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Author Topic: NAM: Development  (Read 344454 times)

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Offline mgb204

Re: NAM: Development
« Reply #1500 on: April 29, 2017, 02:26:21 AM »
I've noticed that Draggable Elevated Avenue glitches up if you drag it into elevated RHW or MHW. How easy would it be to fix this? I assume for the L2 Avenue Viaduct to Elevated Highway without the override you can just reuse the model of the existing static puzzle piece, though said puzzle piece is visually broken with the MHO installed.

Probably just a case of adding the necessary code, but less simple for the L1 variant, although I'm guessing most of the original model is probably good for re-using there too.

For the "broken" piece, which is actually just missing a texture, I uploaded a patch (ST). It was working but I overhauled the MHO files completely for NAM 35 and this one texture got missed for US users only (the EU variant works).

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Re: NAM: Development
« Reply #1500 on: April 29, 2017, 02:26:21 AM »

Re: NAM: Development

Offline vinlabsc3k

  • 🚄 NAM Lover ❤️
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Re: NAM: Development
« Reply #1501 on: April 30, 2017, 03:02:51 AM »
Sorry to pose a question out of blue, but it's in the to-do-list a RD/OWR/AVE/GLR on slope FLUP portal?
My creation at CityBuilders.



SimCity 5 is here with the NAM Creations!!

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Re: NAM: Development
« Reply #1501 on: April 30, 2017, 03:02:51 AM »

Re: NAM: Development

Offline Tarkus

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Re: NAM: Development
« Reply #1502 on: April 30, 2017, 03:42:49 AM »
All FLUPs development is currently on hold.  If/when it is an active project again, if someone is willing to make the models (always the bottleneck in many NAM projects), then it'd be something we'd certainly consider.

-Alex

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Re: NAM: Development
« Reply #1502 on: April 30, 2017, 03:42:49 AM »

Re: NAM: Development

Offline Tyberius06

Re: NAM: Development
« Reply #1503 on: April 30, 2017, 05:34:58 AM »
Hi!
What is about Buddybud's onslop tunel portals? He used to make rd/owr2/ave portals, and they can be used with NAM flups and subway mode aswell.
Alex, as I remember someone made models for NWM tunels (not onslop), there were pictures about them in the FLUP topic back in 2010, but they've never been released due to some secret in future NAM development.
I'm not inpatient, maybe I will be 60 since than, but eventually we will get those pieces... :popcorn: ;D ;D

- Tyberius

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Re: NAM: Development
« Reply #1503 on: April 30, 2017, 05:34:58 AM »

Re: NAM: Development

Offline mgb204

Re: NAM: Development
« Reply #1504 on: April 30, 2017, 07:09:15 AM »
Buddybud's onslope's were designed to work as Subway conversion lots. They are available on a Japanese site somewhere, although he marked them as a beta/preview, I've had no problems using them.

As for NWM portals, I think you might be confusing them with those that Dexter made for the RHW? Either way as per Tarkus' last post, there is no active development around such things right now.

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Re: NAM: Development
« Reply #1504 on: April 30, 2017, 07:09:15 AM »

Re: NAM: Development

Offline Tyberius06

Re: NAM: Development
« Reply #1505 on: April 30, 2017, 08:04:26 AM »
Yepp, but they are working fine with flup pieces aswell, just the slope needs to be 10m.

Sadly all the pictures gone from Dexter's development thread (http://sc4devotion.com/forums/index.php?topic=13715.0, but as the bold title said, there were NWM FLUPs in the cue.
But yepp I'm aware of that there is no development in progess on that side, Alex mentioned couple of times when the topic came up. Thats why I said, maybe in NAM 60. :popcorn:  ;) :D

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Re: NAM: Development
« Reply #1505 on: April 30, 2017, 08:04:26 AM »

Re: NAM: Development

Offline Tarkus

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Re: NAM: Development
« Reply #1506 on: April 30, 2017, 02:00:49 PM »
Dexter did indeed create some NWM models, but I happen to have the pack of models he supplied the team, and only the RHW models are in there.  Unless he resurfaces and happens to still have them on his hard drive, they're presumably lost.  IIRC, my attempt at replacing the existing RHW-2 portal with Dexter's required a fair bit of Model Tweaker work, to get things to line up properly.

-Alex

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Re: NAM: Development
« Reply #1506 on: April 30, 2017, 02:00:49 PM »

Re: NAM: Development

Offline Kitsune

Re: NAM: Development
« Reply #1507 on: April 30, 2017, 04:06:28 PM »
Well he was last active on feb 2nd.... are there plans at some point to have flups under the NWM networks ?

And also, on a completed unrelated note... could the Flexcurves be moved to there own icon like all the other flex stuff ? :)

And Tarkus ... I did send you a PM in march, dont know if you got a chance to see it.

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Re: NAM: Development
« Reply #1507 on: April 30, 2017, 04:06:28 PM »

Re: NAM: Development

Offline Tarkus

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Re: NAM: Development
« Reply #1508 on: May 01, 2017, 07:42:06 PM »
FLUPs-under-NWM would be something that would be handled by the infamous new implementation.  I don't think anyone wants to go down the puzzle piece rabbit hole again.

The menus (particularly on the RHW side) are kind of a work-in-progress at the moment, due to the fact that we're in that awkward transitional phase, between being fully PP-based and having the FLEX system built up to the desired extent.  It'll be possible to get amazingly compact with the menus once we get to the point of FLEX build-out.

And I did (finally :-[) get back to your PM.

-Alex

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Re: NAM: Development
« Reply #1508 on: May 01, 2017, 07:42:06 PM »

Re: NAM: Development

Offline Wiimeiser

Re: NAM: Development
« Reply #1509 on: May 02, 2017, 07:58:02 AM »
While we're on the subject of the RHW buttons, would it hurt to move the Deprecated Height Transitions button down a bit? It should be just one variable.

Also, what's this about a new FLUPS implementation?
Albana fenekykh, exiy bega yes ni khaloyovh!
Miy gavΩ Ѩ somΩ ndroid∀ for my birdj. en onΩ explodΩd & sƢq wenq everyДerΩ

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Re: NAM: Development
« Reply #1509 on: May 02, 2017, 07:58:02 AM »

Re: NAM: Development

Offline Tyberius06

Re: NAM: Development
« Reply #1510 on: May 02, 2017, 03:37:56 PM »
Oh, one more word about FLUPs. I'm using rivit's latest "beta" RUM for RRW mod, and mgb's SWN (1.0 beta something) and NGN mods, and I choosed the option using concrete texture under the rail flups (as you can see on the attached picture), but there is no other concrete flup piece (or I missed something) on the TAB ring, so when I would like to make a diagonal FLUP under rail, or longer underpass with more tiles, I've got this zig-zag effect due to the different usable textures. Can the NAM Team put this concrete texture (straight, cross, T, and curve routes under the texture) with the other FLUP pieces? I know it's PP and things like that, but in urban areas this would be better, and that would be great if it wouldn't have pedestrian paths on it like on the original (as the picture shows).



Thanks in advance!

- Tyberius

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Re: NAM: Development
« Reply #1510 on: May 02, 2017, 03:37:56 PM »

Re: NAM: Development

Offline mgb204

Re: NAM: Development
« Reply #1511 on: May 02, 2017, 04:34:56 PM »
The thing is, we can't offer every choice in the NAM installer, this really comes under the realm of third party mods.

Here's a conundrum for you, make a similar setup, but instead of rail, use a road for the diagonal network. See how it all matches perfectly with sidewalks? Now consider that if you change the sidewalks to concrete, that setup would no longer match, even if the rail did?

What I've done is make a override for the 2nd Maxis pedmall type (the pink ones) with concrete. This way the regular sidewalk option will still exist too, allowing you to choose between them. Find that attached, it needs to load after SWN, place it in the same folder as the SWN FLUPs and you should be fine.

As for removing the pathing, the piece is "FLUPs under Pedmall", those paths are necessary if connected to other PedMalls. It won't cause any problems though with setups like you've shown. Including them just saves having to have additional pieces (i.e. it's more efficient).

Sim City 4 Devotion Forums

Re: NAM: Development
« Reply #1511 on: May 02, 2017, 04:34:56 PM »

 


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