OWL's Request & improvement list

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owolow

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Hello dev team. I appreciate all work you have done so far but frankly you need to reinforce your foundation before adding more stones and floors on your build. I am posting this on the main page instead suggestions tab because I don't think that you're paying enough attention. All I want is helping you out with ideas on this path you are walking on and make sure the ground is solid for you.

I've posted some ideas on road mechanics earlier because after all, roads are what make a city, an actual city.
You can reach that topic right here
There will be some features from other video games indeed. So let's get started.

ROADS & CURVE MESHES
as an addition to the features above, in that topic;

Slope Fix Feature by Angles : Engineers build roads to optimize speed, and on many high speed concrete or asphalt roads the slope angle gotta be 7% (3.15°) maximum. like highways. Gravel roads doesn't have to be at 7% of course. So there should be a slope fix feature between -+[0% - 30%] 100%=45° Source: Wiki

Fill The Ground Under - Carve The Ground Above : After fixing the slope (ie: at 0% - straight roads), roads should carve the ground above straight down to the starting level and fill the empty spaces with 45° falloff soil below.

Roadside Concrete Erosion Barriers : We should be able to build these barriers easily by clicking on a UI on sidewalks by segment. And there should be a Positive (+) and Negative (-) buttons on the HUD. Positive one should cover the carved mountain or hill above the road, and negative should do the same below. Two option would be fine like straight and with 45° falloff. With this feature we will also be able to build perfect sunken roads.

Bridges : Bridges need to be upgradeable by segment and not affected by the water waves. it makes it bumpy.

Elevated Roads : Global minimum elevated road height is 4.80 mts. You should consider to add height snapping that starts from 4.80 and goes up. And it should disable the street lights of the road under to prevent crossing and add under bridge spotlights or something.

Modable Curve Meshes : For the ones who don't know, curve meshes are roads, quays, canals etc. in game. They are the combination of three main asset.
Start: The rounded road mesh where you started.
Mid: Segment meshes of the roads with line textures.
End: Same with the start.


If you can unlock them in asset editor with all three part and a proper preparation to make it work, we can make our owns.

Canals & Quays : Your canals look so metallic. You should definitely change it with nicely textured, straight down bricks. Start and End points should look like this and there is gotta be two main type. Straight and Sloped.
Capture.png

Game needs better looking and realistic quays with sharp edges at 90° bends. Not smoothed one.

Topolines UI During Road Construction : This will help us a great way while building roads by simply following the nature. -Transport Fever Feature-

ZONING
Bigger footprints is all I can say. You should add one more type as "High Density" to all residential, commercial and industrial variable between 8x8 or 12x6. And degrade all current high density buildings into "Medium Density"

For specialized industry like farm, oil and ore, we are going to need draw a rectangle zoning just like in Cities XL

LANDSCAPING & TEXTURING
in-game and map editor you should consider to make terraforming dynamic! So we can make natural arcs, caves and also cliff textures wouldn't stretched with this feature because polygons will divide every time we add more. But it will destroy a proper height map exportation of course.

As an other option at least make cliff textures work projectional with both way horizontal at spots with lower than 45° and vertical at more than 45° slopes. So it should prevent the stretching.

Higher Flow Power on Water: In your game, to make water flow properly we gotta make the depth at least 30 mts and width over 200 mts. Well this is not realistic at all. Mostly, rivers get tinier and tinier as long as the way down to the see. Because the soil drains and distributes the water in. Yet rivers have enough power to create deltas or lagoons at the end. And I'm talking about here 10-20 mts wide and 1-5 mts deep rivers at the end point. A normal in-land river should flow fine with 10 mts depth and 50 mts width.

Moss Texture [Ruined by Water] : Constructions like quays, canals and harbors should get moss texture masks in time at where the water hits the surface and below.

More Textures : Add more texture types in theme editor. 2 Different cliff, 2 sand and 3 grass textures for specific slope limits. 1 Snow, 2 Ruined textures as paintable. And farm textures for the feature in Cities XL

Normal Maps for Each Texture : This will give your game even more realistic look.

Color Tilts and Masks For Main Texture Types :

Make color tilts on land according to the height range which is adjustable.
ie:
Neutral: 0 - 100 mt.
Bright Brown: 100 - 150 mt.
Brown: 150 - 500 mt.
Dark Brown: 500 - 900 mt.
White: 900 - 1024 mt.

Global Color Masks :
for grass and sand. So we can tile them large and make a variable looking grass and sand all over the land.

EDITED

I think that's all for now.

Cheers.


 
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ByLeven

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Agree 100%.

About quays. In addition to have sharp corners, there is no reason why the model needs to be 1 tile wide. They shouldn't have any width at all. They should simply be a sharp barrier/wall that lifts land on one side, and keep is low on the other. Nothing more, nothing less. They would be far more flexible if they had no width.

Also, the quays are currently messing up snapping in a wide area around them :(

That said, I am very impressed with the how they implemented quays in the first place. And that they even bothered to do it. It is really well done, just looks a bit wrong, and take up too much space.
 
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Avanya

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Agree 100%.

About quays. In addition to have sharp corners, there is no reason why the model needs to be 1 tile wide. They shouldn't have any width at all. They should simply be a sharp barrier/wall that lifts land on one side, and keep is low on the other. Nothing more, nothing less. They would be far more flexible if they had no width.

Also, the quays are currently messing up snapping in a wide area around them :(

That said, I am very impressed with the how they implemented quays in the first place. And that they even bothered to do it. It is really well done, just looks a bit wrong, and take up too much space.

Actually there's a really good reason why they're 1 tile wide. They have to cover up the terrain. ;) It's no different from when we used parks placed on roads, the terrain is still there under the quay. If the model is too thin, then the terrain will simply stick through. Canals seem to work differently (I think they basicly make a hole in the terrain instead), which explain their thinner walls. :)
 
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ByLeven

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Actually there's a really good reason why they're 1 tile wide. They have to cover up the terrain. ;) It's no different from when we used parks placed on roads, the terrain is still there under the quay. If the model is too thin, then the terrain will simply stick through. Canals seem to work differently (I think they basicly make a hole in the terrain instead), which explain their thinner walls. :)

Thanks for the explanation, makes sense :)

Btw, is this the reason why the corners are rounded, instead of sharp, as well you think?

Still, the obvious solution would be to have the quays make a very thin incision in the terrain as well. So instead of covering up ugly stretched terrain, they should just let it rupture and "even it out" accordingly on both sides of the quay. I'm sure it could be done.
 
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Avanya

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Not sure about the corners - to me it would seem easier to have sharp corners at least for covering up terrain. Maybe it functions so much like a curved part it was easier to leave it like this than add sharp corners. But I'm just guessing. :p

Would be lovely with thinner quay walls, though I think the ones we have could work just fine with a bit more interesting texture/model - or perhaps even the ability to make the wider. For me they mostly bother me because the transition to whatever is next to them is so visible. If that could be improved, then I think they'd work much better in many situations. :)
 

ByLeven

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Would be lovely with thinner quay walls, though I think the ones we have could work just fine with a bit more interesting texture/model - or perhaps even the ability to make the wider. For me they mostly bother me because the transition to whatever is next to them is so visible. If that could be improved, then I think they'd work much better in many situations. :)

This is my main problem with them too. Having them fit along side all other stuff in the game. At the shoreline they work very well, but the uniform continuity of the wide top looks pretty peculiar after a while non-the less. There's no break-points what so ever. Just an endless curve, going on for ever if you wish. And I agree about the transition thing.

I think that if they created just a sharp textured edge, with no actual 3D model included, you could "paint" or develop the top whichever way you'd like, right up to the edge. Adding additional fencing, dock props, roads, anything... It could potentially fit nicely next to almost anything network related. You could easy wall in sunken networks running closely parallel to other networks, easily crossing them with bridges etc... Perhaps even snake it up a mountain, to create the foundations for a nice walled mountain road (which humans actually did in ancient times :p). You wouldn't have to worry about how the quay would look at its end parts. It would just "sink" naturally into ground wherever the terrain was stitched back together again. More and different sorts of textures would of course always be appreciated, but I'm glad at least the only one we got so far is very basic.
 
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ByLeven

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I think they should give us a proper round'about tool at least, so we could finally stop doing that damn routina (which is really hard to do, if you want an elevated one, next to other stuff)

If possible, it would also be helpful if they could make curved roads more resistant against becoming distorted when adding roads to them.
 
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muttonnoir

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I wish we had the option to display the contour map overlay when building roads and rail networks- it would be a great help in using the contours of the land to ensure smooth curves/inclines making best use of the topography when planning city networks
 
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owolow

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I wish we had the option to display the contour map overlay when building roads and rail networks- it would be a great help in using the contours of the land to ensure smooth curves/inclines making best use of the topography when planning city networks
Ahh yeah Muttonnoir I actually forgot to add that thanks for reminding it, I'm updating the list now.
 

jcitron

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Actually there's a really good reason why they're 1 tile wide. They have to cover up the terrain. ;) It's no different from when we used parks placed on roads, the terrain is still there under the quay. If the model is too thin, then the terrain will simply stick through. Canals seem to work differently (I think they basicly make a hole in the terrain instead), which explain their thinner walls. :)

This is a good point, which I would like to add to.

The terrain is made up of a gigantic invisible mesh which needs to be deformed to create our gullies, canals, and even Quays. This grid is what's controlling how our assets are placed and how the roads and other spline objects such as tracks and paths interact with the environment. Our assets such as the Quay objects themselves have an alpha channel built into them. This alpha-channel object "punches" through the surface in order to press them into the mesh and to remove the mesh so the object becomes part of the terrain. Since the invisible mesh is square, made up of small squares all over, and at a specific resolution, we have to have assets cover up these dug-in holes, otherwise we would be seeing sky and underneath ground like when we see the insides of the road and rail tunnels when we go to first cameral view. This is why these assets also fit at specific angles to the terrain.

Ideally we would want a very fine terrain grid which can be sculpted and smoothed like dirt or clay, but our personal computers could never handle that kind of data, due to the huge number of polygons required for that kind of resolution, so a compromise had to be made and make the grid course. This explains why we have steps and odd angles for objects and steep roads no matter how hard we try to adjust the resolution of the stepping. Sure the fine road heights has tweaked the values more generously than what CO developers did, but there is still that overall grid resolution we need to deal with.

Some day when our computers rival the speed and processing power of the biggest super computers, perhaps, we will able to have a 10,000,000 x 10,000,000 point grid and not worry about the computer melting as it attempts to render a complex mesh such as the terrains.
 
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Actually there's a really good reason why they're 1 tile wide. They have to cover up the terrain. ;) It's no different from when we used parks placed on roads, the terrain is still there under the quay. If the model is too thin, then the terrain will simply stick through. Canals seem to work differently (I think they basicly make a hole in the terrain instead), which explain their thinner walls. :)
I wonder what would happen if someone made their own quay and used a different mesh that was more like an L, skinny at the top but with a wide base pad. then the network could clip the terrain and you'd not have anything stick out. the only thing is how the water would behave? maybe it would hold back so there'd be a gap between quay walls and water... that might be why they can't do it.
 

jcitron

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I wonder what would happen if someone made their own quay and used a different mesh that was more like an L, skinny at the top but with a wide base pad. then the network could clip the terrain and you'd not have anything stick out. the only thing is how the water would behave? maybe it would hold back so there'd be a gap between quay walls and water... that might be why they can't do it.

The object its self can be any shape, however, the ground grid - the one that makes up the map is the problem here. The object will still punch through the ground and if it doesn't quite fit the square, you'll end up with blue showing through along the edges. This is why we see blue sky under some roads when the terrain gets pulled down by a road next to a steep slope.

From N3V's Trainz A New Era which works in the same fashion as Cities Skylines:

This is a 720 x 720 (default) grid. I used the topology tool to create a hill, which works very similar to CSL's terrain editor tools.

The object shown here is a dig-hole object which is used to "punch through" the mesh to create a tunnel opening.





A tunnel spline would then be placed through the hole and a tunnel head would be used to fill in the space along with splines to cover over everything. It works quite effectively actually.

Here's a turntable which was deliberately placed against the slope.



The TT would snap to the grid, however, it was modified to not do so, so the included dig-hole is most apparent and would need to be covered with a ground-colored spline of some sort. The dig-hole is used to ensure the TT is always flat against the ground no matter what.

I know this isn't CSL, but it's operation is similar that's why I used it, besides it starts up quicker than CSL does!