I just modified the Street Construction.cga to achieve this. I've just used footpaths and parking spaces, but you can modify some of the textures to add the grass too pretty easily:
# -----------------------
#Carparks Attributes
@Group("Carpark",3) @Order(1)
attr carparks = false
@Group("Carpark") @Order(2)
attr carparkwidth = 2.5
Sidewalk -->
alignScopeToAxes(y)
BridgeSide
SidewalkWithKerbs
t(0, Sidewalk_height ,0)
SidewalkLamps SidewalkTrees SidewalkProps People TrafficLights
SidewalkWithKerbs -->
case carparks == true :
comp(f){ top : split(y){ Sidewalk_height : CarparkKerbs | ~1 : CarparkPavement } }
//| side : split(u,unitSpace,0){Crosswalk_width*2 : CarparkKerbs | ~1 : CarparkPavement | Crosswalk_width*2 : CarparkKerbs} }
else:
extrude(world.y, Sidewalk_height )
comp(f){ top : split(y){ Sidewalk_height : Kerbs | ~1 : CarparkPavement }|
side : Kerbs}
CarparkKerbs-->
case carparks == true:
split(x){Crosswalk_width*2 : extrude(world.y, Sidewalk_height )Kerbs
| ~1 : t(0,carparkwidth,0) extrude(Sidewalk_height)Kerbs | Crosswalk_width*2 : extrude(world.y, Sidewalk_height )Kerbs}
setupProjection(0,scope.xy,~1.1,'1) projectUV(0)
texture(kerb_tex)
else:Kerbs
CarparkPavement -->
case carparks == true :
split(u,unitSpace,0){ Crosswalk_width*2 : extrude(world.y, Sidewalk_height )Pavement
| t(0,-0.2,0) split(v,unitSpace,0)
{ carparkwidth : split(u,unitSpace,0){0.2 : extrude(Sidewalk_height)Kerbs
|{ ~5 : Asphalt | { ~0.1: WhiteLine | ~5 : Asphalt }* |0.2 : extrude(Sidewalk_height)Kerbs} }
| ~1 : t(0,0.2,0) extrude(world.y, Sidewalk_height )Pavement }
| Crosswalk_width*2: extrude(world.y, Sidewalk_height )Pavement }
else: Pavement
WhiteLine-->
color(White)
I believe that was all the code I modified, but I might have missed something out...gave me the option to turn on and off whether I had a carpark along the street though, but I've attached an image of the sort of thing it gives me.hope that helps!