Cities: Skylines

Cities: Skylines

4-Lane Pedestrian Bridge
Orchid 26 Apr, 2015 @ 3:11am
Custom pedestrian paths
So I was trying to exploit the additional set of paths used by public transport stations, to make custom pedestrian bridges. The result is astonishing: people will follow the geometry hinted by the walking paths. Some insights:

1. The Pedestrian Connection Inside ("Inside paths") from the train stations is one of the path types that pedestrians can use. The problem with it, however, is that it will teleport people, or hide people when they are moving.

2. Another path called Pedestrian Connection "Surface" ("Metro paths"), will not hide people when they are moving. It is therefore the best option to hint a path for pedestrians. Metro stations also include a third type called [ditto] Underground, but I haven't tested that out because I have not found a way to substitute it in a new asset. Its name is of unique length, 33 characters long, so it can't be substituted for any other path.

3. People walking on sidewalks will often jump onto the bridge if we put the hinting path's two ends directly above, or within a certain distance from the sidewalks. So we can't do the hinting path by making separate "approach - bridge - approach" segments. They will ignore the approaches and jump right onto the bridge section. Instead, I have forced my people to use the approach sections by ending the on-segment right on the road-center line. The path then consists of only two segments, one on each side.

4. The ideal case, had Cims not chosen the shortcut onto the bridge, is that we can hint the path 100% accurate following the model geometry. But even then, we are still limited by the minimal length required for a segment to be placed in game. I am not sure on this number, but one thing I can tell is that it takes into account the curve-control point too. I can create a really long segment, still getting "Distance Too Short" errors, by moving one end to the proximity of the curve-control point. The game also throws "Invalid Shape" errors when the turning angle is too sharp.

5. Lastly, the crowd likes to spread out when it moves. The channel must not be too narrow for the crowd. The original model (http://i.imgur.com/q3vtrKF.jpg), 1.8 meters wide, has often seen people walking on an imaginary floor. I've widened the channel to 3 meters, and it works just fine for my cims. I think it might be a magic number, no?
Last edited by Orchid; 26 Apr, 2015 @ 3:19am
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Tair  [developer] 26 Apr, 2015 @ 4:00am 
Really interesting results indeed.

For my Metro I noticed that Cims when they want to enter the Asset, they go to the middle point on the Front and make a beeline for the invisible path. They will follow the geometry untill they reach a wall or an entrance point. Try to mess with entrance points and see if it helps.

I wish the Asset Editor had more flexibility. I know you can do stuff with mods etc. but i like to make my assets usable by people without mods or new people. .
Orchid 26 Apr, 2015 @ 7:01am 
Thanks for the info.

I do want the Asset Editor to be more powerful, too. For special needs like this, I have to manually edit the hexadecimal values and try them out in the game. The ModTools often saves my time, so I don't need to keep unloading/ reloading game to see changes.

In regard to mod compatibility, the special pedestrian path I used for the bridge is an out-of-the-box feature of the game, so it doesn't require users to install any mod. It just requires a modder (like me) to bring it to reality. :D
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