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rhw tunnel

Started by Dexist, February 05, 2009, 09:59:09 AM

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Dexist

:o :o :o :o :o :o :o ??? ??? ??? ??? ()what() ()what() ()what() ()what()

whats wrong with my tunnel?
when i build a tunnel with rhw4 it just seem to get like this

Jonathan

You can't build RHW tunnels and if I remember correctly they are impossible, so you have to convert the RHW into Road, OWR or Avenue and then make a tunnel.

Jonathan

MandelSoft

If you read the FAQ's, you'll come across this section:

Quote from: Tarkus on April 13, 2007, 09:10:49 PM
6.  Can the RHW make bridges and tunnels?

...

Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time.  You'll also need to use another network as a workaround, or use one of blahdy's Boston Big Dig (BBD) lots or buddybud's underpass lots, which utilize the Subway network.  The RHW project is looking at other potential alternatives that will not require Transit-Enabled Lots and will allow U-Drive-It (UDI) functionality.

Best,
Maarten
Lurk mode: ACTIVE

WC_EEND

I tied this once, but although it looks odd, traffic actually went in and came out again
RIP Adrian (adroman), you were a great friend

My LOT thread                                    

SCAG BAe146/Avro RJ Project

choco

its functional, just not visually appealing.  someone could make an overhanging prop to hide it, i guess.

Tarkus

In all the testing I've done, it hasn't been functional.  I'd be curious to see if someone has had better results, though.

The only way I'm aware of to add this functionality in is by making a set of RHW FLUPs.

-Alex (Tarkus)

j-dub

What?! Are you actually telling me some of you have actually had the cars drive through that?! :o I mean the street network is the same too where certain slope mods make the network drag through the land, while no tunnel shows up, but by default, I think it was locked out. They also locked out the diagonals for street. My thoughts are they were not even going to give the dirt road network diagonals either, the modders did though. Basically what I am saying is its sort of a lost cause. I have tried to tunnel the RHW through, and have not seen function myself, since you can't see the paths. I'll check again though. The exe is one thing, but lets pretend it would work, even if the RHW could drag a tunnel through it, you got so many lane variations, and the system wouldn't be able to give you a menu to select the type of network crossing like the RHW bridge menu does, and it also wouldn't be able to automatically figure out how many lanes dragged through it, since the RHW is the only network available that you can choose the width of. Like everything else how the RHW is possible with starter pieces. FLUPs pieces is probably the best answer to this, and to avoid confusion maybe a lock should be done to prevent the attempt to RHW through tunnel bound terrain ()what()

Swamper77

Quote from: j-dub on February 06, 2009, 08:36:54 PM
FLUPs pieces is probably the best answer to this, and to avoid confusion maybe a lock should be done to prevent the attempt to RHW through tunnel bound terrain ()what()

J-dub,

There is no way to prevent modders from attempting to tunnel through the terrain with specific networks. Badly modified slope mods will create these "tunnels" for the dirtroad/RHW, street, and elevated rail networks. These three networks were never intended to have tunnels with how Maxis originally designed the game.

The only way to prevent players from tunneling through hills is to create slope mods properly in the first place. Very few slope mods have been created properly so that tunnels for the dirtroad/RHW, street, and elevated rail networks are impossible to create. Many of the slope mods are just a bunch of values copy/pasted across all networks or just badly done because the modder didn't really know what the numbers did. Andreas' and Ennedi's slope mods are among the few that were created properly.

-Jan
You can call me Jan, if you want to.
Pagan and Proud!

Ennedi

Maybe it would be possible to make FLUP models imitating "normal" tunnel (ie. the network doesn't go underground, but stays horizontal), looking similar (but better  ;D) as ingame tunnels? It would need some simple terraforming, exactly as we do it making normal tunnel.

Btw maybe it's a time to make some custom models of tunnel entrances?... ;)

Adam
New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

smoncrie

You can improve RHW tunnels a bit by defining the correct exemplar.  UDI can then go through, but not traffic.

Here you can see a simple ring road with a RHW tunnel section.  There are a couple of police cars that have just gone through the tunnel.  However traffic will only go the long way around.  If you bulldoze the road near the toll booths, you soon get no road zots.



I would be interested to hear if anyone has seen anything that carries passengers or freight go through such a tunnel (except with UDI, or vehicles with the UDI bubble).

choco

hmmm....i thought i saw some......maybe it was just generated traffic? ()what()

j-dub

This game fakes alot, you didn't think you saw something, you did, but it was just visuals. Invalid tunnels that did not come installed with the game like the RHW simply will not work, because it simply is just not pathed if you turn draw paths on. So Unless there is a way to path any of those by some new RUL, it may not be worth attempting the impossible with something hard-coded. Even though we see one thing, animation means nothing. For whatever reason, occasionally cars spawn in certain spots, even though it has nothing to do with game traffic, just like how pedestrians spawn, or the times when cars pull off the road, by certain places or stop at certain places even though the roads don't path that way, whatever. I have my traffic settings at medium where weird stuff happens. That has to explain why we see something that can't really happen.

Ennedi

I suppose that both smoncrie and j-dub are right and RHW tunnels are not functional. However, I would like to show you my old experiment with RHW 2:

Buildings have No Road Zots, but there is a traffic along RHW and the building query confirms it  :D







(text highlighted on the query: "Commute time - short")

It seems we have much to learn yet  ;D

Adam
New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

Tarkus

That's an interesting find there, Adam.  I have actually been able to get Commercial and Industrial Zones to grow on the "overriden" RHWs as well (RHW-4, etc.), but not on the RHW-2.  I do think we do indeed have more to learn--we're in uncharted territory still.

-Alex (Tarkus)

choco

i also found that the MIS will allow low density low wealth.....can look into it more if needed. :)

j-dub

Allowing is one thing, but are we talking about growth? If the MIS can actually grow a pair, and develop life that would be something. In my experience though, RHW is not preferred by development, except for Farming and Industrial, which those zones will also hop on train tracks without stations. I sense this is starting to stray away from the question if the RHW tunnel be pathed.

GoaSkin

Somehow strange.

When I was implementing custom tunnels to the former software of the NAM tool (sc4config), I tested already out implementing tunnel entrances to formerly unsupported networks like RHW, streets and el-rail. Glenni and HamsterTK created some entrances. The result always was that it was possible to build the tunnels then but not to drive through. The only exception was el-rail where traffic went through but in one direction only. The game did not create dynamic tunnel paths for the tiles bethween the entrance field. Anyway, cars or trains drove into the entrance fields but disappeared when leaving them.

Why does it work for RHW now? Is it possible that it works for left-hand versions but not for right-hand?

download SC4Config public BETA (RC1)

noahclem

For RHW-4 tunnels, converting to Maxis ground highways for tunnels has worked best for me since it maintains RHW speed and capacity--but is there any way to modify the Maxis appearance to line up with 2-lane RHW-4 ones? For those of us that have no desire to use Maxis highways beyond the one-tile-length needed for a tunnel entrance that might be a nice solution since it wouldn't be necessary to change diagonals, curves, etc. Or would some kind of overhanging lot be more feasible? The same type of texture change or overhanging lot could help with using Maxis highway bridges to cross water with RHW. I mentioned this in the main RHW thread before recently but didn't hear back at all--is this something under development or of interest to anyone? Thanks to all of you, especially Alex, for all your amazing work.

j-dub

#18
You are right that the Maxis highway entrance could stand to be changed, especially since Maxis highway replacements have been made that allow them to be wider.  And I know some people did overhanging tunnels, as there are people who have used those to hide the Maxis drawn tunnel. I can not say I have tried this, and don't exactly know where they are in exchange, but they easily could cover the RHW to Maxis transition.