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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Quote from nickWtn3»

    Hey this is great and all but I was was wondering, how do the overhead sign ?



    I use a program to convert images to maps. Then I spawn the map ID attributed to the road sign and place them on item frames.



    Quote from ZaffreAqua»

    Is this a server? Or a world available for download? It's very nice! I'm in need of inspiration for road planning of my own city project.


    Not currently.

    I can help give tips if you want. Make sure you have proper right-of-way for a road system in your city. I find the hardest challenge is making the adequate space and easements between buildings/properties and the road.

    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Decided to work on the more rural area of the map.









    I also added rumble strips on the Interstate.
    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Alright. I modified the SPUI to be a bit safer.





    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    This is possibly the most dangerous SPUI (Single-Point Urban Interchange) ever to be designed. Since it's single lane, left and through traffic on the cross street must share a light phase. Ergo, there's an extra traffic light phase which defeats the purpose and efficiency of a SPUI, but I digress.

    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Widened a freeway.





    Did some landscaping on the city center roads.





    I made different standards for traffic signal mast arms between municipal DOT and state DOT.



    Hard to notice with the shadows, but there's tar filling over induction coils for the ramp meter.
    Posted in: Screenshots
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    posted a message on May I get my screenname changed?
    I had "KEK Inc." before the site updated, but the new format supposedly doesn't allow the period or space, and it defaulted into this username.
    Posted in: Forum Discussion & Info
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    posted a message on Screenshot contest (currently open)
    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Quote from Mathy

    Looks excellent! Any plans on creating speed bumps, or the center road barriers forcing cars to slow and turn around the barrier? On a related note for enforcing traffic law, what about red light cameras?


    I'll look into making speed bumps, chicanes & neighborhood traffic circles to lower residential speeds. I've made roundabouts before in Minecraft.




    ╶╼╸♢╺╾╴

    Here's some more images.


    Ferry intersection. It has unique signal logic due to the queue lane. Traffic can't enter the queue from this road or line cut.


    Queue lane on the right. Left lane must turn right.


    More modern road hardware for the financial district.


    Green bike corridor on the road.


    Fire signal.


    That one intersection I'll eventually finish.


    The Ferry Terminal contains the ventilation towers for the tunnel.


    Inside the car ferry.




    View of downtown from the ferry.


    View of ferry queue and port.






    Distant bridge span.


    Bike box.
    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Quote from chinesehorse


    Just have too bring this up that rumble strips and road surface markings are usually only around 10 cm in width, but alas, blocks in Minecraft are 1 meter! Because of that logic, shouldn't roads be 2-3 blocks wide?

    Just want to see what you say about this, because I had similar trouble with creating roads in my city. Thanks!


    I'm making the freeway much wider since it's designed for higher speeds. Some freeway lanes are actually wider than 12' if the speed limit is above 70. It also looks better with the limitation of Minecraft, in my opinion. For city stuff, you don't really need reflectors or wide lanes since there's streetlights and slower traffic. Some areas tend to have Botts' Dots so you can see the lane divisions in the rain, and other areas have to recess the reflectors in the pavement due to snow plows.


    Quote from MancoMtz

    Not too sure, it depends on the amount of detail you use. Non-guide signs like the ones you've already mapped are pretty much the same in California and the rest the US (pretty much only text sizes change like on the Speed Limit sign for example) so I don't think you have a problem there. The main differences are guide signs (CA doesn't use external exit tabs), materials (like posts and stuff) and traffic lights.

    I would prefer using the normal MUTCD approach though for some reason i've never used external exit tabs on my guide signs. I use a mix because they don't have exit tabs but they're different heights (Caltrans signs all have to be as high as the highest sign on the gantry). Here's an example:



    On traffic lights I prefer using Washington state's design (although I've always known it as the Nevada design):



    Of course, these are easier to make in MC that California's for example.


    Well, WSDOT has a tubular mast for its streetlighting (obviously city jurisdictions deviate).



    I'm pretty familiar with signing practices. I also like making mock-up road signs. I've shared a few earlier in this thread. Here's some more:


















    Seems like the FHWA might remove Clearview (yay!).
    Posted in: Screenshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Quote from Fricitz114

    OMG It is really great, i see you have a lot of creativity, courage and desire to do all this, but, you think open a server with that map? I ask because this very good and I really want to explore your world, greetings!

    Sry for my bad english

    This map is for an adventure map, so it will be released in due time.

    Quote from MancoMtz

    You sir, deserve a cookie for such awesome roads. I see they even conform to AASHTO standards in all ways possible in MC too. I literally just signed up on this forum just to say this xD.

    Question: are you working three block wide lanes or four block wide?

    Cheers from a fellow road geek!

    Originally, they were 3 meters wide. Interstate lanes are about 12-14' wide, so I widened many of the roads to 4 blocks wide. The latter images are 4 meters wide, and I plan to widen some of the lanes in the city as well. (Many urban roads have cramped lanes, so it's not entirely inaccurate).

    I'm focusing on variety of road hardware. If you notice, different municipalities change some minute details in how they design their road ornaments.

    So in many cities near observatories, they use low pressure sodium lamps. Instead of traditional HPS cobraheads, they have a pretty different style of housing.

    Here's an AEL-SRX (non cut-off; LPS are rarely cut-off):

    San Jose, CA, uses this extensively in its residential streets.

    As opposed to an AEL-125 (cut-off)


    Not to be confused with the GE-M400R3.


    Anywho, there's also differences in the mast arm design that I want to try to recreate in Minecraft.

    Downtown Seattle


    San Jose, CA


    Ketchikan, AK


    Los Angeles, CA

    ---

    Do you think I should follow Caltrans signing conventions or a more vanilla approach at the MUTCD?




    Posted in: Screenshots
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    posted a message on New Double Stone Slab Texture
    As long as I can still make 43:8 concrete cubes.
    Posted in: Recent Updates and Snapshots
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    posted a message on KEKDOT Engineering: Freeways & Roads [Update 9/18/15 - Single Point Urban Interchange]
    Some more screenshots:







    Posted in: Screenshots
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