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SimCity 4 General Discussion and Tutorials => New creations requests => Where can I find this ....?¿ => New BAT requests => Topic started by: snorrelli on May 13, 2007, 08:50:02 AM

Title: off-set lots under elevated rail
Post by: snorrelli on May 13, 2007, 08:50:02 AM
I'll throw my request in the hat... It's a simple one:

- A series of off-set lots that can be placed next to elevated rail and extend underneath to cover the bare ground. I imagine it working similar to the S-bahn under rail shops, but no need for any BAT-ed buildings. Instead, I'd like to see some props appropriate for different wealth levels, such as parks for high-wealth, hot-dog stands, kiosks, lamp posts and people milling around for the medium-wealth and then scattered crates, graffiti, trash and chalk outlines for the low-wealth/industrial. The base texture could vary from the white tile high-wealth sidewalk texture to bare gray concrete for the low-wealth.

Thanks for considering this...
Title: Re: off-set lots under elevated rail
Post by: metasmurf on May 13, 2007, 09:14:32 AM
I second this request
Title: Re: off-set lots under elevated rail
Post by: Travis on May 13, 2007, 09:20:06 AM
I'll third it.  :)
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on May 13, 2007, 05:15:09 PM
I concur. I'll fourth it! Very good idea, snorrelli!
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 18, 2007, 05:23:56 PM
much needed....
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 19, 2007, 02:17:13 AM
Now here's a tip for you that requires no skills in BAT and very little knowledge of lot editor:

1.
Create a lot in LE with the following properties:
- Size: 1x2 (1 wide and 2 deep), where the bottom tile (the one facing the road) has the texture (base/overlays) you want to have under the el rail, but can have no props except ones that overhang to it. The upper tile can have whatever props and textures you wish to have appear next to the network.
- You might want to set the 'Max slope' and 'Max slope before lot foundation' properties to something like 99.00 or higher so that the lot conforms to the terrain.
2.
Save this lot with whatever name you wish.
3.
Copy the lot out of your plugins folder and rename it so that you can distinguish it from the original. This renamed lot is the same lot for the game than the original, but has a different file name.
4.
Leave the new file out of your plugins folder and open the original in LE. Change the size to 1x1 and delete the textures from the bottom tile. Save the file (Choose Save, not Save as).
5.
Now you have two lots, a 1x2 and a 1x1. Whenever you build a new stretch of el rail that you want to have the bottom texture, open the game with the 1x1 lot in your plugins and place the lots next to the network the arrow facing the rail. Save & quit your game and switch the file with the 1x2 one and voila, the el rail has the texture under it. When you need to build more, replace the 1x2 lots with the 1x1 ones and you're ready to go.


This technique has been demonstrated a couple of times here in the forums by its inventor, badsim and by metasmurf. However, if you follow this tutorial closely, you'll have a pair of lots that are fairly easy to use and do not require you to change the 1x1 lots in LE after you've placed them.

And here's a few extra tips:
- You can use these for any other elevated network. With the 2-tile wide elevated highway you can either use one of these on both sides or build 1x1(1x3) lots for it.
- For variety, you might want to build several different pairs of lots.
- If you rename the bigger lot with a prefix (like ZZZ_) that allows it to load after the 1x1 one, you don't need to switch the lots, simply add the 1x2 lot to your plugins when you don't need to build.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 19, 2007, 07:18:02 AM
Interesting idea... Will give it a try.
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on May 19, 2007, 10:38:37 AM
That doesn't sound too hard, MIncroabl. I'll have to try it out! Thanks a lot, my friend!
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 19, 2007, 10:42:11 AM
Well, I'll have to fool around with the props to get the look I want but the concept works exactly as advertised...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F2029%2Fundermonorailvt3.jpg&hash=651fbb299e6fbe8be3b6ebe47dbc6adde96ea05d)

The switching lots in and out is less than ideal but it will certainly work for now. Thanks MIncroabl!
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 19, 2007, 02:03:35 PM
Glad I could help, though this hardly is nothing I can take credit for... All thanks should go to badsim who, at least to my knowledge, is the one who discovered the process. I merely refined his technique to using overriding lots. The switching really hasn't been a problem at least for me, as I don't usually build elevated networks that often.

..And, if you are using the DatPacker, I suggest that you leave these lots out of the packing process. Unless of course you use the 'load last' method, then you can pack the original lots. Just make sure that the overriding lots do load after the 1x1 ones.
Title: Re: off-set lots under elevated rail
Post by: Badsim on May 20, 2007, 12:10:42 AM
In that case , I rather see TE Lots for monorail (with SC4Tool) like this one ... but there is several serious inconveniences to edit a set .
I'll be back at the end of the day for more explanations ,if you're interested . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FLotMonoraill.jpg&hash=51862f8db1e6477e6d2c70ba02b31ab24b80c00b)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 20, 2007, 01:31:07 AM
The problem I see with TE lots is that they are always flat. I personally prefer terrain conforming development. Another simpler, though rather limited, solution would be the use of el-rail over pedestrian mall puzzle pieces in the NAM. As one can expect, they are only a feasible solution if the elevated network is el-rail and runs straight.
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 20, 2007, 03:11:22 AM
It would be posible to add the lots as T21 exemplars as well. We would need many different lots for all the different wealth/density/zonetype combinations, but it would work...and automatically. If someone of you uses the street side mod, will understand what I mean  ;)

I dont have the time to make such a mod at the moment, but I can share the needed information to do it if someone is really interested, and has one free month for that project  ::)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 20, 2007, 06:17:41 AM
That method would really be the best solution as far as I can see. I've done some modding on T21 exemplars myself (following your excellent tutorial, by the way  ;)). However, I just did a quick search through Simcity_1.dat and couldn't find any real exemplars to modify for the el-rail, or monorail for that matter.. Though this is a field of modding I personally haven't touched deeper than the surface.

If it turns out to be possible do what you are suugesting, I could have a go at it.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 20, 2007, 08:34:09 AM
Nice pic, Badsim! That's a lot closer to the way I'd like it to look.

I'm not sure what a T21 exemplar is but I was thinking of the streetside mods as a sort of model for the randomly appearing props to accompany the under-rail textures. In fact, I was going to post a question asking what prop family to use to get a mix of CP's deciduous trees like in the streetside mods.

Isn't the problem with TE-ed lots that the trains treat them like stations and stop over them? Deadwoods' under-rail shops are an example...
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 20, 2007, 10:14:42 AM
The exemplar for the straight e-rail should be 0x08031500 . I found this ID after a really quick search so I can be wrong. Maybe there are not T21 lots for this piece. I should check that with more time, but you can take any existing T21, and change it to fit this network, and try  ;D

snorrelli, T21 lots are placed automatically when you lay the network. Is the same as when you place lights. It should not affect in any way the transport running across a tile. (Oh, and you could use badsim's lots or any other 1x1 available lot for them)

btw, T21 exemplars do not allow textures, as far as I know, but you can use flat props to simulate them  ;)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 20, 2007, 11:49:50 AM
Upon closer inspection I managed to find three T21 lots for straight el-rail. With 10+ minutes of fiddling around with them and the BAT I patched together this very crude setup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F1488%2F20050701elrailtestzn4.jpg&hash=62d88f99fd3325544c213cc1fc9b2acec0d2e28f)

Obviously, this really is just to prove it can be done... Forget the crappy props I threw together, I'll have to extract the correct textures from the game and mess a bit around with the LODs and such.

Couple of problems that I ran to:
- I'm afraid there are no T21 exemplar for any diagonal pieces or intersections. I can be wrong about this though.
- I could use help figuring out the kPropertyID_NetworkPlacementPattern property. How should these values be set? For the above, I just set them all to 0x0F, but it was just one of those "Let's try and see if this'll work.." -moments..
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 20, 2007, 12:07:55 PM
Great progress  :thumbsup:

You got the idea quickly  ;)

I think modding the straight section would be more than enough for a first phase. In fact is used 90% of the times  ::) . Other tiles can be added in the future.

The placement pattern... I dont thik there is clear information about this, but you are right, 0x0F places the lot in all the tiles, and if there is more than a lot for the same wealth/density/type tile, then they are placed randomly. You can test with the different existing patterns, but I think they only indicate how many tiles should go between the same type of T21 exemplar. If 0x0F is the less spaced combination, maybe 0x00 is the more spaced. Who knows ?¿. I did not really care about this property when making the Street side mod  $%Grinno$%
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 20, 2007, 12:27:44 PM
Whoa! And all of a sudden this idea takes off! Great start, MIncroabl! Does the same potential exist for monorail?
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 20, 2007, 12:48:06 PM
@ jeronij:

Thanks! About the placement values.. yeah that's what I figured they'd be for. In my earlier adventures with T21s I found out that some of the values also affect the way these lots appear when several networks of the same are adjancent. I didn't, however, figure out which ones or how.

Quote from: jeronij on May 20, 2007, 12:07:55 PM
I think modding the straight section would be more than enough for a first phase. In fact is used 90% of the times  ::) . Other tiles can be added in the future.

So.. is it possible to add completely new lots for intersections and such if there isn't one already?

@ snorrelli:

Thank you too. To answer your question, I don't really know. If it is possible add new T21 configurations, then yes. There doesn't seem to be any T21 exemplars for monorail.
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 20, 2007, 01:07:05 PM
If there are no T21 exemplar files, you'll have to create them yourself. The important key is the "kPropertyID_LotConfigNetworkTileId" property, this is the ID of the texture that is placed on the network lot. You can browse through all network textures in the Reader (Tools/Texture Viewer). Just copy an existing T21 exemplar file, give it a new, unique ID, and change said property to the texture ID you found via the Texture Viewer (for straight monorail, this should be 0x0d031504). Needless to say, it's a tedious and boring work to create those T21 exemplar files, and then place the necessary props on them. It requires a lot of experiments, since there is no preview of what you're doing anywhere, so you have to test everything in the game again and again...
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 20, 2007, 03:15:27 PM
QuoteSo.. is it possible to add completely new lots for intersections and such if there isn't one already?

I dont see why not  ;) If we can add T21 to puzzles pieces (which did not exist at all) I think we can create them for monorail. Maybe there are not many props for these elevated networks because the T21 are originally intented to place props over a network and not under it, and there is no much stuff that can be place over a monorail network  ::)

Ooops, I missed Andreas post. I have to add that you can use the lot editor to create the T21 lots, and then copy and paste the appropriated properties using the reader, which is tedious, but not soooo tedious  ;)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 20, 2007, 11:57:12 PM
Had a look at the network textures today, there sure are a lot of them! The amount shouldn't be overwhelmingly huge though, and I've already thought of some ways to ease the process.

I also did some work on the props:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F3496%2F21050701elrailtesthx1.jpg&hash=7cfa4f27e820c515a8021c858664b1eee9c302d3)

Don't mind those blank spots next to the shops, I haven't yet made the medium wealth ones. I was thinking of making base props for the default Maxis low and medium wealth gray/white brick texture, the medium gray industrial one and perhaps for the low/medium wealth grass. The brick props would be used for Med-High-R$/R$$-$$$ and low to high density commercial. The industrial one... for industrial (duh..), and if I bother to make the grass prop, that would be for the low density residentials. I propably won't be doing one for the high wealth bricks (the pinker ones), as I personally don't like that texture and would rather see the $$ one.
Title: Re: off-set lots under elevated rail
Post by: metasmurf on May 21, 2007, 01:10:49 AM
Sweet  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 21, 2007, 06:17:48 AM
Had a go with creating the new T21 exemplars, and everything seems to be running smooth:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F9305%2F21050702elrailtesttp3.jpg&hash=e113d97d82c6b7d9781d8df66ffe2e113025d63a)

Except for that the base prop doesn't appear on mirrored tiles... I suspect this has something to do with the kPropertyID_FlipsAllowed and/or kPropertyID_RotationsAllowed parameters, but couldn't figure them out. Also, there seems to be several network lots with a blank image when using the Texture Viewer. Can anyone tell me what these are for or is it normal that they don't have preview images?
Title: Re: off-set lots under elevated rail
Post by: metasmurf on May 21, 2007, 09:36:46 AM
Great progress! Is it possible to add sidewalk to street/road/rail/avenue going under el-rail with this kind of method?
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 21, 2007, 01:37:18 PM
using T21's its possible to add any prop you could normally put on a 1x1 lot. if its an overhanging prop thats still fine... although you cant add base textures you can add very flat textured props 16mx16m, although these would only work on flat ground.
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 21, 2007, 02:20:43 PM
Quote from: mightygoose on May 21, 2007, 01:37:18 PM
... although you cant add base textures you can add very flat textured props 16mx16m, although these would only work on flat ground.

... unless you make the pieces and render your LODs the right way ...  ;D

http://sc4devotion.com/forums/index.php?topic=158.0


and set the props to conform to slope  ;)

Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 21, 2007, 04:29:30 PM
sorry didnt see those pics before... i thought you couldnt add base textures to model based transit types....

anyway one more question.... hypothetically if i was modelling alternative models for an elevated transit network and wanted an 2nd model piece to appear every X number of tiles, is that also possible.... using T21 exemplars... or otherwise in fact...
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 22, 2007, 05:37:12 AM
Quote from: mightygoose on May 21, 2007, 04:29:30 PM
sorry didnt see those pics before... i thought you couldnt add base textures to model based transit types....

anyway one more question.... hypothetically if i was modelling alternative models for an elevated transit network and wanted an 2nd model piece to appear every X number of tiles, is that also possible.... using T21 exemplars... or otherwise in fact...

The kPropertyID_NetworkPlacementPattern property controls that. Unfortunately I dont know how it works exactly, so, some workaround would be necessary to accomplish what you are looking for.
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 22, 2007, 05:41:19 AM
jeronij, you have helped me so much in past weeks with my modding questions.... now a myriad of possiblities are running through my head.... lets see what i can come up with....
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 22, 2007, 06:01:11 AM
 ;)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 22, 2007, 06:07:20 AM
@ metasmurf:
As it appears, some of the blank preview images I mentioned earlier are in fact for various other networks that go under the el-rail. So, it is possible to add sidewalk props to them.

Still struggling with the mirrored tiles, I can't get the base prop to appear. Any help regarding this issue would be welcomed. I did, however, begin the task of adding props like crates, trucks and other things to the industrial T21 exemplars. I'll propably make these lots only for the straight and diagonal pieces, because the different intersections shouldn't really dominate the network. I'm making a couple of prop families with them so the lots should have enough variety.
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 22, 2007, 08:56:01 AM
MIncroabl, I cant help you with these properties, but I will make a help call  ;)
Title: Re: off-set lots under elevated rail
Post by: memo on May 22, 2007, 10:02:42 AM
Jeronij just pointed me at this thread. I used not to visit this category of the forums. ;)
Regarding the mirroring problem, IIRC, you need two T21-Exemplar files which both link at the same network tile. The first one needs to have the property FlipsAllowed 0x02 for the non-mirrored version of the tile. The second one must have the value 0x01 for this property and is the flipped version. Therefor the game rotates the props by 180°, but I'm not sure about this though. If flips aren't possible for a particular tile, then only one exemplar is necessary with the value 0x00 for the aforementioned property of course.

Quote from: jeronij on May 21, 2007, 02:20:43 PM
... unless you make the pieces and render your LODs the right way ...  ;D

http://sc4devotion.com/forums/index.php?topic=158.0


and set the props to conform to slope  ;)

Well, this isn't necessary for non-orthogonal and non-diagonal tiles because they are flat anyway. ;)

@mightygoose: I don't think that your idea is feasible because the props would have a certain height (15.5m) so they couldn't conform to slopes. I might be wrong about this but I think the models would appear distorted. Nonetheless, it is possible to let props appear only each second/fourth tile, but I don't remember the correct value for this purpose at the moment.
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 22, 2007, 10:07:29 AM
Quote from: memo on May 22, 2007, 10:02:42 AM
Nonetheless, it is possible to let props appear only each second/fourth tile, but I don't remember the correct value for this purpose at the moment.

If I'm not mistaken, this is controlled by the "Pattern Size" property.
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 22, 2007, 10:13:09 AM
Thanks for your quick and accurated help memo  :thumbsup:

Deleted last comment. it was totally wrong  :-\   ;)

EDIT: Pattern Size property seems to have only two possible values. 3 or 4. After a quick check with the Reader, I think it is related to a diagonal pattern (3) or orthogonal pattern (4). 
Title: Re: off-set lots under elevated rail
Post by: memo on May 22, 2007, 10:27:03 AM
Quote from: jeronij on May 22, 2007, 10:13:09 AM
Deleted last comment. it was totally wrong  :-\   ;)

It wasn't. ;) But I think the big question concerns which values can be used for the NetworkPlacementPattern and which exact results do these values have? For instance, I experienced that one can use different values to achieve the same result. Though I have to admit that I haven't a clue for what the Pattern Size property can be used.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 22, 2007, 10:34:48 AM
Quote from: memo on May 22, 2007, 10:02:42 AM
Regarding the mirroring problem, IIRC, you need two T21-Exemplar files which both link at the same network tile. The first one needs to have the property FlipsAllowed 0x02 for the non-mirrored version of the tile. The second one must have the value 0x01 for this property and is the flipped version. Therefor the game rotates the props by 180°, but I'm not sure about this though. If flips aren't possible for a particular tile, then only one exemplar is necessary with the value 0x00 for the aforementioned property of course.

Odd.. I came to this conclusion myself earlier today by studying the default Maxis T21 Exemplars, but when I tried it... no success. I'll have try this again though.
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 22, 2007, 10:39:03 AM
Quote from: jeronij on May 22, 2007, 10:13:09 AM
EDIT: Pattern Size property seems to have only two possible values. 3 or 4. After a quick check with the Reader, I think it is related to a diagonal pattern (3) or orthogonal pattern (4). 

For my rail catenary mod, I used "2", and now the catenary props are placed every two tiles. When I set it to "3", only every third tile had a prop.
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 22, 2007, 10:54:32 AM
Quote from: Andreas on May 22, 2007, 10:39:03 AM
For my rail catenary mod, I used "2", and now the catenary props are placed every two tiles. When I set it to "3", only every third tile had a prop.

I saw that all the T21 with this property set to 3 were for diagonal tiles, so I made a quick ( too quick perhaps) association. However it has sense, every 3 tiles for diagonals and every 4 tiles for orthogonal would keep a uniform pattern in the network.

So the values in both properties are closely related. Some experimenting will be needded about the misterious NetworkPlacementPattern...  ;D
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 22, 2007, 11:49:14 AM
basically what im trying to acheive is in essence mod for HSRL with catenary...
Title: Re: off-set lots under elevated rail
Post by: memo on May 22, 2007, 11:54:03 AM
I'm sorry, if I caused confusion. Andreas seems to be right indeed. :) I can't believe that I've never thought of that. ;) At least I was able to achieve something similar using NetworkPlacementPattern by examining the default Maxis T21-Exemplar files. Though I would be grateful if someone could find out the real intention and functionality of that property. :)

@mightygoose: That should be viable, though Andreas is probably more experienced with this than I am. ;)
Title: Re: off-set lots under elevated rail
Post by: Swamper77 on May 22, 2007, 01:10:07 PM
Quote from: MIncroabl on May 21, 2007, 06:17:48 AM
Except for that the base prop doesn't appear on mirrored tiles... I suspect this has something to do with the kPropertyID_FlipsAllowed and/or kPropertyID_RotationsAllowed parameters, but couldn't figure them out.

For flipped tiles, you also need to have a flipped model of the prop. Since your tile props appear to be symmetrical, add the property "Resource Type Key 1xm" with the model reference TGI of the existing prop model to the exemplar of your prop.

-Jan
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 22, 2007, 01:41:46 PM
Quote from: memo on May 22, 2007, 11:54:03 AM
@mightygoose: That should be viable, though Andreas is probably more experienced with this than I am. ;)

Uh, not really. ;) I know some basics, but most of my knowledge is either drawn from "I read that somewhere" or "let's try what happens when I change that". Most of the properties are still a mystery to me, too...
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 22, 2007, 02:02:18 PM
Quote from: Swamper77 on May 22, 2007, 01:10:07 PM
For flipped tiles, you also need to have a flipped model of the prop. Since your tile props appear to be symmetrical, add the property "Resource Type Key 1xm" with the model reference TGI of the existing prop model to the exemplar of your prop.

-Jan

Yess!! We're in business! That worked perfectly! Than you very much! ...I'll stop shouting now...

Other related news: The slope conforming props seem to be equally as effective as textures, but I did find one situation where they don't work. When the rail is running diagonally on a slope, corners of the prop stick either in or out of the ground. A solution that i deviced was using 4 smaller props on the diagonal lots. It did lessen the eyesore, but is hardly perfect, as the props don't still follow the slope like a texture would. Obviously, I could just cut the props smaller and smaller to get better results, but this leads to unnecessary increase in prop amount. So the results are questionable.
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 22, 2007, 03:22:29 PM
yeah but im sure 64 2mx2m props is not worth the game lagging effects of the props...
avioding diagonals on slope is not too difficult anyway... i mean normally diagonal on slope i reserve for mountain roads and i doubt there are many elevated rail networks in the mountains.... (someone is so going to find a picture now arent they..)

so if i edit NetworkPlacementPattern to say 6 that means in theory every sixth tile will have the alternative model...
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 23, 2007, 01:45:49 AM
I made some testing yesterday with the network patterns properties. I have clarified almost nothing... ::) ... but I can tell you that the "PatternSize" property will work as you expect, if there is only one T21 exemplar for that tile. When there are more exemplars for the same tile (standard roads for instance) it will not work like that.
I guess that is why Maxis added the NetworkPlacementPattern, but anyway, I think these values are used to calculate a random T21, because I could not find any pattern. Also, when there is more than one T21 for the network, and you click on it, the T21 distribution changes reandomly. It does not follow a pattern. Weird  ()what() . I will make some more testing when I have the time.
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 23, 2007, 02:30:20 AM
well then one must surely assume that that exemplar is for the highway signs that apparently randomly dot highays and elevated highways.???

so if i am allowed only one T21 exemplar to use pattern size. how does that limit me?
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 23, 2007, 04:48:22 AM
If I recall correctly, the highways do use several T12 exemplar wich are empty, or use invisible models. For every T21 containing a highway signal, there are at least three invisible T21 placed as well.

For your case, that means that you can only have one T21 lot for the single straight piece, only one for the curve, and so on.

If you are planning to add catenaries to the railroads, and you find that there must be more that one T21 exemplar for a determinate tile, you can also place the catenary props in all the exemplars. But you will have to play witht the NetworkPlacementPattern values to make it work the way you want.

Also, MIncroabl, you could try to add a texture to one of the T21 props, just to see what happens  ;D . i tried with the normal rail, and it does not crash the game, but the textures can also not be seem. Maybe with an elevated network will work better  ::)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 23, 2007, 05:56:00 AM
Progress shot:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F7898%2F23050701elrailtestqh2.jpg&hash=b969d9dffa9210724eb147c1b4242a80f1a9ec3f)

I've finished making all the mirrored exemplars and added a bunch of exemplars for the straight and diagonal pieces. More lots need to be added though, the look is still quite repetive (and I just realized that there's not a single diagonal lot visible in this picture...). Once the industrial version is done, the rest should be just a simple copy & paste job and changing the IDs.

@ Jeronij:
I could try adding a texture to the lot, though I doubt it will work.

@ mightygoose:
That's what I meant with those questionable results. If I used, say, 1m x 1m props, the result would be great... but there would be 256 props on each section of the diagonal rail! That is obviously unacceptable, so I'll stick with the 4 8m x 8m ones. It's not perfect, but I think it's the best trade-off.
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 23, 2007, 06:34:28 AM
Looking great so far! &apls Just don't over do it with the number of props; as you can see, it might conflict with the el-rail supports (visible in the lower middle part of the pic, where the support goes right through that shed).
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 23, 2007, 06:51:14 AM
Yeah, I did notice that too during my tests. But I kinda liked it, it's not totally impossible that someone would build a shed around a pillar.. is it?  :D
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 23, 2007, 07:25:55 AM
Looking good, MIncroabl! Great progress you're making...
Title: Re: off-set lots under elevated rail
Post by: mightygoose on May 23, 2007, 09:36:43 AM
so basically all the straight tiles would be duplicates if i used a single T21.... ie same props on every base tile..... but that would allow me to use patternsize to alter the main model every X tiles.... if i have more than one T21 i would have to play with network pattern placement... and see if i can get the required results.. in this case what does patternsize affect?

Title: Re: off-set lots under elevated rail
Post by: MIncroabl on May 29, 2007, 10:57:16 PM
Progress shot, just to show I'm still working on this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F7792%2F30050701elrailtestfl4.jpg&hash=7ad2e1f698bb5ebe9d8551e1f5b4eeaa182066eb)

I decided to go for the traditional Maxis recreational style for the I-ht areas. I quite like it, but the contrast between I-ht and the dirtier industries is a bit disturbing. Then again, I don't think that many people have I-ht mixed with I-d or I-m.

From now on, my progress will slow down a bit. It's summer here in Finland, and I won't be spending as much of my time on the computer. I will, however, continue to work on this mod. That'll keep me busy on rainy days..
Title: Re: off-set lots under elevated rail
Post by: jeronij on May 30, 2007, 12:02:51 AM
Great to see the project alive  :thumbsup:

However, I have to say that I dont exactly like the flowers in the middle of industrial areas... ::) ... just my personal taste of course  ;D
Title: Re: off-set lots under elevated rail
Post by: Andreas on May 30, 2007, 06:12:20 AM
Nice progress! Personally, I don't mind the flowers on I-HT lots, but I must admit that they look a bit odd below the el-rail tracks. Usually, such areas are more or less "wasteland", where nobody would think of planting flowers. ;) However, it's very common to park cars below the tracks, or use it as storage area.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on May 30, 2007, 07:34:41 AM
Looks great! Actually, one of the things that originally got me thinking about this was looking at pictures of the Kuala Lumpur monorail, which has a lot of greenery and landscaping underneath the tracks. I'm not sure it's right for any kind of industrial areas but certainly for higher-wealth residential and commercial...
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on June 12, 2007, 12:36:28 PM
Managed to sneak in some hours on the old 'puter today:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F9549%2F12060702elraildy2.jpg&hash=6cba39fcc67c3e518e9f5e8cce138a2b163e2d5f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F7986%2F12060701elrailfl1.jpg&hash=428b15f5377b49284c94a527d859c90597d79348)

The I-d/I-m lots are pretty much done, and the I-ht ones nearing completion. I decreased the amount of flora on the I-ht el-rail, but kept some to maintain that high wealth look. I also started the §§/§§§ commercial lots, but I have to make some custom prop families before they can be completed.

The weather forecast seems bad for the next couple of days, so hopefully I'll get more done during the week.
Title: Re: off-set lots under elevated rail
Post by: jeronij on June 12, 2007, 02:21:13 PM
 &apls &apls &apls

Impressive work  ??? :o

I like the overall look, and how integrates in the different industry types  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: Andreas on June 12, 2007, 02:28:22 PM
Excellent work indeed. :) We're slowly building our own SimCity 5 here - who needs SCS?  ::)
Title: Re: off-set lots under elevated rail
Post by: freedo50 on June 12, 2007, 03:01:12 PM
Wow, I never knew this thread was here, the progress in here is amazing. Maybe this thread should be moved to the MODs section of the website, so that maybe more people will be able to see it?
Keep up the great work!

Fred
Title: Re: off-set lots under elevated rail
Post by: Shiftred on June 12, 2007, 03:36:44 PM
Yes, this is the first time I have seen this thread.  I will say this is very impressive. 
Title: Re: off-set lots under elevated rail
Post by: stewart_garden on June 12, 2007, 04:16:38 PM
Wow!  I can't believe I have managed to miss this thread.  The blank areas under the elevated network pieces have always bugged me and I'm really pleased to see this work is coming along.  Great work so far guys!  &apls

Stewart
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on June 18, 2007, 03:05:24 AM
Here's how things are shaping up in downtown:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F3091%2F18060701elrailmx3.jpg&hash=7331ba6ebeb9755675c1127858940b8df67ebcff)

..And yes, those trees come through the track, I'll probably fix it at some point.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on June 18, 2007, 03:55:53 AM
Wow - looking great, MIncroabl!
Title: Re: off-set lots under elevated rail
Post by: jeronij on June 18, 2007, 10:35:19 AM
 &apls &apls &apls


We want more ¡¡¡  ;)
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on June 18, 2007, 11:02:02 AM
WOW! That looks magnificent, MIncroabl! Great job!
Title: Re: off-set lots under elevated rail
Post by: Meastro444 on June 19, 2007, 07:20:15 AM
me like!! you are doing a great job here, now only the Monorail and Elevated Highway are left...... *hint* :P
Title: Re: off-set lots under elevated rail
Post by: snorrelli on June 19, 2007, 07:28:47 AM
Quote from: Meastro444 on June 19, 2007, 07:20:15 AM
me like!! you are doing a great job here, now only the Monorail and Elevated Highway are left...... *hint* :P

At the risk of being shamelessly greedy, I second that... ;)
Title: Re: off-set lots under elevated rail
Post by: Filasimo on June 19, 2007, 07:48:44 AM
why didnt i see this thread before.....awesome work your doing...one small request i ask... could you make one with the smp sidewalk mod textures couple people use that so just a small favor oh don mincroabl  ::)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on June 19, 2007, 11:28:57 AM
Quote from: Meastro444 on June 19, 2007, 07:20:15 AM
me like!! you are doing a great job here, now only the Monorail and Elevated Highway are left...... *hint* :P

Thanks. Yes, adding this to elevated highways is something I'd like to (and likely will) add. Monorail is a bit different, as I personally don't use it. So it's not my personal priority but that doesn't mean it couldn't happen.. especially if the HSRP is resurrected.

Quote from: Filasimo on June 19, 2007, 07:48:44 AM
why didnt i see this thread before.....awesome work your doing...one small request i ask... could you make one with the smp sidewalk mod textures couple people use that so just a small favor oh don mincroabl  ::)

Thank you too. Your request should be easy enough to fullfill. If I understood you correctly, it should be only a matter of creating couple of new props and turning them to an override of the originals.

To all others: Thank you for your support. No pics today, but rest assured I'm working on this. I'll be busy preparing for a trip for some time now, but expect new pictures and progress after 2 weeks or so.
Title: Re: off-set lots under elevated rail
Post by: Mulefisk on June 25, 2007, 03:52:41 PM
Oh wow this is incredibe! And it is so needed. Ever since I forst got rush hour i've wanted to put textures under the el-rail.

My only question is, will there be a simple version with just textures as well? I'm not sure if i'd want plazas under all my el-rails.

It looks great though, fantastic work!
Title: Re: off-set lots under elevated rail
Post by: HabLeUrG on June 26, 2007, 12:25:28 AM
omg i agree with everyone! this one is really useful and incredible, many thanks to you for this
I cant wait, hehe
excellent work  &apls &apls
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 06, 2007, 08:29:08 AM
I thought it was about time I gave a report on my progress. I've been adding more lots to the existing sets to add more variety and started the C-§ lots as well. Slowly, but steadily, this modd is growing.

Some replies:

Quote from: Filasimo on June 19, 2007, 07:48:44 AM
why didnt i see this thread before.....awesome work your doing...one small request i ask... could you make one with the smp sidewalk mod textures couple people use that so just a small favor oh don mincroabl  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg58.imageshack.us%2Fimg58%2F2269%2Fmi070706elrailtestmx5.jpg&hash=610087ec691981cbc4ad95f93aab0f11de94df62) (http://imageshack.us)

Is this what you meant? It took me about 5 minutes to render a new prop and create an overriding .desc -file. It will be very easy to change appearance of the "textures", if one knows how description files work.

Quote from: Mulefisk on June 25, 2007, 03:52:41 PM
Oh wow this is incredibe! And it is so needed. Ever since I forst got rush hour i've wanted to put textures under the el-rail.

My only question is, will there be a simple version with just textures as well? I'm not sure if i'd want plazas under all my el-rails.

It looks great though, fantastic work!

Cheers. At the moment, the lots with all the props are stored in a separate file. I thought I'd keep it that way upon release so that those who don't want the props or bases for certain zones can delete the files they don't need.
Title: Re: off-set lots under elevated rail
Post by: jeronij on July 06, 2007, 07:48:19 PM
QuoteSlowly, but steadily, this modd is growing

Great news  ;D  ( I know how much time such a mod can take, so no rush  :thumbsup: )
Title: Re: off-set lots under elevated rail
Post by: Pat on July 06, 2007, 07:56:02 PM

WOW this is awe inspiring... As Jeroni said take your time cause great things come to all that wait - pat
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on July 06, 2007, 09:28:16 PM
This is turning into quite the project! Great work, my friend!
Title: Re: off-set lots under elevated rail
Post by: Filasimo on July 07, 2007, 01:02:03 AM
wow thats awesome microabl thats exactly what i was requesting about. ppl who uses the smp sandstone mod will love what u did...keep it up!!


[EDIT] u know im not sure how realistic or feasible this would be but it would be interesting if its possible to create dual networking elevated rail / pedmall system with this. for example in my city i have a pedmall bridge / subway system being theres a pedmall bridge on the surface with connections to the subway underneath. im all about mass transit and this would be an interesting alternative to have.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 13, 2007, 01:34:36 AM
Update time!

Today's feature presentation takes us to the city's low wealth commercial services:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F630%2Fmi07071301elrailtestmm2.jpg&hash=2d9416e8991a17475dbc9b06afb0b7d649541c74)

Cs-§ will be all about parked cars, trash, dumpsters and poor attempts of providing recreation.

Quote from: Filasimo on July 07, 2007, 01:02:03 AM
u know im not sure how realistic or feasible this would be but it would be interesting if its possible to create dual networking elevated rail / pedmall system with this. for example in my city i have a pedmall bridge / subway system being theres a pedmall bridge on the surface with connections to the subway underneath. im all about mass transit and this would be an interesting alternative to have.

That would be a nice feature, but it's certainly out of my skill/knowledge range. If I know anything about transit modding, adding pedestrian paths (if possible) to el-rail networks would allow pedestrian traffic, but I'm pretty certain it couldn't be limited only to networks with pavement under them. Besides, there are already dual network (pedestrian/el-rail) puzzle pieces, which have served at least me well so far.
Title: Re: off-set lots under elevated rail
Post by: Diggis on July 13, 2007, 01:39:11 AM
This is looking great.   &apls
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 19, 2007, 06:02:10 AM
I'm not sure how many of you will find these lots particularly useful:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F8756%2Fmi07071901elrailtestec7.jpg&hash=e11c86079d30517a032ae11483fef04825f94480) (http://imageshack.us)

..But nevertheless, I made a set for blank/low-wealth and medium/high wealth, low density residential.
Title: Re: off-set lots under elevated rail
Post by: Diggis on July 19, 2007, 06:14:52 AM
Great work! &apls
Title: Re: off-set lots under elevated rail
Post by: jeronij on July 19, 2007, 10:41:26 AM
Great to see the progress. I do like these greenie lots  ;D  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on July 19, 2007, 11:01:30 AM
Fantastic development, MIncroabl! I like the green ones, too!
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 19, 2007, 01:34:46 PM
Been busy today, made a set for I-r/Landfills:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F5680%2Fmi07071902elrailtestyh8.jpg&hash=66c89a7b18250dc1279da189bfe0db660fe4a4f1)

I suppose not many people will have el-rail running through fields or landfills, but hey, at least no-one can blame me for not being thorough... I won't probably be adding any props to these lots, though.
Title: Re: off-set lots under elevated rail
Post by: mightygoose on July 19, 2007, 02:06:47 PM
this is fantastic work.
Title: Re: off-set lots under elevated rail
Post by: cammo2003 on July 25, 2007, 02:02:20 PM
IMHO the version you've used for low wealth residential might be a better fit for rural/landfill areas. Particularly rural areas.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 26, 2007, 03:42:32 AM
I've been experimenting with metasmurf's idea of adding sidewalks to the intersections:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F1771%2Fmi07072601elrailtestqw8.jpg&hash=01852745d5fceca036eb1d864c11ac1d8ae8bd94)

The orthogonal pieces present no problem, but I'm having difficulties with the diagonal ones. I first tried using the 16x16m props I've used for the normal pieces, but they seemed to work moderately at best. They sometimes appeared properly, under the road/street/avenue/rail part of the network model, but nearly as many times over it. As you can see in the picture, my second attempt with diagonal props failed just as miserably. If there are any prop/LOD/BAT/generic wizards out there with a simple solution, let me hear it.

In other news, the rest of this modd is approaching completion. I just need to find the time and energy to make two more sets, R§(MD/HD) and R§§/R§§§(MD/HD). And I suppose I'll add some more lots to the existing sets, just to get that extra variety.

Quote from: cammo2003 on July 25, 2007, 02:02:20 PM
IMHO the version you've used for low wealth residential might be a better fit for rural/landfill areas. Particularly rural areas.

Well, compared to that particular field in the picture I posted, I somewhat agree with you. But, you have to remember that not all of the Maxis farm fields are of that dirty green grass texture. Besides, as that dirt texture is the default for other networks adjancent to farms/landfills, I'm sticking with it for now.


EDIT: It seems that the 16x16m props appear properly on all but the closest 2 zooms.
Title: Re: off-set lots under elevated rail
Post by: Swamper77 on July 26, 2007, 03:23:52 PM
Looks like you need to rotate the props on the one that is misaligned. They will need to be 180 compared to the other diagonal you have there. If that doesn't work, please send you files to me and I will straighten it all out. My email address is attached to the "envelope" below my avatar.

-Swamper77
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on July 27, 2007, 04:47:25 AM
Thanks for your offer, but it seems that I've fixed my problem:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F2981%2Fmi07072701elrailtestmc9.jpg&hash=d96bba46debc3a79187824e0056fb42a88669754)

It seems that setting the 'Orient To Slope' property to true for the 16x16m props as well (I had reasoned that would be unnecessary, as intersections are always flat) causes them to appear under the network model all the time. Well, at least so far they have behaved properly. I really, really hope this solution proves to be good, as it saves me the effort of making a load of different props for different intersections and their orientations...
Title: Re: off-set lots under elevated rail
Post by: snorrelli on July 27, 2007, 06:16:08 AM
Wow - this small thing alone is something that people have been waiting for for a long time. It reminds me once again to humbly request the same for monorail, if you have the inclination and time in the future...
Title: Re: off-set lots under elevated rail
Post by: Andreas on July 27, 2007, 06:19:15 AM
@Mlncroabl: This is looking better and better - great work! :)

@snorelli: Well, since Mlncroabl has the T21 exemplar files with the prop layout now, it shouldn't be too hard to adapt these for monorail as well. But since I know how tedious this kind of work is, I can more than understand if Mlncroabl decides not to touch them for a while, once the el-rail mod is finished. ;)
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 07, 2007, 09:09:13 AM
I just realized I haven't given an update in almost two weeks... I've been busy enjoying the Finnish summer. But, I've also worked on this mod:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg67.imageshack.us%2Fimg67%2F8697%2Fmi07080701elrailtestgb5.jpg&hash=89fef43b9bead72a766b2ae04d5448c5e50e5fad)

Here's how the street/el-rail intersections turned out. The streets have grass at their sides in low density and industrial areas and a full base next to medium/high density zones. And of course the basic dirt with rural areas and landfills.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg67.imageshack.us%2Fimg67%2F1903%2Fmi07080702elrailtesttl9.jpg&hash=2ed12d12e0dbdc4640296b258cdb4ca277c43245)

Haven't yet finished the section with diagonal road/el-rail, but otherwise the road intersections are pretty much done.


It turned out that my previous solution to the problem with the props appearing on top of the road/street/etc. wasn't as good as I had hoped. The props started appearing randomly under and over the network model after saving. After some testing, I found a way to render them so that they always appear correctly. It's not perfect, as there will be a fine line on some sides of the prop, but IMO it's not unacceptably bad.

As Andreas pointed out, transforming this to monorail isn't all that difficult. It will just require a whole lot of changing IDs, which is quite easy but very tedious and time-consuming. But I can promise that it will be done someday.
Title: Re: off-set lots under elevated rail
Post by: Diggis on August 07, 2007, 09:24:03 AM
 &apls  This is looking fantastic.

What gets me is people are committed to spending months on something like this, for a game that is over 5 years old (I think).
Title: Re: off-set lots under elevated rail
Post by: RippleJet on August 07, 2007, 10:42:11 AM
I'm getting more and more impressed by my fellow countryman's commitment.
These should be included as an option in the next NAM. ::)
Title: Re: off-set lots under elevated rail
Post by: mightygoose on August 08, 2007, 05:37:18 AM
in high density industry areas/industrial estates normally space under elevated networks is used for storage if not workshop space, maybe some small eyecandy buildings underneath would really bring the industrial bits to life.....
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 08, 2007, 06:28:13 AM
Mightygoose, check back a few pages. There are sheds, cargo, trailers and vehicles, among other props, under the elevated rail in industrial areas. They'll appear only when there's development (wealth > 0), though.

RippleJet and Diggis, thanks. I've always hated the way elevated rail looks next to developed areas, so making this mod is (most of the time) a pleasure. And besides, it's a better way to spend spare time than sitting around...  ;D
Title: Re: off-set lots under elevated rail
Post by: Krio on August 08, 2007, 06:33:54 AM
Awesome and much needed stuff here  :thumbsup: but what Finnish summer?  ()what() Rain and clouds..but now a nice heatwave!
Title: Re: off-set lots under elevated rail
Post by: Mulefisk on August 10, 2007, 04:33:00 AM
This is incredible!
The only reason why I never use El-rail is because of the lack of textures underneath.

Can't wait for this to come out!
Title: Re: off-set lots under elevated rail
Post by: iamgoingtoeatyou on August 10, 2007, 10:40:31 AM
this is indeed great! i also don't like to use elevated rail and other elevated networks because there aren't lots like this beneath! :D great work!
Title: Re: off-set lots under elevated rail
Post by: Pat on August 10, 2007, 10:52:11 AM

progress is looking verrry goood here MIncroabl  :thumbsup: :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 11, 2007, 08:20:00 AM
Avenues are finished:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F453%2Fmi07081101elrailtestim4.jpg&hash=24fb1b3e55a1aabd8cfd7506737d66cbb9ffe56b)


Quote from: Bengt on August 08, 2007, 06:33:54 AM
Awesome and much needed stuff here  :thumbsup: but what Finnish summer?  ()what() Rain and clouds..but now a nice heatwave!

One must enjoy what he can, right?  ;) Actually, today was the first day in weeks when it rained here.
Title: Re: off-set lots under elevated rail
Post by: jeronij on August 11, 2007, 01:36:25 PM
You are making an excellent progress Mincroabl  :thumbsup:

I hope to see a beta version soon  ;D
Title: Re: off-set lots under elevated rail
Post by: DFire870 on August 11, 2007, 04:54:22 PM
Ooh, great job! Can't wait until this is released, as right now I'm working on a city that uses almost all el-rail and no subway/GLR, so this'll help as the strip of grass looks out of place.
Title: Re: off-set lots under elevated rail
Post by: Pat on August 11, 2007, 06:51:09 PM

Nice very nice and good looking too  :thumbsup: :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: rushman5 on August 11, 2007, 08:13:01 PM
This is a legendary mod for this game!  Comparable to Trocola's dirt mod, or JRJ street side MOD.   Keep it upPP!!!
Title: Re: off-set lots under elevated rail
Post by: Meastro444 on August 14, 2007, 06:52:58 AM
awesomness!!
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 19, 2007, 01:08:46 PM
I am happy to announce that the mod is nearing completion. Here is a recent shot, of the MD/HD R-$$/R-$$$ set:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg67.imageshack.us%2Fimg67%2F9361%2Fmi07081901elrailtestfn7.jpg&hash=0d87dc940631c26bad827e3fa3783acb8e563012)

All that remains to be done is the additional prop lots for MD/HD R-$ zones, the diagonal el-rail/diagonal road intersection and some prop lots for the existing sets. At this point I can't promise there will be one-way road intersections, as I haven't found the correct NetworkTileIDs for them. I have about 8 of them that I have no idea what they are, because there is no preview image. One has to be the diag road/diag el one, though.

@Jeronij:
I'm aiming for this to be ready for beta testing within a week or so. I was hoping somebody else (BSC, perhaps..?) could organize the beta testing.
Title: Re: off-set lots under elevated rail
Post by: BarbyW on August 19, 2007, 01:13:33 PM
Send me a PM here when you are ready for beta testing and I will send my email address and organise testing.
Title: Re: off-set lots under elevated rail
Post by: Krio on August 19, 2007, 01:16:30 PM
Oh my :o Very great work MIncroabl  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: jeronij on August 19, 2007, 02:33:01 PM
These are excellent news  :thumbsup: ¡¡¡

I'll be glad to beta test them...  ;)
Title: Re: off-set lots under elevated rail
Post by: DFire870 on August 19, 2007, 04:27:47 PM
Oooh, very nice! I can't wait until this is released, and I would be glad to help beta test them.
Title: Re: off-set lots under elevated rail
Post by: Andreas on August 19, 2007, 06:06:53 PM
Whoa, it makes the quarter at least ten times more urban with those props and textures. :) As for the beta test, I think the NAM team will be glad to help out, since this is a transit-related mod. And although the NAM is not a dependency, this could be made another NAM plugin, if you want.
Title: Re: off-set lots under elevated rail
Post by: Kitsune on August 19, 2007, 07:45:07 PM
What are the odds of something similar for the elevated highway? It looks absolutely great.
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on August 19, 2007, 07:47:08 PM
This is great news! I'll be looking forward to the release!
Title: Re: off-set lots under elevated rail
Post by: stewart_garden on August 20, 2007, 04:32:45 AM
Fantastic work - I'm looking forward to it.

Stewart
Title: Re: off-set lots under elevated rail
Post by: rushman5 on August 20, 2007, 07:34:40 AM
Still fabulous, ecspecially those $$ and $$$ MED density zones.  Love it!!!
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 20, 2007, 12:38:32 PM
Quote from: BarbyW on August 19, 2007, 01:13:33 PM
Send me a PM here when you are ready for beta testing and I will send my email address and organise testing.

Thanks, I'll do that.

Quote from: Andreas on August 19, 2007, 06:06:53 PM
Whoa, it makes the quarter at least ten times more urban with those props and textures. :) As for the beta test, I think the NAM team will be glad to help out, since this is a transit-related mod. And although the NAM is not a dependency, this could be made another NAM plugin, if you want.

Thanks. I have no objections about including this in the NAM, but my suggestion is that it would be a separate download, much like the additional bridges. That's because I remember promising that the mod would be quite modular (and, as you said, NAM isn't a dependency). Currently, I have 9 base files for different wealth/zone setups, another 9 for the corresponding additional prop lots, 4 (5 if there's OWR) files for intersections and the main resource file containing the props and a couple of custom prop families. I think that for the convenience of the basic user, an installer (and yes... this can be taken as a polite request for a certain German Lisa Simpson -fan who is known for making such things ;)) with installation options would be a nice feature.

Another thing about the NAM, I'm under the impression that NAM has added some new possible configurations to el-rail networks. I'm not sure what they are, or where to find the correct NetworkTileIDs, so I haven't included them in the mod.

@All:
Thanks for the continued support!  :)

I'm currently adding new props to the existing sets that didn't yet have as much as the most. I also finished the road intersections, after I found the correct NetworkTileID for the remaining intersection (diag road/diag el-rail). Interestingly enough, the correct ID wasn't shown in the texture viewer of the Reader. This gives me hope that I can find the correct IDs for the OWRs and have them included as well.
Title: Re: off-set lots under elevated rail
Post by: Andreas on August 20, 2007, 04:19:51 PM
Quote from: MIncroabl on August 20, 2007, 12:38:32 PM
I think that for the convenience of the basic user, an installer (and yes... this can be taken as a polite request for a certain German Lisa Simpson -fan who is known for making such things ;)) with installation options would be a nice feature.

I was thinking along these lines. ;) Depending on the complexity of your mod, I can create a NAM-like installer with optional components etc. I also think that the NAM introduces some new el-rail configurations; maybe one of the transit gurus can shed some light onto this issue. It's probably only intersections with roads etc., so maybe there's no need to cover empty tiles after all, though.

As for the NAM branding, that's obviously up to you. We could add the NAM label in order to indicate that it's a transit-related mod, and I could upload it under the NAM team account, so it's easier to find at the LEX. Obviously, it doesn't have to be integrated into the NAM, but would work fine as a separate download.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 21, 2007, 06:38:38 AM
Quote from: Andreas on August 20, 2007, 04:19:51 PM
I was thinking along these lines. ;) Depending on the complexity of your mod, I can create a NAM-like installer with optional components etc. I also think that the NAM introduces some new el-rail configurations; maybe one of the transit gurus can shed some light onto this issue. It's probably only intersections with roads etc., so maybe there's no need to cover empty tiles after all, though.

As for the NAM branding, that's obviously up to you. We could add the NAM label in order to indicate that it's a transit-related mod, and I could upload it under the NAM team account, so it's easier to find at the LEX. Obviously, it doesn't have to be integrated into the NAM, but would work fine as a separate download.

The installer sounds good. I was planning on making a couple of different resource files for each of the most popular road base texture sets that are out there (JRJ, SMP, Euro etc.), so that people could select which style they want to install. An installer with that option would be a simpler choice than having people replace files manually.

As for the NAM branding, that sounds good aswell. I'd only like to request that I get some credit in the description, if you upload it under the NAM team.


In related news, I wasn't completely happy with how the avenues turned out originally, so I revamped them a bit:

Original:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F7884%2Fmi07082101elrailoldzh4.jpg&hash=41b0a1cc3d3fd18eb258ffe3f217b4f9b135587b)

New:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F8645%2Fmi07082102elrailnewpn7.jpg&hash=f2b3644df7246feb71d699465a4884444ab89fc3)

Now, I know that some people will complain about those jagged edges, but here's the reasons I changed them:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F636%2Fmi07082103elrailtroubleww3.jpg&hash=c12eafb9d7a2078ed707b5d906d59b7b47e9cf8a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F4282%2Fmi07082104elrailoldclosrn6.jpg&hash=41e7b191fdd9e65b9f703bef7490543b5a9d21eb)

#1: I hadn't originally planned on that the T21s would follow the state of the avenue, and not the immediate surrounding wealth/zoning. This leads to the situation described in picture #1. With the new mod, the T21s reflect the state of the avenue better, and there won't be any out of place textures like in the picture.

#2: With the new design, those little spots of different texture in the corners of the avenue median are gone. And there are sidewalks..!

Unfortunately, these advantages come with a cost. The end result is a bit more jaggier, but IMO it isn't as much of an eysore after development takes place. This also leaves those players (including myself) who deal with jagged edges by using diagonal lots in a better situation.

These changes affect only low density residential/commercial and industrial zones. Medium/high density and farms/landfills remain as they were. I'm open to opinions at this point, as I haven't deleted the original mod yet.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on August 21, 2007, 06:52:51 AM
Well... I must say I liked the original better, but it's your mod - do what works best for you... ;)
Title: Re: off-set lots under elevated rail
Post by: Diggis on August 21, 2007, 07:19:57 AM
This is looking great.  What would be involved in getting the SAM textures working with this?
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 21, 2007, 07:46:03 AM
Quote from: snorrelli on August 21, 2007, 06:52:51 AM
Well... I must say I liked the original better, but it's your mod - do what works best for you... ;)

Yes, the original has its advantages. I'm not entirely sure which direction I should choose. I'll probably wait for the general opinion on the matter, or this could be made into another option in the installer  :-[.

Quote from: Diggis on August 21, 2007, 07:19:57 AM
This is looking great.  What would be involved in getting the SAM textures working with this?

I'm not sure. All I can say that if a T21 can be made of the intersection, then it can be done.
Title: Re: off-set lots under elevated rail
Post by: Diggis on August 21, 2007, 08:01:12 AM
I like the one with the footpaths showing up properly personally.

On the SAM note, I think the issue will be getting it to swap between the SAM texture and the regular street texture, although it might be being done by JP
Title: Re: off-set lots under elevated rail
Post by: rushman5 on August 21, 2007, 08:45:01 AM
I second diggis's post, but wheterver, this is still looking great!
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 23, 2007, 12:46:46 PM
I've finished the low wealth MD/HD extra lots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F6077%2Fmi07082301elrailtestvz1.jpg&hash=df00f937e600c235c356640b9a5aae35fa00a7dd)

All other prop lots are more or less done aswell. I just need to add some to the I-ht set, and fix a simple issue with one flipped T21.

After that, I'll create the alternative props and overriding .desc files for those who use the SMP sandstone sidewalk mod, euro asphalt mod and a matching set for Jeronij's street side mod. Those are the most popular texture mods, I guess.

Before I continue with those, please, voice out your opinion about which style I should pick for the avenues. To avoid unnecessary work, I'll need to know. If I understood correctly, it's 2 against 1 for the new style now? I personally can go either way, I think the new set fits in better but the old one is (a little) less work to adapt to the alternative textures.

EDIT:
Pictures of the different avenues can be found in my previous post, at the top of this page. Thanks for pointing that out, snorrelli!
Title: Re: off-set lots under elevated rail
Post by: RippleJet on August 23, 2007, 01:00:58 PM
Looking better all the time!
Make that 3-1 in favour of the new style! ;)
Title: Re: off-set lots under elevated rail
Post by: snorrelli on August 23, 2007, 01:14:04 PM
you might provide a reminder of what the old and new choices are...
Title: Re: off-set lots under elevated rail
Post by: Andreas on August 23, 2007, 01:30:29 PM
I must admit that I don't really understand the issue that you pointed out with those four pics. The first one ("Original") looks good, while the jagged edges in the second one ("New") are not that great. However, both the third and fourth pic look good again, so I'm not sure what they are inteded to show actually. The design of the low wealth MD/HD tiles is excellent again. :)
Title: Re: off-set lots under elevated rail
Post by: RippleJet on August 23, 2007, 01:50:44 PM
Patrick and Andreas, look at the sidewalk along the diagonal avenue going under the ortogonal/diagonal elevated lightrails.
Title: Re: off-set lots under elevated rail
Post by: snorrelli on August 23, 2007, 01:53:22 PM
I understand what the choice is - I just thought it might not be clear to others...

Pics 1,3 and 4 are the original style. Pic 2 is the new version.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 23, 2007, 02:06:03 PM
@Andreas:
Would that mean that I'm just too picky?  :D

Well, I'll explain my view again. Avenues pick the T21 they show under the el-rail based on the state of the avenue, and not by what is right next to the intersection. This leads to the situation in the 3rd picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F636%2Fmi07082103elrailtroubleww3.jpg&hash=c12eafb9d7a2078ed707b5d906d59b7b47e9cf8a)

The avenue is industrial/low wealth, so the gray asphalt texture is dispayed at the intersection. This would be fine, but what if you have something else zoned next to the actual intersection? The rest of the elevated rail displays a different texture (in this case, the LD low wealth residential), so the texture at the intersection matches neither the avenue, or the elevated rail. This, IMO, looks worse than the jagged edges of the newer design.

The second issue I have is just my annoying selective perfectionism. I just can't stand these little patches of mismatching textures in the median of the avenue:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F4282%2Fmi07082104elrailoldclosrn6.jpg&hash=41e7b191fdd9e65b9f703bef7490543b5a9d21eb)

I'm starting to lean more towards the new design. Allthough it requires a bit more work to create the new props for the alternative texture sets, the end result is more aligned with the default look of the avenues and other networks in general.

EDIT:
And to make it absolutely clear, the choice is between:

OLD:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F7884%2Fmi07082101elrailoldzh4.jpg&hash=41b0a1cc3d3fd18eb258ffe3f217b4f9b135587b)

NEW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F8645%2Fmi07082102elrailnewpn7.jpg&hash=f2b3644df7246feb71d699465a4884444ab89fc3)
Title: Re: off-set lots under elevated rail
Post by: Pat on August 23, 2007, 02:40:25 PM

sweeeeet niblets this is looking better and better every time i come around...  MIncroabl you are doing a great job keep up the hard work - pat
Title: Re: off-set lots under elevated rail
Post by: Andreas on August 23, 2007, 02:42:11 PM
Ah, I think I understand what you mean now. Well, personally, I don't mind if there's a grey concrete texture, like you showed in the third picture (of your original posting), and those tiny spots on the median aren't that worse either. Avenues are somewhat picky with the adjacent textures anyway. From what I've seen, it depends on how many tiles of a particular zone and/or wealth level you placed along a stretch of avenue (typically between two intersections) - the avenue counts the different types and displays the texture that reflects the value of the most common tile. Place just one more park (or whatever), and the whole stretch will change.
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 24, 2007, 12:57:58 PM
I have finished all the extra lots and fixed the issue with the flipped T21s. I also began work on the alternative textures. Now, unless I get an overwhelmingly huge amount of responses to do otherwise, I'm going to proceed with the new avenue design tomorrow. The mod should be ready for beta testing by Sunday.

That said, here is a little teaser to those using the SMP sandstone sidewalks: (filasimo, you out there?  ;))

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F8652%2Fmi07082401elrailteaserlk0.jpg&hash=87a2e513cdd9fd4d1eec3ce7c4e659babebc22ce)
Title: Re: off-set lots under elevated rail
Post by: mightygoose on August 24, 2007, 02:35:09 PM
maye once you have a release on this project you could write a tutorial on how to edit t21 exemplars and stuff. because i really want to make an avenue median mod....
Title: Re: off-set lots under elevated rail
Post by: mjig_dudy on August 25, 2007, 11:40:27 AM
mightygoose :http://sc4devotion.com/forums/index.php?topic=70.0 (http://sc4devotion.com/forums/index.php?topic=70.0) ;)

MIncroabl: these look very good, will be very useful
Title: Re: off-set lots under elevated rail
Post by: Filasimo on August 25, 2007, 12:43:20 PM
 :D u just caught me mincroabl that looks damn sexy! (excuse my french) im sure people who use the sandstone mod will love you for that.....btw im sure after this version of the mod is completed and out of the way i would suggest seeing what u can do with ardecila's EL rail mod he is working on link here: http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=89836&STARTPAGE=2 its in beta and was a limited download...if youre interested pm him on ST or here to see if u can tinker with it
Title: Re: off-set lots under elevated rail
Post by: MIncroabl on August 26, 2007, 07:32:03 AM
*Tattadaa*

The mod has been completed and I've sent the files to BarbyW for beta testing. Here's a few test shots of the alternative texture sets:

JRJ Sidewalk Mod:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg520.imageshack.us%2Fimg520%2F9182%2Fmi07082601elrailjrjen8.jpg&hash=92fd97ea0e74bc6de301b3d0be4dae454bc1a8b9)

Euro Asphalt:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg520.imageshack.us%2Fimg520%2F3351%2Fmi07082602elraileurose4.jpg&hash=7a6bed6870b930b7b02024ba0fe724704d1e718e)

Quote from: mightygoose on August 24, 2007, 02:35:09 PM
maye once you have a release on this project you could write a tutorial on how to edit t21 exemplars and stuff. because i really want to make an avenue median mod....

There isn't much I could write about that hasn't already been covered in Jeronij's/Swamper77's tutorial. I'd suggest that you take a look at the existing T21s for avenues and try to modify them. If you need help, send me a PM and I'll be happy to give some pointers.

Quote from: Filasimo on August 25, 2007, 12:43:20 PM
:D u just caught me mincroabl that looks damn sexy! (excuse my french) im sure people who use the sandstone mod will love you for that.....btw im sure after this version of the mod is completed and out of the way i would suggest seeing what u can do with ardecila's EL rail mod he is working on link here: http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=89836&STARTPAGE=2 its in beta and was a limited download...if youre interested pm him on ST or here to see if u can tinker with it

Glad you like them. ;D Unfortunately, I missed the limited beta release of Ardecila's mod, but these two mods shouldn't conflict in any way, save for some overlapping props because the supports in Ardecila's mod are bigger. I might make a compatible mod with different prop layouts at some point if a need arises. Right now I've promised Warrior I'd help him with his GHSR by making the required T21s. After that, I'll probably start working on a monorail/highway version of this mod.
Title: Re: off-set lots under elevated rail
Post by: Filasimo on August 26, 2007, 07:49:32 AM
hey mincroabl glad u got it in beta...once its ready ill use your mod with ardecila's and see how it turns out and let u know....looking forward to your next phase in doing the highway and monorail  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: RippleJet on August 26, 2007, 08:36:49 AM
Quote from: MIncroabl on August 26, 2007, 07:32:03 AM
*Tattadaa*
Drum solo and ovations for you, MIncroabl! &apls


Quote from: MIncroabl on August 26, 2007, 07:32:03 AM
The mod has been completed and I've sent the files to BarbyW for beta testing.

I need to talk to Barby... ::)


Quote from: MIncroabl on August 26, 2007, 07:32:03 AM
Right now I've promised Warrior I'd help him with his GHSR by making the required T21s. After that, I'll probably start working on a monorail/highway version of this mod.

Keep it up! I am especially interested in seeing this under the elevated highway as well! :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: thundercrack83 on August 26, 2007, 10:09:25 AM
Excellent work, my friend! I think I like the Euro Asphalt one the best. Good luck with the testing, and I'll be looking forward to seeing more development!
Title: Re: off-set lots under elevated rail
Post by: DFire870 on August 26, 2007, 10:09:56 AM
Oh, awesome, can't wait for it to be released! And I'd also like to see this mod used for elevated highway (perhaps for one of the wealth levels it could be parking since in many cities I've seen parking under elevated sections).
Title: Re: off-set lots under elevated rail
Post by: snorrelli on August 26, 2007, 12:00:14 PM
Wow - those pictures really do look great. This is a tremendous achievement, MIncroabl! Actually, this turned out to be the fulfillment of a request I made back in May, so I would like to convey my most sincere personal thanks as well for all this work! :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: mightygoose on August 26, 2007, 01:00:35 PM
i was actually going to request euro asphalt, now i see you have done it already, thats awesome, i cant wait
Title: Re: off-set lots under elevated rail
Post by: flame1396 on September 06, 2007, 08:20:58 PM
WOW! I want!
Title: Re: off-set lots under elevated rail
Post by: Juju on September 15, 2007, 12:51:45 AM
Definitly can't wait for this release :thumbsup:... Awesome and much needed
Title: Re: off-set lots under elevated rail
Post by: Mulefisk on September 25, 2007, 04:52:37 AM
This is too cool!   $%Grinno$%

Any hint as to when the release-date is gonna be?
Title: Re: off-set lots under elevated rail
Post by: Kitsune on September 25, 2007, 07:00:18 AM
Will this eventually be extended to Elevated Highway too?
Title: Re: off-set lots under elevated rail
Post by: iamgoingtoeatyou on September 27, 2007, 10:49:10 AM
wow! any news on this project? this looks very promising :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: buddybud on October 22, 2007, 01:17:46 PM
Hi there. Especially those I've not met before.

I just recently returned to the grand world of sc4 and started a new thread over at simtropolis.com, my next stop being here naturally. Infact someone kindly pointed out this thread to me. And wow. When i previously lurked around jeronij and swampers diagonal dirt road thread i suspected something like this could be possible. Before that time i had actually made numorous intersection props for just this purpose. see below

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F807%2Fbudintersections1kn2.jpg&hash=45e7fe01c0b0d02ced3ed77471d2658253b9d422)

i since ploping beside the tiles was required i got into some fancy overhaging lot placement.  see below

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F4797%2F003acookiesaregoodfm1.jpg&hash=219faf707621a20b2903f57beb60514273fde151)

sadly all this was lost. and i never pursued it again. ........ until about a week ago. loaded everything up and started from the beginning. see below

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F7516%2Fbracket02rv9.jpg&hash=7e1d060783d218af5b6efa3865c0ffd9b64299cd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F6818%2Fbracket04bo9.jpg&hash=d09e1869bda78ddec5715e05716c0c8c0fc10580)

...didnt get far till i found this thread.

which brings me back here...wow. i dont know the progress here but if i could offer any assistance it would be more than happy to.

anyways hope to here from you.
bb
Title: Re: off-set lots under elevated rail
Post by: rushman5 on October 22, 2007, 02:27:15 PM
Wow, I remember these.  They are from 2005?  Anyways, I always wanted these things, but buddybud, ur such a great overhang modeler, why don't you create an effect that makes a TE 1x1 appear to be 3x1 or 4x1.  Just a thought to add even more realism to this legendary mod, which will have an update . . .  when?
Title: Re: off-set lots under elevated rail
Post by: buddybud on October 25, 2007, 02:03:24 PM
not trying to highjack your thread. i just wanted to show what following your thread accomplished for me. i was going for the old newyork el rail look. it has three props. i think i could fix up the lods a bit and lower the textures. but i like the feel of it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F9972%2Fcrackersyg4.jpg&hash=01b5fe83e1c1a7dedbb1b6326fccf1744dd3191a)

very cool thread by the way.

Title: Re: off-set lots under elevated rail
Post by: Filasimo on October 25, 2007, 02:18:29 PM
welcome buddybud im glad you got back to doing what you do best and welcome to sc4D! i cant wait for what you have in store for us bc i loved your development back when you were working on them lets just hope your drive doesnt crash a second time  :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: Shiftred on October 25, 2007, 05:56:33 PM
Hi Buddybud,
I am Bluepelican31 from Simtropolis.  Glad my referral of this thread was helpful to you :thumbsup:
Title: Re: off-set lots under elevated rail
Post by: Dexter on December 05, 2007, 09:37:10 AM
Is there any progress on this project?

I can't find a link to download this great mod, but it looks like it's finished  &mmm.

Also, is this compatible with the SAM? Thanks  ;D .
Title: Re: off-set lots under elevated rail
Post by: Bluebeard on January 18, 2008, 09:21:59 AM
I got a request.Under the EL looks naked so maybe someone can make park tiles we plop under the EL.Thanx :)
Title: Re: off-set lots under elevated rail
Post by: snorrelli on January 18, 2008, 12:00:42 PM
Quote from: Bluebeard on January 18, 2008, 09:21:59 AM
I got a request.Under the EL looks naked so maybe someone can make park tiles we plop under the EL.Thanx :)

Uh... Hello? "$Deal"$ :D

That's exactly what this whole thread's about already BB... In fact it's been released on the LEX already: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1423[/b]]http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1423 (http://[b)  ;)
Title: Re: off-set lots under elevated rail
Post by: Bluebeard on January 18, 2008, 12:14:34 PM
Um sorry if I didn't read the 9,000 pages and the EL Facelift on LEX is awesome but not when you have a Road on each side of the tracks.
  According to the Facelift "Read Me" the Rail needs to be in contact with the Zone to work.Sorry for asking. &mmm