I had started this project a while ago, but got sidetracked by illness, forgetting about it, then discovering it got caught up in a cleanup.
When I use sunken highways with the normal highway pieces along with the name, I feel there are far too many junctions that inhibit a free-flowing traffic system. So, expanding on my original plan, I have come up with this. The idea is the crossing forces more traffic off the sunken highway further off it, but still allowing access to buildings very close by. When the pathing is done, certain routes will hopefully be closed off so that sims are forced to use certain ways of getting round. All that is needed is a little more touch up, some extra fluff knocking about and then to texture it and figure out how to get it in to the game. After that it's on to creating variations.
This is some really nice work. It has great potential.
---Gaston
WOW. :o :thumbsup: :thumbsup:
That is quite something, if you could get that made into an interchange that would be more than fantastic. I would give up my own time to make it functional, but RL and other projects are in the way.
&apls
It's a junction for left hand traffic, isn't it? So the right hand traffic would be nice too.. ::)
But this is really fantastic!!
It is left hand at the moment, however I should imagine it's not that difficult to mirror stuff for right hand drive (it'll take me a few key presses to do it instantly).
Oh, and here's a model update. Any crits, suggestions? If not, throw me plenty of links for getting this through gmax and on to sc4!
Its beautiful, can't wait for ingame pics and eventual download &apls
This is quite the effort here, my friend! I'll be looking forward to seeing more development!
You're my hero &apls
It looks great!
The problem is getting it into the game...
We could do with some RHW pieces, though. :P
hmmm intresting here indeed if this flys great this would be awesome...
That looks stunning, would love to have those in Atlantis, we need more high quality interchanges, truly wonderful work.
It would also seem it is Left-hand Drive, so even better.......although I'm sure the others that drive on the wrong side would like one to suit them also.......j/k :D
Oh, wow! Great modelling skills, I have only one question; for someone who knows about interchanges in-game, isn't there a size limit and isn't there also a polygon limit? It could be that I am just making this up, but I'm pretty sure I've heard both of these problems before. If this isn't the case then I can't wait to see this in-game!
Fred
there is a polygon limit and im not sure about size limit.. but the stack interchange i know is 72 x 72 tiles in bat or at least according to the interchange tutorial. so im sure it can fit :P
Guess this is popular then!
This will get done, however mostly in spurts. I just found out I have 8 weeks to do 8000 words for uni :(
ssc4k: The maximum is 16x16 tiles, not 72x72 tiles.
really??? oh yeah they tell you to number things to that much... well im sure if the cloverleaf fit this would :P
I see great potential here. You may want to contact haleburg about his rural interchanges as well.
WOW, amazing!! cant wait to see your interchange in game ;) excellent work!
Due to the nature of the design, sunken highways are not an special network, I think the only solution to put this nice intersection in the game woul be making a TE lot. I know all the drawbacks of TE lots, but even so, it would work right enough. Custom LODs are a must. Also previous accurated terraforming would be needed to place the intersection. But it is sooooo nice ::)
I could give a had with some parts of the process, like LODding and modding, but what it would be nice is to see a first textured render of this beauty, in due time of course ;)
Surely a puzzle piece/s is an option?
It would be a ground highway/ ground highway interchange.
a puzzle piece, in my opinion, is a better option.
though i have a quick question, can te lots be put in a tab filter on a menu?
To be short it is not possible to put TE lots on a tab ring, that is is only for puzzle pieces.
well than im in favor of a puzzle piece :P
Very nice, keep up the excellent work ;D
Ah, but puzzle pieces are restricted to an area of 16x16 tiles.
That'd be, in RL measurement, about 1024 square meters.
4*4=16 (1 tile)
16*16=256 (puzzle piece tiles)
256*4=1024 (total area in meters)
~~Dragonshardz~~
I designed the new Double "T" Highway OnSlope Puzzle piece to work with intersections and additional puzzle pieces at the top of the slope. For example, I suspect that it would be very easy to make another puzzle piece that could be added to the double "T" OnSlope to build a cloverleaf with the sunken highway and the Highway crossing it. Would people be interested it that?
Other kinds of connecting lanes between a sunken highway and the Double "T" OnSlope are also possible.
I have a few things to say:
First of all: WOW! It look good. It shows you have excellent modelling skills. Bravo! &apls
Second: The real problem is getting it into the game. You must divide the whole interchange into 16x16 pieces and export each part as an 3DS model. Then import it into the reader as an S3D file. From here on I don't know how it's done next, but ask that to other persons or look over at the NAM howto-tutorials.
Third: I've seen some sings and streetlights. These things shouldn't be part of the interchange model, but should be added seperately in a T21 exemplar file. Again I refer to the tutorial section.
Keep it up!
Best,
Maarten
Yeah I have a suggestion: Keep it up! This interchange isn't bad at all! I have made a similar interchange for RHW, but not sunken:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FHelsvarna-Jan15061152545418.jpg&hash=878ddadb03853210d62ee3354edba3e373249963)
A close-up of the center:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FHelsvarna-Jan15061152545448.jpg&hash=6013def2a4cc4726ea1210b4af30223f5eea1662)
looks really good keep up the good work! ;D