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I am starting a route that has a couple of places where
the track runs down the middle of the street.Is there track sections that already have the road included or can I look forward to doing a lot of F3 and F4 jockeying???Thanks in advanceWarren M.
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RE: Another Road Question, Swissie, Nov-06-04, 05:16 AM, (1) RE: Another Road Question, Butch38, Nov-06-04, 10:04 PM, (2) RE: Another Road Question, Swissie, Nov-07-04, 11:28 AM, (3) RE: Another Road Question, Butch38, Nov-07-04, 03:59 PM, (4) RE: Another Road Question, Swissie, Nov-08-04, 03:45 PM, (6) RE: Another Road Question, Butch38, Nov-08-04, 04:14 PM, (7) RE: Another Road Question, CharlieB, Nov-11-04, 03:17 AM, (8) RE: Another Road Question, Butch38, Nov-11-04, 05:51 PM, (9) RE: Another Road Question, dwkarch, Nov-07-04, 04:42 PM, (5) RE: Another Road Question, Butch38, Nov-12-04, 07:30 AM, (10) RE: Another Road Question, dwkarch, Nov-12-04, 08:36 AM, (11) RE: Another Road Question, Butch38, Nov-12-04, 01:34 PM, (12) RE: Another Road Question, dwkarch, Nov-12-04, 01:41 PM, (13) RE: Another Road Question, Butch38, Nov-16-04, 02:11 AM, (14) RE: Another Road Question, dwkarch, Nov-16-04, 08:08 AM, (15) RE: Another Road Question, Butch38, Nov-16-04, 10:20 AM, (16)
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After desaturating greystone.ace a bit to get the right tone of grey, I renamed four copies of that .ace file to concrete1.ace...concrete4.ace, and remipped it as mentioned above. Here is what the tracks then look like:
The benefit is of course that I save myself a lot of trouble as the cobblestone section of the "road" is actually just the tracks, and thus it is "aligned" perfectly by itself. The only thing I then have to do is to add matching road sections either side if I want a highway with car traffic running parallel to my trolleys.
Now if I added some finishing touches, i.e. by adding some traces of age, sand and oil onto the cobblestones, I should get a pretty realistic effect for that urban section of streetside track, and for a more North American look, I could also replace the cobblestones with an asphalt look..."Side Streets as Part of the TerrTex"
The effect on the tile file size is terrific: Whereas I tended to end up with 600KB+ files for urban neighborhoods when using road sections for my side roads, the .w file this screenshot is made on now stands at a final size of 350KB with all the scenery, interactive objects etc. installed. This reduction is both easing up the stuttering phenomenon (a lot fewer shapes to read and load when approching the tile) and helps me avoid the even more dreadful out-of-memory errors (hundreds of errors that shape xyz.s could not be loaded although all its files are present, followed by a crash of the sim).
The downturn is that the "painted roads" - which in itself is an old trick - quickly look blurry when you look down at them, so I tend to mainly use them for side roads which the player won't really look at that closely, and spruce them up with a few scenery objects like road signs, fence sections etc. that catch the observer's attention insteadLukas a.k.a Swissie
