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Author Topic: NAM: Development  (Read 324810 times)

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Offline Tyberius06

Re: NAM: Development
« Reply #1480 on: October 19, 2016, 05:54:12 PM »
Hello!

After MGB made his RRW tunnels (the DTR and now the STR version too) a thought came into my mind. When I installed the NAM last time (and probably into some previous versions too) I saw the option between CAN-AM with SimGoober canals OR SG-CAL canals. At this moment the whole CAN-AM thing is important to me due to the canal FLUP pieces. I was wondering how about other canal types? Like PPond/PEG Pond or Paeng's Urban Recreational Canals (URC) etc... I know the whole FLUP system will be revisited at some point in the far future (because all of them Puzzle Piece based and that technology obsolate), but would it be hard work to make some under canal transitions for URC and/or PPond? (oh and I know, there's some custom flup piece for PEG Streams made by the SFBT Team, I guess.)

Thank you for any answere in advance!

- Tibi

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Re: NAM: Development
« Reply #1480 on: October 19, 2016, 05:54:12 PM »

Re: NAM: Development

Online mgb204

Re: NAM: Development
« Reply #1481 on: October 20, 2016, 01:04:36 AM »
It's totally possible to create overrides for pretty much any of the canal/water systems that include both a canal edge 1x1 piece and a 1x1 water piece. To see this in action, I'd check out Moonlights CAN-AM compatible Canal system.

However, there are two problems with including such additions into the NAM installer. The first one is simply that we may need permission to re-use resources from those canal/water sets. In many cases these may simply be unavailable or the creator is no longer around to ask. The second one is that CAN-AM has never really been very popular, so after the original release, there was no further development of this mod. I think in some part that this is related to the limitation of using perfectly flat land to make canals.

In any case, I wouldn't hold my breath for any changes to happen. NAM 35 should extend support to both the MHO and Moonlights El-Rail for the first time, but that's the most development it's seen since it's inception.

Those custom FLUPs pieces are probably your best solution by the sounds of things. There are 6 of them you can customise, in this case you'd need to use a T21 to place the canal/waterway models onto the requisite FLUP.

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Re: NAM: Development
« Reply #1481 on: October 20, 2016, 01:04:36 AM »

Re: NAM: Development

Offline Tarkus

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Re: NAM: Development
« Reply #1482 on: October 23, 2016, 03:00:28 AM »
Imminent . . .



It's now in the hands of the NAM Team and Associates.

-Alex

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Re: NAM: Development
« Reply #1482 on: October 23, 2016, 03:00:28 AM »

Re: NAM: Development

Offline _Michael

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Re: NAM: Development
« Reply #1483 on: October 23, 2016, 03:25:12 AM »
Ooh! I'm getting excited now!

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Re: NAM: Development
« Reply #1483 on: October 23, 2016, 03:25:12 AM »

Re: NAM: Development

Offline gn_leugim

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Re: NAM: Development
« Reply #1484 on: October 23, 2016, 04:11:40 AM »
 %BUd% %BUd% %BUd% :bnn: :bnn:  :D

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Re: NAM: Development
« Reply #1484 on: October 23, 2016, 04:11:40 AM »

Re: NAM: Development

Offline Silur

Re: NAM: Development
« Reply #1485 on: October 23, 2016, 06:24:54 AM »
Good luck with Your work NAM 35 :thumbsup:
« Last Edit: October 23, 2016, 06:26:43 AM by Silur »

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Re: NAM: Development
« Reply #1485 on: October 23, 2016, 06:24:54 AM »

Re: NAM: Development

Offline vinlabsc3k

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Re: NAM: Development
« Reply #1486 on: October 23, 2016, 06:56:51 AM »


Great news!!
« Last Edit: November 16, 2016, 07:43:12 PM by vinlabsc3k »
My creation at CityBuilders.



SimCity 5 is here with the NAM Creations!!

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Re: NAM: Development
« Reply #1486 on: October 23, 2016, 06:56:51 AM »

Re: NAM: Development

Offline dyoungyn

Re: NAM: Development
« Reply #1487 on: October 23, 2016, 09:03:54 AM »
Ditto  &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls  Only hope that the NAM35 Alpha NAM Team works out the unknown bugs before official release which I hope will be seamless. :thumbsup:

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Re: NAM: Development
« Reply #1487 on: October 23, 2016, 09:03:54 AM »

Re: NAM: Development

Offline kbieniu7

Re: NAM: Development
« Reply #1488 on: October 23, 2016, 09:05:14 AM »
Awesome!  Thank you very much, for all of your huge work &apls

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Re: NAM: Development
« Reply #1488 on: October 23, 2016, 09:05:14 AM »

Re: NAM: Development

Offline superfrenchtoast2

Re: NAM: Development
« Reply #1489 on: October 24, 2016, 12:46:19 AM »
I was wondering if i could make some cosmetic pieces for the network widening mod and how i would go about getting the required files to do so.

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Re: NAM: Development
« Reply #1489 on: October 24, 2016, 12:46:19 AM »

Re: NAM: Development

Offline Jack_wilds

Re: NAM: Development
« Reply #1490 on: October 24, 2016, 06:32:21 PM »
will there be a NAM v35 beta public release?...  %confuso

will nam day be on the beta release day or on hold for the official full public release...  ???

and then, to celebrate nam day if there are any batters and lotters with a project to offer would be great...   :)

 :satisfied:

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Re: NAM: Development
« Reply #1490 on: October 24, 2016, 06:32:21 PM »

Re: NAM: Development

Offline Tarkus

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Re: NAM: Development
« Reply #1491 on: October 24, 2016, 07:02:02 PM »
I was wondering if i could make some cosmetic pieces for the network widening mod and how i would go about getting the required files to do so.

The base ortho textures for all the NWM networks can be found attached here.  That would at least get you started on the texture side.  Cosmetic piece implementation is somewhat in the air at the moment, as we have been steadily moving away from static puzzle pieces, though with the large number of cosmetic setups that were created on the RHW side, it may be the one holdout.  The process of making static puzzle pieces is detailed here, though unfortunately, the rather handy webtools that the tutorial links to are no longer available.

will there be a NAM v35 beta public release?...  %confuso

will nam day be on the beta release day or on hold for the official full public release...  ???

and then, to celebrate nam day if there are any batters and lotters with a project to offer would be great...   :)

 :satisfied:

The plan at the moment is to skip having a "pre-release" and just go for the full release, though that is not set in stone.  It will ultimately depend on how testing goes.  Technically, the NAM is always at least partially in a "beta" state, as we're always improving and adding to it.

-Alex

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Re: NAM: Development
« Reply #1491 on: October 24, 2016, 07:02:02 PM »

Re: NAM: Development

Online mgb204

Re: NAM: Development
« Reply #1492 on: October 24, 2016, 07:18:23 PM »
To my knowledge, there are no plans for a public beta. Hopefully the team will not encounter any major problems and we'll be able to bring the release to everyone shortly.

I was wondering if i could make some cosmetic pieces for the network widening mod and how i would go about getting the required files to do so.

It might be helpful if you start a new thread under the NAM forum, showcasing your ideas and any progress. That would give us the chance to see exactly what you had in mind and provide some advice. A lot of tutorials exist to explain common tasks, but in the first instance if you can explain you ideas in more detail, we can target any advice better.

As for including such mods in the NAM, which would be necessary to distribute them. That's certainly a possibility, but really depends on how far you can get with things.

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Re: NAM: Development
« Reply #1492 on: October 24, 2016, 07:18:23 PM »

Re: NAM: Development

Offline druidlove

Re: NAM: Development
« Reply #1493 on: October 25, 2016, 11:03:28 PM »
 :thumbsup: &apls Yea! I've been reading, though school takes up more time lately. I can't wait till NAM 35 comes out.

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Re: NAM: Development
« Reply #1493 on: October 25, 2016, 11:03:28 PM »

Re: NAM: Development

Offline eggman121

Re: NAM: Development
« Reply #1494 on: February 02, 2017, 05:01:28 PM »
Now that NAM 35 is out it is time to look further afield...

<a href="https://www.youtube.com/v/vvAvHZSrdik" target="_blank" class="new_win">https://www.youtube.com/v/vvAvHZSrdik</a>

Still a bit of work to do but Current testing shows that the code base is pretty stable

Hope you enjoy!

-eggman121

Sim City 4 Devotion Forums

Re: NAM: Development
« Reply #1494 on: February 02, 2017, 05:01:28 PM »

Re: NAM: Development

Offline Seaman

Re: NAM: Development
« Reply #1495 on: February 02, 2017, 05:30:26 PM »
hurray!! Secret weapons are back! I loved the teasers for NAM 33 (I'm still wondering what the mystery feature actually is ()what()). Keep it up, eggman121!!

and diagonal ramps! Thats going to bring a lot of new interchanges to the realm of feasibility. awesome!  :bnn:



you have me on the edge of my seat since Feb 2016 ;D
Spot the new Piece  ::)

[...]

-eggman121

Sim City 4 Devotion Forums

Re: NAM: Development
« Reply #1495 on: February 02, 2017, 05:30:26 PM »

Re: NAM: Development

Online mgb204

Re: NAM: Development
« Reply #1496 on: February 03, 2017, 12:12:45 AM »
I'm still wondering what the mystery feature actually is ()what()).

RHW Disconnector :)

The other thing those videos hinted at, which sadly has yet to materialise is the drag width/height transitions.

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Re: NAM: Development
« Reply #1496 on: February 03, 2017, 12:12:45 AM »

Re: NAM: Development

Offline JoeST

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Re: NAM: Development
« Reply #1497 on: February 03, 2017, 01:59:12 AM »
that is incredible!!! thank you for sharing your progress. my jaw just dropped I am ...wow
Copperminds and Cuddleswarms

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Re: NAM: Development
« Reply #1497 on: February 03, 2017, 01:59:12 AM »

Re: NAM: Development

Offline M4346

Re: NAM: Development
« Reply #1498 on: February 03, 2017, 02:38:58 AM »
O.M.G.! :O
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Re: NAM: Development
« Reply #1498 on: February 03, 2017, 02:38:58 AM »

 


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