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[新闻] 【SimCity】2013年官方博客索引

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发表于 2013-2-6 18:17 | 显示全部楼层
哪里看出来抄袭了特大?我看挺好
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发表于 2013-2-6 19:30 | 显示全部楼层
建议增加天然气和贵重金属的开采
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发表于 2013-2-7 10:20 | 显示全部楼层

【官网博客】模拟城市道路工具(超多图)


When I started working on SimCity, Will Wright had an observation for me. "Roads" he said, "Roads...are hard."
And oh, man, were they ever. What's more, they're fundamental.
In previous SimCity's, the grid controlled spacing and orientation. In the new one, that job is handled by roads. You use roads to structure your city, to space and orient your buildings, to set up transportation networks and to give it shape.
Pedestrians walk on roads, cars, trucks and service vehicles drive on them. Power is carried by them, sewage and water travel under them. Buildings are snapped and oriented to them. Roads are the connective tissue for your city.
First, some technical details.
Under the hood, SimCity's roads are a kind of curve called a Hermite Spline. The spline is how the road is represented in the underlying simulation. All the zoning, traffic lanes, road geometry, terrain modification and the rest is built on top of the spline.

The spline is a full 3D object, so you can have layers of roads on top of each other.

When you're drawing a road, you're really creating a spline network, and when you intersect the roads, you're actually reticulating splines (dividing them into a net or network). Seriously.

You have a bunch of different options for drawing roads. There's a tool for making straight roads that go from point A to point B. There's another tool for making rectangular road squares. Another tool lets you make sweeping arcs, another one lets you make circles. And my favorite is the curvy road tool which lets you draw out freeform wiggling roads.
When you're drawing roads, you can hold down the shift key to constrain them, so that intersections will be perpendicular, or that the square road tool draws perfect squares instead of rectangles.

There are different sorts of roads, too - going from dirt roads up to six-lane avenues with streetcar tracks.
Different roads support buildings of different densities. Dirt roads will only ever develop low-density buildings, while high-density streets or avenues are capable of developing skyscrapers.

Roads come in different widths - there are the 24 meter wide streets and the 48 meter wide avenues. The avenues can carry more traffic.
You can upgrade streets too, so you might lay out your city with dirt roads and eventually turn them all into high density streets.
Going from streets to avenues takes a full demolish and rebuild, though.
When they intersect, the higher capacity roads have right-of-way over the lower capacity ones, stoplights and stop signs are automatically placed accordingly. Keep that in mind as you design your cities.

It's important to know how far to space your roads so that there will be enough room for buildings to develop. For that, you can turn on road guides. The guides appear when you hover over an existing road for a moment.

You can follow them so that your new roads will be optimally spaced.

You can temporarily toggle the guides on or off by holding down the Alt key while you're using the road tool.
Different roads support different density buildings, so the guide distance changes appropriately.
From further out.

Or closer in.

Roads will try and fit the terrain that they're on. If you're doing a road draw that requires a tunnel, you'll automatically get a tunnel.

If both a roadcut and a tunnel are called for, like with this terrain:

Then you’ll get both:

If you're doing a draw that needs a bridge, you'll get a bridge.

But if a road can work with just a roadcut, then that’s all that it will do. It’s cheaper.

You can snake roads up the sides of steep hills.

Or just climb it with roadcuts, bridges and retaining walls.

Roads will automatically make bridges when they cross water. If your bridge happens to pass a navigation channel, it will arch upward to allow ships to pass underneath.
Each road type has its own associated bridges, which can have their capacities upgraded just like roads can.

You can also opt to upgrade your bridges with more attractive ones, if style is important to you.

So there's a quick overview of roads! We'll be giving you tips and tricks for using them as we get closer to ship date. Thanks for reading!

1.画路时用shift使路口垂直
2.道路有多种种类,但只有24米和48米两种宽度,同宽度可以直接升级,但跨宽度升级要拆除道路
3.辅助格线随着你选的道路可支撑的最大密度而变化
4.隧道自动生成
5.桥自动生成,如果跨越的水域是航道的话会自动升高
6.桥梁可以升级





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发表于 2013-2-7 10:34 | 显示全部楼层
在这么小的的地图里看样子根本用不着这么丰富的道路。。。
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发表于 2013-2-7 10:47 | 显示全部楼层
純粹畫圓和畫曲,SC2013這工具真的比特大的完成度還高
特大的還要特別學習一段時間才能稍微上手...

不過都2013了還不能自己調道路高度這就減分了,當年這算是A列車系列的亮點之一吧,特大也是有了這個才多了很多風采...

至於地圖小這個硬傷,反正必定是圈錢計畫的一環了.......
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发表于 2013-2-7 11:09 | 显示全部楼层
充分说明了以后的DLC是多么的丰富啊!
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发表于 2013-2-7 11:26 | 显示全部楼层
道路是比4强大了很多
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发表于 2013-2-7 13:20 | 显示全部楼层
不能够自定义高度,太失败了。
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发表于 2013-2-7 16:16 | 显示全部楼层
这地图配这工具~浪费!
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发表于 2013-2-9 18:05 | 显示全部楼层
感觉有点像特大城市
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