Auz Lineside and Roadside Objects

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Re: Auz Lineside and Roadside Objects

Post by kamnet »

It's a good start. The top structure and ramps are too flat, they need some thickness between the surface and the underside of the roof.

Instead of bare pavement and lights on the ground level, make that another half-row of parking with a driving aisle next to the road. Maybe put a buffer between the road and the parking with some grass, flowers, etc.

I'd make the ramps shorter to connect the lower and upper level parking, maybe even curved?

And maybe for some extra flourish, have the inside edge of the ramps be a ramped walkway, and the outside edges a staircase?
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

kamnet wrote:The top structure and ramps are too flat, they need some thickness between the surface and the underside of the roof.
The top needs things like safety fence so drivers don't try and park on railway lines or trains passing and maybe change the parking styles. Making the walk ways a bit narrower.
kamnet wrote:Instead of bare pavement and lights on the ground level, make that another half-row of parking with a driving aisle next to the road. Maybe put a buffer between the road and the parking with some grass, flowers, etc.
That's not a bad idea .. maybe even a ramp going underground as if there is also parking under the station.
kamnet wrote:I'd make the ramps shorter to connect the lower and upper level parking, maybe even curved?
Could give that a try .. also wonder if can make another level parking above the ones I done? If I going to use ramps at both ends these could be narrower too for one lane, ramps one end for Entry and other end for Exit.
kamnet wrote:And maybe for some extra flourish, have the inside edge of the ramps be a ramped walkway, and the outside edges a staircase?
All ideas appreciated so can get better ideas how these could be.

Like to make the set so can expand over up to 4 lines if I can.

Should the car park be to same design to the CS Station set .. so that people who use the CS Station Set can add more car parking on flat ground and they will all look same?
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Update to the Car Park.
carparkoverrailsupdate.png
carparkoverrailsupdate.png (8.04 KiB) Viewed 2467 times
Started to incorporate some of Kamnets ideas. The curved ramps and parking on ground level.

Still need safety barriers around the edges and fences, but before I start adding those like to make this wider to go over at least 2 lines and experiment to get it to go over at least 4 lines.
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

Interesting idea!
I do agree with kamnet:
The top structure and ramps are too flat, they need some thickness between the surface and the underside of the roof.
They look too thin right now, it wont be able to handle the weight of all of those cars ;-)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Quast65 wrote:They look too thin right now, it wont be able to handle the weight of all of those cars
Got 2 ideas how to overcome that .. (make that 3)

1. After I add crash barriers and fences it might give a thicker appearance.
2. Instead of 8 pixels high I make them 10 or more pixels higher and then put steal girders cross beams under.
3. Keep cars off the car park. :D
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

GarryG wrote:Got 2 ideas how to overcome that .. (make that 3)

1. After I add crash barriers and fences it might give a thicker appearance.
Here's idea 1.
carparkoverrailsupdate2.png
carparkoverrailsupdate2.png (90.72 KiB) Viewed 2439 times
Found a problem .. the entry and exits don't line up with normal road pieces .. will see if I can extend the car park to reach the roads or remove the parking spaces where the blue and the red cars are, and extend the fences a bit.

I intend to add a few more centre pieces to the car park .. one of them I hope to have stairs and/or ramp for pedestrians.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

GarryG wrote:2. Instead of 8 pixels high I make them 10 or more pixels higher and then put steal girders cross beams under.
I actually went a wee bit higher then 10 pixels. Station and overhead wires fit better.
carparkoverrailsupdate3.png
carparkoverrailsupdate3.png (46.19 KiB) Viewed 2387 times
Made them higher so be same height as footbridges.
The ramps are more curved shape.
No cars yet .. maybe drivers scared of the extra height :)

When a train passes under it glitches a bit .. the gaps in the fences are from glitching .. some times it worse.
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Re: Auz Lineside and Roadside Objects

Post by luxtram »

GarryG wrote:
GarryG wrote:2. Instead of 8 pixels high I make them 10 or more pixels higher and then put steal girders cross beams under.
I actually went a wee bit higher then 10 pixels. Station and overhead wires fit better.
carparkoverrailsupdate3.png

Made them higher so be same height as footbridges.
The ramps are more curved shape.
No cars yet .. maybe drivers scared of the extra height :)

When a train passes under it glitches a bit .. the gaps in the fences are from glitching .. some times it worse.
Well, you have to make the floor appear way thicker. Currently it feels like it is paper thin. Also the yellow pillars feel like sticks. Solid ones, if they are also a bit thinker, look more convincing.

But it is definitely a nice idea.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

luxtram wrote:Well, you have to make the floor appear way thicker. Currently it feels like it is paper thin. Also the yellow pillars feel like sticks. Solid ones, if they are also a bit thinker, look more convincing.
Appreciate your comments. Wasn't concerned about thickness and pillars before as wanted to make sure the idea would work, players would like idea of overhead car parks and also getting rid of the glitches.

Been successful getting rid of the glitches a short time ago, so now I can start giving the rest more details such as thicker looking different pillars designs and see if can get the roof section to look more solid.

Keep comments coming if any one has any other suggestions.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by kamnet »

Remove the parking spaces closest to the road entirely.

I'd also replace the yellow pillars at the front with a solid concrete wall and a few entrances.

The parking spaces in the corners of the ramps don't look nice to me, either. I'd block those areas off with some landscaping.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

kamnet wrote:Remove the parking spaces closest to the road entirely.
Had 2 private suggestions about that too .. either make the parking closes to road parallel parking .. or make them a bus transit area.

Also suggested that I remove all car parking on the ground level make these bus and taxi zones and drop of zones .. more like a transit area.
kamnet wrote:I'd also replace the yellow pillars at the front with a solid concrete wall and a few entrances.
Been changing the pillars to concrete pillars .. also looking at removing the fences on ground floor area so that when you place platforms hope the entrances to platforms will look better with no fence blocking them.
kamnet wrote:The parking spaces in the corners of the ramps don't look nice to me, either. I'd block those areas off with some landscaping.
Either make them landscaped or maybe put bike racks there from the Dutch Station Set.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Here's update to progress on Car Parks.
carparkoverrailsupdate4.png
carparkoverrailsupdate4.png (116.23 KiB) Viewed 2337 times
Pillars are reinforced concrete and steal.
Car park has concrete and steal cross beams.
Ground car parks removed and replaced by transit area.
Bicycle racks placed under the ramps.

Unfortunately the platform with the steps has a pillar in the way .. some people might bump in to it.

Tomorrow time permits will see if can change the front pillars so does not block the stairs.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Been looking at some stations in Sydney with carparks above the platforms .. looked at Hurstville and Kogarah. Hurstville as solid concrete walls as kamnet suggested and Kogarah is more opened and with concrete pillars.

Both have a shopping centre with the carpark on top of the shopping centre.
Kogarah2.png
Kogarah2.png (156.12 KiB) Viewed 2304 times
Maybe I should change what I been doing and make something similar with a shopping centre .. what ya think?

See if can make several choices.

Once I get the car parking down pat see if can expand on it.
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Re: Auz Lineside and Roadside Objects

Post by ISA »

GarryG wrote:Here's update to progress on Car Parks.
Is it possible to make asphalt on the parking lots ground more randomized. It kinda squarish at the moment
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

The asphalt at moment is from the car parks in the Cs station sets.

I have narrowed the pathways so parking is further apart as in most car park I seen there is no or very little walkways.

I not at my computer at moment so can not show you where I am up to.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Where I am up to at the moment.
carparkoverrailsupdate5.png
carparkoverrailsupdate5.png (496.25 KiB) Viewed 2243 times
Added some lighting and moved the ramps over a bit.

Problem I have at moment if with the bus stop out on the main road. For some reason unknown to myself some of it is hidden under my object.

Might not be much done to things next 3 days being a long week end here and kids be home wanting to use the computer I have my work on.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by oftcrash »

GarryG wrote:Where I am up to at the moment.
carparkoverrailsupdate5.png
Added some lighting and moved the ramps over a bit.

Problem I have at moment if with the bus stop out on the main road. For some reason unknown to myself some of it is hidden under my object.

Might not be much done to things next 3 days being a long week end here and kids be home wanting to use the computer I have my work on.

Cheers
Very nice! Although, the buses appear to be going the wrong way ;)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

oftcrash wrote:Very nice! Although, the buses appear to be going the wrong way
How can that be? Going the wrong way .. buses to my knowledge can only go 2 directions forward and reverese :D

That be the hardest part if I add object vehicles .. in US they drive on wrong side of road .. so to overcome that I been visiting the Dutch Road Furniture for some signs to see what they will look like in the car park.
carparkoverrailsupdate6.png
carparkoverrailsupdate6.png (7.9 KiB) Viewed 2192 times
Trouble is it scared away all the cars and buses.

Looking at idea of a shopping centre above the tracks now.

First try at expanding 4 tracks failed. Lined thing up wrong. So I'll finish off the 2 tracks all directions first. Then I try 4 tracks again later.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Had a look what be like if I extend the parking overtop of the bus transit area.
carparkoverrailsupdate7.png
carparkoverrailsupdate7.png (9.22 KiB) Viewed 2158 times
The stairs need to go with the next piece to the right. The piece after that is flexible can put as many of these end to end as wish and will also go before the stairs if wish.

Been working on a shopping centre but getting the ramp looking nice going the extra height I having problems with at moment.

Time for bed .. shall do more when get chance .. cheers
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

I like the idea of extending the parking over the bus transit, because to be honest I dont like the texture for that road on groundlevel, this way its more covered up and it doesnt bother me that much (especially if you add a bus and/or taxi/cars on the areas still visible).
I do like that texture however for the roads of the parking itself, as those are more likely to be made out of concrete rather than tarmac and I do think it looks ok with cars added.

I do have a couple of suggestions:
1. You are using the red No-Entry signs for the exit, I like the way you did that. Why not use blue Entry-Only signs for the entrance in the same way? That way you dont have to bother with right/left-hand drive arrows.
2. The parkings over the transit-area have a dead-end. I would suggest making them in such a way that you can drive around them too.
3. Make the road of the parking one-way traffic, most of the above-ground and underground parkings I have been are one-way. Use arrows to show the traffic what direction to follow to reach the parkingspots and the exit.

I made a quick mock-up with my suggestions (so dont mind the crappy way I have drawn the arrows ;-) ):
Example181.png
Example181.png (10.43 KiB) Viewed 2143 times
It may need a couple more arrows to make it more clear what direction the cars have to follow, but this way all parkingspots can be reached via one-way traffic (even though you sometimes have to drive a couple of circles).

Finally, get the link-up to actual roads good before going into the details, especially the pillars that are in the road (those with the signs). ;-)
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