(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRoadViaduct.jpg&hash=dbbe0cacca24f97f315acb2fa5b5dddf4f5fe818)
I have been working on updating the models used in the road viaduct puzzle pieces. I have attached the updated models to this message, and I hope that people will tell me if they are Ok, and how they can be improved.
Note: The picture shows a slightly older version.
The mod updates some of models used in road viaduct puzzle pieces. The updated models now have shadows, and some of them have wealth textures.
The paths for these models have also been updated, mostly to shift the pedestrian paths.
To install this mod, put the zRoadViaductNewModelsV1.dat file in the NetworkAddonMod folder.
Hey, it looks cool. I wonder if the textures on the railing are a bit too light though? I can't test it right now, but I will a little later on.
Does it help the diagonals?
Joelyboy911, I could darken them. When I tried grey railings, I found that they did not stand out against the grey sidewalks.
I have tested diagonal models, but I have not yet finished any.
Excellent job, Smoncrie. :thumbsup: From what I can tell in this picture, in comparison to real life the railing is not the same color as the cement holding it. If anything, in reality, the railing would be a grayer color then the cement holding the railing up. Attached is a ps of what your guard rail could look like. Its not the best ps-ing in the world, but I am fine what with you already made.
Please also kindly add some fence or change the abutment of the rail viaduct :D
Now that's realistic!
awesome work, looks like the one I drive over every day!
Can't wait for a release.
smoncrie, these new models are looking great! I think a lot of folks have been waiting for improved models on the elevated pieces for awhile now, so I have a feeling this is going to be a very popular project. I've been trying out the attached file a bit and am very impressed! :thumbsup:
-Alex
I think they look GREAT.. its so nice to have those "cleaned up".. they have looked rather sad over the years... I think your model looks excellent! I can quibble over what tweak I want this way or that, but its pure personal preference.. The models you have look very nice!
The only thing I would add is a piece without supports. the old pieces had 2 thick support beams per tile, and I prefer once every 2 tile.
If you could add a supportless piece, that would be great!
Very nice work indeed! And a piece without supports would be fine for canal bridges and ploppable water as well. :)
magnificent work, smoncrie! The new model looks great and especially the concrete textures are wonderful &apls
Thanks everyone. I am glad you like my models! :) :)
I know that they are less realistic, but I choose light-coloured railings because I thought that they looked good even when you are zoomed out. I will experiment with darker shades to see if I can find one that still looks good.
gardenwong, I plan to update the model for the elevated road and elevated "ground" rail crossing. I was also thinking of replacing the animated rail gate with a new traffic light that uses animated rail lights.
Meastro444 & Andreas, I had planned to make road viaduct puzzle pieces that do not have supports (like I did with the high elevated rail and high monorail). Adding additional puzzle pieces requires changing the RUL files, and I did not want to add modified RULs to a public mod!!! I plan to update all the road viaduct models I can before I start modifying the RULs.
Eventually, I intend to make a number of changes in the RULs to allow me to add wealth textures to some of the puzzle pieces that have IIDs that are too closely spaced. (In the picture you can see that the sidewalks continue under the road viaduct; these sidewalks are the wealth textures.) Changing the RULs would also allow me to eliminate almost all cases were the road centerline is offset between two puzzle pieces.
tag-one, I am glad you like the cement textures. I should probably mention that the supports are modified Maxis supports.
Quote from: smoncrie on October 01, 2009, 01:42:08 PM
Changing the RULs would also allow me to eliminate almost all cases were the road centerline is offset between two puzzle pieces.
You might also be able to fix that by using David's (
dedgren) improved Road textures on the models. The pixel offset is fixed on them.
-Alex
smoncrie looking very good here sweet!!!!
Quote from: Tarkus on October 01, 2009, 01:48:03 PM
You might also be able to fix that by using David's (dedgren) improved Road textures on the models. The pixel offset is fixed on them.
-Alex
Tarkus, the way Maxis RULs handle rotations and mirroring is the reason why Maxis networks have few problems with their pixel offset. If puzzle pieces use the same rotation and mirroring, they will not have pixel offset problems either. This means that these puzzle pieces can use other textures that still have a pixel offset, in addition to David's (
dedgren) improved textures.
[Edit] This pixel offset fix is something I have wanted to do for years, but have not had the time to do.
Thank you Smoncrie for a nice update, and I waited for it long time. &apls
I'm agreeable in an opinion of J-dub, too. (about color of gurdrail)
and I'm looking forward to next update for all of NAM's pieces with this goof model as well. ;)
Thank you.
I actually like the white gaurdrails. They seem realistic and more eye pleasing. In Guadalajara there are a lot of bridges with white railings and even white supports (the supports have an interesting design to them as well). The model looks great too though! No matter the color of anything, it will still be a great update from the old bridges.
Would you consider doing a similar mod for the rail viaducts? I ask because I would like to see something a bit more modern-looking, with concrete instead of bricks.
I would be willing to help (possibly I could BAT some pieces even), but my experience of modding is limited at best, I mostly just understand changing prop exemplars, as far as iLive's Reader is concerned.
I've looked at these new models in game, and they are great. I haven't found any problems - but I haven't done any extremely rigorous testing.
First, even though I did say darkening the color of the guard rail would not be a bad idea, at the same time, both a version where they are the same whiteness and a darker version as well, both seem to benefit different people. So maybe, if such a color change was done, this could just be another option, rather then straight replacement.
Second, in response to joelyboy's question, while that is great for some, if such modding was made to the rail viaducts, should be away from the updated road network guard rails, since I still like the gray rail viaducts, and other still do, the rail replacement would benefit being an optional dat file.
Where the guard rails stand already, I can not wait to see the same treatment replace the avenue and one-way overpass railings as well, I am not so picky of true colors, they are very good models. It was just good enough to finally see such realism in game as it is, especially when I tried to build this over a RHW. Again, excellent work, Smoncrie.
Great work! Personally, I like the white color... I think it will show well from higher zooms, like you said.
In terms of reality... this is a simulation. Things aren't exactly as they are in real life... certain things have to be modified a bit to look "right" even if it isn't 100% like real life. I think that this is ok... actually, sometimes even better, because they're more usable in the game world.
I got a wee bug report that I noticed while playing tonight.... I noticed this with the overpasses...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F611%2Fbugreporte.jpg&hash=7938cad5b37204f39e01aa62fe376539d5a1c50a)
one way over one way is fine but the road over road aint....
Only El-Road models are included in the file smoncrie attached. He hasn't gotten to the El-OWRs yet. ;)
-Alex
ahhh that explains it lol thank you Alex now I feel like such a NoOb hehehe... See what happens when I fall out of the loop!!!
Again, thanks everyone! I am glad you like my models. :thumbsup: I have not yet looked into changing the shade of the railings, but I will soon.
joelyboy911, sorry but I already have enough projects! I don't want to do new rail viaducts at this time.
Have you tried modifying the textures used on the current rail viaducts so that they look like cement instead of bricks? The main textures used are 0x532690f0-0x532690f4, 0x532631e0-0x532631e4, and 0x532631f0-0x532631f4. You can also change the curve of the arch by changing the alpha map in one of the textures.
I could use some help in finding all the road viaduct models that need to be updated. I know about the models under the Road Puzzle pieces button, but I have not yet searched through all the NAM mods (e.g. the RHW mod).
Pat, parts of the road overpass puzzle pieces use the same models that are used in other puzzle pieces. Not all the models have been updated so these puzzle pieces are a patchwork of new and old models. They will look better when the ramp models have also been updated.
As requested by gardenwong, I have been working on the new model for elevated road and elevated "ground" rail crossing. There are a number of problems:
The rail is nearly 0.5m higher than the road, so it will be very bumpy to drive over!
To allow it to swing down, there will be a gap in the railing next to the rail crossing gate. When I have the time, I may make a new rail signal to fix this.
It looks like current euro mods may need to be updated for this model.
While working on this model I needed to examine the rail viaduct model. It is very well made. (I wish I could remember who made it.)
Here is the current state of the model. There are parts missing, the road texture needs to be darkened, there is no shadow map, and it needs cleaning up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FPartlyMadeRoadXRailViaduct.jpg&hash=e91a53aa17ac572ad61a106d51dc4bb00aa332b0)
Well, I doubt that the rail is going to be lowered, so the bumb had to be there in the original model, right? You models look pretty nice, better then the old ones at least, though I'm not going to download them right now, as I don't want an incomplete mod in my plugins, and it will look weird ingame, if half of the EL-road still has the old models.
Regards,
Korot
The Rail Viaduct model was created by ArkenbergeJoe, and he did a great job indeed. But there's a reason why this particular model (elevated railway crossing) hasn't been included yet - it's highly unrealistic! One of the main reasons to build rail viaducts is the possiblity to create rail lines without railway crossings (and in a dense urban environment, this is critical). Anyway, if you have some questions regarding the model, feel free to contact ArkenbergeJoe. He's from Germany, and his English skills are not very good, but you could try an online translator, or I can serve as a translator for you guys.
Don't thnk I will DL this just yet. Great job so far!
Its worth the test drive honestly there Driftmaster believe me!!! Other then its not totaly ready but hey for whats its worth I like it...
Quote from: Andreas on October 03, 2009, 01:06:03 PM
The Rail Viaduct model was created by ArkenbergeJoe, and he did a great job indeed. But there's a reason why this particular model (elevated railway crossing) hasn't been included yet - it's highly unrealistic! One of the main reasons to build rail viaducts is the ..............
Well.....how about a morden style of Rail Viaduct ?
um....something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.keikyu.co.jp%2Fcorporate%2Fpress%2F2007%2Fimage%2F080331_2_1.jpg&hash=ae0effb1b67f18c2de7af9d59eadc5c001249194)
Yeah. I might just DL and give it a shot!
Quote from: smoncrie on September 30, 2009, 05:37:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRoadViaduct.jpg&hash=dbbe0cacca24f97f315acb2fa5b5dddf4f5fe818)
The new look for the el-road is great work :thumbsup:
But the El-rail and el-road-crossing ist not realistic!
The rail-viadukt is over the road or street... ;)
Thanks ArkenbergeJoe! I could see that the internal structure of the rail viaduct models is very good (they look good too). I am sorry I forgot that they were your work.
The el-rail and el-road crossing was made long ago. I agree with you and Andreas that that it is not realistic, and that this was a good reason not to change it. However, I am updating all the other road viaduct pieces, and I think I should update this one as well.
In the updated model, I have decided to use the GLR cross road texture instead of the Maxis rail cross road texture. The GLR cross road texture is probably in the current euro texture mod.
Hey smoncrie. I understand that you have a lot of projects on the go. However, I was completely unaware that I could modify the textures to completely change the look of it!
I'm gonna give it a go!
Hi smoncrie, your model looks much better than the original elevated road model. :)
Please continue and create also diagonal models and a model for the transition from straight to diagonal.
Recently, I had created the old style transition model shown in the picture below, because I needed it in one of my cities, but it doesn't look so good and I stopped my work when I saw your new model.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg49.imageshack.us%2Fimg49%2F3726%2Fhoch6.jpg&hash=7d4f7113a81184207fa7029cf4857b3e4baba529)
Hmm... can we use overhang technology on that? =O (in other words having the model stics outside the lot a little so the sidewalks look wider?)
Wether it looks good, or not, (actually looks good for the old version) that is exactly the piece everyone using the elevated road pieces wants, this new version is the perfect opportunity.
Hey Smoncrie, thanks for pointing out the fact that I could modify the Rail Viaduct models, through the textures (I never knew they were there!).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FViaductMod.jpg&hash=e80a32fcbca8c1444fee27a4cb9c18ec19448c07)
This is what I have achieved. I was unable, however, to get my lattice of rusty steel to appear on the orthogonal ramp. Oddly, it does appear on the diagonal one. However, this is a little irrelevant as I almost always build a ramp on the land, and use the on slope pieces.
Thanks for the tip. And if anyone thinks this mod is worth releasing (its not finished yet, I'm not quite happy with the colouring) then it could definitely be a happening thing.
Chrisim, I was also thinking of making an orthogonal to diagonal transition puzzle piece, but I would prefer to work on other models first. If that is a problem, please tell me.
You are welcome joelyboy. Your retextured rail viaduct already looks good!
I am now updating a bunch of diagonal models. I will make them available when I have done enough of them.
The diagonal road viaducts have the same width as the orthogonal versions, so there is a small overhang in the corners where the sidewalk and railing of two tiles meet.
This is excellent. MOAR MOAR MOAR &hlp
This is something that has been needed for a while. Not to disrespect the people that modeled the original puzzle pieces, of course, because back then it was all about the functionality (I still remember when they first came out), but that was long ago and they are far past due for a visual overhaul, not to mention a functional overhaul, such as the basic diag/orthag transition Chrisim displayed.
Quote from: allan_kuan1992 on October 05, 2009, 04:34:37 PM
Hmm... can we use overhang technology on that? =O (in other words having the model stics outside the lot a little so the sidewalks look wider?)
I like this idea, though I could see a possible problem with very tight urban areas with certain tall or w2w buildings that are very close to their lot's edge. I can't say that this would be a problem for me personally, nor a definite problem at all, but I can postulate that it may be for a building or two, though I don't see why a couple buildings should bury the fantastic idea $%Grinno$% Except then I'd be asking for wider overhanging diag ground sidewalks...
@joelyboy911
Greater work :thumbsup:
for the orthogonal ramp updated the modell
Your must activate the option by the "alpha test", and updatet for the gamer the texture AND the model
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F6736%2Fimreader.th.jpg&hash=7a026c0cece8ff401e467963d5e7356a25391289) (http://img65.imageshack.us/i/imreader.jpg/)
I have a small request. Can you make a version that instead of guardrails, it would have curved in fences. You know, the ones you can find in large cities, and the fence that prevents people from falling off the overpass and into the road/rail/ground below. Example below.
http://viewmorepics.myspace.com/index.cfm?fuseaction-viewImage&friendID=416805349&albumID=505599&imageID=19149558 (http://viewmorepics.myspace.com/index.cfm?fuseaction-viewImage&friendID=416805349&albumID=505599&imageID=19149558)
I was just stopping by to see how this project is going?
I will be keeping my eye on this thread..very nice work so far
Hey, smoncrie!
This is a very interesting project you've got going on here and I think I might download the Beta! Do you think that they are compatible with Euro Textures and are the on-slope pieces retextured, as I would need those the most in my cities!
Thanks,
Ethan
I dont know if my request would be that hard to implment becsue of how your models currently work, but would it be possible to include the gaurd rails as part of the t21 model? That way it would be possible for someone to replace or redo the guard rails.
I was hoping that you were going to make the supports t21 based for a while now as this will greatly help with my wall project,
Xyloxadoria idea brings an idea to mind. Would it be possible to create a draggable Highway wall barrier? In this instance a individual would not loose valuable space due to the plop method.
I think this project is dead. He hasnt loged on since November 7th. Sad.
Tahill, I doubt it is dead. Smoncrie is probably just going through a rough patch of RLS.
lol.. he's died a thousand deaths.. he'll be back whenever
Unfortunately there are no news from Smoncrie on his fantastic models, but for users of elevated road, there is a new puzzle piece consistent with the old models in the May 2010 NAM. The transition from orthogonal to diagonal elevated road (top-left):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F2584%2Ftransition.th.jpg&hash=5fc3b99764f137ca3bd3335014afa43b0a33b91c) (http://img443.imageshack.us/i/transition.jpg/)
I don't know if anyone else saw that, but when I got to tab through it prior this last week, I thought how useful it would be for some people. No more weird angular choppiness!
finally, that transition I so requested :)
Hi everyone,
I have been away for 1 ½ years, but I have not abandoned this project. I have completed many orthogonal and diagonal models for both road and one-way road. Here is a sample:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FNewOneWayViaductModels.jpg&hash=ec6b787f6ceaef10d1d75ed88e6fb375cbc57a4a)
Looks superb &apls &apls
Hey Smoncrie
Quote from: smoncrie on August 18, 2011, 04:15:12 PM
I have not abandoned this project. ... Here is a sample:
Wow, that's nice.
- Jim
looks fantastic!!! &apls &apls &apls
This is awesome! This is certainly going to be one of the best and most important visual upgrades when packaged with the NAM. :thumbsup:
We've missed you, but it's good to see you seemed to have used your time well.. :D
They look awesome! A vast improvement over the originals.
These look great, a vast improvement of the current models :thumbsup:
However I thought that Tarkus had already implemented replacement viaduct models for the next NAM that look similar to the EL-RHW. Are these going to be an alternative option or something?
The new ERHW-style overpasses will be standard in NAM 30. Simoncre's overpasses will not be included in NAM 30 and they'll most likely end up as a separate cosmetic mod.
Thank you everyone! I am glad that you like my models.
I have made almost all the models that cross Maxis traffic networks, and that cross GLR. I am part way through creating the diagonal to ground model. I have not started the diagonal to orthogonal model. I plan to use a small MORPH curve for that. I have not yet made any avenue models.
For the most part I could not use the textures from the original models (they are very old), but when I could, I used other existing textures so that texture mods, such as the euro road textures mod, would work correctly, without any need for an update.
The arrow textures on the one-way models are very similar to the Maxis arrow textures, and like the Maxis arrows, they change with zoom level. They can also be modded in a similar way. This means that it is easy to change the shape of the arrows on ALL the models (and on the one-way bridges I have been working on). The arrows can also be completely removed. There is an additional set of arrows that can only be seen when you plop the puzzle piece or when you hover query over it. This means that you can find the orientation of the one-way puzzle pieces, even when the visible arrows are removed.
In this picture I have replaced some of the one way puzzle pieces with road puzzle pieces, and I have added the euro road textures mod. Notice how the texture mod has also changed the crosswalks on the one-way intersection. The picture also shows how you can find the orientation of a puzzle piece using a hover query.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRoadand1-waymodelswitheurotexture.jpg&hash=2d138c05317f911008bb263ea652f99882acb69f)
Looking good! I don't remember if straight to diagonal pieces existed when your mod debuted, but what's it like to make curved guard rails following in the shape of the proposed straight avenue to diagonal avenue piece or straight OWR to diagonal OWR piece? From the game shot, it looks like the rails are full cylinder or is that some sort of illusion?
Hi j-dub,
The NAM did not have a straight to diagonal piece when I first released the first version of this mod.
The railings are hexagonal cylinders and they use a texture created with GIMP. For the straight to diagonal models, the spread sheet formulas used to curve them shouldn't be too complicated, but I won't know until I try.
I have not yet created any avenue models.
Hello Smoncrie,
first off, thanks a lot for your continued work & efforts on this project, I've just recently started modding & playing this game again and was quite impressed - fascinated even,.. to see how an "aging" software title still receives so much love & support from a team of dedicated modders and a vibrant community around it.
Just a couple questions regarding your mod...
1) I was wondering if you would consider it to be safe using the addon at this point, along with the latest NAM and other commonly-used, transit-related plugins (namely SAM, CAM, RHW, NWM, SFBT Euro Textures, Marrast's Avenue Dividers & Marrast's Ave. Underpasses/Overpasses) ?
2) Where are you at in terms of development? I've read through this thread and noticed your comment regarding avenues..is there any (other) vital part of the MOD still missing, or under construction? I'm currently playing catch-up and in the process of downloading/installing a whole bunch of plugins..2 Gigabytes & 541 plugins installed so far, a couple hundred more to go.. *wipes sweat off forehead*...Considering the amount and speed at which I'm proceeding, I'd hate to install something bugged or broken in between, because it would be tough to find the cause later on.
3) The attachment added to the first posting in this thread is the most current version available, yes?
respectfully submitted,
-Logician
Hi thoffman,
I have not tested the version I posted at the beginning of this thread with the latest versions of the NAM, etc. But it should be safe, and it should work with the latest texture mods. At worst the models may look wrong, or have coloured checkerboards for missing textures. In any case removing the mod makes the models revert to their original form, so there should be no need to re-do your work.
That attachment is the only version I have released so far, but I plan to release a much more complete version when I have made two more models: The orthogonal to diagonal transition, and the diagonal to ground. These models are more complicated than most, but hopefully it won't take too long. I have just made the MORPH curve for the orthogonal to diagonal transition.
The new version will not include models for most optional parts of the NAM, such as RHW, cannels, etc. These missing models will be added later. Avenue models will probably be added last.
I have installed your new models viaduct.
Beautiful, perfect structure and texture.
I was hoping to find in NAM30, big disappointment, there are not.
I'd be very happy if you could continue your project, at least for the roads ( most important the ramp).
Thanks and many compliments for your work!