Cities: Skylines

Cities: Skylines

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Highways over Wall - 1+1 Lanes - Adaptive Network Road
   
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Assets: Road
File Size
Posted
Updated
84.770 MB
8 Dec, 2019 @ 1:50pm
14 Aug, 2023 @ 7:21am
6 Change Notes ( view )

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Highways over Wall - 1+1 Lanes - Adaptive Network Road

In 1 collection by SimoG
Highways over Wall v5 - Complete Collection
40 items
Description
This Highway will allow you to trace two carriageways at the same time, one for each direction.
Each of them has 1 lane. The carriageways are separated by a double Guardrail Barrier, and a single guardrail is traced in both side. The elevated section trace a supporting wall that will follow the curvature of the road. In addition, most of the horizontal signs will be automatically drawn in the nodes.

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Patch Notes in this v5:

- Now these Highways are Adaptive Network Roads and require the Adaptive Network Mod (AN) to be used to the fullest.
- Redo from scratch all Guardrail. Now they are more uniform when switching between different roads and between segment and node.
- Redo all Markings Textures. Dash are longer and more spaced for a more realistic aesthetic.
- Redo from schratch the Automatic Marking System on nodes. Now they use the AN Custom Connection Group to avoid unwanted interactions with other roads
- New pieces, National Roads over Wall
- Added variuos customization options with Adaptative Network Mod (described later in this manual).
- Finally fixed vertical signage for Left Hand Traffic!
- One Way Highways automatically align to the left side (right for LHT) of the roads

I Suggest you to read the collection description for more information on the new feature of this road

https://steamproxy.net/sharedfiles/filedetails/?id=1336987320
26 Comments
SimoG  [author] 17 Oct, 2023 @ 2:04pm 
@THZ I'll add one thing. Local files and workshop files have different names for CSL: the former only use the asset name, the latter add the Workshop ID in front of the name, so for CSL they are 2 distinct things. So if you decide to use my new highways in the saves where you used the old ones locally, you will have to upgrade the roads manually before deleting the local ones from the PC. I remember that in the very first release of these highways, no one saw the custom pylons that I had created, precisely because of this name difference, even though the file name was identical between the workshop version and the local one on my PC.
SimoG  [author] 17 Oct, 2023 @ 1:57pm 
@THZ Filename does not affect loading. Only the internal name of the asset or subsegments (bridge, elevated, slope, etc...) affect loading, names that I was very careful not to change. I am sure of this thanks to many field tests conducted over the years and and above all also read in the Loading Screen Mod wiki where it was indicated how this part works :-)
THZ 17 Oct, 2023 @ 2:54am 
I've been considering whether to leave a comment, as when I discovered the new file names, I had already located the previous version using a hard drive backup and manually replaced the road network with other roads using RON. So, there was no issue with my city save file this time. I'm just speaking from past experience that updating the road network files can cause problems for city save files that have already been built with that road network. If you don't have this issue, please feel free to disregard my comment. And thank you for your creations; they are excellent. These are translated English, hopefully they all sound polite.
THZ 17 Oct, 2023 @ 2:41am 
In my personal opinion, I wouldn't change the creations’ file names, and the version-name doesn't have to be a part of the file name. Altering the file names could potentially cause issues in existing citysavefile, and the disappearance of the road network of a city is a bigger concern than the buildings' disappearance. When updating creations, please keep the file names as they are now.
ashlandky62 31 Dec, 2021 @ 9:03am 
Thanks! Used these assets in my newly released map - Carolina Crossings.
eegl 2 May, 2021 @ 8:59am 
Thank you! That clears everything up I thought I was missing an asset :')
SimoG  [author] 2 May, 2021 @ 2:03am 
@eegl it's wanted to reflect the appearance of European highways, which usually, do not have street lamps except near intersections or in particularly dangerous points.

@ilcicci1983 I know of a couple of these LUTs, and I also find them too strong in the highlights, especially if an object is white. Personally I found a remedy by slightly adjusting the direct and indirect light with the Ultimate Eyecandy. Now instead of lut I use the relight mod

Unfortunately, going to change the textures now is a colossal undertaking. It almost means redoing the whole set from scratch.
eegl 1 May, 2021 @ 5:57pm 
I love them! but for some reason lights dissapear and i have to put them manually
ilcicci1983 23 Apr, 2021 @ 7:37am 
I use several luts but most of them have a very high contrast (realistic, cleyra, laviante, real neutral, etc.). Which is good normally, but it can make some surfaces too white.
I created my previous map
https://steamproxy.net/sharedfiles/filedetails/?id=2450641319&tscn=1619082238

having to manually position all the guardrails.
These:

https://steamproxy.net/sharedfiles/filedetails/?id=1889660581
Nice but Very very uncomfortable and they end up underground out of 25 tiles.

Now I am creating a new map and I am using your Highways because I find them in general also better than Clus highways (Concrete Highways), especially for intersections. Darkening the walls and guardrails just a little are the only things I would retouch, but that said, great work. The best Highway of the workshop.
SimoG  [author] 23 Apr, 2021 @ 6:15am 
@ilcicci1983 Thanks for the feedback .
Do you use any LUTs? I wonder because, with some of them, I also saw that the highlights are a bit too bright.

Yes, the guardrails are less beautiful but it is a compromise to slightly reduce the overall impact of the highway on the FPS considering that they are always present along the entire length of the road itself. :-)