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Wide Radius Road Curves

Started by dedgren, April 09, 2007, 02:30:48 PM

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0 Members and 3 Guests are viewing this topic.

Gaston

#80
And once again  ;D :
Welcome to page 5
Absolutely incredible , guys.    This is what the game has lacked all along, IMHO.   Can't wait to see this in action.   It is gonna be a deffinate "must have" for the 3RR collaboration.


---Gaston
白龍

They say that the memory is the second thing that goes....
...dang , I wish I could remember the first.
WooHoo made Councilman - 05 FEB 07 Yipee made Mayor - 13 MAR 07 Hip Hip Hooray made Governor - 04 AUG 07 Rock On made Senator - 15 MAR 09

glepet

I have a question...
Will these turns work on inclines or will the ground need to be level?
This is beautiful work you folks are doing.  :thumbsup:

Tarkus

Thanks guys!  And to answer your question, glepet, these will work on inclines.

As far as a status update, I've gotten the RULs set up for the reversed S and 45 degree curves (the 90 didn't need to be reversed), and the only two things I have left are:

-Fixing the pathing on the Reversed 45-degree curve (it's 2:10am here in Oregon and my brain is too tired to wrestle with SC4Path files)
-Add preview models for Reversed S-Curve, both 45-degree curves and the 90-degree curve

After that, the modding portion of the project will be completed. :thumbsup:

-Alex

jeronij

This is a great development, and really useful  :thumbsup:

Thanks to all the involved  ;)
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


marcosMX

You guys are amazing  :D Thank you so much  ;) :)

godjcjk12

Great Work. Should there be such curves for Avenues, One Ways, RHWs, and Maxis Highways? "$Deal"$

BigSlark

*Off Topic Alert*

Maxis Highways, also known as FHW (Fake Highways), aren't close to dead yet, godjcjk12?

*End Off Topic Alert*

Excellent work to everyone that's been involved with this project. I'm glad that 3RR collaboration will allow me to start fresh as replacing all the ugly road curves in my current region would cause me to scream, and that's putting it mildly.

Hope everyone is having a good day.

Cheers,
Kevin

Tarkus

[off-topic] Kevin--that's too funny. Friends don't let friends use Fake Highways. :D [/end off-topic]

Well, anyway, I managed to get that pathing issue fixed on the flipped 45-curve, and right at the moment, I'm exporting a few preview models.  Then, I just need to update a few small EffDirs, fix a texture that went awry, and test to make sure the preview models are aligned properly. 

Once that's done (likely in the next 30 minutes), the wide radius curves will be complete;)

-Alex

jeronij

I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


memo

Quote from: Tarkus on April 22, 2007, 02:17:53 PM
Well, anyway, I managed to get that pathing issue fixed on the flipped 45-curve
I don't understand. You can automatically flip puzzle pieces using "Transpose = 1" in the InterchangeOrdering RUL file, so that there can't occur issues specifically with flipped puzzle pieces.

Tarkus

memo, you're 100% correct.  I had forgotten about the "Transpose" feature in the RUL files and had been doing it manually with a whole separate puzzle piece.  Thanks for correcting me on that one.  ;)

And everyone,  it looks like 30 minutes has changed more into about 60 minutes.  They're almost done. ;)

-Alex

dedgren

Aw heck...  30 minutes, 60 minutes...

Take another hour.  We've only waited four years for this.

Alex, you and memo will earn your places in SC4 history this afternoon.


David
D. Edgren

Please call me David...

Three Rivers Region- A collaborative development of the SC4 community
The 3RR Quick Finder [linkie]


I aten't dead.  —  R.I.P. Granny Weatherwax

Skype: davidredgren

bwatterud

Oh man.  I can't take the suspense!   :'(

metasmurf

This will be a revolution to the game  &apls

Frankie

This is a great project! image how great it'll be to get rid of the jaggy ugly maxis road turns :)

BigSlark

Patiently waiting to hear from Alex... ;D

Tarkus

Well, it unfortunately took longer than expected due to a RL nuisance  ?=mad)=:



Power outage.  A line about a block away from me got zorked up somehow.  I didn't see a "no power" zot above my place, though, and fortunately, it didn't turn dark and abandon.  (And no, I don't live at Taco Bell). :D  But it did derail the project a little, and seriously screwed up my day . . .

I managed to implement memo's idea, and I'm just fixing a couple things with the preview models.  They aren't showing up in the transposed versions . . . shouldn't take me long to figure out, though.

My apologies for the delay. &mmm

-Alex




BigSlark

Alex,

I understand completely. Imagine living in tornado and hurricane country...

Oh, and if you did live at Taco Bell, I'd hate to think about how many strange dishes you could come up with that involve tortillas and refried beans.

As usual, I'm glad you keep on doing your thing, we'd be in a world of hurt without you.

Cheers,
Kevin

Tarkus

Well, I messed around with things a little more and it appears that the pieces are now entirely working. ;)

Here's the road I showed earlier, which has now been extended:





The tyrannical grip of the SC4 grid is loosening . . .  ;)

And Kevin, I'd say I've got it easy compared to the South and Midwest in terms of that sort of stuff--I probably shouldn't be complaining about not having power for just a few hours.  And about the Taco Bell thing--no kidding. :D

-Alex

thundercrack83

Wow, that's really looking good, Alex! Someone above asked something about whether this method could be applied to the one-way roads and avenues, and I was wondering the same thing. Can you take all the work you've done with this and use it to do the same thing with the other roads, or do you have to go back to the drawing board? Just curious.