(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F2169%2Fhrslogojy0.jpg&hash=3dda50e961182d1e44f4b899027203dfef50c5f8)
The Highway Re-Styling Project is a mod that gives a new look to the Maxis highways. The concrete walls will removed and a emergency lane will be added. Basicly, the ground highways alone get the re-style, but with co-operation from other users, the Elevated highways can be done. Here are some pictures of what I mean.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg113.imageshack.us%2Fimg113%2F4173%2Fhighwaytest1mo6.jpg&hash=dc7f426ec4814cab9ee9e2615a6e247d17b88222)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F4715%2Fhighwaytest2fa8.jpg&hash=dfdc563c4cbce971fe47312f7ea4cfd5a04b4d40)
The models are edited with Ilive's Reader.
Post Updated: 10/23/2008CURRENT PROJECT STATUS: Version 0.3 released (STEX). Concrete and Asphalt version available.
Progress:- Normal GHW pieces
- GHW end pieces
- Corners
- NAM Smooth Curve
- NAM GHW Ramp to elevated roads
- Cloverleaf
- Maxis Underpasses
- 6 to 4 lane transition
- Re-Texturing Maxis Highway
- Maxis On and Off ramps
- Maxis T-Interchange ramps
- NAM On and Off ramps
- NAM Interchanges
- Ground to Elevated transitions
- NAM Underpasses
Green = done
Orange = partitially done
Red = undoneAll help is welcome (and actually wanted). The more people are working on this project, the better it becomes.
FAQ's about V0.31. What's the difference between this mod and the Highway Re-Styling Mod Asphalt Texture Set CompleteThere is a difference between the previous release and this one. It has edited models
2. The NAM interchanges still don't work. The only pieces that work for me are the maxis t-interchange and th maxis cloverleaf. Does anyone else have that problem?This is version 0.3 and not all models are done, because I need to remake thousands of models (really, thousands! the cloverleaf alone has about 30 models) manually with iLive's Reader. If some-one knows how to export full 3D files in gMax, please let me know.
3. Should I place it in the NAM folderDON'T place it in the NAM folder, It won't work properly. Place it in the folder with a Z_ in front of the name, just like the Euro Roads Mod for example
4. How do you get the concrete version?If yu remove ZZZ_Textures_Asph2.dat you'll have concrete textures.
Best,
Maarten
Great start! I love that you're taking the concrete walls off. They always bugged me. :P
This does look really good, I must agree, but I have one small request though... Would it be possible for you (in some way or the other) to not have the terrain texture show in the middle?
EDIT: Or does it become textured if you build next to the highway?
@M4346: No, this replaces ALL Maxis highways. And about the median, I like the open one, because the old model always annoyed me.
Thanks for your response, what I meant was does the median become textured if you build next to the replacement / remodelled highway? Like with avenues?
I hate the old highways and this is definitely an improvement! :thumbsup:
Unfortunately, M, no, it doesn't. :P
The ground highway is a 3D network...
Unless someone'd care to experiment with wealth textures?
It looks great, a vast improvement over the MAXIS highways. :thumbsup:
Does the highway still have some 3D to it or is everything flat?
And is it textures or models?
Just wondering, but keep up the great work. &apls
De nieuwe restyled MAXIS highway zit er echt goed uit. Zeker met de Nederlandse bewegwijzering (ik ga ervanuit dat deze Nederlandse zijn). Maar ik zie ook dat je beschikt over Nederlandse stoplichten. Zijn deze ook nog in ontwikkeling en worden ze ook ooit vrijgegeven?
The new restyled MAXIS highway is really good. Especially with the Dutch signs (I assume this are Dutch). But I also see that you have Dutch traffic lights. Are they still in development and will they ever be released?
Looks great to me, will a concrete version also be made? I'm not a fan of superbright asphalt.
&apls Looks pretty nice. I wish you good luck with this project.
@Warrior: The network is based on 3D models. The network is not completely flat. The emergency lane is actually sloped.
@Getron: Thanks. About the traffic lights, there are some little problems with those
@CasperVG: I check the possibilities for re-texturing
@Patricius Maximus: Thanks!
I very much do like what you're doing here - its about time the ugly Maxis highways get the boot. &apls - great stuff!!
Yet, while I do on occassion use mrtnrln's Dutch highway signs, I wonder if the it is a good idea to always have to use them - presuming here they are part of the design. Would it be possible to leave those in a separate DAT so others can contribute signs for different looks - think of all those poor folks required to drive on the "wrong" side of the road :P
Another question is about exits; those currently in the game are largely insensible and rather unrealistic (RHW exits do far better in terms of realism). Especially: how will the exits work with NAM pieces. And then there is the overpass question: NAM contains lots of highway overpasses for different modes of transport. How are these going to be dealt with?
Gosh - I am glad someone is doing that - it sounds like a mountain of work :-[
ohh yes.. take that wall off please :thumbsup:
I think the matrix signs are a little bit out of proportion. Could you make the space between the signs bigger.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ttm.nl%2Fts_fz%2Fresources%2Fattachments%2Fim%2Ftrue%2Fpreview%2Ftrue%2Fid%2F50843%2Fmatrixbord1.jpg&hash=60dbe851cd83dcf4e5eacc785f100aba15049dc3)
@HandsOn: It IS a mountain of work. And my highway signs are already seperate from the main modd
@gn_leugim: Thanks
@ehbk2006: Altough the matrix signs aren't part of the HRS-mod, I can rescale them
The first test version (v01) of the HRS-Mod is at the overview post on the top. Also included: a small mod that removes the Maxis standard signs.
Best
MRTNRLN
OMG great work mrtnrln &apls
Great (having "collected" too many tickets on thos Dutch speedtraps, I really don't want to subject the population to it).
The median, however, in my opinion ought to stay as is, some green is never amiss. The interchanges on these three-lane motorways ought to be interesting. Am looking forward to the first teasers. Just hope your mountain wasn't built by Sysiphus.. :thumbsup:
You have done the impossible Mrtnrln. I applaud &apls So I drew an overpass with this mod, and to my suprise, it looks like the game developers were considering the exact shoulder Mrtnrln made at one point before release, (see pic below) because the original Maxis overpasses are wide enough already for Mrtnrln's superb shoulder work to go right underneath. Its almost like fate was waiting for this to happen. &sly However, if the game was released with the shoulders like this already, we wouldn't be able to congratulate Mrtnrln for doing better than the original developers. Also, the width is better suited for the other networks.
Good job man, good job. But can you make a version with a HOV lane on the highway? :satisfied:
Great work, the diagonal transition reverts back to the MAxis highways, did you forget them or is something wrong with my files for some reason?
May I suggest to make the shoulder slightly narrower, and make the highway take up the full tile, and make the normal lanes wider?
Monorail master: HOV lanes would only be eyecandy and you'd get cars on them.
Warrior, do you have a picture of your reverting transition? I thought Mrtnrln made the diagonals that way on purpose, because the shoulder merges into it. As for making the normal lanes wider, wouldn't the 2 outer paths need to be moved to match the lanes? It looks like the shoulder, could be moved 3 pixels away, but as for the lane space getting widened, it seems like a lot to do. I agree, considering how MAXIS made the size of busses, the highway lanes are too close together, and they bump each other on the curves.
Great Idea!
Warrior: I am no transit modding expert, but wouldn't increasing the space between the lanes require re-pathing? If they weren't re-pathed, then cars will not be driving in the middle of the lane.
mrtnrln: Great work! I have one simple request (like the RHW signs you did)
-Is it possible to make a release with the concrete median included? Most of my Maxis highways are tight urban thoroughfares, and seeing them without a median would look out of place. I too dislike the median, but I think it is better than nothing.
Best,
-Haljackey
Well Mrtnrln think you could do it? A shoulder, and a median wall? Maybe making a new t21 cement wall prop could do that, or the guard rails you made?
Quote from: Haljackey on June 09, 2008, 05:47:13 PM
Warrior: I am no transit modding expert, but wouldn't increasing the space between the lanes require re-pathing? If they weren't re-pathed, then cars will not be driving in the middle of the lane.
Yes they would but it shouldn't be too hard, but even if change was only slight you might not have to at all.
EDIT: Just thought of something, wider shoulder on diagonals?
@Warrior: First, the transistions aren't done yet. And second, if I make the normal lanes wider, Then I must re-path the whole network, and I don't know how to do that. For this sort of reasons I'll need help. Third, I cant make the shoulders larger on the diagionals, Then it would fall out of the 16x16 region (I guess you know where I'm talking about).
@Haljackey: Just like the RHWAM, this can be done later.
Is it really necessary to repath the entire network? That would be a hell of a lot of work. Surely you could just keep the lane size the same?
mrtnrln: Of course! Take your time...
toxicpiano: I agree. Its too much work for little gain IMO.
I know a good idea. For the HRS, some how make a double-decker(2-floor) freeway system? Like place the ground freeway right under the Elevated freeway and blend the on/off-ramps togeather. So in all, make a 16-lane freeway system that only takes up 2 tiles. Also put the lights on top or on the sides of the double-decker. After that, you can hopefully or someone else can make a Double-decker bridge like the San Fransisco Bay Bridge.
Even if the second deck was added, the highway would still have the same capacity as it does now (as per default or your choice of plugins). Adding more lanes or decks will not increase capacity.
-Swamper
It would still look cool. That might be complicated just for looks though.
@Monorail Master : Double decker networks also needs to be repathed. That will be a lot of work and still, Maxis highways will ALWAYS take up two tiles.
What I'd like to see is an American-style yellow line on the side of the lanes that has opposing traffic. Otherwise, this is a great project. (Who knows, I know a little about modding - I might be able to make the yellow line myself)
@Nerdly_dood: That's exactly the reason why I need people to do some texturing.
I'm still working on it! I hope I can show some new stuff today or tomorrow.
EDIT: Here are some new screenshots:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg352.imageshack.us%2Fimg352%2F658%2Ftestveld7jan00121508465lv3.png&hash=68dbc147d568c45883ef2348aaebe46683514a75)
A new look! (using SA's RHW textures) And a closed median.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg352.imageshack.us%2Fimg352%2F8528%2Ftestveld7jan00121508466ql8.png&hash=0f6263f3f7c129f44c00b632d4f34d941e49bebf)
The 'smooth' curve. This took me hours (moving every vertex manually in the reader) and it's still not perfect.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F5978%2Ftestveld7jan00121508164un6.png&hash=63f44712a2d472d1d743319b4edfe4944f1d70d3)
The first modded exit/entrance
Best,
Maarten
Wow, this is very wierd, its almost like looking at a differnent RHW.
Nerdly dood, I think what your visualizing would be if Death to Pumpkins/Video Seans texture was used for this, because if Shadow Assassins textures could be used for this. Mrtnrln, what you have here is a major improvement, and I can tell it was time consuming. The original tight curve you have there doesn't look that tight, good job. So I don't know if the yellow line is worth it to do all the extra work, but you could ask Death to Pumpkins, because it is just a yellow line, although their RHW texture with the yellow line on the black asphalt was no where the same to SA's Euro texture. That maybe what you all want.
Sexy stuff, are those concrete dividers or just filled stripes?
This is a very cool project. :o
I know that DTP has a RHW mod out there, and it is AWESOME, but it doesn't affect Maxis highways at all - which is what this mod is all about.
Hmm.... I like this. The textures are too black right now though... Is it possible to ahve normal default textures colors and jsut have the shoulder and no walls?
I like this. It means that the RHW and original highway will fit perfectly together, if RHW doesn't replace the old one completely.
Quote from: flame1396 on July 03, 2008, 11:45:00 AM
Hmm.... I like this. The textures are too black right now though... Is it possible to ahve normal default textures colors and jsut have the shoulder and no walls?
This is the same as SA's euro texture mod for RHW
@Nerdly_dood, of course this ground highway mod is different but what I meant was is textures can always be reused, just like how it was okay for SA's to be reused for this.
Looking great so far! I love the use of SA's textures, great stuff mrtnrln! &apls
Wow! This project looks pretty well appreciated!
I've attached the textures that I use now (PNG format). You can edit those if you don't like the current textures and post them here, so I can make more texturesets.
Best,
MRTNRLN
Oh, and to our fellow American friends: Happy Independence Day!
Is it possible to reduce the grey bit outside of the actual highway or is that part of the model?
I can't believe i missed this thread! I must say i'm very excited about this project. Things are looking good so far. i am especially looking forward to the concrete textures. Very nice work Maarten &apls
I've done the cloverleaf interchange and I made a concrete texture replacement. Version 0.2 is on the STEX now for download.
And downloaded it is - now the hard part will be deciding how many z's to prefix it with, yet another mod requiring the correct z order &Thk/(
Congratulations you are:
Today's Spotlight on the ST homepage
&apls
I am going to have a crack with this.
One question: because this is for ground highways only, what happens at the ground/elevated highway transition?
This looks promising, always looking for better highways...keep it up, I'll be back to use it eventually ;)
Well after playing with 0.2, the texture has been changed on both the ground and elevated to match, and some junction pieces, the wall is occasionally there, but the 4 lane to 6 lane transition is a lot better now.
@Haljackey: This will be done eventually. On the transition, I had in mind to let the shoulder end and the wall coming up.
@J-dub: These pieces aren't done yet. Now you can see on the top post which pieces are done.
EDIT: The HRS is no. 5 on ST Best of the week in just two days!
Well, I thought I'd go ahead and change the yellow line for myself, but 3D transit networks are a little beyond my expertise, so I changed the line on the first two textures attached at the top of this page, and am wondering if you would either consider using them for an American version, or direct me to some tutorial on retexturing 3D transit networks. Textures 1 & 2 are attached to this post (They use the same yellow as the RHW textures, so they would match! ;)). Lastly, what's the third texture of? I honestly can't tell.
This is great work, btw. I just recently rebuilt an old RHW express/collector system just to use this mod.
Lastly, do the walls have to still be there under overpasses?
Those look nice DTP!
mrtnrln: Excellent job with the HRS's first version! I can see that a lot of effort was put into them and they are looking good!
I have one request for you though. I have no idea how easy or hard this is to do so please understand this. Would it be possible to take the black asphalt you use and apply it to the asphalt highway textures? (A complete highway texture set that has already been released.)
Here is an example of what I mean:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F1052%2Fclipboard01jh8.jpg&hash=7c806fec02c683cae41636bd23b1bea46e3ea4a9)
If these textures could be "blended" together, I think it would make another great highway texture set! (both ground and elevated).
Thanks for your time!
Best,
-Haljackey
Thanks Haljackey.
How did you get those elevated highway textures to show up with the HRS installed? The version I downloaded retextures elevated too... ()what()
I tried out the new restyling mod and it's terrific! Great job! :thumbsup: &apls
Will you be adding these textures to the custom interchanges from the NAM? It looks awkward when there is black asphalt that suddenly turns to grey concrete.
@all: If you read the top post, you see that this project is far from done. I'm still working on it, and it's far from easy, so be patient.
Ummm...I sorry to ask this, but how exactly do I get black asphalt instead of concrete again? ()what()
@Fresh Prince of SC4D Do you know where you extracted the download? I know, I have to extract stuff in a new folder so I don't lose track. Mrtnrln did attach a seperate file in the zipped folder. Did you see it?
Yeah I downlaoded form simtropolis ( only place I've seen it) and they're in My Documents/SimCity/Plugins/ , then I put them in a new folder entitled "highway texture" .
The following files are in there:
Z_Ground Highway Restyling Mod
ZZZ_Textures_Asph
Am I missing something?
So, are these in you NAM Plugins folder, and still doesn't show the asphalt? It is possible something could be conflicting it, don't know what.
I never put it in my NAM folder.Is it really that simple? ()what()
I guess. I don't recall if instructions came with the download or not, I just know that stuff has to load after the NAM.
I loaded it after the NAM and then put in my files and it still using the new contrete instead of new asphalt.
Questions ()what()
1.How did you load it?
2.Could there be a mod that intefers with it.
Thanks for being so patience, I know this must be somewhat annoying :-[
I have the same problem, the EHW is asphalt but the GHW is concrete. The files are in a seperate folder that loads after the NAM.
Hi, I downloaded this and it is very good - I wanted to say thank you and I look forward to seeing future development.
I recommend that you center the lane dashes on the textures - on the on/offramps I see super-long lines in places and gaps in others. See avenue textures for what I mean - so that way you have half the dash length on either end of the texture, with two dashes in between those, and in between that you have one dash length empty space, instead of two whole dashes and two empty spaces the length of one dash - if you can understand that ??? so I attached it to show what I meant. (I based it on DTP's edited texture)
@all: I've not done all the textures, and I'm experiencing texure problems myself too.
@nerdly_dood: Thanks for the tip! I'll use that.
by the way, I found out why the concrete textures on the GHW sometimes show up when people are using the asphalt textures, it's because the texture does not override the concrete texture found in the main file whether it loads last or not.
Is there a way to fix this?
yes there is, go into the reader and open the asphalt texture file, then copy the texture from it. then open the main file, and replace the texture in there with the one from the asphalt texture file.
Hmm... I have a different problem
The first time I used it, I decided on using the concrete one, not the asphalt one. I copied the DAT file to my plugins folder with ZZZZZZZZZ_ at the beginning of it. Instead of getting a 3-lane concrete highway, I got a 2-lane asphalt highway (a bit similar to the RHW), except on some pieces...
Picture in a moment...
One last thing about the texture I posted above: I am now using the Euro road mod, so you can just turn the yellow line white in my texture above to make it match better with that road mod.
Personally, I think leaving the yellow line is a good idea, there already is a Euro version of this project.
Wow, excelent work mrtnrln. :thumbsup:
The higway looks like a higway now.
Is it "normal" that the highway looks yellow in region-view?
Could be that the problem is on my side since noone else mentions to have that "problem".
I'm using the concrete style.
Well, that could be normal. I'm using the asphalt ones, and they look black in region view.
You may have a region transit view mod that changes what various networks look like in the region view. I have one that changes roads red, streets white, avenues green, highways blue, the various rail networks are still black, and it has custom icons and colors for airports and seaports.
Quote from: mrtnrln on September 07, 2008, 08:21:14 AM
Well, that could be normal. I'm using the asphalt ones, and they look black in region view.
That would mean the concrete ones should show as lightgray. ;)
It probbably has to do with the yellow center, since it's yellow.
But again, it could be conflicting with some plugin I have since noone else seems
to have this fenomanon.
Quote from: nerdly_dood on September 07, 2008, 08:58:31 AM
You may have a region transit view mod that changes what various networks look like in the region view. I have one that changes roads red, streets white, avenues green, highways blue, the various rail networks are still black, and it has custom icons and colors for airports and seaports.
I have a mod like that installed yes but highways schould show as blue when viewing the transportation map.
That still works btw, they switch from yellow to blue when entering transportation map view.
It shows up yellow on mine too. Between the yellow line, and vanilla cement, the color has to compress for the region shot some how.
Thanks j-dub, that was the confirmation I was looking for. :thumbsup:
Quote from: dragonshardz on September 01, 2008, 01:20:29 PM
yes there is, go into the reader and open the asphalt texture file, then copy the texture from it. then open the main file, and replace the texture in there with the one from the asphalt texture file.
So copy the asphalt texture and paste it to the main file?
Let see what happens
yep exactly but i would recommend making a backup copy of the files just in case.
YES ! It works! They look great! Thank you ! ()stsfd()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fmy.php%3Fimage%3Dhanfurtjun1004122127371zd8.jpg&hash=2b2f58d806760eb77b7fec3ce1ef81b4b9ea7f5f)
Sorry this is it:
http://img352.imageshack.us/my.php?image=hanfurtjun1004122127371qx1.jpg
that's great to know! :thumbsup:
but your picture is broken. ()sad()
The asphalt looks sweet but why do I have the barriers? Is there a way to fix this too?
It's because in order to have the HRS with extended shoulders and no barriers you have to have the standard concrete HRS mod AND the asphalt texture file - notice the major difference in the file size.
Of course, I am totally in-love with your modds! &apls
This is a great idea, Maarten. A variety of highway styles makes for more realistic building choices.
Wait a minute. I didn't just see an HRS Highway and a Maxis Highway in the same pic, did I?
No - the picture that the Fresh Prince linked to shows a RHW-4 with Shadow Assassin's Euro texture mod with a transition to Maxis highway with a not-quite-right HRS texture applied.
THE HRS IS STILL ALIVE!!
I'm working on it lately and I've just released the complete asphalt texture set. The complete concrete set will come at the next version of the HRS which is closer than you think...
Progress...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg378.imageshack.us%2Fimg378%2F8965%2Fprogress1ka6.th.jpg&hash=c0b5215703a993c7af1e7e347483682d2a45281e) (http://img378.imageshack.us/my.php?image=progress1ka6.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg378.imageshack.us%2Fimages%2Fthpix.gif&hash=8e90954e7621de8aacfd157ab050b95548353f1c) (http://g.imageshack.us/thpix.php)
Best,
Maarten.
very nice work Maarten :thumbsup:
yaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyy
Maarten, you just read my mind! I was building a stack interchange just last night and noticed the lack of HRS textures!
Glad you're still finding time to work on this!
:o WOW. This latest HRS texture set is AMAZING - you didn't miss a thing! There are a few things I need to check out, though, before I am sure that this is entirely perfect... (such as the models in particular) but even if they aren't quite right I can still use the original Maxis model set like I have been for the past several hours. ;)
One minor thing that I don't really care that much about is that the textures seem too dark, but that is probably because I have them working with the Maxis cement barriers... Even then i hardly care, though - it's an excellent mod.
One question: Will the updated models be included with the concrete version? I'd like to experiment with a lack of edge barriers...
@N_D: Yeah, I planned to release them together with v0.3, so you'll have updated models and a full concrete texture set.
EDIT: Third FIRST place in ST Best of the Week!
Sorry for double posting, but the new HRS Mod is out! (v 0.3)
i know but i can't download it , is the STEX down?
This is strange, mrtnrln: ALL of your files on the STEX lead to a blank page with just the blue background and nothing else.
It's a known bug on ST right now. Don't bother making any threads on it because a thousand have apeared already. :bomb:
I like how there are more pieces with the new textured, however I noticed some of them now mirror the wrong way in places with the yellow line on the outside, instead of inside.
That's a problem that comes with the Maxis highways. Maxis has somehow messed up the UV co-ordinates of some models :bomb: . That's very annoying!
Yeah, that sounds like them alright. That might be why they originally didn't want to color the sides. None the less, your still the only one who physically changed these default highways, and doing a good job covering a complicated network. &apls
@sim-al2: I had no intention of starting any threads about the bug, I simply thought it best to let Maarten mrtnrln know that his stuff was affected.
~~dragonshardz~~
I don't mean to be pushy, but I think it would be best to center the dashes on your highway textures so that when they flip across the tile as they do occasionally, you can't tell because they'd be symmetrical. Otherwise they're excellent textures! (I just use the mod without the shoulders so the models don't apply - haven't tested them, like them plenty enough without them, i'm sticking with it as is)
Quote from: nerdly_dood on October 19, 2008, 05:58:13 PM
I don't mean to be pushy, but I think it would be best to center the dashes on your highway textures so that when they flip across the tile as they do occasionally, you can't tell because they'd be symmetrical. Otherwise they're excellent textures! (I just use the mod without the shoulders so the models don't apply - haven't tested them, like them plenty enough without them, i'm sticking with it as is)
I've already centered the dashes in V0.3, in case you didn't now that.
I'm going to make some people happy...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F2043%2Fhrs231008dm6.jpg&hash=70482b7d667226f6f488d8879274579feb1185f5)
Best,
Maarten
hey i have a huge problem with the mod in my game
The asphalt works fine everywhere except on the nam custom interchanges and parts of the nam and maxis interchanges revert back to maxis conctere textures near the end of them. Whenever I cusve the highway the "hard shoulder" (well thats what we call it where i live anyways, don't know about you) it reverts back to the wall like the maxis highways and the custom nam curves do have an asphalt texture but the have the maxis walls.
I have downloaded all all three versions and the asphalt texture pack but they still dont work.
I =f you can help in anyway, i would appreciate it so much
Yours
Darraghflah (rainyday on simtropolis).
Hmm, you should make sure that the mod loads behind the NAM, for example by putting it into a folder named ZZZ_MrtnHSR.
Maarten [toch?], I love this project, never again that silly Maxis' highway. :thumbsup:
Since the RHW doesn't show up in the transportation map your mod makes up for it besides it being way better then the origional Highway.
Still, can you tell me if you are able to fix the concrete version, the yellow issue on region-view?
If you can't or if it's to timeconsuming I understand, I'm allready used to the asphalt variation. ;)
Anyhow, great mod! &apls
Quote from: mrtnrln on October 23, 2008, 02:18:37 AM
I'm going to make some people happy...
happy ? I'm very excited &apls It's awesome my friend !
absoluty great work :thumbsup:
Marteen that is looking real good there wow!!!
Quote from: LoneRanger on October 31, 2008, 09:54:33 AM
Maarten [toch?], I love this project, never again that silly Maxis' highway. :thumbsup:
Since the RHW doesn't show up in the transportation map your mod makes up for it besides it being way better then the origional Highway.
Still, can you tell me if you are able to fix the concrete version, the yellow issue on region-view?
If you can't or if it's to timeconsuming I understand, I'm allready used to the asphalt variation. ;)
Anyhow, great mod! &apls
I'm afraid that the yellow line is somehow a dominant color on the map, and that I don't know how to solve that without removing the yellow line.
Yes, that is looking fantastic there, mrtnrln!! :thumbsup:
These are going to be a great addition to the game. :thumbsup: Nice job &apls
Hmm... this is what I've been getting even with the latest version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F2343%2Fmrshl0001ve3.jpg&hash=b9bc04f0172533322379c2a05fea79bd84f8d31f)
pilotdaryl: Looks to me like you've got some other mod conflicting with the HRSP.... make sure it's in a subfolder of your NAM folder that starts with Zs, and check your plugins for other highway mods...
I do not have the HSRP installed, and if there are other highway mods I have, the HRS should load after them...
I've relocated the file to the NAM folder, with the "Z_" still applied
whoops... meant to say HRSP not HSRP... sorry.
And that should work...
That looks like that texture belongs to the NWM, but the math is off to be a full turn lane down the middle, and if a TLA 5, that should have dashed lines between the outer lines. Looks more like a MAVE texture, but again, the ortho wouldn't have 4 yellow lines, because thats too large. I have not even seen the Mave Americanized. Or have we, just now?
(moves burgsabre87's old turning-lane avenue mods out of his plugins folder)
Hope that helps, but I don't recall that texture even being in burgsabre's avenue mod. Why? Avenues have that median down the diagonal, so the yellow lines wouldn't be able to show up. I know I had that mod, and never had anything occur down the middle of diagonal, other than cement. Also, it looks like the shoulder's wider, and goes over the grid limit with the texture, which is impossible.
one ?,
I downloaded and installed this, but the cool lights aren't there...is there something else I need, or did I do something wrong?
Help is appreciated.
Thanks!
To my knowledge, these are not included with the HRSP. There are lights like that in the SMP Highway Light Replacement Modd No Zone Version [off-site linkie] (http://www.simtropolis.com/stex/details.cfm?id=17696&v=1). Since they are offsite, you may have to register first to get them. I hope this helps you, bob56 :).
thanks so much!
Might be a stupid question but here goes. Where do I go to get v.3? I see the v1 link on the main post and found a v2 on STEX... Anyone have a shot of the restyled ground highways as they merge into elevated highways and avenues? mrtnrln, this looks amazing on the boards, can't wait to see it in my game! What's the status on those new interesctions? The one with the road spliting off it just amazing, I've wanted something like that for ages!
Kyle
Ignore the version bit, after finding version 3 on STEX I realized that what I though was 1 was really 3! I really love it. I just with there was a better way to have roads go through it like on the Rural Highways without having to splice in an avenue segment :D I replaced all of the rural highways in one city with the ground levels because now it looks better but then I realized that you couldn't have roads crossing into a regular highway LOL After a while of fiddling around and having the rural highways go from the multi-lane per direction to the default one I gave up and just used avenues LOL Probable is killing the commute time though.
Now we get new NAM as well as new highway intersections, and will there be any updates of HRS and Asphalt Texture for these new intersections?
Quote from: ipp4ever on January 16, 2009, 01:54:35 AM
Now we get new NAM as well as new highway intersections, and will there be any updates of HRS and Asphalt Texture for these new intersections?
I'm working on it. And when version 0.4 is released, it will have some more re-styled intersections/interchanges.
Quote from: mrtnrln on January 17, 2009, 01:40:53 AM
I'm working on it. And when version 0.4 is released, it will have some more re-styled intersections/interchanges.
&apls &aplsWaiting for your good news :thumbsup: :P
Quote from: mrtnrln on January 17, 2009, 01:40:53 AM
I'm working on it. And when version 0.4 is released, it will have some more re-styled intersections/interchanges.
I was flabbergasted by the your mod. It really made my new interchanges look...well...new. I don't know of how much assistance I can be but if you have any questions about the custom textures or anything, don't hesitate to PM me. ...furthermore, if you had any advice on reducing texture conflicts or on skinning in general, now would be a great time as I am starting a new project. I'll keep you posted.
50th post oh yeah!
I was just thinking would be possible to make a texture mod that over time in game changed to get an older andolder look over time? When its new, its blacktop, and then by 50 game years its really worn out looking?. Like in stages. And just run highway tool over it again to resurface?
Leo,
Sorry, such a mod isn't possible. The game only uses one set of textures for each of its networks.
-Swamper
Any news on this? I want my trumpets pretty.
To be honest, I've not been working on this for quite a long time, because I'm upgrading the highways in my region and that's quite a task.
Nothing to worry about. I know you'll work on it when you get the time. In the meantime however, I'll look forward to seeing what you end up doing with your highways.
If you are still active(or planning continuing this soon) how come my elavated higways haven't got the asphalt textures? And with the 45degree curve part of it reverts to the maxis highway
Quote from: carkid1998 on February 16, 2009, 08:35:57 AM
If you are still active(or planning continuing this soon) how come my elavated higways haven't got the asphalt textures? And with the 45degree curve part of it reverts to the maxis highway
This is a known issue (an image seems to have been shown at the bottom of the previous page). It is part of what comes with working with a mod-in-progress. As noted in his previous post yesterday, there is another project that is taking his time, so it may be a while before this issue is fully addressed.
Well, this shouldn't be a problem. Check if the HRS is loaded AFTER the NAM. If not, place a Z_ in front of the folder and be shure that it's not located in any subfolder (so the HRS-directory will be in the root Plugin folder).
It's been a long time now. ;(
GLK when Maarten has free time he would post any updates... I know it bites to see a great project go quite but it happens as we all have life issues that do come first...
Well, the problem is that I work on so much things at once that I can't do them all at the same time. Last months I've been working on the RHW Euro textures, this month my MD is in OSITM, so it will be probably in May when I continue with this project...
Thanks for the help blue lightning!
now I seem to be having problem with the highway re-styling Mod [HRS]
see?
(http://)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7210%2Fhelpme.th.png&hash=0348a07ea1ded4a87eaa0327769e654f9d389011) (http://img35.imageshack.us/my.php?image=helpme.png)
It only has part of the highway textured.
why are my ground highways textured, but the elevated ones concrete instead of asphalt?
can someone please help me?
CityMaster, I've moved your post over here, since the HRS is a separate project and deals with Maxis Highways, not RHWs. -Tarkus, Admin
Does the HRS loads after the NAM? The loading sequence goes like this:
- First, the files in the plugins root folder are loaded in alphabetical order.
- After that, all files from the subfolders alphabetical order of the subfolder's name.
- And so on, and so on, until the game has loaded every file in the plugins folder.
The problem could be solved when you place the HRS core file in a (newly created) folder called "zzz_HRS". This will allow the HRS to be loaded at the end, after all other mods."
Best,
Maarten
Thanks mrtnrln! :D
now my highways are all textured!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F8026%2Fthankyou.th.png&hash=c9e6aed95a094f54280fd8b9a0a06d6d6bb078ca) (http://img32.imageshack.us/my.php?image=thankyou.png)
Attetion please!
The Highway ReStyling Mod Asphalt Texture Set is now updated, so it can handle Trumpet interchanges and partial-Y-interchanges.
Now, a new update for the Y-interchange is needed.
Quote from: Amtrak7 on June 24, 2009, 02:42:39 PM
Now, a new update for the Y-interchange is needed.
Error - I seem to get a CTD when I build a Y-interchange.
chris0101: Your issue may be a result of a problem with the NAM as opposed to the HRS. This issue would probably be better addressed in the NAM threads. However, I recommend that you check to make sure you have the most up-to-date versions of both the Core NAM file and the Essentials file, and that you do not have any old or duplicate files of those in your plugins.
If that does not solve the problem, move everything out of your plugins except the NAM and see if the problem persists. If it doesn't then there may be a conflict with one of your plugins. If the problem persists, then install a fresh copy of the NAM.
I seem to be having the same issues as CityMaster563, Only my ramp get reskinned but I put the texture file in root plugin folder.
Also I'm not using the modified model, it should work tho no?
As I said before:
Quote from: mrtnrln on May 24, 2009, 02:59:45 AM
The problem could be solved when you place the HRS core file in a (newly created) folder called "zzz_HRS". This will allow the HRS to be loaded at the end, after all other mods.
So you shouldn't place it into your root folder. The NAM overrides some textures, so the HRS must be loaded after the NAM or any other highway texture overriding plugin.
Best,
Maarten
ahh stupid me I read that the wrong way, I though the last thing that was loaded was the root directory files !
Thanks Maarten, and by the way you did really a lot of great work with your various projects so I just wanted to thank you for that :)
how do i get asphalt textures for ground highway? ()what()
You can find that mod as well as a variety of other works by mrtnrln at the STEX (http://www.simtropolis.com/stex/index.cfm?p=files&keyword=mrtnrln&view=all).
-Matt
Quote from: Amtrak7 on June 24, 2009, 02:42:39 PM
Now, a new update for the Y-interchange is needed.
Has this been updated yet because that is the only interchange that does not look right. I also put extra Z's and it still has patches. Help please!!
This is cool, nice work ;)
On the STEX the latest version I find is 0.3.1. Is that really the last there is?
And do I also need the Highway ReStyling Mod Asphalt Texture Set Complete?
Same question as frankU.
Should we dl the Highway ReStyling Mod V03, and the Highway ReStyling Mod Asphalt Texture Set Complete on STEX.
Ty for your answer :)
Not necessary, but I advise you to do so. The HRS v0.3 contains a outdated Asphalt texture set. The Highway ReStyling Mod Asphalt Texture Set Complete contains a full texture set.
Ah, yes, I see.
In the meantime I noticed that the filenames are identical, but that the separate texture file is newer and larger.... Usually means: it is an update.
But these files are indeed the last versions?
Thanks Maarten!
Wow yall, such hard work and dedication to such a powerful and good looking project deserves a round of applause and a medal of architectism (I hope its a word somewere in the world), to all those working on this project. It is making sim city 4 a much more realistic and fun game.
I really like what you did here. This is great to get rid of the nuisance of the maxis textures and highway lots. &apls I would like to discuss with you some special needs I have for my specific highways and the style in which I play. I started a thread over on Simtropolis to try and gather some ideas. If you would be kind enough to just take a peek I would be grateful. I think you will find that I have a little different approach that what most people would call a normal style. Thanx for the time and effort you have given this texture rich project.
sorry I forgot the thread link so here you go
http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=114023&startpage=1
So, is this project dead? I hope not, as I think that it's a really good idea. I personally still use the maxis highways. Mainly in dense metro areas because they take less room than the RHW. Well anyways, hopefully this is still going.
Well, it's on hiatius for a while, mainly because I'm busy with other cool stuff (like the RHW). But maybe, just as the NWM, it will be continued. And you all know what happened to the NWM, right? ;)
Quote from: mrtnrln on May 24, 2010, 01:28:17 AM
Well, it's on hiatius for a while, mainly because I'm busy with other cool stuff (like the RHW). But maybe, just as the NWM, it will be continued. And you all know what happened to the NWM, right? ;)
It was released? :D
Yes, you can still find v0.3 on the STEX. But a next version will have to wait.
sorry to bother you but will this work with the NAM v29? or will it just make the computer crash when the two come together?
They shouldn't, because its a cosmetic plugin that does not effect the simulator. Anyway, I still have been using Mrtnrln's mod since the last NAM release.
This won't work for me :(
I made sure that it is the very very last thing loaded (the ASPHALT part), and all my highways are still concrete.
However, parts of some highway transitions are asphalt.
What gives?
Do you see the HRS concrete textures, or the Maxis concrete textures? If it's the last, the mod probably loads before the NAM does.
Quote from: mrtnrln on October 09, 2010, 01:25:17 AM
Do you see the HRS concrete textures, or the Maxis concrete textures? If it's the last, the mod probably loads before the NAM does.
I think I see the HRS concrete ones because they look different than the Maxis ones.
I'll screenshot my plugins folder so you can see
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Favifmf.jpg&hash=eb4e9cd86b8ff5255ad1c138a46b875115cb96de)
Can I see what you have inside the zzz_HRS directory? You might forgot to install the asphalt mod anyway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F9ssbgy.jpg&hash=82b23fcf412267787d63be727fa503341fbf4802)
Hmmmm... that's strange. I think the game doesn't like multiple texture overrides, I guess (and sometimes it looks like it occurs to me too, quite annoyingly). Then I don't know why it works for me in the first place. Sorry that I can't help you any further. To me it's also a mystery, I'm afraid ()sad()...
l would experiment temporarily renaming your existing plugins folder and make a new plugins folder & put JUST the highway restyling in there, then do a new city 2 c if the mod now works, if it works ok then u got a conflict in the existing plugins.
I just tried that, no mods except HRS and the highways look like the HRS ones, but are still concrete.
Hi,
the HRS is a nice Mod, but i miss this Highway Triangle
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F3b8f7ddd69ee9540565aa0501d66a2de.jpg&hash=a9362e6e331b22a50597bc96f281f0a27d13cedf) (http://www.ld-host.de/show/178520)
(i have the newest version installed)
thx
Strange, it should be supported...
Check if it loads after the NAM. That might work...
The two files are located in the /Documents/Plugins/z_HighwayRestylingMod/
My NAM Folder is in /Documents/Plugins/Mods/NetworkAddonMod/
Then I have no explaination of what happened there, unfortunately &mmm
I know this mod is probably on hiatus. But I needed a Flup piece for Highway, and when I made it I noticed a small graphical error with the diagonal.
This error is also present in normal dragged Highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F8489%2Fhwglitz.jpg&hash=d9f6bc672658dfa052513da85151ffe49a13324b)
Have you any idea what is causing this, because it looks OK in the reader.
I think it's because the two pieces of the diagonals don't line up perfectly, and that may be causing this glitch...
I found and corrected the glitz.. while I was at it I "fixed" a few more.
Here are my fixes and the Flups. (http://www.4shared.com/file/CV4uebYi/HRS_fix_and_Flups_H2Odk.html) If you would look them over and they are ok, I will make a few more, probably the overpasses first.
Hey, great job with everything, mrtnrln, your project really made me use MHW again. One small request, if you see it fit, is to make the inside white line yellow for us Americans, whose roads aren't all white. I'm no transit modding expert, but it wouldn't be too hard, right? Just a thought...
Exla357, 1 or 2 years back, a png texture of the ortho black with yellow line highway texture was somewhere in this thread, diagonal not so much. There was however, a version of this mod previously that did use the yellow inside line, I still use that, but the texture was cement rather then asphalt. There were times though that the yellow line would be flipped on certain interchanges and face the wrong way, where as the thing about the Euro version there would of been no way to reveal that would happen, since both sides have the white line. I suppose someone could take the cement textures that already have the yellow line, and use photoshop to change the image values, but figuring out the texture flipping thing is a different story.
&aplsvery beautiful!