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RHW (RealHighway) - Development and Support

Started by Tarkus, April 13, 2007, 09:10:49 PM

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Tarkus



The RealHighway (abbreviated RHW) is a mod which utilizes an unused, unfinished network that Maxis left in the game's files, reintegrated into SC4 by the NAM Team, to create a series of highway networks of varying widths.  Despite its name, it has evolved beyond the original scope of the project, into an all-purpose highway network.  Coupled with the Modular Interchange System (MIS), it allows for a highly-customizable and modular network with nearly complete freedom in the creation of custom interchanges. 

If you are new (or even old ;)) to the RHW, please read this post (which is at the top of every page for reference).  It will answer many frequently asked questions about the network and its future development, and it is updated regularly.  If your question isn't answered by this thread, by all means, ask. ;) 

Additionally, the NAM Documentation has a detailed section on the RHW, which can be found online here.

This Overview Post Last Updated 7/12/2016--still undergoing major renovation.

CURRENT PROJECT STATUS

Since NAM 31, the RHW is now included in the NAM, rather than existing as a separate download. We will no longer be offering the separate download.  (download links below)

DOWNLOADS

Core File
NAM Version 36--Released September 12, 2017

Patches/Fixes
(none at this time)

Required Dependencies
None.  The RHW is now included in the NAM itself


INSTALLATION NOTES


FOR USERS OF PAST VERSIONS OF THE RHW
NAM 31 marked the introduction of the Project 57-era RHW.  RHWs built with previous versions should generally continue to function with the Legacy Support files, and old RHWs can be updated to the new specs using the Legacy Conversion Overrides, activated by simply clicking on an existing stretch.

For those of you who haven't used the RHW since 2007, the entire mechanism for producing the RHW-4 was changed from the "side-by-side" method to a "puzzle drag method" using starter pieces, like Draggable GLR.

Also beginning with NAM 31, the development team has been pushing the vast majority of new feature development away from standard "static" puzzle pieces (static PPs) and moving toward FLEX items.  With the release of NAM 33, at least 90% of all ramp interfaces now exist in a FLEX form, allowing for single pieces to function for many different RHW networks, vastly reducing the number of pieces to navigate in the process.  Height transitions have also been converted to a FLEX format, reducing the number of required pieces from 100 to 4, and width transitions and wide-radius curves are on the docket for future FLEX treatment.




OPTIONAL/RECOMMENDED RHW ADD-ONS (listed alphabetically by author) Currently Outdated






TUTORIALS AND GUIDES

RHW Interchange Guide by Haljackey, et al
The interchange guide was started by the NAM Associate and YouTube star Haljackey to show his secrets of interchange construction using the RHW, and is a great source of information.  It is also routinely updated to cover new functionality as it becomes available.  Note: Due to ImageShack's switch to a paid-only service in recent years, unfortunately, many images from the guide and other tutorials have been lost.

How to make a Multi-RHW with RHW 4.0 by Haljackey
Describes methods for building a "Multi-RHW" collector/distributor system with the RHW.

How To Make Smooth RHW Curves (90 Degrees) by Haljackey
Shows a way of using the existing Smooth 45-Degree Curves to build a 90-Degree Curve with the RHW-4.

Show us your . . . Intersections
An immensely popular "Show us" thread with abundant examples of RHW interchanges.  A great place to get ideas and inspiration.

Tarkus' YouTube Channel by Tarkus
Features videos showcasing RHW development and more SC4-related content

Maarten's Real HighWay Mod Tutorials: Episode 1: Basic Techniques and Tricks by mrtnrln NEW!
Great tutorial introducing the basics of the RealHighway mod by an RHW developer.

YouTube Tutorial Videos by asteconn
Tutorials showing how to build a variety of interchanges with the RHW, featuring audio commentary.  Note: These tutorials were made during RHW Version 3.2 (coincident with NAM 25), and quite a number of things have changed since.





FAQ

1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?
2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?
3.  Why am I seeing old RHW textures or clear mismatches?
4.  When is the next version coming out?
5.  Why the name change from "Rural Highway" to "RealHighway"?
6.  Is the RHW Left-Hand Drive (LHD) compatible?
7.  What is the MIS?
8.  Can the RHW make bridges and tunnels?
9.  Why are only freight trucks able to use my neighbor connection?
10.  What's new since NAM 32's RHW Plugin?
11.  What will the next version include?
12.  What's the difference between the "S" and "C" versions of the RHW-6?
13.  What are all the networks currently included and in the works for this project?
14. What's going on with the Euro texture end of things?
15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?
16.  Why are the interchanges larger than Maxis?
17. Will "Maxis-styled" plop interchanges ever be produced for the RHW?
18.  What about traffic signals for the RHW?
19. How do I make Neighbor Connections with the Wider RHWs?
20. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?
21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?
22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?
23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?



1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

Yes.  jondor created a mod to allow display of RHW networks on the Region Transport Map View, which is included in the NAM as an optional plugin.  Read the enclosed documentation for more details.  Note that it is not compatible with any other Region Transport Map View mods.  The particular colors that were chosen were to minimize the "halo" effect that would otherwise result from the particular method used to show RHW networks.

2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?

The only thing which causes this issue is outdated transit mods in your Plugins folder (old versions of the NAM, RHW, or other high-level transit mods with altered RUL files).  The NAM installer has BSC Cleanitol built-in, to find and remove these outdated files, so the only way one could possibly encounter this issue now is by installing an incompatible mod after installing the NAM, or by otherwise tampering with the files.  Reinstall the NAM if you are experiencing this issue.

3.  Why am I getting old RHW textures or seeing clear mismatches?

You still have an old version installed, which is interfering your current NAM installation.  Again, the NAM installer's built-in Cleanitol should be able to pick these up and remove them, so reinstallation would be advisable.

4.  When is the next version coming out?

Beyond the one exception with NAM 31.0, the NAM Team does not give out release dates or timelines for release.  The next update will be ready when the development team determines it is stable enough for the general user base.

5.  Why the name change from "Rural Highway" to "RealHighway"?

The name "Rural Highway Project" dates back to the project's origins back in 2005, well before many of the later innovations in the current mod had even been conceived.  While it can still be used in rural areas, and we are planning to extend the more "rural" features of the mod even further as development continues, in reality, it has effectively become a multi-purpose network that is also designed for building realistically-scaled highways and interchanges in urban and suburban settings as well.  There's been proposals throughout the past 4 years to change the name from "Rural Highway" to something else at various points.  RealHighway was chosen as the new name for the project as: a) it has historical precedence, having been suggested by project founder qurlix back in 2006, b) it retains the acronym "RHW", c) removes the "rural-only" stigma.

6.  Is the RHW Left-Hand Traffic (LHT) compatible?

Yes, it is, though with a smaller LHT contingent in the community, some issues may exist in LHT that do not in RHT.  The NAM installer should detect your drive side and install the appropriate files.  Note that the NAM does not change drive side.  It is extremely inadvisable to tamper with the NAM's drive-side settings, as doing so could lead to a botched installation.

7.  What is the MIS?

MIS stands for Modular Interchange System.  It is a feature that was introduced as part of Version 2.0 (coincident with NAM 22) in 2008.  The MIS is a new network tool for creating interchanges with the RHW.  It involves a series of draggable and small ploppable ramp segments, allowing for thousands of new interchange possibilities.  It will be continually expanded with each update to the RHW mod.

8.  Can the RHW make bridges and tunnels?

The RHW has bridge functionality, and bridges are included for all networks except the RHW-3, RHW-6C, and RHW-8C.

Functional tunnels are not possible.  They are hardcoded and there is no known way to fix it.   

While it is possible to actually build what appears to be a tunnel with the RHW, and the Maxis default slope settings for the network will allow it, the tunnel will show up missing models and will not function.  Even if proper models and paths are applied, the tunnel cannot be made to function due to the hardcoding.

As far as tunnel solutions go, some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, were added in RHW Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button, not under any special FLUPs-related button.  For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of buddybud's underpass lots or blahdy's Boston Big Dig (BBD) lots, which utilize the Subway network.  The FLUPs system is currently not in active development.


9.  Why are only freight trucks able to use my neighbor connection?

In order to create a neighbor connection with the RHW-4 (or wider) or the MIS, you will need to use the Neighbor Connector Pieces.  The Readme has documentation on these pieces.  Simply place the appropriate network piece on top of the network you're trying to make a Network Connection with, and use the "NC Underground Loop" piece (the one with the blue arrow and the "N") to fill in any empty median tiles between the network carriageways.  The following diagram should also provide some guidance as to how the pieces are to be used:




10.  What's new in NAM 32's RHW Plugin?

NAM 32's RHW Plugin includes numerous features:

  • Further post-Project 57 release.
  • QuickChange interchange system, making the construction of some basic intersection types vastly simpler.
  • New FLEXRamps, including some Type D1, E1, A1 and B1 Inside, A2, B2, D2, and E2 ramps.
  • Many new cosmetic pieces, allowing you to better control the look and realism factor on even more RHW networks.


11.  What will the next version include?

You'll just have to wait and see.  We like to surprise people. ;)  You'll probably be able to get a general drift from the development pics shown here, though.

12.  What's the difference between the "S" and "C" versions of the RHW-6 and 8?

The "S" versions is the "separable" versions--they act similarly to the RHW-4 in that the two halves of the highway do not have to be adjacent, allowing for variable width medians.  The "C" versions are the "combined" versions, which were made to address the space concerns, and only take up 3 tiles, but cannot be separated.

13.  What are all the networks currently included and in the works for this project?

Here are the basic ones, which will give you an idea of their size:

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-2[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-3[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-4[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-6S[/data] [data]2 Tiles1[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles1[/data][/row]
[row] [data]RHW-10S[/data] [data]4 Tiles[/data][/row]
[row] [data]MIS[/data] [data]1 Tile[/data][/row]
[row] [data]DDRHW-4[/data] [data]1 Tile[/data][/row]
[/tabular]

The RHW-4 and MIS Ramps also come in an Elevated Form at 15m, which line up with the NAM Elevated Road/OWR/Avenue puzzle pieces.

1--These networks have slight overhang onto adjacent tiles.

The network capacities with the five standard capacity levels of the NAM Unified Traffic Simulator are shown below, reflecting the changes made in Version 4.1, which has resulted in increased capacity on some networks and has made the RHW-6S more useful in particular.

[tabular type=4]
[row][head] Network Type [/head] [head] Network Width (in tiles)[/head] [head]Classic[/head] [head]Low[/head] [head]Medium[/head] [head]High[/head] [head]Ultra[/head][/row]
[row][data] RHW-2 [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] MIS [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] RHW-3 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[row][data] RHW-4 [/data] [data]2[/data] [data]5400[/data] [data]12,000[/data] [data]20,000[/data] [data]30,000[/data] [data]60,000[/data][/row]
[row][data] RHW-6S [/data] [data]2*[/data] [data]6750[/data]  [data]15,500[/data] [data]25,000[/data] [data]37,500[/data] [data]75,000[/data][/row]
[row][data] RHW-6C [/data] [data]3[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-8S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] RHW-8C [/data] [data]3*[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-10S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] DDRHW-4 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[/row]
[row][data colspan=7]* Denotes network with slight overhang extending beyond listed width.[/data][/row]
[/tabular]

If you have modified your simulator using the Traffic Simulator Configuration Tool (TSCT), multiply the appropriate "base" values by the Network Capacity Multiplier.

14. What's going on with the Euro texture end of things?

A variety of Euro and international texture sets are now included as options in the NAM itself.  Just select the appropriate options in the installer.

15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

There will not be a SAM-type setup for the RHW.  While it is a nice idea, it's simply not feasible, as it would require producing likely 3-4 times the number of puzzle pieces.  Considering that once the system is built out to its full extent, there will be literally hundreds of puzzle pieces included with the RHW, it would be far too much work. Not to mention it could possibly overload the IntersectionOrdering RUL (RUL 0x10000000) for a merely cosmetic modification. 

16.  Why are the interchanges larger than Maxis highway interchanges?

The RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.  The introduction of multi-height elevated networks in NAM 31 has begun to have a dramatic impact.  Additionally, the QuickChange system added in NAM 32 simplifies the construction of some basic intersection types greatly, almost to the level of ease of Maxis pre-fabs, without sacrificing the flexibility of the RHW system.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.  Check out the Tutorials and Guides section for more information.

17.  Will "Maxis-styled" prefab/plop interchanges ever be produced for the RHW?

No.  The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable.  The QuickChange system is the closest we will come to making full prefabs.  *cough* Except for . . . that QCX thing . . . *cough*

18.  What about traffic signals for the RHW?

Generally speaking, they will not be implemented on the default, draggable network segments.  They will be added on select RHW Turn Lane Extension Pieces (TuLEPs) and other cosmetic pieces, both planned for future updates to the mod, however.

19. How do I make Neighbor Connections with the Wider RHWs?

Place the appropriate Neighbor Connector network piece over top of your RHW where the neighbor connector arrows appear at the edge of your city tile, and then connect all RHW carriageways by placing the "Underground Loop" pieces (the little blue arrows with the "N" in the middle) in the median, if applicable.  The Readme file for the RealHighway Mod contains documentation on how to use the Neighbor Connector Pieces.

20 How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

This has been a non-issue since these networks received draggable versions.

21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?

Yes, as of Version 4.1, Orthogonal x Orthogonal overpasses can be built, where the Wider RHW is the lower (ground level) network.  Some combinations involving diagonal elevated wider RHWs crossing other diagonal RHWs may prove problematic at present, however.

22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?

The RHW Neighbor Connector pieces should not have white arrows on them.  This was an error that was fixed many NAM releases ago.

23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?

The RHW is a highway-type network, and much like the Maxis Highways, it generally does not allow RCI zoning to grow along it.  As this property is controlled by the .exe there is no way to change this, nor is this something we would want to change.

What is Project 57?

Project 57 is an effort to completely redesign the "under the hood" workings of the RealHighway mod.  It entails the following:


  • Completely re-aligning the RealHighway's Instance ID (IID) scheme to make it function as a more coherent whole.  It will be migrated from the 0x5E range (with some pieces in 0x5D and 0x5C) to the 0x57 range (it was originally to be moved to the 0x0E range, hence "Project 0E", though unanticipated issues in development led to its migration to 0x57).
  • Reorient some network pieces for consistency.
  • Ultra-stabilization of networks.
  • Assign space and write RUL2 code and prepare the RealHighway for the inclusion of Multi-Height Networking, which will finally allow the construction of complex stack interchanges and make RHW interchanges more compact while still maintaining modularity (hopefully reducing the number of requests for pre-fab "plop interchanges", which we will not be making, now or ever).

Why are these efforts being undertaken?  What are the plans going forward?


  • The RealHighway's technical backend had become very burdensome to work with, making it more difficult to add new functionality to the mod and stabilize items.  The old RHW IID assignments were, in total, a mishmash of several different, unrelated IID schemes that were difficult to navigate and did not really mesh with what the RHW has become over the years.  After some discussion, the RealHighway Development Group of the NAM Team came to the conclusion that reassigning the IIDs, rewriting the RUL2 code, and reorienting some items would be necessary to properly facilitate some of the major functionality upgrades that were planned for releases beyond Version 5.0.
  • Project 57 has been a massive undertaking.  We are still refining the post-P57 RHW.
  • The NAM Team has also decided to switch from the existing "Modular NAM/Component Plugin" paradigm (in which the RHW is a separate-download plugin that requires the NAM Core/Controller to operate) to a "Monolithic NAM" paradigm, in which the RHW and other current separate-download plugins (e.g. the NWM, RAM, SAM, HSRP, etc.) will be an optional plugins included in the NAM Core itself.
  • Technically, there was no Version 6.0 of the RealHighway Mod, at least in name.  The Project 57-era RealHighway Plugin was instead included in NAM 31.
  • Project 57 dealt strictly with the RealHighway, and aside from "crosslinkage" (e.g. RHW-crossing-NWM, etc.), will not involve improvements to other NAM Plugins.
  • The entire Version 5.0 release became the "Legacy Support" file for the Project 57-era RHW system.  A compact but very strategically-designed RUL2 code routine will convert older RHWs to the new standards, allowing you to upgrade your existing systems to the new specifications.
  • You'll be able to use the RHW just as you always have.  Most of the changes to the mod as part of the P57 effort won't be readily apparent to non-modders, aside from the vastly improved stability and addition of new functionality.

Fixes



Travis

#1
Hey, it's good to see the RHW project over here. I'll be tuned in for more.

Later.

HabLeUrG


Tarkus

#3
Thanks, Travis and HabLeUrG!

At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

-Pedestrian paths removed
-Pathing fixes for Elevated Rail, Elevated Highway and Monorail crossings
-New Avenue-over-RHW, One Way Road-over-RHW and Rail-over-RHW puzzle pieces
-Working preview model for Road-over-RHW piece
-Compatibility with cogeo's Fenced GLR Puzzle Pieces.  Please see the Readme to ensure full-compatibility (a file needs to be removed).

There are still a couple issues remaining from the prior version (v12), including the infamous dual buttons and the pathing glitch on the RHW-Ground Highway connector (which can be worked around by connecting to an Avenue in between).  And do keep in mind, this is still a beta.

Enjoy!

-Alex (Tarkus)

meinhosen

Quote from: Tarkus
At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

Thank you!  Thank you!  Thank you!  Thank you!  Thank you!
Thanks Tarkus!
You're telling me I get to be home for more than 12 months?


dedgren

D. Edgren

Please call me David...

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Skype: davidredgren

HabLeUrG

#6
excellent!

man, thank you alot for this wonderfull tool! those highways just rocks!

Travis


wouanagaine


New Horizons Productions
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sarungman

i have a problem here..... i have installed this RHW, but in the game, the road/highway doesnt appear... i'm sure it's because i dont have ANT plugin installed... so, where can i find this ANT??? Sorry if i ask in the wrong place.... &mmm
:::=:::=:::=:::=:::=:::

please wait for my return :D
-AsianEvolusioner AKA Sarungman

vester

#10
It comes with NAM, but you need to check it to install, as it is an optional plug-in.

BigSlark

Great see RHW dev will be here as well, Tarkus.

I got the textures, don't have time until later to work on them, but I'll come up with something in the next couple of days.

Congrats on the release, I installed it but haven't had time to play with it. Being engaged takes up a lot of free time!

Cheers,
Kevin

sarungman

ooooo..... thanks so much vester!! i dont know if there is ANT plugin in the installer...... (gee.... i had missed that plug in from the begining..... ()sad())
:::=:::=:::=:::=:::=:::

please wait for my return :D
-AsianEvolusioner AKA Sarungman

bwatterud

w007!
(couldn't resist ::)
Now I can start that new region I've been planning for the last 2 months.   &dance &dance &dance &dance

joelevan

So...I have to ask. What is the history of the ANT and how was it discovered?

Joel

Tarkus

#15
Thanks everyone!  I'm glad I was able to finally offer you all a solution for the NAM-compatibility issue.  The v17 release that was originally planned to solve the issue, appears to be indefinitely delayed, so it was necessary to release something to keep the project moving.  And I intend to update this thread just like I update the thread at that "other site". :D  I'll have an overview of some of the new features we're working on here shortly.

joelevan, to answer your question about the ANT, it was originally a network that Maxis was going to include (in the Rush Hour expansion, I believe), which was going to be a "Dirt Road" network.  Due to time constraints, they scrapped the idea, but they left enough data behind within the files that the NAM Team was able to actually re-enable and complete the network about 2 years ago. Instead of using Maxis' "Dirt Road" idea, however, they instead made it into the Additional Network Tool (ANT), which basically functions like a 2-lane highway, with a faster speed and higher capacity than the Road network.  So the RHW is basically an extension of this idea.

Hope that answers your question.

(And many, many thanks to whoever fixed the formatting on the LEX info for the mod :thumbsup:--I tried fixing it last night to no avail. &mmm)

-Alex

Edit:  And I should also add that I've already been working on integrating the RHW with the next NAM release, so this problem won't happen again.

Frankie

Tarkus: I noticed that RHW railraod crossings are missing something along the lines of this:




Do you think you would like to use it for the RHW?

Tarkus

Frankie, that would look great with the RHW. :thumbsup:  It is quite a bit more realistic than the crossing that is currently in there, so yes, definitely.  Thanks for bringing that up!

-Alex

DFire870

I know I already posted on the thread at ST, but I have to post it again: this is awesome!

I can't wait for the RHW-MIS to be released, so I can use proper exits instead of streets. :P
After a long absence, I'm back! And I will be starting a new MD soon.

Gaston

Very nice.   I have been waiting for this for a while now.   LOL   I followed the thread over at ST till I thought it had been forgotten about.    Thank you so much for posting here and making RHW available again to us all.


---Gaston
白龍

They say that the memory is the second thing that goes....
...dang , I wish I could remember the first.
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