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plopable culverts - best option?

Started by superhands, April 24, 2008, 06:54:17 AM

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superhands

over the past few days i've been trying to work out the best option or way to create plopable (lot) culverts/drains for roads and streets alike that would work along side jrj ploppable water.
the major problem is that a road or street doesn't take up an entire tile so the drain is burried beneth the slope when plopped.


a few ways maybe:

1. creating puzzle pieces of Orthaganol and onslope for the roads at say 5m-7m height then ploping a 1x1 tile with the model over-hanging (i think this would be the best option- would also increase the complexity of the nam)

2. creating the model like marrast's under rail avneues and use jrj's water in the model /bat - not really sure on the exact idea - this would prevent the water running under the road and the road would be conforming to the shape of each tile and the gradient of the slope would would be the same over water like it was leading up to the culvert.
iecross section:

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any feedback is welcomed $%Grinno$%
dave

gn_leugim

let me see if i understand (or not)

you want to create some pieces to plop into streets, wich ave some water channels below.. those pipes. right?

superhands

right.
the problem is i cant figure out the best way to do this.

gn_leugim

maybe this should be in the batting section &mmm

ScottFTL


Can't you make 1x1 lots that are plopped next to a street or road?  There are a lot of advantages because your culverts would be able to cross streets, roads, avenues, highways, railways, pedmalls, etc etc etc.  This is the way the various canal sets, PEG streams, trail sets, etc have all used - and it seems to work well.  The only disadvantage might be that some terraforming might be required to make the culverts look right, but you are probably going to have to create transit-enabled lots if you go the other way - and these create problems with the pathfinding engine.

You have a good start here.  I hope you find a good solution to finish your culverts.