: nerdly_dood on April 17, 2008, 01:32:17 PM
The signs in Spain (which I went to for spring break) and the UK (which i just looked at in the link in tolsome's last post) look remarkably similar.  Also, i didn't know that the UK uses miles like the US instead of kilometers like everyone else...

And since this is a puzzle piece mod, i REALLY like this, because i don't like the extra sidewalk that shows in rural areas if this was a lot (also i have Jeronij's sidewalk mod, so that may create discrepancies, especially in highw-wealth areas which have a red brick sidewalk  in that mod)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: RebaLynnTS on April 17, 2008, 06:06:44 PM
Not everyone else ...

Barbados, Burma, Gambia, Ghana, Liberia, Muscat, Oman, Naura, Sierra Leone, Southern Yemen, Tonga and Trinidad do not use the metric system (this information is a few months old, so may have changed).
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on May 04, 2008, 09:27:01 PM
I had almost forgotten I had started this project. :-[  It's what happens when you have 4-5 large transit modding things going on at once.  :D  Rest assured, though, I am going to be going back at this one again here soon.  To answer a few questions:

Quote from: skyliner on April 06, 2008, 10:15:56 PM
I am wondering since it wasn't posted would these signs work also on elevated and ground highways too? I tend to use these quite often ;D

It's certainly possible that they'll be added to the Maxis Ground and Elevated Highways--if not by the first release, by the second.

Quote from: jplumbley on April 07, 2008, 12:20:18 AM
Should have called it Signage Piece Addon Mod... (SPAM)

&idea :D

Well, there's a bit many -AMs out there already (I'm still waiting for some one to propose the AMAM, Addon Mod Addon Mod), and I kinda wanted to stick to my three-letter acronym setup. ::)  Though that is quite apropos . . . 

Quote from: bakerton on April 09, 2008, 09:10:20 PM
would it be possible to have different signs on the same road like when you cross into another state or county or entering a city or a populated area, or have tow signs on the same puzzle piece but on the opposite side of the other sign facing the other direction?

Theoretically, yes.  They won't be included in the base sets, but see below. ;)

Quote from: cammo2003 on April 10, 2008, 12:38:46 AM
One small request, would a RHD version of the Australian signs be possible? Just that EA gave us a RHD game here in Australia...  ::)

Yes, in fact, all the signs that I've included come in RHD and LHD varieties.  There's two separate sets of Type21s in play here, and you can just select which one you want.

_____________________________________________

I've noticed a few people have been interested in adding/contributing signs and other props to this project, which I think is absolutely awesome.  :thumbsup:  Thank you for your offers! 

Here's my plan.  Once the SPM is closer to an initial release, I will be producing a short and (hopefully) easy-to-follow tutorial which will outline how to configure your signs and props to work with the mod, customize it to your own tastes, and release your own SPM signage/prop add-on sets.  How does that sound?

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Pat on May 04, 2008, 09:38:54 PM
well if I can nail down BAT then I think that would be great there Alex lol.... either way I think that would be cool for anyone who can do it!!!
Title: Re: Signage Piece Mod (SPM)--Development
Post by: bakerton on May 06, 2008, 08:27:43 PM
I must agree to my fellow Wisconsinite. Just take your time with things Alex. JKB
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Starmanw402007 on May 07, 2008, 08:11:25 AM
What other types of Signs besides Speed Limit Signs are you planning on doing?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: nerdly_dood on May 08, 2008, 12:52:05 PM
Quote from: Tarkus on May 04, 2008, 09:27:01 PM
Well, there's a bit many -AMs out there already (I'm still waiting for some one to propose the AMAM, Addon Mod Addon Mod), and I kinda wanted to stick to my three-letter acronym setup. ::)  Though that is quite apropos . . .

It seems to me that the Railway Addon Mod is kinda like this kind of AMAM that you mentioned...  ;D
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deion30296 on June 27, 2008, 05:05:24 PM
Those are nice. And make me feel like crap by showing the TLA... That's real nice! :-\ &idea
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on June 27, 2008, 05:22:11 PM
This project would be great for ja/att, I would like to see their new made signs exemplared so their not lotted.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: girlfromverona on June 27, 2008, 08:43:13 PM
This is a really cool project! Anything that makes this game more realistic gets enthusiastic applause from me.  &apls
Title: Re: Signage Piece Mod (SPM)--Development
Post by: cammo2003 on June 27, 2008, 09:18:31 PM
Oh, a good site for Australian signs would be OzRoads (http://www.ozroads.com.au/index.htm) (though I suspect you've already found this one as it's fairly well known).

It should show you how much of a nightmare it is navigating here, we're in the middle of a changeover between route designation systems, some states are complete, some just starting, some haven't started yet.

NSW has one (yes, that's right, one) alphanumeric route signed thus far. And that's only because it's a new road anyway (the road in question is the M7.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deion30296 on June 28, 2008, 07:34:57 AM
One question, You could make it possible that these appear next to roads and RHW and avenue all boasting different speed limits. That would make it a bit more realistic and save loads of space. Maybe road has 30 MPH, Avenue 45 MPH, and RHW 80MPH. I put 80 signs on Route A651 and The Sims we're flying by. Maybe it was just my mind playing trick on me. Oh well.  :thumbsdown:
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on June 28, 2008, 06:48:55 PM
Quote from: deion30296 on June 28, 2008, 07:34:57 AM
One question, You could make it possible that these appear next to roads and RHW and avenue all boasting different speed limits. That would make it a bit more realistic and save loads of space. Maybe road has 30 MPH, Avenue 45 MPH, and RHW 80MPH. I put 80 signs on Route A651 and The Sims we're flying by. Maybe it was just my mind playing trick on me. Oh well.  :thumbsdown:

Well, that is more or less what this project is, except due to the prop families, you don't have to make, for instance, all Avenues 45mph zones--some can be 35 zones, some can be 50 zones, etc.  Heck, you can have signs other than speed signs as well.  I'd suggest re-reading the opening post.

Quote from: j-dub on June 27, 2008, 05:22:11 PM
This project would be great for ja/att, I would like to see their new made signs exemplared so their not lotted.

You were thinking the same thing I was :)  All I'd have to do is add those signs into the Prop Families for the SPM--could even release the exemplars by themselves and have the original sign pack as a dependency.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deion30296 on June 29, 2008, 09:41:04 AM
Quote from: Tarkus on June 28, 2008, 06:48:55 PM
Well, that is more or less what this project is, except due to the prop families, you don't have to make, for instance, all Avenues 45mph zones--some can be 35 zones, some can be 50 zones, etc.  Heck, you can have signs other than speed signs as well.  I'd suggest re-reading the opening post.

You were thinking the same thing I was :)  All I'd have to do is add those signs into the Prop Families for the SPM--could even release the exemplars by themselves and have the original sign pack as a dependency.

-Alex (Tarkus)


Ahhhhh, I see. Will these be plopped directly on the road/street/ave/etc? Or will they be next to it? Or will they be T21 Exemplars?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Starmanw402007 on June 29, 2008, 09:46:04 AM
WHAT signs are u guys working on for this projects other then the speed limits signs?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on June 29, 2008, 12:10:47 PM
Quote from: Starmanw402007 on June 29, 2008, 09:46:04 AM
WHAT signs are u guys working on for this projects other then the speed limits signs?

Well, I'm not working on anything else besides these speed signs myself.  These are more or less just something to get people started.  The point is that third-party signage can be interfaced to work with the SPM.  It'll probably work out such that the SPM mod itself doesn't include any signs, and the sign packs will be in separate downloads, making the package as modular as possible.

Quote from: deion30296 on June 29, 2008, 09:41:04 AM

Ahhhhh, I see. Will these be plopped directly on the road/street/ave/etc? Or will they be next to it? Or will they be T21 Exemplars?

Well, this is at least partially answered in the very first post of the thread. :)

Quote from: Tarkus on April 06, 2008, 08:20:43 PM
It consists of a series of simple 1x1 puzzle pieces for various networks, which have a Prop Families of signs attached via Type21-exemplar.  This allows users to control precisely where the signs appear, without some of the adverse effects associated with previous attempts at this sort of thing, which were generally done through Transit-Enabled Lots.

They're placed directly onto the road. 

The only drawback with the SPM is that which exact sign appears is more or less a random thing, so you'll likely have to rebuild the piece a few of times in order to get the one you want to show up.  It's really the only way to make a mod like this feasible.

-Alex
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deion30296 on June 29, 2008, 03:44:46 PM
It's well worth it. The adjacent sign method is a bit tedious in tight spaces such as CBDs.  &apls &apls &apls
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Starmanw402007 on June 30, 2008, 11:48:29 AM
Thanks for your reply Tarkus, I'm looking forward to more updates. Keep up the Great Work with this project!
Title: Re: Signage Piece Mod (SPM)--Development
Post by: allan_kuan1992 on July 12, 2008, 12:56:47 PM
I thought it was only the US, Myanmar, and Liberia?

Traditional units however might be still used in fully metric countries though.

- Allan Kuan
Title: Re: Signage Piece Mod (SPM)--Development
Post by: un1 on July 26, 2008, 08:32:21 AM
This has probably been asked before but will there be a version for Canadians in Kilometers??
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on July 26, 2008, 10:59:16 AM
Quote from: un1 on July 26, 2008, 08:32:21 AM
This has probably been asked before but will there be a version for Canadians in Kilometers??

Eventually, yes.  This project, however, is still on the backburner.  Maybe that will change, though. ;)

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Patricius Maximus on July 26, 2008, 12:00:00 PM
QuoteWell, that is more or less what this project is, except due to the prop families, you don't have to make, for instance, all Avenues 45mph zones--some can be 35 zones, some can be 50 zones, etc.  Heck, you can have signs other than speed signs as well.

Just like in real life. I've seen some 2-lane roads with a turning lane that had a limit of 50. And I've seen some TLA-7's with a limit of 30. So, the varying signs are a good idea, especially for CBD's.

Tarkus: I fully agree with your apparent priorities. RHW and NWM first, and this one second. The SPM is not as crucial for my regions as the RHW is.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: nerdly_dood on August 02, 2008, 06:42:32 PM
Here's what I would like to see in a SPM release:
Road in 25, 30, 35, 45 and 55
One-way Road in 25, 30, 35 and 45
Street in 25, 30, 35 and 45
Avenue in 35, 45, 50 and 55
Maxis highway (elevated and ground) in 55, 60 and 65
RHW-2 in 55 and 60
RHW-4+ in 55, 60, 65 and 70

All American style, in miles.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Splime on August 13, 2008, 08:05:13 PM
As far as any highway speed limits go, there should be signs for up to and including 80 mph, or 130 km/h. I think the best approach to the signs would be to include all speeds in increments of 5 for mph, 10 for km/h, up to (and probably past) 80 mph or 130 km/h, with a no speed limit sign too. That way, the user has the freedom to set the visual speeds as they see fit. There's no reason for someone to not be able to have a 90 mph highway if they want it... (and it's safe).

And for the record, there are in fact 80 mph signs in the US (http://en.wikipedia.org/wiki/Speed_limits_in_the_United_States). Texas, to be exact.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Shadow Assassin on August 14, 2008, 02:24:55 AM
QuoteThere's no reason for someone to not be able to have a 90 mph highway if they want it... (and it's safe).

Remember, only a road is as safe as its occupants. If they all drive like idiots, of course it won't be safe. :P
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on August 14, 2008, 04:15:49 PM
I have never seen a 105, 110 speed limit sign. I think 100 is the max cut off. That sign has long been taken out of my state, as was the end speed limit sign. The 100 mph I was refering to the crash course place. You shouldn't see anymore speed limit none's on the road now. I don't feel completely safe at 80. In fact being in a limo sideways at that speed, makes me want to vommit, its too much to handle. Just because this highway is ten lanes wide, people think its a race track or something, you then have plenty of cars going 100, and motorcycles driving on dashed lines. Not for the inexperienced. You have to be going between 80-90 to be safe even though your also well over the speed limit. Videogames taught me how to handle this real life driving situation. When they install speed cams real soon, this too shall pass. Then again, there is no such thing as safe, even if people weren't driving like idiots on the highway. They did wan't cars to go into three digit speeds at one point. There is this car in my state, some US government party ordered it to be destroyed because they didn't want you to know about it, its driverless, and all I know is at 300 mph the glass darkens, so you can't see out of it, so you won't be scared. I'd be motion sick from that. So no, high speed not for me, but is anything past 80 out of the ?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: MandelSoft on August 15, 2008, 02:04:04 AM
80 mph... That's about a 130 kph! I think there's a logic reason why you don't see 100mph signs. The only country in the world where you can drive faster than that is in Germany on the Autobahn.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Shadow Assassin on August 16, 2008, 01:05:43 AM
QuoteThe only country in the world where you can drive faster than that is in Germany on the Autobahn.

And even then, it's only limited to 155mph (well, the cars are limited electronically to that... am I correct?)...
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Andreas on August 16, 2008, 02:04:59 AM
It's somewhat of a myth that you can drive "as fast as you want" on German Autobahns. ;) At least half of them do have permanent speed limits, varying from 80 km/h (50 mi/h) if the Autobahn is in bad condition or near a residential area (usually only valid at night in that case) to 130 km/h (80 mi/h), and a rising number of Autobahns is equipped with electronic signs that apply speed limits and other regulations due to the traffic situation or weather condition. 100 or 120 km/h (60 - 75 mi/h) is very common in many areas.

For all Autobahns that are not restricted, there's a suggested speed of 130 km/h, this means you can drive faster if you want, but if you are involved in an accident or something like that, you're held responsible for "speeding" nonetheless. Usually, the mayor Autobahns that cross the country are always packed with cars and trucks, so you can rarely go much faster than 150 km/h (90 mi/h) or so.

This means only secondary Autobahns in rural areas with less traffic are really capable of speeds of 160 km/h (100 mi/h) and above - and as Shadow Assassin pointed out, there's a "Gentlemen's Agreement" among the producers of luxury and sports cars, so they won't exceed about 250 km/h (155 mi/h), even if the engines could go faster than that.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Meastro444 on August 16, 2008, 08:45:39 AM
you would be a madman if you go that fast.

my nephew has a Porsche Cayman S, and he took me to the autobahn. we went 225 kph... it was really scary.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: nerdly_dood on August 18, 2008, 06:41:46 AM
My dad's truck would explode if he tried to drive it at more than 80 miles an hour.  If I had the occasion to happen by a stretch of German Autobahn with no speed limit (or even one that's maybe 150km/hr) I'd pull over and close the tailgate so as to allow for more aerodynamic-ness. Of course, the engine has been threatening to die for quite awhile, so it probably would do rather badly on the Autobahn - and seeing as it's the only vehicle for me, his wife (they got married last friday) and their unborn child due in february, I think we need a new car, don't you?

Kinda ON TOPIC Okay, well then add speed limit 80 to the list of American highway signs.  If there's demand for it then it may well be included.

And BTW, there is no higher speed limit in Virginia higher than 65mph.  Of course you could drive faster but that would risk passing a state trooper, and they have those newfangled Dodge Chargers so unless you have a Ferrari or something they would probably catch you. (And Virginia does have some very flat land to allow for higher speed limits, but on Interstate highways in the mountains the speed limit is also 65, usually 45-55 on US routes, but it's more densely populated in the eastern part of the state where i'ts flat)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on August 18, 2008, 01:38:04 PM
Just a gentle reminder to everyone--stay on topic. :)  As interesting as the discussion may have been, it has little to do with the development of the SPM.  The project is a relatively low priority right now, so it will be awhile before I have anything significant to add here, more than likely.

I should also re-emphasize that much of the signage/props that this mod will use will be produced by third parties (not me), so this is not necessarily the time/place to ask for sign requests.  Once the mod is released, this thread can serve as a place where sign developers can show their work and take requests, if they so desire.

Due to the amount of other modding work I have going on, I will only be releasing the mod in a "default" setup.  There's too many possibilities for me to cover, otherwise.   But I will write up a series of brief tutorials to show those interested how to customize the mod to their particular tastes, and how to add signs, and users will be free to distribute their own modified prop family definitions and T21s for the mod.

So, please, no more detours in the meantime. ::)

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on August 18, 2008, 05:03:17 PM
We would appreciate that Alex. It would be great to see some new parties' in on the band wagon down the road.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deathtopumpkins on August 18, 2008, 05:12:56 PM
Nerdly_dood:
Quotethere is no higher speed limit in Virginia higher than 65mph
Actually, you're wrong. I-95 from Petersburg south through Emporia and across the NC state line is 70.

Alex: That's an interesting approach to doing it, but I would think it would work best.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: SimsReporter on August 22, 2008, 06:52:55 AM
Will This Include


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.jupiterimages.com%2Fcommon%2Fdetail%2F77%2F41%2F23304177.jpg&hash=93fcdf67673e2b32d5381e866e2c85c5018a2bf8)

These Types of Signs? (One's that tell you were the road is going)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on August 22, 2008, 07:15:04 AM
There have been pictures of these in game used in the Three Rivers Region, so maybe...
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on August 22, 2008, 10:58:34 AM
Quote from: j-dub on August 22, 2008, 07:15:04 AM
There have been pictures of these in game used in the Three Rivers Region, so maybe...

Yes, those were ja/att's signs.  All one would have to do to interface it with the SPM would be to add his signs to the Prop Families.

The implementation David used in 3RR, though, was to make the signs into "trees"/flora, and plop them that way.  Ultimately, I think that way has some advantages over the SPM in a lot of ways--more control, ultimately.  I will probably still finish up the SPM, though, since there are some situations that it could still come in handy.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deathtopumpkins on August 22, 2008, 12:07:50 PM
I actually think that they both are just as good in terms of advantages/disadvantages, except that the SPM would be better in developed areas, as then you don't have to worry about leaving that open space to "plant" the sign in ("there are some situations that it could still come in handy."). I do, however, think that David's signs would be fine in the middle of nowhere.

The big disadvantage I've noticed using David's ploppable sign is that the rotation it's at is random, so I usually have to click 10-20 times before I get the one I'm looking for.
The big disadvantage I've noticed about the SPM is that the sign you get is random, so you would still end up having to plop the puzzle-piece several times before getting the one you want.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: MandelSoft on August 22, 2008, 12:21:06 PM
Why not make several pieces each with a differrent sign? You'll get a long menu, but it saves time with plopping.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on August 22, 2008, 12:26:32 PM
Well curve warning signs in my opinion are more of something that belongs exemplared, rather than planted.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: imperialmog on January 14, 2009, 11:51:47 AM
Actually wouldn't the substitute for having such a long menu for different signs is to do what some other sets have done which is to build a construction piece which then opens up the list. This could also if there would ever be a large amount of signs to have subsets made by doubling the construction lots. I do hope to see this started up again since it sounds like a few mods are nearing at least a new version soon. I see plenty of road signs already made it seems it is just setting them up in a correct format that doesn't take a space next to a road is what needs to be done. Now would there also be a way of putting the correct signs in the approprate place automatically? I have seen this done in a mod where they put exit signs for the RHW's which is real nice.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: bob56 on January 14, 2009, 11:58:29 AM
This might have been answered earlier, but would it be possible to make the signs so you can plop them so they show up on lots, like in yards? This really would help the space issue.

Thanks

EDIT: This is a great mod! cant wait for it!
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 14, 2009, 12:19:13 PM
Well, imperialmog and bob56, that's exactly what this mod does--it makes it so you don't have to plop the signs next to the Road, but rather, you're placing a special puzzle piece that has the sign built onto it, putting the sign on the same tile as the Road.  It basically eliminates the need for Lots.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: imperialmog on January 14, 2009, 12:29:23 PM
Now in using the puzzle piece, is it still able to allow for a lot to grow next to the piece for example.


X= RCI Lot
P= Puzzle piece

XXXP

Will the lot grow or will it show there is no transit connection? I do remember some in the past where it didn't allow the lot to grow, so I wondered if that ended up being resolved. Though I can think of a way around it would be that if a lot doesn't face that side, put a non RCI, or a wider lot.

Now is there a version of the mod up yet and did you see my comment on how you can make a large number of signs and not make a long menu?

Title: Re: Signage Piece Mod (SPM)--Development
Post by: io_bg on January 14, 2009, 12:32:50 PM
I think RCI will grow next to them. These are like the smooth NAM curves (at least I think that they are ;)) so zones should grow next to these signs. The only problem will be the sidewalks (is it possible to have puzzle pieces that can have sidewalks if there are zones next to them?)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Swamper77 on January 14, 2009, 12:38:44 PM
Imperial Mog an io_bg,

Since puzzle pieces are extensions of the existing networks, they will allow development next to them. For the roadway type networks, street, road, oneway road, and avenue puzzle pieces can have development next to them and the developments will not "abandon due to lack of road connection". They will still abandon for other reasons, like they normally do.

-Swamper
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 14, 2009, 01:19:07 PM
imperialmog, the way I'm able to avoid having a long menu is that the signs are all put into a Prop Family and attached to the puzzle piece via Type21 Exemplar.  The signs are selected at random, though, so it can take a little trial and error to get just the sign you want.

There is only one piece per network, and since they are puzzle pieces and not Lots, it's possible to put them into a single TAB Loop (like other NAM puzzle pieces), so they are condensed down to a single menu button on the Roads Menu.  Thus, there's no need for MML Construction Lots.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: LE0 on January 14, 2009, 02:27:22 PM
Wouldnt it just be more practical to make signs Mayor Mode ploppable like in 3RR? ???

But then you couldnt bulldoze the signs, or am I wrong?
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 14, 2009, 03:50:44 PM
LE0, good question.  I think there are some advantages and disadvantages to both.  The SPM stuff will tend to work a little better in developed areas, whereas there are advantages to Mayor Mode signs in undeveloped areas. 

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: nerdly_dood on January 14, 2009, 05:36:19 PM
I would also like to mention that with Mayor-mode ploppable signs, you certainly can bulldoze the signs - but you would also have to bulldoze anything else on the same tile at the same time, and you can't plop them on the same tile occupied by a road, so puzzle pieces are better and more flexible IMO.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on January 14, 2009, 06:20:19 PM
In the event of warning signs though, I think those would make sense to be on the texture variation that they belong to, rather then puzzle pieces. I say that because there is some mod being developed that has do not enter signs, keep right, yield, and intersection warnings. However I noticed plain T and plain X piece was made, without any traffic control device not for this project but maybe those pieces, could be re done for SPM, so it could do intersections? Those would need to be stop sign road intersections, unless the pieces I just mentioned could have the new stop signs added to them, instead of using mayor mode to do so. There also is a pre-existing experimental puzzle pieces that go over ortho and diagonal roads. In actuality since there are other puzzle pieces made that are just 1x1 different variation flat roads, would those be merged to this project? It seems like the same concept.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 15, 2009, 06:10:09 PM
Been working on things here off and on . . . including a standard US set:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F7876%2Fspm011520091qo6.jpg&hash=48942f02a12ecf2d6b008bb5cc43b465a58b52ac)

-Alex (Tarkus)

Title: Re: Signage Piece Mod (SPM)--Development
Post by: Pat on January 15, 2009, 06:31:17 PM
Hey Alex that looks wonderful!!! me likie!!!!
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deathtopumpkins on January 15, 2009, 09:22:52 PM
Hmmm... It appears that Oregon and Virginia use different signs! :P here the number's between the words speed and limit.

But still, that looks fantastic! :thumbsup:
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on January 16, 2009, 02:05:48 PM
Not that I am a fan of those types of signs, I must say you can tell what it is in game, and it looks like the scale is right. So far this SPM looks more like a Speed Limit Marking Mod instead.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 16, 2009, 03:22:25 PM
Quote from: deathtopumpkins on January 15, 2009, 09:22:52 PM
Hmmm... It appears that Oregon and Virginia use different signs! :P here the number's between the words speed and limit.

Actually, that's not an Oregon speed sign either. :D  In Oregon, most of our signs omit the word limit entirely--which, being near-sighted, helps, as it leaves more room for the numbers:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F2252%2F209thjq6.jpg&hash=6660b0bec51333e477c0f9ea4dfae8cc1f22d1f4)

I haven't seen that design you've described--would you happen to have a pic or a Google Street View location?  I can easily add that in.

Quote from: j-dub on January 16, 2009, 02:05:48 PM
So far this SPM looks more like a Speed Limit Marking Mod instead.

At this point, it kind of has ended up that way.  However, the option to include other signs from other creators does exist.  Once the mod is released, I'll be posting tutorials on how to do so. 

I've also begun work on adding diagonal SPM pieces into the mod as well.  I'll keep you posted. ;)

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: deathtopumpkins on January 16, 2009, 05:55:41 PM
Actually, I cannot find any examples... I'm sure I've seen them, but I've found a few that are, in fact, with both lines of text above. I guess I was imagining that design..  ???
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on January 17, 2009, 08:20:35 AM
You mean like this? I found some Examples, and do Not request these, but I thought they were interesting.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm2.static.flickr.com%2F1291%2F1092738382_ed3d8be0d6.jpg%3Fv%3D0&hash=e055ed4217339f0987d56ad07c7f7122cdc23173)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.static.flickr.com%2F2412%2F2235250721_f6288e2b7e.jpg%3Fv%3D0&hash=d0e178e8b3be07265c7f28949164cc6d1f662d5d)

Speed limit 12.5
http://www.flickr.com/photos/jeniholland02/397991440/

Speed limit 17
http://farm3.static.flickr.com/2309/2148449796_bfe3e7dc23.jpg?v=0

Speed limit 23
http://www.flickr.com/photos/31079847@N05/2967384766/

Speed limit 143
http://farm1.static.flickr.com/167/487395216_104d4c05eb.jpg?v=0

Title: Re: Signage Piece Mod (SPM)--Development
Post by: deathtopumpkins on January 17, 2009, 08:23:25 AM
Nope... and I still haven't found one on the internet or in Google Earth, so I'm guessing that I imagined that... it's really got me puzzled.

That's an interesting speed limit though... 19.5 ???
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 17, 2009, 04:52:51 PM
j-dub, thanks for sharing those pics.  They were quite entertaining.  The "Speed Limit 23" in particular, since it appeared to be on an actual public street.

At any rate, the diagonals are in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F8092%2Fspm011720091kz7.jpg&hash=e1479b23aaaef9c8ff1dc275c29c0530d5fc6ee4)

I've been working on getting Maxis Highway versions in as well, since some folks had requested that.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on January 18, 2009, 08:31:45 AM
Hmmmmm. Maxis highway huh? Well since my Maxis highways have shoulders on the ground, for the ground, the signs should go next to the highway on not be on top of the walls. Because if you were like me and had the Maxis highway with shoulders, the sign would seem awkward because it would be in the highway instead of next to it.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on January 18, 2009, 01:35:24 PM
j-dub, I take it you're using Maarten's (mrtnrln) HRS?  It should be fairly easy for me to make an SPM support file for the HRS users--I'll check with Maarten about it, since I know he's working on a new version.

-Alex (Tarkus)
Title: Re: Signage Piece Mod (SPM)--Development
Post by: A200 on January 21, 2009, 12:05:11 AM
Here are some images of Australian road signs, if that helps  :satisfied:

Could this be used before tunnels?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2F2a02c984.jpg&hash=64f47c3b160bd6edd88e55580eae5212435b2088)

Other signs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2F19db09e8.jpg&hash=1bcefb0087689e9d78de0db669732128c089b26c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2Fca14a353.jpg&hash=206ba9df05980d83b2f941628d16b6b3acea546b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2Fd8c4a404.jpg&hash=1623579a22abb42061f9497c4a29bdb514161b99)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2Ff7f3c6c2.jpg&hash=1b31bd5c91e3e8358b4c7807ff4c476ccf446070)

Before toll booths?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.photobucket.com%2Falbums%2Fh7%2Fjoninbrisbane%2F02702b92.jpg&hash=79b50b817a9e9eea59d0fb25a1f19caccbb55292)

Speed signs
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.nt.gov.au%2Ftransport%2Fsafety%2Froad%2Fvideo%2Fimages%2F60ksign.jpg&hash=b5107a2677ccf10dd8b208e15cc84a95b7135ea5)

Hope these help  &hlp
Lachlan
Title: Re: Signage Piece Mod (SPM)--Development
Post by: j-dub on January 21, 2009, 09:35:58 AM
Basically what this mod amounts too is people doing their own signs and adding them to a prop family, once available. Those round circle speed signs will be taken care of. However, those highway signs, if you really want to mimic these photos, due to how some are positioned, some of those may need to be stand alone. Informative signs, since they are exclussive a certain area unlike traffic signs, those are usually separate lotted, especially signs hanging on an overpass, or in the middle divider of a highway. Those have been done by overhanging props. The speed zone sign, and tunnel warning sign on the other hand would be traffic regularity signs.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: danny11111 on September 08, 2010, 02:54:50 PM
this mod needs to be released
Title: Re: Signage Piece Mod (SPM)--Development
Post by: cubby420 on September 08, 2010, 05:55:52 PM
Well danny11111 I'm not quite sure how progress is coming, since the last post before yours was about a year and half ago. Still though, its certainly not necessary or in good etiquette to demand mods be released. As someone who is completely lost when it comes to creating even the most simple mods, I appreciate the hard work people do on their own time throughout this community to bring excellent content to us.
Title: Re: Signage Piece Mod (SPM)--Development
Post by: Tarkus on September 08, 2010, 06:32:47 PM
The Signage Pieces are still planned, though this thread has been inactive as there's been nothing new to show.  I've had a relatively stable working prototype for a long time now.  However, it's taken a back set to my other projects (RHW, NWM, TuLEPs, and pinch-hitting for several others), primarily because there's been logistical/organizational/design things that have really prevented the SPM from being viable for public release during that time.  Namely:

1) how to make things user-friendly, and in particular, trying to find a balance between the undesirable extremes of an overload of puzzle pieces or overloaded prop families

2) having an appropriate repertoire of signs (particularly on the Euro end)

3) figuring out how to distribute those signs in relation to the SPM itself.

There has already been some initiative to get things going again behind closed doors and those issues mentioned above are in the process of being worked out right now, fortunately.

-Alex
Title: Re: Signage Piece Mod (SPM)--Development
Post by: kbieniu7 on September 09, 2010, 01:25:12 PM
Last time I propose making a puzzel piece, putting near the road (instead of ON the road). I also showed roadsigns (this topic (http://sc4devotion.com/forums/index.php?topic=11651.0)) I made, that maybe could be used in it. There's a lot of models, but I think just few of them could be modded to this form in order not to overload as Tarkus said. Namely:

-Speed limits
-Curves (left/right)
-Passing forbidden
-End of limits
-Railroad Crossing
-Stop/Yield
-No entrance
-Builded area/Unbuilded area
-Roundabout
-Highway/End of highway
-Steep hill (downwards/upwards)

Some of the rest could be added in other mods, e.g "Stop"/"Yield" and "Priority Road" on intersections, "Railroad crossing"/"Tramway crossing" on rail/tram crossings, "Pedestrain crossing" on lots with zebras.  :)
And the next rest would be just as props.
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: Tarkus on July 12, 2011, 11:32:27 PM
A little thread necromancy here . . . :D

At any rate, after some discussion with some colleagues in the transit modding and sign-making communities, I'm looking to revive this project again after the next NAM/RHW/NWM release cycle.  I already started on the reimplementation some time ago, and it's looking like there will be a setup involving multiple pieces for each network, selectable through Home/End rotations, so that the random prop families don't become aggravatingly large. 

I should also add, we're renaming the project to SCoPE--Signage and Cosmetic Piece Extension.

I'll be back with more details in awhile.

-Alex
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: TJ1 on July 12, 2011, 11:43:38 PM
I had a feeling this was coming back.
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: Ryan B. on July 20, 2011, 09:12:43 PM
Quote from: Tarkus on July 12, 2011, 11:32:27 PM
A little thread necromancy here . . . :D

At any rate, after some discussion with some colleagues in the transit modding and sign-making communities, I'm looking to revive this project again after the next NAM/RHW/NWM release cycle.  I already started on the reimplementation some time ago, and it's looking like there will be a setup involving multiple pieces for each network, selectable through Home/End rotations, so that the random prop families don't become aggravatingly large. 

I should also add, we're renaming the project to SCoPE--Signage and Cosmetic Piece Extension.

I'll be back with more details in awhile.

-Alex

I look forward to helping out!  :)
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: jeremy2 on September 19, 2011, 03:29:49 PM
Im sure custom signs for each country will always be wanted, but has anyone thought about creating standard signs for Sim City 4 as a whole?  Such signs could be direction specific rather then location, ive seen highway signs on the STEX that indicated something like "City West" or "Downtown".  locations like that and others are easily replicated in all Simcities. Im sure this concept would open the door to some very creative signage designed perfectly for all or most of the puzzle peices used. ;D
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: jcluvzgamez on January 30, 2013, 08:17:01 AM
What happened to this project?
Title: Re: Signage Piece Mod (SPM)--Now SCoPE (Signage and Cosmetic Piece Extension)
Post by: Tarkus on January 30, 2013, 11:43:29 AM
It went on hiatus.  It may get revived at some point, but I don't know when that will be.

Thread closed for the time being.

-Alex