Bridges
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Bridges are a subset of Transit Networks and apply mainly to vehicular travel. Technically power lines can form a bridge (the model switches to show the yellow orbs) but for the present purposes of this article, only networks which move sims will be discussed. They are used by the game to traverse bodies of water, or even land if the bridge is high enough. All of the standard game transit networks, with the exception of streets can create bridges. With developments in the NAM, it is now possible to create bridges for any transit network that is contained in the Bridge Controller file in the NAM.
Contents
Types of Bridges
Standard Game
Bridges listed in alphabetical order by name. Images will follow if table design meets needs. ALSO: do you think the yes/no listing works or should it be X's and blanks?
Custom Made
Listed Alphabetically by name
Road
- Covered Wooden Bridge - threestooges
- CSX Bridge - Kwanyoni - Colyn
- Dusktrooper Road Bridge - DuskTrooper
- Garabit Viaduct - paulvmontfort
- Garabit Viaduct Green Version - Modelled: paulvmontfort; Modded: Jeronij
- Krummbach Bridge (Road Version) - Jeronij
- Old Road Bridge - Jeronij
Street
- Rural Street and Rail Bridge - Jeronij
Rail
- Metal Arch Rail Bridge - Fukuda
- Metal Pylon Rail Bridge - Fukuda
- Modern Rail Bridge - Jeronij
- Rural Street and Rail Bridge - Jeronij
- Warzone Bridge - Jeronij
Avenue
- Millau Viaduct - Fukuda
Highway
- Akashi-Kaikyo Bridge - Fukuda
- Tsing Ma Bridge (Hong Kong) Single Deck - Jeronij
Rural Highway Mod (RHW)
Elevated Rail/GLR
Monorail
High Speed Rail
- GHSR by Jeronij
- HSR Bridge by Jeronij
Modelling
A bridge is essentially composed of three pieces:
- A Start/End Piece (automatically reversed when drawn in game)
- A Support Piece (is what extends to the surface to support the bridge)
- A Repeat Piece (fills in the gaps between the Start/End and Support pieces)
Each bridge piece can be modelled in the BAT and must be rendered with a specific and unique ID. The exemplar that is attached to the model will define what type of bridge it will be used with. A tutorial for the creation of basic, three piece bridges can be found at SC4Devotion. The creation of more complex bridges, like suspension bridges, involves the use of RULs.
The LODs for the bridge may be as wide as necessary, but may only be 16m (one game tile) long. They should be rendered with xy coordinates of 0,0. If the LOD covers the roadbed, it will obscure the vehicles using the bridge so care must be taken when designing bridges with parts above the roadbed. A bridge that wishes to include sections longer than 16m must break the section into 16m segments. For example: if you have a Start/End piece that is 32m long, it must be rendered as two separate 16m long models, each with its own ID. They will then be modded as Start/End pieces in the Reader
Modding
To Be Written