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Een vertaalprobleem melden
One other thing, it seems vehicle restrictions are barely workingm while it does work on Next2 bus lanes... any idea why?
only the plain one
Terrain flickering might be caused by building over uneven terrain, make it flat and it should disply fine.
Alo the pavement texture is flickering, any idea how i can fix that?
yeah... i'm just about to ask you another question on different type of road...
The issue with strasbourg station was it needs 4 required mods for a small object. My bus stop pack simplifies it to become one single package. In fact i can also copy all the remaining signs and put them in the same pack, but i dont want to be evil to other asset creators. Let them have some customers.
Strasbourg bus stop looked great , though :)
The older props: Strasburg Bus Stop, Strasburg Bus Stop Glass, Venetian Tiles, etc, you can all unsubscribe safely.
1) LHD support, and a new bus stop. I'm slightly annoyed with the current one, the glass is too transparent. It's an external prop, so I have no control over it at the moment, and all there is a severe shortage of beautiful bus stops in the steam workshop. They are all either oversized, too small, or too plastic.
2) Bus tube. The Bus Tube is a cylinder road with roofs to block rain and glass windows (so we can enjoy the view inside the tube). Unlike this one, the tube will be two lane, two way, and blend into transit hubs like airports / metro / train.
3) I might introduce cobblestone / asphalt decals with the same texture as the ones used by the busway to help detailers working on the road.
4) The "Projector" road, which only allows zoning a long distance from the actual road. Will enable buildings to be built far away from a main road, and force cims to walk to their destination.
Note that transitions will not be 100% seamless because it has a high-detail cobblestone pavement instead of a flat featureless gray. It's advised to plant trees, decals, asphalt, or flowerpots at junctions if the edges bother you.
With v4.1, pipe fence props are no longer needed, as the new fence is now painted into the road itself, so it will match slopes and bend nicely.
I will update Plain mode tomorrow.
Well, I personally don't mind about the time, you seem to responding and working on this quite quickly, so good luck! Glad to hear it's looking better and better.
Intersections should play nice now, with the exception of a strange blue stripe I can't get rid of with best effort. Junctions now have their own little boxes so they don't make triangles .
I can't do anything about the fences not conforming to slope, because props do not have two Z-axis, and neither can they rotate to match terrain. The only thing I can do is program it to switch from fences to poles when there is a steep curve, because the Asset Editor can detect bends. (They can't detect slopes.) I can also switch to all poles but that kind of ruins the look.
However, there are two issues that prevent me from using it as is. The main one is that your nodes don't seem done correctly? The transition from ground to elevated is visually broken. The segment widths and linear patterns don't match or line up. Furthermore, elevated intersections are border-less and barrier-less.
2nd, the long barrier / fence props don't follow slopes, so they're half in the air. I've seen that issue before, so can that be fixed? Or maybe you have to keep to pole props for the slopes or all elevated parts?
That bus tube sounds... i was gonna say futuristic, then i thought i actually remember similar things built around the world... and left neglected :) i've got mixed feelings now - i suppose there is no city council staff employed to clean it, is there? ;)
Joking obviously - that sounds great.
And thanks for adding the link :)
now i can't decide which one to get ... the bridge on this one here looks great with these stripes... (there are not many pics on the other asset).
Great that someone has made it :D:D