Maps Edinburgh

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tattyseal

Well-Known Member
Aug 3, 2016
102
Hello everyone,


Around a year ago I done a little bit of work on a recreation of the 6 route in Edinburgh for OMSI however I lost that due to hard drive failure and the route was also withdrawn. So I'm back now working on a portion of the number 10 route (to start off with). I've only been working on it for a few days and I definitely need to make more custom buildings but I'm focusing on getting main junctions and routing done then I will retiterate over the map and detail it alot more. But enough explaining. Let's get into the proper details.


The initial route will be the 10 from Western Harbour to Elm Row (which is only part of the whole route).


Pictures

Great Junction Street / Ocean Drive / A901 Crossing





Leith Sands / A901 Crossing





Western Harbor Terminus








Coming down Newhaven Place








Turning from Newhaven Place onto Lindsay Road (A901)





I'll be updating with more screenshots once the crossing at Great Junction street and everything inbetween is finished up a bit more.
 
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OrangePeel

Well-Known Member
Jul 29, 2016
100
Looks like a decent start there Toby, one thing I will suggest though however is that you should probably update the road and pavement textures to those included in either the iomexLH pack or with Cotterell. It does look quite Germanic at the moment, but you'll notice a difference after updating the textures. I'm not familiar with Edinburgh, so all else I can say is best of luck!
 

ross4122

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Apr 1, 2016
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Yeah before you do too much else I'd replace your textures with the O3D pack texture and then use Road hogs markings to make it all nice. Good start though, interesting to see you are modelling your junction in blender instead of invisible junction objects.
 

tattyseal

Well-Known Member
Aug 3, 2016
102
Looks like a decent start there Toby, one thing I will suggest though however is that you should probably update the road and pavement textures to those included in either the iomexLH pack or with Cotterell. It does look quite Germanic at the moment, but you'll notice a difference after updating the textures. I'm not familiar with Edinburgh, so all else I can say is best of luck!

Yeah before you do too much else I'd replace your textures with the O3D pack texture and then use Road hogs markings to make it all nice. Good start though, interesting to see you are modelling your junction in blender instead of invisible junction objects.


I'll replace the textures, the iomex ones to me didn't look quite right but I'll poke around and find some that do.


I will have to start making normal junctions aka no traffic lights with objects because it does take a lot of time and I can probably achieve near same resuits just with objects.


Thasks for the feedback :)
 

tattyseal

Well-Known Member
Aug 3, 2016
102
The junction for A901 / Ocean Drive / Great Junction Street is now completed, alongside the texture changes to the pavement. (note the shading issues on the road which is my next issue to fix and the roads don't go anywhere but that will be different soon :D)


View attachment 3599
 
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ross4122

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Not too sure if I like that to be honest. The pavement textures are incorrect and the junction asphalt texture looks a bit wonky. There also seems to be an overload of pedestrians, however I'm not sure if thats realistic or not?
 

tattyseal

Well-Known Member
Aug 3, 2016
102
Not too sure if I like that to be honest. The pavement textures are incorrect and the junction asphalt texture looks a bit wonky. There also seems to be an overload of pedestrians, however I'm not sure if thats realistic or not?
Yeah I notice the junction asphalt and I don't see what I've done but I'll try to fix it and the pavements are an issue because I can't find a texture that I like and looks realistic to Edinburgh.


The pedestrians seem to like it though as you mentioned :P
 

ross4122

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Try using iomex's pavement_mid texture. You can find it in his iomexLH\Texture folder
 

OrangePeel

Well-Known Member
Jul 29, 2016
100
I agree, a mixture of pavement_mid (tiled pavement) and pavement_low (plain tarmac) seems to be the best way to go mate.
 

iomex

UKDT
Dec 10, 2015
1,333
It's great that you're making junctions properly - although I'd recommend not integrating the markings with the model - use RoadHog's surface markings as they're accurate and can be altered easily at will.


PS - textures.com is a great resource
 
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tattyseal

Well-Known Member
Aug 3, 2016
102
It's great that you're making junctions properly - although I'd recommend not integrating the markings with the model - use RoadHog's surface markings as they're accurate and can be altered easily at will.


I've removed the markings from the model, I'll take a look at the road hog ones now.

I agree, a mixture of pavement_mid (tiled pavement) and pavement_low (plain tarmac) seems to be the best way to go mate.

Try using iomex's pavement_mid texture. You can find it in his iomexLH\Texture folder


Done that. I've used the mid on the left hand side coming from Lindsay Road because in reality it's like that and continues up Great Junction Street that way for some time. And low for the rest.

View attachment 3610
 

tattyseal

Well-Known Member
Aug 3, 2016
102



Now with the Roadhog markings and a new building on the corner, still with the coloring issue on the asphalt which I'm going to tackle now
 

Road-hog123

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Dec 10, 2015
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The colouring issue is due to mesh smoothing, as you may be aware. What I tend to be with object junctions is to export them with no smoothing, it means the vertical faces of the kerbs don't get smoothed on corners, but it does mean that there are never any smoothing artefacts.
 It's looking very promising, I'm sure with each junction they'll get closer and closer to the real thing.
 

tattyseal

Well-Known Member
Aug 3, 2016
102
The colouring issue is due to mesh smoothing, as you may be aware. What I tend to be with object junctions is to export them with no smoothing, it means the vertical faces of the kerbs don't get smoothed on corners, but it does mean that there are never any smoothing artefacts.
 It's looking very promising, I'm sure with each junction they'll get closer and closer to the real thing.
Hmm... I actually found some duplicate edges in blender with faces in-between lanes and removing them fixed most of my issues, although I'll look at the smoothing as well.
 

Rhys

Veteran Member
Mar 20, 2016
1,426
Alternatively, you could keep the smooth modifier apply and use the edge split modifier tool
 
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