You can flip and rotate modules. And thats not a downside but a great featureLocoMH wrote:Alright, sounds good. I get the point - however, if you rotate those modules by 180 degrees, they're different. That could be a downside.
![Razz :P](./images/smilies/icon_razz.gif)
You can flip and rotate modules. And thats not a downside but a great featureLocoMH wrote:Alright, sounds good. I get the point - however, if you rotate those modules by 180 degrees, they're different. That could be a downside.
smallfly wrote:You can flip and rotate modules. And thats not a downside but a great featureLocoMH wrote:Alright, sounds good. I get the point - however, if you rotate those modules by 180 degrees, they're different. That could be a downside.
This is just a question of pixel design.rsdworker wrote:what about width? example some lanes are wide than others - example pathways next to road are narrow while road lanes are wide
Rotation has indeed some strange effects. I will optimize this issue. But in the end the user wants a working road. So nobody will create rotated non-fitting road pieces.LocoMH wrote:What I meant was this (same module, one rotated by 180 degrees):
amazing looks nice even has cars in but they just poof from road i would love play it hehesmallfly wrote:Here is a 6 minutes video showing the module editor and placement of diagonal roads:
https://www.youtube.com/watch?v=UjtqId4NaSc
Sorry for the sound... I dont know where the high tone comes from. Microphone recording is deactivated.
Have a look at the top of this concept drawing:rsdworker wrote:what about parking for cars that citzens own?
on street or off street?
i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIMsmallfly wrote:Have a look at the top of this concept drawing:rsdworker wrote:what about parking for cars that citzens own?
on street or off street?
http://www.p1sim.org/wp-content/uploads ... -city1.png
I think it looks cleaner when they use a separate parking area instead of parking on the side of the road. But its not finally decided.rsdworker wrote:i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIM
ah good answer i will brainstorm this ideasmallfly wrote:I think it looks cleaner when they use a separate parking area instead of parking on the side of the road. But its not finally decided.rsdworker wrote:i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIM
This is only an optical problem of the module editor. And as you have seen the 45 degree modules work fine. They have the exact same node positions like the straight-to-diag curves on the diag end.glenjimen wrote:In the very cool video posted showing the module editor, I noticed that in the 45 degree turn, the spacing of the paths for the lanes are not centered on the lanes. (See attached picture). Are you (smallfly) working to resolve this, or is this just how the paths look in the module editor. The paths seem to be centered for the straight 45 degree modules.
The module editor is a modding tool. Thus it wont be available during a multiplayer match. Due to the reasons you just explained.lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player. I could select a whole grass tiles as graphics and place paths as I want. This can make a lot of mess.
If it's a modding tool, then fine. But I think that a modding tool shouldn't be available from within the gameplay, it should be a separate application.smallfly wrote:The module editor is a modding tool. Thus it wont be available during a multiplayer match. Due to the reasons you just explained.lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player. I could select a whole grass tiles as graphics and place paths as I want. This can make a lot of mess.
It's absolutely awesome, isn't it?lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player.
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