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RHW (RealHighway) - Development and Support

Started by Tarkus, April 13, 2007, 09:10:49 PM

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Bipin

This work is phenomenal; it's always exciting to see what direction the RHW takes. Regardless, it's always a good one.  ;) Is there any chance I could get some of the 3D models used for ERHW transitions, parclo ramp pieces, curves etc? They would be a big help, being used as a template when I design my retaining walls.

Kitsune

with the additional ramps .. the RHW is a lot closer to having the base finally completed. What an accomplishment that would be.
~ NAM Team Member

GDO29Anagram

Quote from: Kitsune on June 23, 2014, 06:16:54 PM
with the additional ramps .. the RHW is a lot closer to having the base finally completed. What an accomplishment that would be.

Define complete.

Actually, my real goal with what I'm accomplishing is to obsolete over 90% of what is puzzle pieces that isn't cosmetic pieces, fillers, or neighbour connectors. As it stands, most of the puzzle-based ramps should have been obsoleted with NAM 31, but FlexRamps have not been stable enough to overtake their puzzle-based counterparts. By the time I'm done with this, the only things that should be under the Ramps button should (ideally) be the there Shift Ramps and the three volleyball crossings; everything other than those six pieces can be made draggable; yes, every single one. But INRUL developments goes beyond ramp interfaces and includes things that aren't ramp interfaces, such as curves and transitions.

In other words...



I still have a lot of plans.
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Tarkus

Indeed . . . there's some very cool stuff in the pipeline.

Ever more elevated ramp interfaces . . .



The RHW-4 one on the left has been fixed up a little.



And these two are Maarten's models.  Did up the textures more here on my end.





-Alex

GDO29Anagram

Quote from: Tarkus on June 23, 2014, 09:05:17 PM
And these two are Maarten's models.  Did up the textures more here on my end.

Alex, you already coded the 8S D2? I was actually about to do that tonight; I found that the seventh tile can be omitted entirely, and coded the draggable 8S D2 to reflect that.

;---RHW-8S Type D2 Outside---
;00
1,11,2,0,2
2,1,0,0,11,13
2,2,0,2,2,0
2,3,2,2,0,2
2,7,0,2,0,2
2,8,0,13,0,2
2,21,2,2,0,2
2,22,0,2,2,2
3,0,0x57653300,0,0
3,1,0x57653200,0,0
3,2,0x57653000,0,0
3,3,0x57653100,0,0
3,7,0x57653500,0,0
3,8,0x57653400,0,0
3,21,0x57000000,0,0
3,22,0x57653600,0,0
;10
1,2,11,2,0
2,1,2,0,2,0
2,2,2,0,13,0
2,3,13,0,0,11
2,4,0,0,2,2
2,5,2,2,2,0
2,9,2,2,2,0
2,10,2,0,2,2
3,0,0x57653300,1,0
3,1,0x57653500,1,0
3,2,0x57653400,1,0
3,3,0x57653200,1,0
3,4,0x57653000,1,0
3,5,0x57653100,1,0
3,9,0x57000000,1,0
3,10,0x57653600,1,0
;20
1,0,2,11,2
2,3,0,2,0,2
2,4,0,2,0,13
2,5,11,13,0,0
2,6,2,0,0,2
2,7,0,2,2,2
2,13,0,2,2,2
2,14,2,2,0,2
3,0,0x57653300,2,0
3,3,0x57653500,2,0
3,4,0x57653400,2,0
3,5,0x57653200,2,0
3,6,0x57653000,2,0
3,7,0x57653100,2,0
3,13,0x57000000,2,0
3,14,0x57653600,2,0
;30
1,2,0,2,11
2,1,2,0,2,2
2,5,2,0,2,0
2,6,13,0,2,0
2,7,0,11,13,0
2,8,2,2,0,0
2,17,2,0,2,2
2,18,2,2,2,0
3,0,0x57653300,3,0
3,1,0x57653100,3,0
3,5,0x57653500,3,0
3,6,0x57653400,3,0
3,7,0x57653200,3,0
3,8,0x57653000,3,0
3,17,0x57000000,3,0
3,18,0x57653600,3,0
;01
1,0,2,13,2
2,3,0,2,2,2
2,4,2,2,0,0
2,5,13,0,0,11
2,6,0,11,0,2
2,7,0,2,0,2
2,20,2,2,0,2
2,21,0,2,2,2
3,0,0x57653380,0,1
3,3,0x57653180,0,1
3,4,0x57653080,0,1
3,5,0x57653280,0,1
3,6,0x57653480,0,1
3,7,0x57653580,0,1
3,20,0x57653680,0,1
3,21,0x57000000,0,0
;11
1,2,13,2,0
2,1,2,2,2,0
2,2,2,0,0,2
2,3,0,0,11,13
2,4,11,0,2,0
2,5,2,0,2,0
2,16,2,0,2,2
2,17,2,2,2,0
3,0,0x57653380,1,1
3,1,0x57653180,1,1
3,2,0x57653080,1,1
3,3,0x57653280,1,1
3,4,0x57653480,1,1
3,5,0x57653580,1,1
3,16,0x57653680,1,1
3,17,0x57000000,3,0
;21
1,13,2,0,2
2,1,0,11,13,0
2,2,0,2,0,11
2,3,0,2,0,2
2,7,2,2,0,2
2,8,0,0,2,2
2,12,0,2,2,2
2,13,2,2,0,2
3,0,0x57653380,2,1
3,1,0x57653280,2,1
3,2,0x57653480,2,1
3,3,0x57653580,2,1
3,7,0x57653180,2,1
3,8,0x57653080,2,1
3,12,0x57653680,2,1
3,13,0x57000000,2,0
;31
1,2,0,2,13
2,1,2,0,2,0
2,5,2,0,2,2
2,6,0,2,2,0
2,7,11,13,0,0
2,8,2,0,11,0
2,9,2,0,2,2
2,24,2,2,2,0
3,0,0x57653380,3,1
3,1,0x57653580,3,1
3,5,0x57653180,3,1
3,6,0x57653080,3,1
3,7,0x57653280,3,1
3,8,0x57653480,3,1
3,9,0x57000000,1,0
3,24,0x57653680,3,1


Additionally, the retexturing I've been doing now makes the ramp look like this:

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Durfsurn

#12085
See this is what I wait for when the RHW/NAM development has a quiet stage - massive developments done here guys! Now all we need is the source code  $%Grinno$%

dyoungyn

Again, because of wonderful people such as your self, SC4 is BETTER and BETTER every day.  Keep up the great work.  I so like the Puzzle pieces as I am use to them, I avoided using the few Flex pieces as I am not sure on them.  Regardless, looking forward to another great update.

dyoungyn

GDO29Anagram

#12087
And all of a sudden, we now have a new modeller: me.



Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.

Quote from: dyoungyn on June 24, 2014, 09:36:13 AM
I so like the Puzzle pieces as I am use to them, I avoided using the few Flex pieces as I am not sure on them.

FlexRamp development has reached a point where not only their stability now matches that of their puzzle-based counterparts, their availability now accommodates elevated ramps, and with that, over 90% of the puzzle-based ramps can safely be deactivated. Everything being developed from here on out is either Flex or draggable; no more puzzle pieces.

If all this sounds too scary, the means of using FlexRamps and will be made even more clearer and hopefully more intuitive; there will be videos on the subject clarifying on what to do, and if that ain't enough, you have the alternative of drawing out the ramps you want.
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woodb3kmaster

Quote from: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.

<snip>

Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.
It looks like the ramp I've been waiting months for - a L1 RHW-8C A2 ramp, next to a RHW-6C to 8C transition (which I assume won't be part of the finished ramp?). Great work, Ganaram!

Feel brand new. Be inspired.
NYHAVEN - VIEWS FROM WITHIN
Nuclear City - 5/8

GDO29Anagram

Quote from: woodb3kmaster on June 24, 2014, 08:00:56 PM
It looks like the ramp I've been waiting months for - a L1 RHW-8C A2 ramp, next to a RHW-6C to 8C transition (which I assume won't be part of the finished ramp?).

I will tell you this much: there aren't any RHW transitions involved here.
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odrzutowiec

Is this elevated version of the ramp, where RHW6C splits into two RHW4 and RHW2 between them? ::)
New ramps look awesome! Thank you guys! Can't wait to use them  :P

GDO29Anagram

Quote from: odrzutowiec on June 25, 2014, 01:33:10 AM
Is this elevated version of the ramp, where RHW6C splits into two RHW4 and RHW2 between them?

Yep, that's the one.
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Wiimeiser

Is this version FLEX? If so, would it be possible to do a RHW-8C/6S version with the same piece?
Pink horse, pink horse, she rides across the nation...

b22rian

Gram + Alex

Yes, the next logical development in RHW had to be the elevated ramps.

Fantastic work by both of you guys !

Thanks so much !!

Brian

Gugu3

Haven't been active for a little while...cool stuff going on here! &apls &apls &apls

dyoungyn

Looks ABSOLUTELY FANTASTIC and FINALLY some elevated ramps for downtown areas.  Downtowns are the areas I have always avoided as the interchanges takes up alot of valuable space and now it looks as if compact wider downtown interchanges may be possible.  I am excited for this project to be out.  Keep em coming and thank you all for all you hard work.

dyoungyn

MandelSoft

Quote from: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.



Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.
Oh nice, you finally got around how Blender works. I have a love-hate relationship with it when I work with it on items for Promods for Euro Truck Simulator 2. Then again, I'm now so used to Blender that I tend to use Blender key commands in 3D Studio Max  :D

These new pieces will be fun...

Best,
Maarten
Lurk mode: ACTIVE

GDO29Anagram

Quote from: MandelSoft on June 25, 2014, 01:17:55 PM
Oh nice, you finally got around how Blender works.

Here's what's interesting: that's not the first ramp I made in Blender. The first four (technically, 16; super-technically, 32) ramps I've made was actually these:



The thing is that these ramps are based off of the models of already-existing ramps:
- RHW-6S Type D1 Inside - Models came from a combination of the PS Type D2 ramp and the RHW-4 to 6S elevated transition
- RHW-4 Type D1 Inside and Outside - Models came from the PS D1 ramp
- RHW-6S Type D2 Outside - Models came from the RHW-6S Type A2 ramp, your own models

Initial model work for the first three ramps were near-direct copies from the PS ramps, meaning there was a hole in the side where the double barrier merges into one; wasn't until I made the fourth ramp that I finally patched the hole.

What makes the screenshot of the one above special is this: The models are not from existing ramp models, but instead from the base models for the elevated RHWs. Aside from that, it's totally from scratch.
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compdude787

It's nice to finally see a good amount of elevated ramps for the RHW! Like many others, I'm going to wait till NAM 33 comes out before adding more elevated freeways in my downtown area. :D
Check out my MD, United States of Simerica!
Last updated: March 5, 2017

My YouTube Channel

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#12099
I just wanna point out something interesting: there tends to be a tendency for NAM developers to fulfil their own requests, and those requests tend to be made before they became NAM developers. Three years ago, I requested (technically advocated) the addition of Type D1 Wide Ramps, though at their time, they're just called Type C. Also interestingly, I was the zeroth person to adopt the now widely-accepted RHW Ramp naming scheme; I was the one who came up with the original idea.

Quote from: GDO29Anagram on June 09, 2011, 02:17:06 PM
@Noah: Then why is there still an RHW-4 A1-Wide Ramp? :P

@jdenm8 and the other Alex: This was the case I was talking about.


(Could've been a good teaser, too...)

Attempted replicating the Death50 Cloverfold using some of the new pieces, and found myself stuck with a kink. Unless the F-Ramps (or F1 Ramps) are destarterfied and even more compact, I doubt I'd be able to fit such a ramp and an Ortho MIS to FAMIS curve here.

Exla's request could best fit cases such as this, or in similar cases where there are space restrictions (Think urban environments), unless some other FA angle is used...



Well, it took about three years to fulfil this request, me from the past, but better late than never, right? Took a bit of time to texture and half of this morning to get the code working, but here's the interesting part: this is the Type E1 Ramp with three extra tiles attached to it. This was based off of a proposal for Type A1 Wide ramps made by Jondor, but my take on it smooths out the entire curve and applies to both Type A1 and D1 ramps.

So now we have a new ramp subtype that was once only applicable to RHW-4 and RHW-6S Type A1 Ramps.

Also, last night, I had an idea of making a textural override for the Type A2 Onramp.



Who said that the textures between the offramp and the onramp had to be identical? Why else are we able to have chevrons on them?
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