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Traffic Signals in SC4--A Discussion Thread

Started by Tarkus, June 29, 2008, 12:11:55 PM

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j-dub

#260
Well a release of Canadian inspired yellow signals can be accessed from the above post, but are only downloadable from here, those files go into the documents/simcity 4/plugins folder and can be accessed from the misc transit menu in-game. However, they are stuck and not animated. I don't have the means to do so right now, I only remember three people really being able to, and Blue Lightning was the last person still around here that is an experienced moder.

Also, when you don't think about the poles, the only difference between the yellow signals requested above and Blue Lightning's public animated replacement from the STEX is really just the color of the signal. If Blue redid that black 3D signal replacement to yellow, then that style would be finished, but I can't speak of someone else's action on their behalf, and more over with various reality checking issues going on the world, a portion of moder are all busy at the moment and can not name a deadline, because not receiving something on a deadline feels more aggravating.

jondor

#261
I realize the topic of traffic lights is a bit old and that animated lights synced to the stop points are problematic at best, but I would like to point out that I've discovered the reason the traffic lights face 90deg off from where one would expect.

In fact all ATC style animated props do.

Copied from my post here:
Quote from: jondor on February 13, 2011, 11:11:11 PM
Rotations are in order W, S, E, N.  This differs from the normal prop order of S, E, N, W.  Comparing the default Maxis static RR crossing vs animated RR crossing:

I believe this is why animated stop lights appear to face the wrong direction in the lot editor.

For most props, this isn't an issue.  But for traffic lights, rr crossings and such that have to interact with static props or stop points, it is necessary to follow the pattern correctly.
All new animated railroad crossing props for networks of all sizes! (Phase 1 complete)--> http://sc4devotion.com/forums/index.php?topic=13209

Mostly writing pony stories on FimFiction.net, but Cities: Skylines is my new best friend.  Anything and everything I made for SimCity 4 is fair game for use and distribution.

j-dub

Actually, its appreciated you share what you know with others, if they want to make a pass at recreating the signals from their area of expertise. Animating for SC4 is a more advanced process, let alone the instances why stuff has to face to the left.

fgossage

I apologize if this has been addressed elsewhere, but if it was, I overlooked it...

I notice in a lot of situations, such as...


  • One-way streets intersecting with other one-way streets, or intersecting with two-way streets

  • Complicated at-grade highway intersections

  • Signalized intersections between a highway/street and an off-ramp from a freeway or expressway

...that either the intersection doesn't get signalized by the program, or only one or two directions of traffic get signalized, when in the real world, there would be more. Am I correct in assuming that this is a non-negotiable part of the program itself, that can't be fixed with "making" signals, based on the road network type, like jonsor's crossing signals.... and that the only way to "fix" this is to create cosmetically functioning "ploppable" signals, and not worry about whether they sync with the traffic flow? I am more than happy with going that route, but I just wanted to confirm before any planning or anything else is done.

Thanks!  :)
Fred Gossage
Pell City, Alabama

MandelSoft

Well, there a few problems involving those situations:
- The OWR (One Way Road) is a very tricky network to work with. The textures don't have a certain driving direction which makes it almost impossible to correctly signalize OWR intersection. The only solution to that problem is using the yet-experimental SIPs (Signalized Intersection Pieces).
- Most MHW (Maxis HighWay) intersections are not signalized, simply because it isn't done yet. At it's quite unlikely to happen in the future, since quite a lot of users and modders tend to use the RHW (Real HighWay) mod. The RHW however is in continuing development and yes, this may lead to some unfinished features...
- You don't want signals everywhere with the RHW. For instance, would you like to have stoplights at a grade-seperated crossing in a rural setting? No! But in an urban envoirment, you actually want to. It's these weigh-offs that might be challenging for us developers of the RHW mod. One option is that you convert the RHW locally to another network, like the Avenue or OWR.

Best,
Maarten.
Lurk mode: ACTIVE

fgossage

Thank you for your reply back and the information!

I was almost certain that these were limitations within the game and/or modifications currently out there, but I was trying to seek a definite confirmation of that from someone who would definitely know. Thanks!  :)

I'm quite content with just constructing completely cosmetic-alone, animated models of traffic signal layouts and just putting them on the layout, not tied to the stopping points of the game or actually "controlling" the traffic. Let's face it.... most of the time, the Sims don't exactly obey the signals anyway.  ;D

Thanks for your help with this matter!
Fred Gossage
Pell City, Alabama

j-dub

QuoteLet's face it.... most of the time, the Sims don't exactly obey the signals anyway
And what makes that so different compared to real life?

fgossage

#267
Quote from: j-dub on November 10, 2011, 01:06:15 PM
QuoteLet's face it.... most of the time, the Sims don't exactly obey the signals anyway
And what makes that so different compared to real life?

LOL nothing! But realizing this is the first step to not caring whether the signals are actually synchronized with the stop-points in the pavement, which may then interest people in having animated S3D signals that aren't tied to as few numbers of frames as the synchronized signals... so we can create other signal cycles, such as turn arrow animations and other more intricate signal layouts. They won't jive with the traffic flow, but the in-box signals already don't all that well, especially in You-Drive-It mode.

One of my largest objectives here, and the reason why I'm doing VERY expansive research before even touching anything, is making a "sister project" to the NWM/RHW/TuLEP intersection pieces... that would remove ALL in-house signals from the puzzle pieces, but keep the stop points in them.... that way, the users are able to add stop-signs to larger intersections if they wish... or they are able to add the type of S3D based signal layouts they want. This also means that at least part of the time, we'd see the vehicles stop at stop signs. :) I'm still pretty early on in the learning process, but things are already mentally clicking together pretty quickly. This would be a very tedious project to take on... but when it's finished, I plan to share it with everyone who may want to use it for more custom layouts.  ;D
Fred Gossage
Pell City, Alabama

j-dub

That concept you mentioned, I only remember seeing signals ported to SC4 that way just once. They were going to have arrows (at the time no HD, and too small to see) but in the end, just red and green lights worked. This concept allowed an alternating signal for RHW and OWR, but it was only because it was on a timed animation, and had no regard for stop points. However, due to how the multiple model animation props worked, it was not something that could of been T21ed. The last thing was, the signals would not operate until after the next year when you installed them. I guess that's realistic in the US, I have seen lights proposed, and not actually installed til much later, and then not turned on until years past.

simcitystex1

Feels good to be mayor of my own city!

j-dub

Wired Durasig traffic lights? Well its not too impossible to model something very close to those, it's just someone would need the time to do so, but someone would also to animate or the signals are just decorations.

simcitystex1

Quoteit's just someone would need the time to do so

If only I could. If Lot Editor would cooperate with me and not crash every time, I would be able to. I am also not to good of a modeler too.

Yeah, Durasig lights. Do you think you or someone attempt to make one? They don't have to be animated though.
Feels good to be mayor of my own city!

j-dub

#272
I could of swarn I used to have a Durasig texture or two. I know that design uses the texture for those circles. This was after the first Saint's Row videogame, which did use those brand traffic signal models. I will have to search my old drive. I also swore Burnout Paradise used Durasig.



So here is what I am gonna do. I know it's kind of cheap, but I am gonna attach my own Black and Yellow Durasig textures. You can still get the same result in SC4, provided the texture is facing the right direction. I should be able to actually make the background of those any color.

simcitystex1

Quote from: j-dub on January 15, 2012, 08:42:09 PM
.



Is this sort of a prototype? If possible, could you somehow do a model like this:
- Signal head doesn't have backplate
- signals hung onto a wire - 2 signals facing 4 sides.
- Reverse the back to the black durasig texture and have the signals doors yellow, while keeping the visors black?
- possibly include 8" eagles too?

Sort of like this:
http://maps.google.com/maps?q=cincinnati+traffic+lights&hl=en&ll=39.133886,-84.487465&spn=0.009604,0.021136&hq=traffic+lights&hnear=Cincinnati,+Hamilton,+Ohio&t=m&vpsrc=6&fll=39.131425,-84.486322&fspn=0.009604,0.021136&z=16&layer=c&cbll=39.133886,-84.487465&panoid=6x7RGD-lNRaOj5Yg8_bwGQ&cbp=12,329.17,,0,-0.09

I hope this is too much to ask for.

Feels good to be mayor of my own city!

j-dub

#274
Ewww, a challenge! hahaha But if I am going to do this, I would like to do it right.

http://www.youtube.com/v/bVj0krDoCfg&list=UUVlz-7Ww3F5jdoLZDwI-stA

In comparisson, SC4 is gonna be scaled differently then that though. Do I have an idea what type and size of intersection in SC4 I am going over?

The other issue, http://www.squidoo.com/simcity4
In the New York SimCity video, there is a shot of similar yellow traffic signals, and as you know, Sc4 really has to shrink details like that. It will be a miracle if I can get the render just right.

simcitystex1

QuoteDo I have an idea what type and size of intersection in SC4 I am going over?


Possibly 1 tile or more in size so that I could use it with the Network widening Mod or with included streets/road in SC4. Can you make it in 4-ways, 3-ways, and variant types of intersections?
Feels good to be mayor of my own city!

j-dub

Pre Render time. So far I came up with a 2x1. See attached pictures.

AcoG000

Been lurking for a while, so I think I've better put some words behind the name.
Those traffic lights are very nice  &apls. Can't wait to see more!

-Aco  :D
Visit cheeseSC4! A very good (slightly small) site!

mike3775

Quote from: j-dub on January 16, 2012, 06:59:25 PM
Pre Render time. So far I came up with a 2x1. See attached pictures.

Those look good. 

simcitystex1

Quote from: j-dub on January 16, 2012, 06:59:25 PM
Pre Render time. So far I came up with a 2x1. See attached pictures.

Wow! Those are awesome!
Feels good to be mayor of my own city!