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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: daeley on April 23, 2009, 11:35:42 AM

Title: Canal Addon Mod (CAN-AM)
Post by: daeley on April 23, 2009, 11:35:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2FCANAM-Banner.jpg&hash=bd2969dad08a0f7f85792252de2fad360a71f2d4)





May we proudly present the latest offspring of the NAM: the Canal Addon Mod (CAN-AM, because 3-letter acronyms are running out).
This mod will make it possible to upgrade your eye-candy canals to fully functional transit waterways!

The first set contains a few puzzle pieces, based on SimGoober's canal set, of which a few pieces are shown here with euro-textures installed:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2FCANAM-Pieces.jpg&hash=0a0f8c2c1439393569dcacab3a4fd3869319b861)

With these, you can make functional transit canals, that allow waterbus and freight traffic. The overpass pieces connect to road, oneway-road and avenue, so you can build like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2FCANAM-Bridge1.jpg&hash=37aee7fc11625b7375cc60d9abcd9ca99d838613)

or this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2FCANAM-Bridge2.jpg&hash=630b5b236cb3d0c070ff64617b97a4c43208a574)

And you can even make neighbor connections:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2FCANAM-Freight.jpg&hash=f72367a2876050a14d38487b42ccd09a31b55ab6)

Finally, here's a little animation from a dedicated tester (can you guess who?) of how this looks ingame:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcanalboats.gif&hash=e32fb224e9a75298bce0445294ab5ef4face46a6)

The CAN-AM, coming soon to a NAM near you!

Several ferry and freight terminals will be provided shortly after the first release.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: JoeST on April 23, 2009, 11:42:20 AM
wow, that is just AWESOME!!!
/me bows down to the crazy-crazy-craziness that is the SC4 community

Joe
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Dark_Jedi06 on April 23, 2009, 11:49:27 AM
Oh my, not something I think I would ever use but absolutely glorious and inventive nonetheless! &idea

The ingenuity of the SC4 community never ceases to amaze me. ;D ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mightygoose on April 23, 2009, 11:55:33 AM
superb, again i would also probably never use this with that particular canal set, personal preference and all but truly stellar performance.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mike3775 on April 23, 2009, 11:57:24 AM
Awesome. 

Great job guys

Title: Re: Canal Addon Mod (CAN-AM)
Post by: MAS71 on April 23, 2009, 12:01:52 PM
Wow !! Really !?  :o
Oh my....that's great !!  &apls  &apls
Simgoober's canals will be a one of default of the world again. ;)

It seem to so unique that running a boat on the canal's water. :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Ryan B. on April 23, 2009, 12:11:09 PM
Wow.  That's great, guys.  Job well done all around.

Now I can re-create the Erie Canal in Orleans County!  :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: kj3400 on April 23, 2009, 12:11:33 PM
So we thought up another "AM", eh?  &apls Kudos!  &apls
It looks great, I'll have to try it when it comes out.   :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mojosmarty08 on April 23, 2009, 12:30:10 PM
Wow! &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: metarvo on April 23, 2009, 12:32:56 PM
Way to go!  This is incredible, and I know I will use this, especially in urban areas.

:thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Orange_o_ on April 23, 2009, 12:41:09 PM


The video finished me, it is brilliant  :o
Title: Re: Canal Addon Mod (CAN-AM)
Post by: art128 on April 23, 2009, 12:42:52 PM
Oh my Gawd !!  :o :o :o It's incredible, you've done an excellent job on this ! &apls &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Meastro444 on April 23, 2009, 12:59:00 PM
Amazing!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Gaston on April 23, 2009, 01:21:05 PM
This is something I have always wanted to exist.      I can't wait.


---Gaston
Title: Re: Canal Addon Mod (CAN-AM)
Post by: kimcar on April 23, 2009, 01:22:14 PM
 &apls &apls Brillant work guys. Very well done
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on April 23, 2009, 01:34:58 PM
That's awesome!!! &apls (I hope you'll make this for Cal's canals, too)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: nerdly_dood on April 23, 2009, 01:35:13 PM
I'm posting frm my PDA so i can't see the images (although i'm sure i could find a way to make them show up) but this seems like a very innovative new tool. I probably won't have much use for it sadly, but i always say that any new capability in the game is a great thing!

EDIT from computer: Now that i can see the images this is NOT BAD. I really must find out how the route-query shows up as freight trucks and buses, when the automata on the canals are clearly not freight trucks, but freighter barges and ferries. Have you somehow invented a new automata type or something?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: DeatzoSeol on April 23, 2009, 04:19:50 PM
:O :O :O :O :O :O :O *drools* &apls &hlp
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Pat on April 23, 2009, 05:56:01 PM
Hollllllllly ***** Wow that is amazing!!!!! I am truly awed at the CAN-AM........... BTW I wonder if that is a Barby magic animation???
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on April 23, 2009, 06:37:48 PM
What an absolutely marvelous idea... The creativity and genius of this community never ceases to amaze! I can see a grand return of canals to many cities.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bob56 on April 23, 2009, 06:41:14 PM
wow!!! The canals will now be functional! When I get this, I will be able to build entire cities with canal transit! Great idea!!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: choco on April 23, 2009, 07:23:06 PM
Quote from: Pat on April 23, 2009, 05:56:01 PM
BTW I wonder if that is a Barby magic animation???

lucky "guess"?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tacall on April 23, 2009, 08:37:22 PM
 &apls &apls &apls &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Bobbi on April 24, 2009, 05:39:19 AM
What a wonderful idea! &apls &apls &apls

Simgoober's canals will be very useful!

And what about Mas71's JRP?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: allan_kuan1992 on April 24, 2009, 06:00:16 AM
Shocking =O

Now I think I can finally use those canals (they were too eyecandy for much use =O)

On another note, would callagrafx's updated canals be included in the selection?
And I also think that boats shouldn't turn on a dime xD (looking at animation)

- Allan Kuan

Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on April 24, 2009, 07:12:42 AM
a few quick answers:

Quote from: Pat on April 23, 2009, 05:56:01 PM
BTW I wonder if that is a Barby magic animation???

yes :)

Quote from: several people
will the [...] canal set be included?

There's currently a version for callagrafx's updated SG canals in the pipeline, but I can't make any promises about other sets.

Quote from: allan_kuan1992 on April 24, 2009, 06:00:16 AM
And I also think that boats shouldn't turn on a dime xD (looking at animation)

It's true that the boat's turning circle is quite small, but that's a bit of a trade-off. To allow for a bigger (admittedly, more realistic) turning cycle, the intersection/turn pieces would have to be much bigger.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mtg on April 24, 2009, 07:35:12 AM
every time one of these mods comes out I think, they did it again! they made something brilliant  &apls
really great stuff!! can't wait!!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Toichus Maximus on April 24, 2009, 07:55:58 AM
phenomenal! say... can we do draw or swing bridges with this system?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: builderbuiltoff on April 24, 2009, 08:47:48 AM
amazing &apls &apls &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: darraghf on April 24, 2009, 08:51:10 AM
What network is this mod using?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on April 24, 2009, 09:22:54 AM
Canals ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: MandelSoft on April 24, 2009, 10:08:07 AM
Hmm... I'm keeping an eye on this project. It looks very promising and useful.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Rayden on April 24, 2009, 10:13:47 AM
Quote from: Diggis on April 24, 2009, 09:22:54 AM
Canals ;)
UWB ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vester on April 24, 2009, 10:23:15 AM
Quote from: Rayden on April 24, 2009, 10:13:47 AM
UWB ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.zaazu.com%2Fimg%2Flaughing-smiley-male-smiley-laugh-smiley-emoticon-000288-design.gif&hash=a24cfeda035c413a1125ae29bbe51debc8d85a26)

Title: Re: Canal Addon Mod (CAN-AM)
Post by: Pat on April 24, 2009, 10:38:21 AM
So daeley do I win any thing lol....  I knew it had to be Barby's handy work as I've seen it before on the "Wind Mill" and the "Seaports".....

Quote from: Rayden on April 24, 2009, 10:13:47 AM
UWB ;D

Silvio do I dare ask???
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on April 24, 2009, 10:46:37 AM
What does UWB mean? ()what()
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Fresh Prince of SC4D on April 24, 2009, 12:07:37 PM
 &apls &apls &apls &apls A historic day for the SC4 community
Title: Re: Canal Addon Mod (CAN-AM)
Post by: lf420 on April 26, 2009, 07:25:36 PM
Wow. This is amazing.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on April 29, 2009, 06:18:46 AM
Darn! Someone thought of it already!  &mmm

Anyway I wasn't doing any progress with my version though... :(
So I'll use this instead!  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F4185%2Fwatter2.png&hash=4965b32f0666c58fa19d9e53e708739fcbf73d04)

My version is mainly achieved by using GLR and overhanging water lots.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg158.imageshack.us%2Fimg158%2F735%2Fwatter1.png&hash=051d38442df809e1725695e6c9156582c31a7320)

All it needs is a boat or water-tram vehicle model (and maybe stations...).

I like the Can-AM better now! &apls &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Rayden on April 29, 2009, 06:39:26 AM
Quote from: miggoycor on April 29, 2009, 06:18:46 AM
Darn! Someone thought of it already!  &mmm

Anyway I wasn't doing any progress with my version though... :(
So I'll use this instead!  :)
That's because you're using the OWB network, instead of the UWB $%Grinno$% :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on April 29, 2009, 07:08:20 AM
Quote from: Rayden on April 29, 2009, 06:39:26 AM
That's because you're using the OWB network, instead of the UWB $%Grinno$% :D

Actually, I believe its an OWLR network.  :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on April 29, 2009, 07:12:09 AM
What are OWB, UWB and OWLR?  :-[
Title: Re: Canal Addon Mod (CAN-AM)
Post by: metarvo on April 29, 2009, 07:47:54 AM
I'm guessing that OWB is On Water Bus, UWB is Underwater Bus, and OWLR is On Water Light Rail.  Am I right?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Terring7 on April 29, 2009, 08:45:45 AM
EPIC! :o

FANTASTIC! &dance

CONGRATULATIONS! &hlp

Oh, can we drive the ships?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on April 29, 2009, 08:53:46 AM
Quote from: Terring7 on April 29, 2009, 08:45:45 AM
Oh, can we drive the ships?

Well technically, you don't "drive" a ship, but yes, these are UDI-able.

And saying it's an UWB network is not entirely true, in reality it's an UWB-WEMB network ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Korot on April 29, 2009, 09:24:27 AM
UWB? UWB-WEMB? What do these acronyms mean?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mike3775 on April 29, 2009, 10:06:02 AM
all these acronyms are driving me nuts  :)

Title: Re: Canal Addon Mod (CAN-AM)
Post by: carkid1998 on April 29, 2009, 11:38:40 AM

Me too! %confuso
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Gingerbread on May 01, 2009, 03:40:34 PM
Fantastic work!

I love these canals, and have always wished to see boats on them. Can't wait!  ()stsfd()
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bap on May 04, 2009, 06:47:43 PM
Quote from: mike3775 on April 29, 2009, 10:06:02 AM
all these acronyms are driving me nuts  :)

... over or under the water?   :D

CAM-AM is an excellent combination of beauty (visually pleasant, with automata making your cannals look alive) and functionality (it works! there is real traffic of sims & freight actually hapenning).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Luke09 on May 04, 2009, 07:00:39 PM
The only thing that i dont like on Simgoobers canal set is that the water is just so..."lifeless",you will know what im talking about if u see the water color of jeronij canals
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on May 04, 2009, 07:52:55 PM
This is just plain amazing!  I loved using SGs canals, then CALs, and now this will replace them.  Perhaps a dumb question, sense these will be based on the canals, will there addons work with them?  Things like the garbage dock and such?  Imagine so, just checking though.  Can not wait for this to come out!  NAM team is the best team, hands down!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Mad_genius on May 05, 2009, 01:18:22 AM
Now that looks super amazing.

I've never found much use for canals until now.

Just have a few questions though.
Are these canals based on an already existent network within the game? To they have the ability to have their own speeds and range?
I ask these because the HSRP guys are looking for ways to have different speeds without using the ANT but haven't got anything so far.

Just one more question (I promise  ;) :thumbsup: ;D). The old canals had no functionality but they had a certain amount of park & landmark effects, do these new canals have those effects to increase the desirability around them?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 05, 2009, 03:48:18 AM
The canals shown are still just SG's canals with an additional water tile which acts as the transit section. If you have previously made canals that are 2 tile wide these will need now to be 3 or 4 tiles wide - depending on the ferry terminal used. the actual basic canals are unchanged so park and landmark effects are unchanged.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Youcefk69 on May 07, 2009, 02:20:24 AM
Wonderful project, congratulations !  :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Sciurus on May 08, 2009, 05:23:59 AM
A great idea, congrats for you &apls

Guillaume :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on May 08, 2009, 08:08:09 AM
Quote from: Mad_genius on May 05, 2009, 01:18:22 AM
Just have a few questions though.
Are these canals based on an already existent network within the game? To they have the ability to have their own speeds and range?
I ask these because the HSRP guys are looking for ways to have different speeds without using the ANT but haven't got anything so far.

The canal network is not a new network type, but is actually road-based. This means it's not possible to have special capacity and speeds for this network (would it be realistic to have really fast boats anyway?). You will have to position your canals in such a way that it becomes useful for the sims to use them :)


Title: Re: Canal Addon Mod (CAN-AM)
Post by: Toichus Maximus on May 08, 2009, 07:10:23 PM
So would this replace all bus models, since it's based on a bus network? How do the automata work with this?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on May 09, 2009, 12:02:00 AM
  I do have to say that this makes the canals more useful, beyond eye-candy and improvement from lots that run along side them like the Coal Wharf. Love the look and the boat models look great, can't wait play around with the set. 


I wouldn't mind seeing these also in CALs and JRJs Canals as well, The ASC would be another good idea I think but that would be asking too much. I can't help liking the variety that all of you provide and develop for the game, always usually a winner...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 09, 2009, 12:35:45 AM
CAL's canals will be next on the list, I think, but there are no promises when they will be available. There are some problems with the ASC as many of the lots have two banks and are not suitable. If I can find sufficient suitable sections then that may also be an option. The canals have to be a minimum of 3 tiles wide so single bank sections are vital to allow for the central movement tile to be placed. Again it is a possibility but with no time frame.
We shall have to discuss the JRJ canals with Jeroni and see if he can either allow someone to have his water file in gMax or 3dsMax format to make some ferry stops or he can make some himself. Again no promises and no time frame.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: allan_kuan1992 on May 09, 2009, 12:48:07 AM
I believe the automata for the canals is enabled by setting the stations to send out canal automata.

However that does leave open the possibility of buses swimming around I think. $%Grinno$%

That wouldn't hurt for amphibious vehicles though. ::)

- Allan Kuan
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Swamper77 on May 09, 2009, 01:11:33 AM
Quote from: Toichus Maximus on May 08, 2009, 07:10:23 PM
So would this replace all bus models, since it's based on a bus network? How do the automata work with this?

The boat automata ride on the surface of the canals, while the game's normal bus and freight traffic automata run below ground (and water) level. It does not replace any automata that already exists, such as the buses

Quote from: allan_kuan1992 on May 09, 2009, 12:48:07 AM
I believe the automata for the canals is enabled by setting the stations to send out canal automata.

Correct. They function similarly to the SFBT Tram Stations with the colored trams in regards of the creation of the boat automata.

-Jan
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ashleybynes on May 09, 2009, 05:28:31 AM
O-M-G!! I will be one of the first people to download this if this comes out!!!!!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: gn_leugim on May 10, 2009, 02:52:30 AM
awesome!!  &apls &apls &apls &apls &apls &hlp &hlp &hlp
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 13, 2009, 02:13:05 AM
I have been playing some more with this and decided to see if I could persuade exporters to send their goods by canal to a port. This is just a test and the farms have no other way to send goods out but look:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcanaltoport.jpg&hash=07046b333ee1077d968aca5e2b17d755bbea2ee0)

The freight is collected at the wharf, transported by barge to the seaport. Neat or what? ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbarossaS on May 13, 2009, 02:34:04 AM
That is neat indeed! Wonderfull work you guys (and girls  :P) are doing here!  &apls &apls

-Stijn-
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Bobbi on May 13, 2009, 02:38:55 AM
It's amazing. &apls I hope for its release.

And I want a style of SG_Cal Canal, because the water of SG Canal isn't beautiful.

---Bobbi
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on May 13, 2009, 02:45:16 AM
Well, please people of the community!
You really should stop developing new networks. PLEASE!  &cry2
I just installed TRAM and am trying to develop a region with it (just inhabited by the first 8000 sims). I even haven't started with RHW and HSRP and now you come up with this! It is really too much!  :'(

But besides this quite personal outcry: fantastic work!  &apls
It might even come in handy in the region I just mentioned, because I happen to fill it with canals.

So now comes the question: if there will be boats, we cannot keep working with the unmovable ploppable bridges. It migt be nice if some of the over water-bridges could be used, but as far as I know we cannot run a network under them. Then it would be good to have bridges that could open. Even if they only looked that way, like the canal bridges by PEG.
My preference goes to Cal-SG canals. And/or Jeronij's urban canals.

Edit later this day:
If it is possible to make the necessary lots in such a way that we don't see any textures or props, it might be possible that we put the lots anywhere we want and that we then cover the lots with overhanging canal lots. Almost any set with canals, ponds or waters has lots for filling spaces under bridges. In that case we don't need separate CAN-AM sets for every single canal set. We just need one!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on May 13, 2009, 11:28:15 AM
Quote from: FrankU on May 13, 2009, 02:45:16 AMAlmost any set with canals, ponds or waters has lots for filling spaces under bridges. In that case we don't need separate CAN-AM sets for every single canal set. We just need one!
That's true but in this case you won't be able to build 3-tile-wide canals.
And my personal preferences are Peg's canals, SG - Cal's canals and jeronij's ones.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 13, 2009, 11:57:59 AM
The first release will, as Daeley has said, be for the SG canals but hopefully the CAL canals will be next. As for the JRJ canals - well we need some terminals for them so you had better lobby JRJ. ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: czkimi on May 16, 2009, 10:14:27 AM
HOHO a new project!
shipbus will coming!
$%Grinno$% So lovely
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on May 17, 2009, 04:59:11 AM
Quote from: io_bg on May 13, 2009, 11:28:15 AM
That's true but in this case you won't be able to build 3-tile-wide canals.
And my personal preferences are Peg's canals, SG - Cal's canals and jeronij's ones.
Indeed, afterwards I realised that canals need to be 4 tiles wide if used the way I suggested. And also it will not be possible to cover every tile if there is a bridge to be crossed.
Maybe it will be an idea to ask PEG to add the CAN-AM mod to his canals? I like them very much indeed.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Jonathan on May 17, 2009, 05:25:40 AM
Peg wouldn't be able to just add CAN-AM to his canals, as the pieces would have to be included in the NAM, it would have to be the otherway round, the Peg canals get added to CAN-AM.

Jonathan
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on May 17, 2009, 05:31:02 AM
OK then.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: dragonshardz on May 26, 2009, 06:18:08 PM
Actually with some slight modding, it would be possible to make three-tile canals with CAN-AM...make a shore tile that has an overhang. I'd need access to the .SC4MODEL files to do it though.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on May 28, 2009, 07:57:59 PM
I am working on some new river sets, and will be glad to share what ever you would need, if you want to use them.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Pat on May 28, 2009, 08:43:38 PM
Barby that is amazing!!!!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on May 29, 2009, 12:47:18 AM
unfortunately, this is all taking a bit longer than expected, mainly the last bits (tidying up files, compiling into nice installer, creating readme etc) are more time consuming than I expected. On the plus side, Chrisim has taken a lot of work out of my hands and the first version (that will hopefully be available soon) might already contain an optional skin for Cal's canals.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on May 29, 2009, 01:25:07 AM
That's great news! I can't wait! :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on May 29, 2009, 06:59:00 AM
Quote from: dragonshardz on May 26, 2009, 06:18:08 PM
Actually with some slight modding, it would be possible to make three-tile canals with CAN-AM...make a shore tile that has an overhang. I'd need access to the .SC4MODEL files to do it though.
Sure, but that would beside the point I hoped that was possible: generic CAN-AM lots that could be used together with every existing canalset, because the CAN_AM stuff would be hidden under the already existing overhanging lots.

And furhtermore: I can wait, but will surely be happy when release date is coming soon.  :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 29, 2009, 11:21:55 AM
The CAN-AM is possible for any canal system providing that there are lots for the ferry and freight terminals and also the central water tile points to the correct water. Having said that this will ONLY work with the next incarnation of NAM. This is from some testing I was doing last week:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FrailHightownBay.jpg&hash=17a3dd28350bfba0c0090c97b6cc6c2eeb2df74e)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Pat on May 29, 2009, 11:31:30 AM
wow!!!!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: serebii666 on May 29, 2009, 01:21:55 PM
Aww, and I was just finishing Altomare... Just kidding (about the aww part) Can't wait for the release!  ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on May 30, 2009, 01:48:53 PM
Now that's cool... I'll definately be waiting for that, and pick it up when it does come out. Great work done here. :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on May 30, 2009, 02:44:23 PM
tamorr, if you are referring to the Peg canals, I'm afraid that they will not be released. That was just a test to see if they would actually work in CAN-AM. Peg's EULA prevents anyone from actually doing the modding to allow this to be made available to the public. This is a private lot and I have no intention of releasing it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on May 30, 2009, 05:39:45 PM
    Oh ok... that's alright, I'm still interested in the CAN-AM as a whole. And definately awaiting that whether or not PEGs is compadible or not. For me it just means I would have a variety to choose from... That would be my packrat nature. Cause' I do like the SG and CAL canals.

    If I ever figure the complicated stuff out, I just might make em' for my personal use as well. I respect that decision cause I am basically doing the same thing, only releasing things that are feasibly going along with PEGs EULA. For the moment I am work with his stuff, but will eventually get into others for release, as long as it is by the standard that I have a right to do so in accordance to what I use and referance.

  Thank you for the concern though. It is always nice to what is coming and what isn't. Till then patiently awaiting and awing at the teasers and production. :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 02, 2009, 05:22:07 AM
How hard would it be to make a version that has the boats at 15m's high? I ask because of a project I am doing called the "Raised River", based on the Water Bridge in Germany.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on June 02, 2009, 05:39:00 AM
well, I wanted to keep it a secret for now since it's still early development, but I'm working on a set of puzzle piece to work together with the CAN-AM, lwhich will look a bit like this (obviously this is only a half-canal ;))

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fwaterbus_aquaduct01.jpg&hash=eebae6e7fc4d9667d4a81a170e513f919e7f8105)

I found the visual effect to be a bit better if they were higher than 15m though. In this picture they are at 24m (which is also available in the terrain raiser lots by the way).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mike3775 on June 02, 2009, 06:35:24 AM
that will be sweet to use when available

great job daeley
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Terring7 on June 02, 2009, 01:07:55 PM
Great job everyone, you really now how to amaze us :)

By the way, i hope that somebody will create a more futuristic boat, like this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.instablogsimages.com%2Fimages%2F2007%2F11%2F05%2Fboat_6648.jpg&hash=e52fec0aa9984ad7ce3e95a83b7103a47929f90f)

;D ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bob56 on June 02, 2009, 01:36:09 PM
whoa!! Elevated Canals!!! However, I'm wondering what their purpose is in RL, they've got to be much more expensive.

I'm visualizing shops with a canal on top.... %wrd
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Nardo69 on June 02, 2009, 01:42:48 PM
First: Great idea and great work!

@bob56: Easy Answer: Elevated canals are build to avoid locks which slow down traffic and are more expensive to maintain than a elevated canal.
Somewhere in East France there is even a canal tunnel that had been digged to avoid two or three dozen(!) locks ...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on June 02, 2009, 01:45:36 PM
Quote from: bob56 on June 02, 2009, 01:36:09 PMHowever, I'm wondering what their purpose is in RL, they've got to be much more expensive.
Maybe to cross valleys ;) A pic I found in the net with an elevated canal - click here (http://upload.wikimedia.org/wikipedia/commons/c/cd/Pontcysyllte_aqueduct_arp.jpg)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mike3775 on June 02, 2009, 02:09:33 PM
I remember seeing a show on Discovery Channel a few years ago about a canal system that went elevated, then went underneath a major international airport(even had a stop for it at the airport) and how when it was built, no one thought it would be used much, but after 2 years, they were talking of expanding the system
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 02, 2009, 04:18:50 PM
This a picture of the water bridge in germany . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2Fwaterbridge1.jpg&hash=fabb93fd20121da43add35252d433635f1161539)

And this is my version so far . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FWater_Bridge_10.jpg&hash=a3f33873ff128e665c89b0371e2a3496c95f531d)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bob56 on June 02, 2009, 04:32:53 PM
I stand corrected :)

So I'm assuming there will be slope transitions, for the valley purpose? This whole addon looks amazing, I can't wait for the release! I'm especially eying the transportation portion. These will finally be something working, not just eye-candy!!!

Great job! &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 02, 2009, 05:46:48 PM
Quote from: bob56 on June 02, 2009, 04:32:53 PM
So I'm assuming there will be slope transitions, for the valley purpose? This whole addon looks amazing, I can't wait for the release! I'm especially eying the transportation portion. These will finally be something working, not just eye-candy!!!

Can't speak for others, but mine will have a slope transition.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: KoV Liberty on June 07, 2009, 07:28:15 PM
WOW. That water bridge is Cool!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Nardo69 on June 08, 2009, 01:45:30 AM
@RebaLynnTS: That piece sure looks good!

About slope transition: sloped channels aren't useful for water transport and serve usually only for drainage or irrigation as those heavy loaded transport barks aren't powerful enough to nake their way against a powerful stream. Because of this rivers have been regulated to elimnate raüpids (and to produce electricity).

For my taste the maximum allowed slope for a CAN-AM Channel should be the same as railways in the original BRF tunnel slope mod or less, for anything steeper there should be a / at least one lock(s).

BTW Somewhere in Brandenburg (Eastern Germany) there is a place where a kanal on a bridge goes across a railway line ...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 08, 2009, 01:21:44 PM
Nardo, I think you might misunderstand what is meant by slope transition (at least in the case of the water bridge). We are talking about the water bridge connecting to a ground canal on top of the slope. (See my thread for a picture).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: KoV Liberty on June 22, 2009, 06:21:55 PM
The CAN-AM has been released!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on June 22, 2009, 08:37:30 PM
 &mmm  :'( Why can' we use both canals? I happen to use them both.  :(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 22, 2009, 08:42:01 PM
Is there a way to make a generic version that can work with any canals (as long as you have the correct overhanging pieces).

It would not be very hard for me to make the needed pieces for my set.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: IsaacTham on June 22, 2009, 09:39:07 PM
Are there any more CAN-AM puzzle pieces (e.g. the curved walls) that will be coming out? And is there such thing as a filler lot (no boat path, no wall, just water)?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Andreas on June 22, 2009, 11:21:07 PM
All CAN-AM pieces are basically just water with ferry paths on it. For making curves and such, just use the regular canal lots by SimGoober. Also, at the moment, we're just at the beginning - more pieces (and different styles) will come eventually. :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on June 22, 2009, 11:38:05 PM
Haven't had a chance to place with the CAN-AM yet (stupid work!) but had a few questions that I wasn't sure on.  Do the pieces function to allow traffic (for lack of a better term) to go in both directiosn like a street or road or are they like one-way roads in that I need to place one for each direction?  Also, was wondering how it does bridges and such.  Guessing you'd need an elevated bridge instead of the the ground level bridge pieces that come with the canal set.  Also!  Do the road connections actually work good?  Excited to give this a try... though I have to figure out how to fit it into my pre-existing cities with no canals...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 23, 2009, 12:37:00 AM
The CAN-AM lots set on the LEX  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110) contains a Readme with a tutorial on using the system. I has detailed information on making bridges over the canals with the built in water piece.
Currently only the lots etc for simgoober's canals are available but eventually the ones for the CAL remastered ones will be released. Other canal styles may follow later.
Currently each canal water style is mutually exclusive so a generic piece cannot be made.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on June 23, 2009, 12:45:18 AM
The post at the top needs to be updated (and I will do this eventually) but in the meanwhile the link Barby posted also contains a detailed guide on how to set up the CAN-AM in your cities.

The reason the different canal sets are mutually exclusive is because that was the easiest way to do it. Since we'd rather spend time making more pieces than copy-pasting RULs to make an additional style, this is how we implemented it. It's not a perfect solution but should be adequate enough for most people. In fact, with the current way it's set up, each different canal style still needs a lot of work because waterbus terminals need to be created.

In any case, if you use different canal sets in different cities, you can switch the installed version when starting up Simcity (Intall one style, make a backup copy of the CAN-AM props file in NetworkAddonMod/plugins and install the other style with the NAM installer. Now you can schoose styles by switching the CAN-AM props file). If you use both canals in the same city, you can still plop lots of one set and use the CAN-AM for the other style. Unfortunately only one style will be functional in this case.



I hope that answers a few questions.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Terring7 on June 23, 2009, 12:58:29 AM
Quote from: BarbyW on June 23, 2009, 12:37:00 AMOther canal styles may follow later.

Good news, because i use the Oppie's canals :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: joelyboy911 on June 23, 2009, 01:15:34 AM
I'm sorry if this has already been explained, but how is it that the automata works?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 23, 2009, 04:41:12 AM
Quote from: joelyboy911 on June 23, 2009, 01:15:34 AM
I'm sorry if this has already been explained, but how is it that the automata works?

Magic ;D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 23, 2009, 04:44:08 AM
Quote from: joelyboy911 on June 23, 2009, 01:15:34 AM
I'm sorry if this has already been explained, but how is it that the automata works?

The weight of the boat displaces water, but the air in the boat means it doesn't sink and floats on top.  Small motors inside propel the boats along the canal.  It's brilliant I tell you.  :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: JoeST on June 23, 2009, 05:15:38 AM
Quote from: Diggis on June 23, 2009, 04:44:08 AM
The weight of the boat displaces water, but the air in the boat means it doesn't sink and floats on top.  Small motors inside propel the boats along the canal.  It's brilliant I tell you.  :D
So no jets? or aerofoils? :(

$%Grinno$%
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 23, 2009, 12:04:54 PM
Wow, Daeley, this is wicked.  I haven't actually played with it to date because of RL, but I took some time today and I love it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi302.photobucket.com%2Falbums%2Fnn110%2FDiggis%2FBAT%2FDiggisLeeCAN-AM.jpg&hash=efad160e2d77840c9f8b26e1867bd49753bfb116)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi302.photobucket.com%2Falbums%2Fnn110%2FDiggis%2FBAT%2FDiggisLeeCAN-AMPaths.jpg&hash=e4dcd201e8afd9f97e9d8a1bf4434d300404b4df)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 24, 2009, 01:01:31 AM
Hey, this is weird!

Diggis, how did you blend Simgoobers canals with your ponds? I thought the water texture was completely different?

And another thing: as I placed the CCPW medium terminal the water textures were missing.
Of course I had all the dependencies and the new NAM installed.
Is there something wrong with me or with the lot?

I like the CAN-AM very much! It's great work.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 24, 2009, 01:15:34 AM
I have checked the Newman Inc CCPW Medium Ferry Stop in LE and cannot find a problem with the lot. I also checked in SC4Tool and the prop with the water included is definitely in BSC MEGA Props Newman Inc Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1547)
I shall do another check with just the listed dependencies for that lot in plugins.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 24, 2009, 01:21:10 AM
Quote from: FrankU on June 24, 2009, 01:01:31 AM
Hey, this is weird!

Diggis, how did you blend Simgoobers canals with your ponds? I thought the water texture was completely different?

Nah, it's Lee's canals.  I've rerendered my models to have Lee's texture so they blend nicely.  I will admit to Photoshopping SG's canal stops to have the same water.  ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: joelyboy911 on June 24, 2009, 01:27:04 AM
Thank you for those lovely explanations. However, what I wanted to know was, how did those little waterbusses come to be? Do they replace ferry automata in-game? Are they generated by a special lot as are the trams from the tram museum? Are they UDI capable? (I haven't tested yet, as I have not downloaded the Canal sets - due to a slow connection).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 24, 2009, 01:30:31 AM
I have rechecked the Newman Inc Medium Ferry Stop using the one that is in the installer plus only the dependencies listed for that lot. I checked in LE and in game and had no problem.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 24, 2009, 01:58:22 AM
So I have to recheck... There is indeed a slight chance that I forgot to move the BSC MEGA Props Newman Inc Vol02 into my plugins....That would be stupid of me.

And Diggis: so you do have CAL's canals for the CAN-AM? I understood that they were named in the NAM-installation, but were not actually there, so I chose SG's canals.... Did I understand wrong? Is it so that Cal's canals are there, but that installation is not recommended, because the terminals aren't ready yet?
I could live with the wrong water texture on the terminals when it is known that the right ones will will be available within some weeks...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: JoeST on June 24, 2009, 02:02:14 AM
Quote from: FrankU on June 24, 2009, 01:58:22 AM
And Diggis: so you do have CAL's canals for the CAN-AM? I understood that they were named in the NAM-installation, but were not actually there, so I chose SG's canals.... Did I understand wrong? Is it so that Cal's canals are there, but that installation is not recommended, because the terminals aren't ready yet?
I could live with the wrong water texture on the terminals when it is known that the right ones will will be available within some weeks...
They are there, just there were no stations for them ;)

Joe
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 24, 2009, 02:23:50 AM
CAL's canals are in the installation BUT the terminals have not yet been completed and released. They should be available quite soon so if you can live with the different water texture then go for it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 24, 2009, 02:25:58 AM
OK, thanks a lot....

So now I have to choose between the beautiful texture by Cal (with Diggis'ponds as extensions..) and the larger amount of lots by Simgoober.... ()what()

Nothing in life is easy.. :'(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Andreas on June 24, 2009, 02:37:12 AM
Quote from: joelyboy911 on June 24, 2009, 01:27:04 AM
Thank you for those lovely explanations. However, what I wanted to know was, how did those little waterbusses come to be? Do they replace ferry automata in-game? Are they generated by a special lot as are the trams from the tram museum? Are they UDI capable? (I haven't tested yet, as I have not downloaded the Canal sets - due to a slow connection).

No, they won't replace the in-game ferry automata, but they are created in the same way as the museum tram. :) Not sure about UDI; I never use that feature anyway. ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 24, 2009, 02:43:20 AM
Quote from: FrankU on June 24, 2009, 02:25:58 AM
OK, thanks a lot....

So now I have to choose between the beautiful texture by Cal (with Diggis'ponds as extensions..) and the larger amount of lots by Simgoober.... ()what()

Nothing in life is easy.. :'(

Having looked into this, there are a large number of canals with Lee's water, and Citynut has his CCPW with Lees as well.  For me, it's a no brainer.  ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on June 24, 2009, 02:48:16 AM
So.....

In the future, is it possible to use more than one canal in the Can-AM? I use Simgoober's canal for industrial districts and I use Cal's canal for emulating in-game water.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 24, 2009, 02:53:30 AM
Quote from: miggoycor on June 24, 2009, 02:48:16 AM
So.....

In the future, is it possible to use more than one canal in the Can-AM? I use Simgoober's canal for industrial districts and I use Cal's canal for emulating in-game water.

That might be a very good option for me.... I'll consider this too.

Quote from: Diggis on June 24, 2009, 02:43:20 AM
Having looked into this, there are a large number of canals with Lee's water, and Citynut has his CCPW with Lees as well.  For me, it's a no brainer.  ;)

I don't exactly know what lots are available from Citynut, but as far as I know Simgoober made lots with waterpumps, small docks and one tile wide canals. Cal did not (well he did the coal dock). And indeed, he did the aqueduct and the millenium bridge....

Maybe I'll consider Miggoycor's option.

Anyway, thanks.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: joelyboy911 on June 24, 2009, 03:21:05 AM
Thanks Andreas.  ;D This is a cool new network!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 24, 2009, 05:07:01 AM
Quote from: miggoycor on June 24, 2009, 02:48:16 AM
So.....

In the future, is it possible to use more than one canal in the Can-AM? I use Simgoober's canal for industrial districts and I use Cal's canal for emulating in-game water.

You mean something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi302.photobucket.com%2Falbums%2Fnn110%2FDiggis%2FBAT%2FLeeSG.jpg&hash=0a5da107c3b3fecadf80a973073c65e372108f8e)

It would be pretty cool, pity we can't.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on June 24, 2009, 05:54:41 AM
Oh? why not?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: carkid1998 on June 24, 2009, 05:57:04 AM

How did you do it?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 24, 2009, 05:57:44 AM
Quote from: miggoycor on June 24, 2009, 05:54:41 AM
Oh? why not?

Do you have any idea how we can do it?  ()what()
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 24, 2009, 10:34:38 AM
Quote from: Diggis on June 24, 2009, 05:57:44 AM
Do you have any idea how we can do it?  ()what()

Personally, I don't see why you have to put the canal pieces on the lots at all. It seems to me, as long as there are overhanging pieces, a generic version, with no water on them, could be done. Granted, not all canal sets have the proper overhanging pieces, but most can be made.

For those that don't have them, I'd be will to make them, if the makers are willing to share the textures and/or models needed.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 25, 2009, 12:29:46 AM
Becca,

While I can see where you are coming from it would turn out to be almost as complicated as the way it is now.  You would have to render a new bank piece with an extra water tile for every set... as well as outside corners, inside corners, another that overhangs to get under the bridge... etc

Now off the top of my head I can think of the following sets:

SG's Canals
Cal/SG's Canals
Diggis Ponds
CityNuts CCPW
Oppies Canals
Pegs Ponds
Pegs canals
RLTS ARS

Thats 8 sets, 4 new lots a set say... 32 new lots, at least.

Now SG and Cal's models are available on the LEX, I could do mine easily enough and CityNut may be enticed to do his.  However, experience has shown that Peg is reluctant to involve himself with anything NAM or BSC related.  Now you may have better luck than us, but I would be suprised if you got his models, and Oppie is gone.

Cal and I basically share the same water, CityNut has one for both SG and Cal's sets meaning the options from the NAM team at the moment cover 4 of the sets above.  Over half, not a bad start really for one more icon.  ;)

Now lets say that I haven't photoshopped that image above and it's a real ingame shot  ;) that would mean all 4 would be supported in one puzzle piece.  Add that to this image which shows that I have also used my water texture, not Cals (rougher water) and you will see I could possible have done 3...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi302.photobucket.com%2Falbums%2Fnn110%2FDiggis%2FBAT%2FDiggisLee.jpg&hash=9d9ba71c24746aa826a100b52f78d6ec5a3fdddd)

And lets for arguments sake say I actually knew how to add more with still the one puzzle piece and was testing it at the moment and you may see that we are working on this.  ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on June 25, 2009, 03:14:03 PM
Well, Peg has shared much with me, and given me permission to use them as I see fit. My new canal sets use the same water texture as Peg, so if you want to use mine, they will match Pegs quite well.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bob56 on June 25, 2009, 03:21:17 PM
I have a question about the UDI and pathing of the CAN-AM.

I built a test water block with T, corner, and intersection pieces. The path looks like this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg366.imageshack.us%2Fimg366%2F7560%2F18392687.jpg&hash=a9ade87f3352aab8091f0789ff46479c4a174c66)

It seems correct. When the automata runs it moves all over the area

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F7118%2F90622843.jpg&hash=2755e85a3632343eff2500396e4d4cce40ef766b)

however, when you enter the boat in UDI, you are stuck to the ourtside edge, or a straight circle where the boat started. You cannot change 'lanes'. This means, (i've tried this), you can't change to a different canal section via a t-piece.

Is this because the default boats don't have turn signals, since they drive non-path-conforming on an ocean, and the 'bus' network the CAN-AM ferry is is modeled as a boat, which doesn't have signals?

I was just wondering if there is a way around this. It isn't that big of a deal, just something I noticed.

Thanks

Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on June 25, 2009, 06:56:02 PM
Quote from: Diggis on June 25, 2009, 12:29:46 AM
Becca,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi302.photobucket.com%2Falbums%2Fnn110%2FDiggis%2FBAT%2FDiggisLee.jpg&hash=9d9ba71c24746aa826a100b52f78d6ec5a3fdddd)

How did you do that! That looks cool!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F774%2Fnewbitmapimagex.png&hash=e8260e9d152eaaaef3699af13cb67672fe65df2b)

What am I doing wrong now? I downloaded your pond set from LEX but it seems it doesn't match.
I'm sorry in advance, but what am I doing wrong?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 25, 2009, 11:19:26 PM
Yes, sorry, I didn't mention here, when I started my ponds the intention was to have it match Cal's water.  He sent me a water texture he was planning on using to update his set, but RL struck so I had a different texture to the existing.  I've rerendered my models with his texture and it's in testing at the moment.  It should be released this week I hope.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on June 26, 2009, 12:52:20 AM
Thanks! I thought I was doing something wrong.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on June 26, 2009, 01:36:45 AM
Quote from: bob56 on June 25, 2009, 03:21:17 PM

however, when you enter the boat in UDI, you are stuck to the ourtside edge, or a straight circle where the boat started. You cannot change 'lanes'. This means, (i've tried this), you can't change to a different canal section via a t-piece.

Is this because the default boats don't have turn signals, since they drive non-path-conforming on an ocean, and the 'bus' network the CAN-AM ferry is is modeled as a boat, which doesn't have signals?


yes, that's pretty much the reason. There are no stop points or junction switches on the T and + intersections, so the boats just go straight ahead in UDI. These might get added though in an update, but they're not high on my priority list to be honest. There are some more pathers so around so if you ask nicely maybe somebody else will do it :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: art128 on June 26, 2009, 01:38:22 AM
Quote from: Diggis on June 25, 2009, 12:29:46 AM
Now off the top of my head I can think of the following sets:

SG's Canals
Cal/SG's Canals
Diggis Ponds
CityNuts CCPW
Oppies Canals
Pegs Ponds
Pegs canals
RLTS ARS

You forgot an important one, the TSC canals.  ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on June 26, 2009, 01:45:01 AM
Quote from: art128 on June 26, 2009, 01:38:22 AM
You forgot an important one, the TSC canals.  ;)

Art,

I apologise, I was doing it on the fly and just wrote the ones I could think of off the top of my head.  I'll PM you about the work I'm doing on this over the weekend and we'll see if we can get compatibility with the TSC set too.  :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 26, 2009, 04:07:49 AM
As far as other canal sets are concerned there need to be suitable lots for use as terminals and wharves. Oppie's set has one that could be converted to a passenger terminal but as far as I am aware the TSC canals do not.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vester on June 26, 2009, 09:50:45 AM
I have a copy of Oppies canal, so that I could model my terminals from SG-canals to Oppies.
Well it's not going to be within the next 2-3 weeks.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 29, 2009, 01:36:33 AM
A remarkt about freight terminals.

As far as I can see the game sees the CAN-AM tracks as a road. The traffic from industrial lots is freight truck, which will run over roads. Doesn't that mean that all industrial lots that have their edge next to a CAN-AM lot will be able to send their goods by CAN-AM?
Wouldn't this mean that any port related lot with industrial activity can be used as a freight terminal?
So, speaking about relotting, any industrial lot that has a bank can be used?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 29, 2009, 01:44:08 AM
It isn't quite as simple as that, FrankU. All terminals have to face the canal and have modding to make them act as terminals so effectively any lot with a canal bank could be turned into a terminal but won't just work normally as one.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on June 29, 2009, 02:12:07 AM
Quote from: FrankU on June 24, 2009, 01:58:22 AM
So I have to recheck... There is indeed a slight chance that I forgot to move the BSC MEGA Props Newman Inc Vol02 into my plugins....That would be stupid of me.

@BarbyW
And yes indeed...... stupid me. I indeed had forgotten to put the file into the plugins directory. I had it on my disk.... But on the wrong place. Sorry for the fuzz.

And about the last post: Is it very complicated to explain what is needed?
And then, maybe it is possible to make a small generic lot that can be plopped next to an industrial lot so that it will work as a terminal? Maybe just a water tile with a concrete edge?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on June 29, 2009, 02:24:50 AM
The best person to explain the actual modding is Daeley. A water tile with a concrete edge could certainly be made into a freight terminal but currently industrials will not develop along the side of the canal water pieces without road access or without terminals. The canal does not actually act as a road and you can test it out by placing some of the CAN-AM water tiles and then zone res next to them. The res will not develop and will all show no access zots.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: City on July 02, 2009, 01:45:39 PM
 :thumbsup: Keep up the good work on this! They look nice, and to know it is used by my favorite canal system...  ;D

I do have one question on this though, is it going to be UDI compatible? It'd be more than an addon if so, it'd be a complete revolution!  :o


~City
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 02, 2009, 03:53:10 PM
It already is UDI compatible. However, there are some limitations.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 10, 2009, 05:47:09 AM
Does anyone know when the Cal Ferry terminals would be finished? I'm just curious.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on July 10, 2009, 09:02:14 AM
Vester is in the middle of moving house at the moment.  When things quieten down for him he should be able to finish them.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: jp on July 10, 2009, 09:11:47 AM
hey everyone there is a CAL passenger terminal here:
http://translate.google.com/translate?u=http%3A%2F%2Fwww.bripizza.net%2Fsc4%2F&sl=ja&tl=en&hl=en&ie=UTF-8 (http://translate.google.com/translate?u=http%3A%2F%2Fwww.bripizza.net%2Fsc4%2F&sl=ja&tl=en&hl=en&ie=UTF-8)
for the people who are impatient enough to wait for vester's ones :P
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on July 10, 2009, 09:57:40 AM
The CAN-AM has not yet been released for the SG CAL canal set.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on July 10, 2009, 11:31:17 AM
A word of warning on the bripizza ferry terminal. It is incorrectly modded and although it does generate boats and transfer passengers it has jobs it is not working correctly. I shall try to contact bripizza and ask for permission to correct the lot and post to the LEX.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 10, 2009, 10:52:25 PM
Good ol' Bripizza, always making unique stations!  &apls &apls &apls &apls


Anyway, thanks for the warning, Can't wait for those Canal stations!*  :D ;D $%Grinno$%


*(Actually, I can wait. That is just a saying) "$Deal"$
Title: Re: Canal Addon Mod (CAN-AM)
Post by: danielra96 on July 12, 2009, 08:25:55 PM
I have a problem  with some of the CAM-AM stations
i use the freight dock next to some industrial sections but no one uses them
???
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on July 12, 2009, 11:14:18 PM
Do you have road access for the dock from the industry? All terminals need road access.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ruudm on July 16, 2009, 08:03:49 AM
Hi guys,

If you've done everything you're supposed to, but the CAN-AM still doesn't work, what could be the problem? Thanks in advance for your help.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: KoV Liberty on July 16, 2009, 09:36:17 AM
Not sure.  ???
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 16, 2009, 09:46:30 AM
What version of SC 4 do you have?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on July 16, 2009, 03:51:13 PM
Quote from: ruudm on July 16, 2009, 08:03:49 AM
Hi guys,

If you've done everything you're supposed to, but the CAN-AM still doesn't work, what could be the problem? Thanks in advance for your help.

I'm assuming this is resolved as per your post in the NAM thread?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vester on July 17, 2009, 12:13:15 AM
Quote from: Diggis on July 10, 2009, 09:02:14 AM
Vester is in the middle of moving house at the moment.  When things quieten down for him he should be able to finish them.

Have moved most of my stuff now. The desktop computer is still in a box somewhere and the desk is still in pieces.
Hope I can find some time Sunday or Monday to do the renderings of the terminals.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: kimcar on July 17, 2009, 05:46:20 AM
Quote from: vester on July 17, 2009, 12:13:15 AM
Have moved most of my stuff now. The desktop computer is still in a box somewhere and the desk is still in pieces.
Hope I can find some time Sunday or Monday to do the renderings of the terminals.

That`s a good things that is not the computer who are in pieces  :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 21, 2009, 05:34:01 AM
Another CAL Canal (or CAL Canal-compatible) Can-AM Station!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.stex-server.com%2Flots%2F393948%2F22058%2FML%255FBusStop2x2%252Ejpg&hash=b2b7ae2b01c367983d11e5ce3a0793fd2ed2d6e9)

http://www.simtropolis.com/stex/details.cfm?id=22058

Beautiful! This community never ceases to amaze me!
But there is a troubling thought:
Question is, does it work?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on July 21, 2009, 05:39:27 AM
Yes, it works! I'm building a city right now with these canals. Later I'll post a picture if you want :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 21, 2009, 06:13:20 AM
Can it standalone with the Cal Canals? Can it be used with the Cal Canals and spawn automa?
I really want to test it but SCHOOLDAY! :'(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: io_bg on July 21, 2009, 06:25:21 AM
Unfortunately you'll have to choose only one canal set. The CAN-AM pieces will be changed if you install moonlinght's canals.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 22, 2009, 01:30:37 AM
Ahh, ok.

I'll just test it when the weekend comes
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Patricius Maximus on July 22, 2009, 05:56:46 PM
CAN-AM looks great, and I will be sure to use it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 24, 2009, 05:47:05 PM
When installing the NAM if you check the Can-AM option, you can not uncheck it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: miggoycor on July 24, 2009, 08:16:29 PM
That port up there isn't Can-AM cal canal compatible  :'( &cry2
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Lugnuts25 on August 25, 2009, 11:03:43 AM
 :-\ There should be a version of this that can be placed underneath a different canal or station, so one would be able to use any canal they like.  :(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Rady on August 31, 2009, 09:49:28 PM
Hi there,

I'm sorry but it seems I'm missing something obvious. I installed the CAN-AM but cannot find the passenger (ferry) stations that are supposed to come with it. The readme tells something about "several passenger stations for your canals". In detail that should be

MBEAR Ferry Stop
Newman Inc Medium FerryStop CCPW
Newman Inc Gondola FerryStop CCPW
SG_Canal 3x1 ferryStop

However, I can't find a single one of those mentioned above. What I do find in my menu is the water bus and the freight stations. The only "passenger station" lots that I can find are the gondola landings, but I suppose those are the eyecandy one that I downloaded earlier for SGs brick canal ....

Can someone tell me where I am supposed to find those stations, or possibly post a picture of the respective menu icons?

Thanks!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on September 01, 2009, 12:07:06 AM
You need BSC CAN-AM Lots NAM (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110) for the terminals. All appear in the Water Transit menu.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Rady on September 01, 2009, 03:10:48 AM
Quote from: BarbyW on September 01, 2009, 12:07:06 AM
You need BSC CAN-AM Lots NAM (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110) for the terminals. All appear in the Water Transit menu.

Thanks, I have them but still am missing the passanger terminal. In the water transport menu I have the

Brick Canal - Small Wharf
Canal Coal Wharf

and those two "gondola landings", but no passenger ferry terminal. Even no icon that looks like that in the lex download ... :'(


Ok, I'm gonna reinstall this plugin ....
Title: Re: Canal Addon Mod (CAN-AM)
Post by: GoaSkin on September 07, 2009, 05:27:01 PM
Has anybody created a CAN-AM<->sea connection that works like ferry port to convert the canal traffic into ferry traffic yet? I tried to convert Simgoobers lock but had no success (game crashes).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Monorail Master on September 07, 2009, 10:17:03 PM
Quote from: GoaSkin on September 07, 2009, 05:27:01 PM
Has anybody created a CAN-AM<->sea connection that works like ferry port to convert the canal traffic into ferry traffic yet? I tried to convert Simgoobers lock but had no success (game crashes).


You know what? I would really love to see that. But, is it possible?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on September 08, 2009, 12:30:14 AM
that should be technically possible as far as I know. I think the current SC4 ferry station also accepts buses, right? Then you can probably copy those transit switches.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: GoaSkin on September 08, 2009, 04:45:35 AM
It is possibly impossible to add a regular transit switching property to ferry port exemplars. For some reason my try forces game crashes but there could also be another reason.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Shadow Assassin on September 08, 2009, 07:10:29 AM
It's entirely possible that ferry ports are subject to the same restrictions that govern seaports... though there have been other functional ferry ports released in the past. The worst case scenario would be that two adjacent transit-enabled lots would need to be placed next to each other: one for CANAM buses and the other a ferry dock. Both would have transit switches allowing people to switch between both modes of transport if necessary.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on October 14, 2009, 06:39:19 PM
Pretty sure this isn't the right spot for this BUT.... looking for advice on how to go about making a regional canal system (CAN-AMed and not CAN-AMed)... doing one city is sorta easy, but I really don't know how one should look regionally... should it just be a straight line?  Should it twist and turn?  How does it end?  Things like that, I don't know and is usally why I end up not using canals in the first place....
Title: Re: Canal Addon Mod (CAN-AM)
Post by: k808j on November 22, 2009, 02:33:55 PM
I've been trying to locate the CAN-AM pieces in the Misc, Road and Hwy to no avail. Pls help.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on November 22, 2009, 03:01:49 PM
   Aren't they either in the Seaport/Water Transit menu, or Parks menu... I would check those as that is where I remember them being...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: bob56 on November 22, 2009, 03:09:44 PM
   Correct me if I'm wrong, I think
-The main CAN-AM stations/terminals are in the seaport menu.
-The Middle TEd canal pieces are in the misc. transit menu.
-The edge non-functional canal pieces (for walls to contain canals) are in the parks menu.
-The venetian buildings for CAN-AM are mostly in their respective menus (fire station in fire menu, police in police menu). I think the normal buildings for this are in the landmarks menu.

I may have just confused you more, but I hope this helps. :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on November 22, 2009, 04:51:08 PM
  Ok I had to check readme and yeah you are correct, exception nothing is in the landmarks menu far as I know ... The Venetian stuff beyond the Civics and dock terminals are in the park menus with their canals. :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: daeley on November 23, 2009, 01:17:31 AM
Quote from: bob56 on November 22, 2009, 03:09:44 PM
   Correct me if I'm wrong, I think
-The main CAN-AM stations/terminals are in the seaport menu.
-The Middle TEd canal pieces are in the misc. transit menu.
-The edge non-functional canal pieces (for walls to contain canals) are in the parks menu.
-The venetian buildings for CAN-AM are mostly in their respective menus (fire station in fire menu, police in police menu). I think the normal buildings for this are in the landmarks menu.

I may have just confused you more, but I hope this helps. :D

come to think of it, this does look a bit complicated... I was trying to think of a solution but it's difficult to group them better:
- the middle canal pieces (no TE lots by the way, but actual puzzle pieces) are a real transit network, so they should be somewhere in the networks menu
- the docks make sense either in the misc. transport or in the seaport menu. But the misc. transport menu is already pretty full and they function like ferry stations, so the seaport menu makes more sense. When developing the CAN-AM, I also tried to move the network pieces to this menu, but that was not possible.
- the canal walls are not transport pieces, nor stations, so they really fit best in the parks menu. Besides, some people might prefer to use those pieces without the CAN-AM, if they just want eye-candy canals. For example, the CAN-AM needs a minimum width of 3 tiles, which is not always an option.

so that's the story why they are spread out.I hope that makes some sense... Also, there's a couple of DAMN sets for several types of canal walls, so that should help a bit too.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: k808j on November 23, 2009, 02:06:21 PM
I found it, thks everyone. What I am eventually going to do is change the order of my menu to suite my needs. (If I can find that tutorial  ()sad())
Title: Re: Canal Addon Mod (CAN-AM)
Post by: tamorr on November 23, 2009, 02:35:56 PM
Quote from: k808j on November 23, 2009, 02:06:21 PM
I found it, thks everyone. What I am eventually going to do is change the order of my menu to suite my needs. (If I can find that tutorial  ()sad())

Well the property you want to pay attention to is "Icon Order" in the building exemplar, if you just want to arrange them in the current menu it is in, as long as it is not the network menus... Those work a little differently. :)
  Just search Icon order here and you should get a few results, information-wise.

EDIT: Sorry about that I was looking at both Item Icon and Item Order and kinda mixed the two when typing, and yeah I meant to say "Item Order".
   Bad habit when I think of too many things sometimes it gets jumbled... My appologies... :-[
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on November 24, 2009, 12:15:11 AM
It's not "Icon Order" but "Item Order".
And what is quite useful also is to use the same number for all related items and then organise the order by using different plop cost: the more expensive, the lower in the list.

And this is the tutorial you need:
http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.How_to_organize_your_ingame_menus
Title: Re: Canal Addon Mod (CAN-AM)
Post by: z on February 15, 2010, 03:13:52 AM
As I've been cleaning out my Misc Transportation menu, I've noticed that I've got two identical entries for the basic CAN-AM piece, both with FLUPs underneath.  This would seem to be a bug, no?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on February 15, 2010, 03:34:29 AM
Sounds more like you have 2 controllers installed to me. :P
Title: Re: Canal Addon Mod (CAN-AM)
Post by: z on February 15, 2010, 12:19:30 PM
That was my first suspicion.  But it doesn't appear to be the case.  However, I am happy to double check.  What's the name of the controller file in question?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on February 15, 2010, 12:27:32 PM
Actually, there's no way that duplicated RUL controllers could be causing that.  Sounds to me like you might have a couple Plugins installed twice.  Each icon, even if it's got the same IID, will appear on your menu each time for each copy of the file that exists.

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Andreas on February 15, 2010, 12:32:05 PM
Indeed, it's not the controller, but the exemplar file that references to the icon. You'll get the same duplicated icon if you install a mayor mode tree mod twice, for instance.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: z on February 15, 2010, 01:45:29 PM
Further investigation has shown that this problem is related to DAMN.  I while ago, I condemned all my canal lots with DAMN, and marked them to be hidden.  Only then do I get this double lot.  If I remove the list of DAMN hidden lots, I get a single lot.  So it's not a CAN-AM bug.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on February 16, 2010, 01:36:23 AM
Sounds like you have hidden the CAN-AM icon with the rest but because it's transit it's still showing up maybe.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Hyronymus on February 28, 2010, 04:52:59 AM
Not entirely sure this is the correct place to post a request but it is CAN-AM related.

SimGoober once made a nice drawn bridge for railroad. I really like the model but it doesn't match with callagrafx' remastered canal set. Does anyone know if the drawn railroad bridge has been redone to match CAL's release? It's mainly the water colour and sidewall colour that's off.

EDIT: it's this bridge (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=916) I'm talking about :).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on February 28, 2010, 05:40:41 AM
That brdige hasn't been redone for the CAL remastered canals as callagrafx would have needed the model from simgoober.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Hyronymus on February 28, 2010, 05:44:14 AM
Quote from: BarbyW on February 28, 2010, 05:40:41 AM
That brdige hasn't been redone for the CAL remastered canals as callagrafx would have needed the model from simgoober.
OK, I understand that. I'll stick to SG's original set for now as I also found that there are no el. highway bridges in CAL's release. That quite sucks as I'm just (years too late probably :P) getting into canals in my cities and I'm already showing a preference for CAL's stuff :).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on February 28, 2010, 07:02:46 AM
There should be an overhanging piece that goes under elevated networks.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Hyronymus on February 28, 2010, 07:27:15 AM
Quote from: Diggis on February 28, 2010, 07:02:46 AM
There should be an overhanging piece that goes under elevated networks.
Hmm, I'll try to find it in a few :).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Moonraker0 on May 19, 2010, 04:42:53 PM
For some reason, I don't ever see any ferry automata on my canals (even though they have over 7000 usage), but rather I get the Maxis buses randomly and very quickly vertically popping their front ends out of the water and then disappearing at the main canal intersection in my city.  Sometimes they will crash, and then the whole bus will be visible and about five or six buses will appear and crash right on the water.  I initially thought that this was a conflict with the Dutch BBA bus automata replacer that I am using, so I removed the file for that mod.  The problem persists still.  I am 100% sure that I have never installed any other bus replacer besides the Dutch BBA bus, and now that that's gone I am back to only Maxis buses.  I tried re-installing the CAN-AM lot pack after removing the Dutch BBA buses, but it was to no avail.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: cachc on May 24, 2010, 06:51:02 PM
Quote from: Moonraker0 on May 19, 2010, 04:42:53 PM
For some reason, I don't ever see any ferry automata on my canals (even though they have over 7000 usage), but rather I get the Maxis buses randomly

I have the same problem
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Paul 999 on May 25, 2010, 11:59:30 AM
Is it possible to make a brights over the canal for the RHW tool?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: gn_leugim on June 29, 2010, 11:34:29 AM
Hi all, I've been looking into this mod, which is good, but there is a question I would like to be answered ^^ I use SG canals, but I cant find a way to put traffic on the canels, I mean, I can't find any proper stations to plop =\ Can anyone provide me with links for SG style stations for this mod?  "$Deal"$ "$Deal"$ thank you :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ScottFTL on June 29, 2010, 12:08:48 PM
Quote from: gn_leugim on June 29, 2010, 11:34:29 AM
Hi all, I've been looking into this mod, which is good, but there is a question I would like to be answered ^^ I use SG canals, but I cant find a way to put traffic on the canels, I mean, I can't find any proper stations to plop =\ Can anyone provide me with links for SG style stations for this mod?  "$Deal"$ "$Deal"$ thank you :)

You need to download the CAN-AM passenger and freight terminals (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: gn_leugim on June 30, 2010, 01:03:36 AM
Quote from: ScottFTL on June 29, 2010, 12:08:48 PM
You need to download the CAN-AM passenger and freight terminals (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110).


How didn't I find them? :o  thanks a lot :) Now I can channel my transports :D
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 09, 2010, 01:11:35 PM
Is there a tutorial on making CAN-AM sets, yet?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on July 12, 2010, 05:09:35 AM
Quote from: RebaLynnTS on July 09, 2010, 01:11:35 PM
Is there a tutorial on making CAN-AM sets, yet?

Ummm. I may have put something into the download for the CAN-AM multiple mod. 

Essentially there are no CAN-AM sets.

What there is though is 4 wealths available which can effect the T21's of each of the CAN-AM tiles.  In the download I did there are 8 prop exemplars (a water and a bank tile for each wealth) which reference the models for the bank sets I did the set for.  You need to change the Resource Key in one of those to reference the model for your set and then set the wealth of every lot you have in the set to the matching wealth. 

When you release it you need to make users aware this will overwrite any other version of the CAN-AM multiple canals mod they have and which wealth you have.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 12, 2010, 03:17:47 PM
Quote from: Diggis on July 12, 2010, 05:09:35 AM
Ummm. I may have put something into the download for the CAN-AM multiple mod. 

Essentially there are no CAN-AM sets.

What there is though is 4 wealths available which can effect the T21's of each of the CAN-AM tiles.  In the download I did there are 8 prop exemplars (a water and a bank tile for each wealth) which reference the models for the bank sets I did the set for.  You need to change the Resource Key in one of those to reference the model for your set and then set the wealth of every lot you have in the set to the matching wealth. 

When you release it you need to make users aware this will overwrite any other version of the CAN-AM multiple canals mod they have and which wealth you have.

If I understand correctly, the best option would be to build four sets, one at each wealth, and let the player decide which one they want to use. It would be a lot more work, of course, but then I have plenty of free time.

The way I see it, since tax payers are paying my (disability) salary, this is a good way for me to give back, even if it is to a limited portion of them :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on July 12, 2010, 03:34:06 PM
Yes... you could do it that way.  It would be a lot of duplicated effort but would work fine.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 22, 2010, 11:04:12 AM
OK, took me a bit of thinking but now I figured it all out. The wealth level of the surrounding set determines which set appears of the Can-AM .. cool.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: MutantPlatypus on July 23, 2010, 02:54:54 AM
Are there any functional locks available?  I couldn't find any.  The one I could find was just eye candy and doesn't carry traffic.  I've tried rigging up some pretty funky FlUPs (like running a road into the CAN-AM tiles, then that road into a FlUP entrance, and running the FlUP tiles right through the lock lots) and tunnels (running a road into the CAN-AM tiles then taking that road into a tunel under the locks), but traffic doesn't seem to switch between road and CAN-AM tiles.  I know it's not supposed to, but it looks like it does, as the DrawPaths cheat draws a contiguous path between a road and a CAN-AM tile.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on July 23, 2010, 04:09:02 AM
No functional locks as at the moment. It is not something we have actually thought about as the CAN-AM requires two bank pieces- one each side -  and a central water tile to function. At the moment there are no lock pieces that fit the criteria.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on July 23, 2010, 06:19:34 AM
A functional lock is theoretically possible, although it wouldn't animate to the Automata as thats a little outside our ability.  It would require a model to work which would be the biggest issue.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 23, 2010, 08:22:08 AM
Quote from: BarbyW on July 23, 2010, 04:09:02 AM
No functional locks as at the moment. It is not something we have actually thought about as the CAN-AM requires two bank pieces- one each side -  and a central water tile to function. At the moment there are no lock pieces that fit the criteria.

Wouldn't my modular lock be something that could be used for this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FMLS-001.jpg&hash=7198c699b5595f551ae75d213b04924c8b921dfb)

I am sure I could make versions that would work with Can AM.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: MutantPlatypus on July 23, 2010, 01:56:38 PM
Quote from: RebaLynnTS on July 23, 2010, 08:22:08 AM
Wouldn't my modular lock be something that could be used for this?

I am sure I could make versions that would work with Can AM.

That would be awesome!  Just one question:  Where can I get the eycandy version of your modular lock?  I want to use those right away!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: RebaLynnTS on July 23, 2010, 04:11:19 PM
Quote from: MutantPlatypus on July 23, 2010, 01:56:38 PM
That would be awesome!  Just one question:  Where can I get the eycandy version of your modular lock?  I want to use those right away!

It is on the STEX as ST, and on the PLEX at SimPeg (along with the river set it goes with).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: strucka on August 09, 2010, 12:14:02 PM
Wow this would be awesome, just don't know how would it realistically go over the barriers? Maybe we don't need that much of a detailed job. =)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: MutantPlatypus on August 09, 2010, 12:51:18 PM
Quote from: strucka on August 09, 2010, 12:14:02 PM
Wow this would be awesome, just don't know how would it realistically go over the barriers? Maybe we don't need that much of a detailed job. =)

Yeah.  I don't even get the ferry automata.  (I haven't investigated why, either)  Just a 3-wide or modular lock that has a ferry path would be super.  Or overlay pieces...
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ivo_su on October 14, 2010, 01:38:06 PM
Hello
I'm always like to see canal such as functional OPPIE's. So my request is that can be constructed CAN-AM for this type canals because without you offend they are much more beautiful as a kind of water and they look very clean.

- Ivaylo
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vipvkj on April 07, 2011, 04:09:20 AM
I have problem with the ferry automata, why the ferry can't appear at all of the station, but only appear at one of the station at my city and the others appears like the bus automata.

can anyone help me please?  :'(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on April 08, 2011, 05:53:41 PM
Could blank wall puzzle pieces be made, to work with the wealth addon?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: asterixthebuilder on May 16, 2011, 06:14:26 AM
Hi, I am very late getting into CAN-AM, but loving all the lots. I see traffic when queried on the canals and as a test have set-up isolated residential area with no other access than the canals which have grown and generated traffic down the canal. But I don't see any automata. I have seen two similar posts in the thread but no replies as what the problem could be. Can anyone assist?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 16, 2011, 06:28:35 AM
Quote from: ivo_su on October 14, 2010, 01:38:06 PM
Hello
I'm always like to see canal such as functional OPPIE's. So my request is that can be constructed CAN-AM for this type canals because without you offend they are much more beautiful as a kind of water and they look very clean.

- Ivaylo

Ivaylo, I believe that I included instructions in the CAN-AM wealth mod on how to add in a different set.  This would be the best way to add in Oppies Canals

Quote from: Wiimeiser on April 08, 2011, 05:53:41 PM
Could blank wall puzzle pieces be made, to work with the wealth addon?

What do you mean blank wall puzzel pieces?


To those asking about Automata.. I can't help sorry, thats the technical side of things.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ivo_su on May 16, 2011, 09:15:38 AM
Quote from: Diggis on May 16, 2011, 06:28:35 AM
Ivaylo, I believe that I included instructions in the CAN-AM wealth mod on how to add in a different set.  This would be the best way to add in Oppies Canals
I apologize to many since my question may seem a little silly but could you tell me  Where is  this Instruction  CAN-AM wealth to see if  I will manage to  add my desired set.

Best,
Ivaylo (Ivo)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 16, 2011, 03:46:08 PM
This set is the mod that allows different canals using wealth. The readme, and the download description, contains instructions on how to modify it.  Hope that helps.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ivo_su on May 16, 2011, 03:57:45 PM
A link would do a great job. If you find you'll be infinitely grateful.

Thanks
Ivo
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Gringamuyloca on May 16, 2011, 09:29:19 PM
ivo_su

Maybe the information you are looking for is found in the readme in this file (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2213)

Have a sunny day :)

Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 17, 2011, 05:45:08 AM
Quote from: ivo_su on May 16, 2011, 03:57:45 PM
A link would do a great job. If you find you'll be infinitely grateful.

Thanks
Ivo

My apologies.... I had copied the link to paste and never pasted it.   ::)  Stupidity on my behalf.  I did indeed mean the link provided my Gringamuyloca.  Thank you for that mate.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ivo_su on May 17, 2011, 11:50:03 AM
I am ashamed that I ask 100 times for the same thing but really I'm not clear how this will be done to replace some of these channels Oppie's. I have read thoroughly the instructions but there is no mention of what program to use, and worry that there are 4 basic set-s change which, if any of them will be great confusion. So please give your little detailed guidance as to a moron like me.

Ivo
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 17, 2011, 01:29:30 PM
It's not simple modding.  I'm guessing Oppies canals are Low or no wealth lots.  The easiest way to check is to plop one along side the water from the CAN-AM and if it doesn't change it's no wealth and if it does you need to find out what it changes too.

Assuming the water doesn't change and the lots are no wealth you need to modify the 2 no wealth exemplars.  To do this you need to open the water and bank no wealth files in Ilives Reader and change the Resource Key to the model TGI ID of the water and standard bank models of the set.  I can't elaborate more on how to do this as I don't have the Reader installed anymore.  It's not too difficult once you know which items to change, but hopefully someone will pop in with more advice on that.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on May 17, 2011, 06:20:21 PM
We need blank wall puzzle pieces, what with the wealth mod and all.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 18, 2011, 01:23:26 AM
Quote from: Wiimeiser on May 17, 2011, 06:20:21 PM
We need blank wall puzzle pieces, what with the wealth mod and all.

Mate, you need to elaborate on what you mean by blank wall puzzle pieces.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on May 18, 2011, 08:14:56 AM
Hey all.  I'm getting ready to start playing again now that I'm not playing in giant sandboxes anymore.  Had a question I wanted to pose to everyone that uses CAN-AM.  I love CAN-AM in concept, but in the end I never use it or other canals because I end up with dozens and dozens of pieces that only match their set and with no transitions.  Anyone, this time I'm going to go with only going to go with CAN-AM and 1 or 2 canal sets.  So.. the question posed to all of you is, which canal set do you recommend with CAN-AM?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 18, 2011, 12:35:17 PM
This set here: Diggis CAN-AM Multiple Canals Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2213) uses lot wealth to allow 4 different types of canals.  The set includes support for:
High Wealth - Cal/SG Canals
Med Wealth - SG Canals
Low Wealth - Diggis Ponds
No Wealth - CityNuts ASC
plus vague instructions on how to mod it for any other set.  I say vague in that I assumed a level of modding ability similar to mine (ie not huge, good understanding of file structure and knowledge of the reader).
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on May 18, 2011, 07:02:27 PM
Blank wall pieces so you don't have to keep changing the walls manually when you have the Multiple Canals Mod
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on May 19, 2011, 01:52:46 AM
Quote from: Wiimeiser on May 18, 2011, 07:02:27 PM
Blank wall pieces so you don't have to keep changing the walls manually when you have the Multiple Canals Mod

Yeah, you've lost me.  The way the Mod works is the water changes depending on the banks you use, to match the bank pieces.  So you shouldn't have to change them.  Maybe some pictures of the problem would help.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on May 22, 2011, 08:55:23 PM
Is there something that would explain this...

This was the original setup...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FCAN-AM2.jpg&hash=f3cb677479eb1005c06eae65f5d41a739d6a675c)

The only way to jobs is to use the canal. All appeared normal with both canal terminals providing service (I'm only querying one in the image.) However, if I demolish the street to the south of the canal end...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FCAN-AM1.jpg&hash=5eb4222a6d4df2775edce742e2b17561c98588f5)

The traffic using the one terminal disappears and no-car zots appear above residences.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Carny on June 21, 2011, 05:37:36 PM
Hi to everyone.
I have a little problem: some time ago i removed CAN AM files from my plugins (or Nam) directory (don't ask me the why and the how). Recently i decided to try the Mod for the first time, but i realized i haven't anymore can-am puzzle pieces into my menus (i looked for them everywhere, but i found only the eyecandy pieces into the park menu).
Is there a way to re-download only the Canal addon mod files without reinstalling the entire Nam?
Thanks in advance for the help. :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on June 22, 2011, 12:27:35 AM
Quote from: Carny on June 21, 2011, 05:37:36 PM
Is there a way to re-download only the Canal addon mod files without reinstalling the entire Nam?
Thanks in advance for the help.
You could download the MAC version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852) and just copy the from the Plugins included in the download into your Network Addon Mod/Plugins folder in your plugins. You'll need the NetworkAddonMod_CanAM_Plugin file as well as one of the prop files - either CanAM_Props_SG or CanAM_Props_CAL - depending on which you use.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Carny on June 22, 2011, 03:56:58 PM
Yeah, already done.  :thumbsup:
I directly re-downloaded the entire NAm into another folder, then i copied the CAN-AM files into my Nam/plugins folder. Everything now work correctly.
Thanks anyway for your help, CaptCity.  :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on October 04, 2011, 09:33:20 PM
After months of struggling against the alluring possibilities of using CAN-AM, I finally gave in & am now very, very addicted to it  :thumbsup:

The primary reason why I fought off this awesome mod was because of my Canal preferences. Personally, I love Oppie & Jeronij's canal sets because they just look spectacular. Unfortunately they lack the greatness that is the CAN-AM.

You might then say, well if you use Diggis' Multiple Canals CAN-AM Mod then you can interface said canal sets to the CAN-AM.

Problem is.... I know nothing about modding with the iLives Reader.

And I will admit that I am one of those folks who just download custom content & never tweaks whatever I download just because I can't... or rather am afraid I might screw things up.

I actually wanted to learn how to use the reader, unfortunately the warning that if I do something wrong that I can brick (brick - ruin due to modding) SC4 totally scared me into even trying.

Anyway enough of me being such a greenhorn... As I said I Finally gave into CAN-AM, changed my canal sets to SimGoober's & am now absolutely in love with my new mode of mass transportation  ;)

I just wanted to post on here to thank you for this fantastic mod & to ask/request for several CAN-AM interface pieces for NWM & RHW Networks. I'm also into those two NAM Add-ons but the lack of CAN-AM interface pieces for them has left me to depend once again on the Maxis Highways as that's the only highway system that currently allows for the CAN-AM to pass under it. It would really be great if there would be ERHW pieces that can cross a strip of CAN-AM canal in the future :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: GDO29Anagram on October 05, 2011, 12:05:25 AM
Quote from: CahosRahneVeloza on October 04, 2011, 09:33:20 PM
It would really be great if there would be ERHW pieces that can cross a strip of CAN-AM canal in the future :)

I have a different proposal. Since there are a number of puzzle-based networks being planned to become draggable (such as the double-height Monorail pieces), why not add CanAM to the list?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on October 05, 2011, 12:34:54 AM
Quote from: CahosRahneVeloza on October 04, 2011, 09:33:20 PM
And I will admit that I am one of those folks who just download custom content & never tweaks whatever I download just because I can't... or rather am afraid I might screw things up.

I actually wanted to learn how to use the reader, unfortunately the warning that if I do something wrong that I can brick (brick - ruin due to modding) SC4 totally scared me into even trying.

Well, let me assure you of one thing: relly screwing up SC4 totally will not be so easy. If you modd a file in a bad way you often will find out quick, because the game will crash. The only thing you have to do after that is deleting the new file from your plugins folder and go ahead where you have left.
A very good tip: make a backup of your complete SC4 directory (including plugins, regions etc), before you test the mod and store this on another location.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on October 05, 2011, 12:45:34 AM
Quote from: GDO29Anagram on October 05, 2011, 12:05:25 AM
I have a different proposal. Since there are a number of puzzle-based networks being planned to become draggable (such as the double-height Monorail pieces), why not add CanAM to the list?

Woah! This is indeed better! I Definitely agree &apls

Quote from: FrankU on October 05, 2011, 12:34:54 AM
Well, let me assure you of one thing: relly screwing up SC4 totally will not be so easy. If you modd a file in a bad way you often will find out quick, because the game will crash. The only thing you have to do after that is deleting the new file from your plugins folder and go ahead where you have left.
A very good tip: make a backup of your complete SC4 directory (including plugins, regions etc), before you test the mod and store this on another location.

So if I am only going to fiddle around with custom content does that mean I need not concern myself with the warning about making a backup of Simcity_1.dat? That bit was what absolutely scared me in the beginner's guide:

http://www.simtropolis.com/forum/files/file/21372-the-reader-beginners-guide/
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on October 05, 2011, 12:59:21 AM
Ha, ahem... I don't know. I never did, but maybe this concerns deeper modding than I ever did? I do not fool around with the original SC files. I only play around with plugins.
But even if you do that: I'd say make an ZIP out of the whole SC4 directory and store it on another location on your HD. If something screws up, you just replace the whole bunch. That's easier than reinstalling.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on October 05, 2011, 05:50:27 AM
Thanks for the insight FrankU :)

I'll try to sum up the courage to try out the reader once again.

Anyway, can I ask a question regarding a dependency for the SG Freight station for the CAN-AM?

I know I need the Small Wharf add-on as a dependency, but do I need both the wharf & the 2x1 barge channel? Or do I just need to keep the wharf & can toss the barge channel?

I just wanted to clarify this as I am currently in the process of removing every 1x2 canal related pieces from my SG Canals folder as those can not be incorporated with CAN-AM as CAN-AM requires a canal at least 3 tiles wide with the middle as the CAN-AM path. The various bridges & overhang pieces had to go too as the stuff that comes with the CAN-AM is the only ones I need.

Of course, the various reward & add-on lots will stay though :)

Reason for Edit: Had to fix my typo.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: whatnameshouldi on November 13, 2011, 05:46:42 PM
Loving the CAN-AM idea and versatility (diggis multiple set enabler already installed), but Im still slow on figuring out somethings, therefore my question, how do I make bridges/any kind of crossing of CAN-AM enabled tiles? Is it possible?
I searched a lot but couldn't find an indepth tutorial on CAN AM.

Thanks a lot,
whatname
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on November 13, 2011, 07:37:21 PM
Quote from: whatnameshouldi on November 13, 2011, 05:46:42 PM
...how do I make bridges/any kind of crossing of CAN-AM enabled tiles? Is it possible?
I searched a lot but couldn't find an indepth tutorial on CAN AM.
You can use a combination of the Can-AM pieces and the raised avenue, road, highway, rail viaduct, etc. pieces to make bridges. Or use the FLUP pieces to go under. If you TAB through the Can-AM ring, you'll find the Canal overpass and FLUP pieces. Here's a simple example...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FCan-AM3.jpg&hash=2f4cc7f180f19299b3f67419449c0462900207a3)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on November 13, 2011, 08:45:13 PM
The CAN-AM definetly needs to be worked on. L1 crossings (optionally that look like drawbridges) and RHW, NWM and HSR crossings should be given a huge priority.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on November 14, 2011, 03:35:15 AM
Quote from: Wiimeiser on November 13, 2011, 08:45:13 PM
The CAN-AM definitely needs to be worked on. L1 crossings (optionally that look like drawbridges) and RHW, NWM and HSR crossings should be given a huge priority.

This is also my reason why I opted to go back using Maxis Highways as they're currently the only high capacity road based network that has CAN-AM crossings.

Also my playing style currently is focused on CAN-AM usage, I've stopped using rail (both heavy & light rail) & instead use the CAN-AM freight transfer station to handle all outbound freight. As for public transportation, I use both bus & water bus  ::)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on November 14, 2011, 02:34:16 PM
Kinda interesting there's suddenly a ton of interest in CAN-AM.  We had drifted away from the project a bit as its main developer (daeley) hasn't been around in awhile, and we had gotten the impression that there weren't that many folks using it nowadays.  Knowing that there is still interest in it, however, I'll see about some "gap-filling", particularly on the RHW side. 

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: whatnameshouldi on November 14, 2011, 04:59:10 PM
Thanks a lot CaptCity, I had forgotten searching there. Now I got it and have my first transit enabled crossing, sims rejoice! shame there is nothing on the other side yet.

Tarkus, I really like the concept of CAN-AM, I was just shy to try it cause of the many dependencies. Eventually I realised I already had most of them and here I am, loving each bit of it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: ivo_su on November 15, 2011, 05:24:21 AM
Oh  Alex (Tarkus) believe me there is interest in the project CAN-AM and on my part. I long ago I wrote about my idea to do a similar set of Oppie's channels. Even I remember that Diggis  gave me advice on how  this can happen, but I seemed  too complicated. Definitely road announces water to be incorporated into urbanized  city traffic. Even now when I thought my idea for dragable network  CAN-AM. I agree that the CAN-AM  should receive wider support especially in terms of RHW, NWM and HSRP.  FLUPs models is planned that Matt would have done 80-90% of this task. And to top it off, I pray the boy from the Czech Republic  to be able to make this  set of channels Oppie's because I prefer them over any other.

Best,
- Ivo
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mike3775 on November 15, 2011, 05:54:03 AM
Quote from: Tarkus on November 14, 2011, 02:34:16 PM
Kinda interesting there's suddenly a ton of interest in CAN-AM.  We had drifted away from the project a bit as its main developer (daeley) hasn't been around in awhile, and we had gotten the impression that there weren't that many folks using it nowadays.  Knowing that there is still interest in it, however, I'll see about some "gap-filling", particularly on the RHW side. 

-Alex

I think the main problem with CAN-AM is that it really requires a flat region to be effective, and many like to build in hills and mountainous regions.  I like to use CAN-AM sporadically, but the regions I like to play on, are not conductive to using it frequently as its usually a hilly type region for the most part.

But I do like using it as another means of transport though
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on November 16, 2011, 02:49:46 PM
Quote from: CaptCity on November 13, 2011, 07:37:21 PM
...If you TAB through the Can-AM ring, you'll find the Canal overpass and FLUP pieces....

Good sir I seem to be lacking said FLUP crossing pieces in my copy of the CAN-AM TAB Ring  ()what()

I'd definitely love it if I could make GLR go under the CAM-AM like that :)

And it would really be cool if we could make Tram in street, Tram on Road & Tram on Avenue be able to cross the CAN-AM as well :)

Quote from: Tarkus on November 14, 2011, 02:34:16 PM
Kinda interesting there's suddenly a ton of interest in CAN-AM.  We had drifted away from the project a bit as its main developer (daeley) hasn't been around in awhile, and we had gotten the impression that there weren't that many folks using it nowadays.  Knowing that there is still interest in it, however, I'll see about some "gap-filling", particularly on the RHW side. 

-Alex

RHW CAN-AM crossing pieces would also be very mind-blowing too  :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on November 16, 2011, 07:29:02 PM
Quote from: CahosRahneVeloza on November 16, 2011, 02:49:46 PM
Good sir I seem to be lacking said FLUP crossing pieces in my copy of the CAN-AM TAB Ring  ()what()

I'd definitely love it if I could make GLR go under the CAM-AM like that :)

And it would really be cool if we could make Tram in street, Tram on Road & Tram on Avenue be able to cross the CAN-AM as well :)

You'll need to use the canal-edge FLUP piece for the two edges. It should be the 7th one in the TAB ring - in amongst the Raised Road pieces. Use the regular straight FLUP piece (the first one) for the inner sections - be sure to line up the brownish strips.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FCan-AM4.jpg&hash=e51194bdce2b55c80495591d196520777dfb5e58)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on November 17, 2011, 07:48:25 AM
Quote from: CaptCity on November 16, 2011, 07:29:02 PM
You'll need to use the canal-edge FLUP piece for the two edges. It should be the 7th one in the TAB ring - in amongst the Raised Road pieces. Use the regular straight FLUP piece (the first one) for the inner sections - be sure to line up the brownish strips.

So that's  how it's done  :thumbsup: Thanks CaptCity.

Now off I go to update my road networks with Tram in/on pieces :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: whatnameshouldi on November 17, 2011, 03:26:53 PM
Thanks CaptCity, too, i was wondering exactly the same.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on December 10, 2011, 12:44:56 PM
 :( This is maybe the best example of the teaching that leads farmers to give up on realistic projects sc4 ...

The development of the CanAm must have brought dozens if not hundreds of hours to create. Things like creating new "effects dir" outside the scope of the reader for the creation of transit sc4paths combination of new packages with the already established estrura the game .... and almost no one using!

I'm not absolutely sure but I think Simgoober was the mind behind the new "effects dir" that made possible the displacement of traffic through the channels without the automata appear in the game. I think he expected a greater impact on its use and not only download

For weeks I tried to get the same knowledge about the effects for a new project and I confess that the task is beyond what I thought reasonable to spend time on the game so I joined the team who now await further developments ... :(
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 01:54:44 PM
Does anyone have any idea why I've tried installing this a bunch of times and it still won't work?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on April 29, 2012, 02:36:22 PM
als98, first off, welcome to SC4D! :)

As far as your question goes, not without more details about how it's not working.  Is it not showing up in game?  Or is it showing up in game and it's not functioning?  There should be more information in this thread (including the first post) that should prove helpful.

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 02:49:08 PM
It won't show up in gameplay, even after using the installer wizard multiple times.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on April 29, 2012, 05:40:16 PM
If you check your Plugins\Network Addon Mod\Plugins folder, do you have the NetworkAddonMod_CanAM_Plugin file? There should also be another file named NetworkAddonMod_CanAM_Props_## depending on which option you chose.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 05:45:05 PM
I don't see either... Was I supposed to do something else besides run the installer wizard? There's the icon for the installer that is called Install_BSC-CAN-AM_NAM and I ran that- was I supposed to do something else too? 
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on April 29, 2012, 05:48:38 PM
It doesn't sound like you're installing CanAM (but rather the terminal set...?). The actual CanAM is part of the NAM installation. There is an option to select during the setup routine.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 05:55:38 PM
I downloaded it from here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110) and the readme for Can-AM opened after I ran the installer. Am I doing something wrong?
(I looked and I am pretty sure I have all the dependencies downloaded if that is what is causing the issue.)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: CaptCity on April 29, 2012, 05:59:42 PM
What you have linked to is the terminal set used with the mod. They act as stations for traffic to embark and disembark. Is that what you want? Did you install the actual mod itself? As mentioned, it needs to be done during NAM installation.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 06:11:03 PM
Ohhh...   &ops

I'll try that and see how it works.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on April 29, 2012, 06:13:18 PM
So if I reinstall the NAM... am I supposed to uninstall the old one before or after reinstallation?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on April 29, 2012, 07:44:28 PM
What version of the NAM are you running?  If it's the most recent one (Version 30, released September 2011), you could do a reinstall over top.  Otherwise, I'd do an uninstall first. 

Whatever you do, do not move the uninstaller from its original directory.  If you try to run it outside of the NAM install directory, because it has a recursive algorithm, it'll end up deleting whatever's in the folder to which you moved the uninstaller.

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: als98 on May 01, 2012, 02:41:28 PM
Thanks a buch! It worked perfect.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Grrrilla on June 24, 2012, 03:30:52 PM
Just started tinkering with CAN-AM.  It'd be a fun addition to the game except that I'm having the same problem described in responses #202, 203 and 224 above: no automata.  Despite heavy use according to the route query tool, there are no watercraft visible on my canals except the rare half-submerged bus after an invisible "crash."  I've tried to isolate and remedy the problem by reorganizing and removing potentially conflicting plugins but no luck.  The no-automata problem seems to be happening to enough people that I'm hopeful there's someone out there who can help.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on June 24, 2012, 09:50:24 PM

To see the automata must have BSC CAN-AM Lots NAM installed. In it are models and LUA script that generates the traffic.


The download link ...
"$Deal"$  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2110)



Also check your settings in the game to show the automatons ... if set to low try switching to medium or high.


A tip - put the generating stations near corners or curves of the channels that they always appear easier.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on June 26, 2012, 09:47:49 AM
Quote from: Tarkus on November 14, 2011, 02:34:16 PM
Kinda interesting there's suddenly a ton of interest in CAN-AM.  ....

-Alex

Disheartening to see that interest comes and goes away soon. Indeed it  more curiosity than desire to use the CAN-AM ... just see that is  one of the least visited of the NAM creations.

I think there should be more enlightening tutorials on how to build and use the functional channels.

The picture below shows an effect that I put over the props to display the water of  channel  moving  ...


(https://lh3.googleusercontent.com/-opGvLF5-xMY/T-9EeKO3eiI/AAAAAAAABUE/BzYbSNKLHGg/s640/MOD%2520AGUA%2520MOV.gif)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F%5Bsize%3D78%25%5Dhttps%3A%2F%2Flh3.googleusercontent.com%2F-opGvLF5-xMY%2FT-9EeKO3eiI%2FAAAAAAAABUE%2FBzYbSNKLHGg%2Fs640%2FMOD%252520AGUA%252520MOV.gif%255B%2Fsize%255D&hash=6d0c75a8af21bcb0e54d5d0ff3563e4456bea29f)


if time permits I will try to change the tone of the effect and reduce a bit in order to use Calllagrafx that has more realistic textures.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on June 26, 2012, 04:41:57 PM
There's an addon that allows you to use multiple sets; the only problem is there's no transition to Simgoober's water
Title: Re: Canal Addon Mod (CAN-AM)
Post by: dragonshardz on June 26, 2012, 08:25:58 PM
Should be reasonably simple to do.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on June 27, 2012, 05:18:04 AM
Quote from: Wiimeiser on June 26, 2012, 04:41:57 PM
There's an addon that allows you to use multiple sets; the only problem is there's no transition to Simgoober's water

This would be a good solution to integrate the effect on all models of the channel.

I think diggis was allowed to integrate their mods T21 to the controller of NAM to make your "Diggis CAN-AM Mod'.

As this is an effect maybe several tests would necessary to ensure that there would be problems in its inclusion before requesting the same thing.

Unfortunately that is where comes my problem  from  lack of time for that. If existed someone available for this tests then it would be possible to do the mod.

Someone available?

Quote from: dragonshardz on June 26, 2012, 08:25:58 PM
Should be reasonably simple to do.

Unfortunately it is not so easy ... Any change requires editing the file effectDir and is currently only possible using the Hex editor which makes the job very long.. Maybe in the near future we can count on tool that Lowkee33 is developing ( Link  (http://sc4devotion.com/forums/index.php?topic=14724.msg425477#msg425477) ) then it will be much easier
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on June 30, 2012, 04:22:02 PM
Quote from: Grrrilla on June 24, 2012, 03:30:52 PM
Despite heavy use according to the route query tool, there are no watercraft visible on my canals except the rare half-submerged bus after an invisible "crash."

The bus that you mentioned is what really happens in the game if the prop placed above the plop path of the NAM is lost.

What actually happens is the transit of BUS and Truck Freight below the prop as it appears in the picture below ... the boats are only  automata to appear above the props and create the impression of navigation.

(https://lh3.googleusercontent.com/-0XOwpJQ9MzA/T--JUtPBeKI/AAAAAAAABUc/RDFq-61ft-E/s640/o%2520que%2520acontece%2520canal.gif).




.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Grneyes on June 30, 2012, 07:24:25 PM
Quote from: NCGAIO on June 26, 2012, 09:47:49 AM
Quote from: Tarkus on November 14, 2011, 02:34:16 PM
Kinda interesting there's suddenly a ton of interest in CAN-AM.  ....

-Alex

Disheartening to see that interest comes and goes away soon. Indeed it  more curiosity than desire to use the CAN-AM ... just see that is  one of the least visited of the NAM creations.

I think there should be more enlightening tutorials on how to build and use the functional channels.

The picture below shows an effect that I put over the props to display the water of  channel  moving  ...


(https://lh3.googleusercontent.com/-opGvLF5-xMY/T-9EeKO3eiI/AAAAAAAABUE/BzYbSNKLHGg/s640/MOD%2520AGUA%2520MOV.gif)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F%5Bsize%3D78%25%5Dhttps%3A%2F%2Flh3.googleusercontent.com%2F-opGvLF5-xMY%2FT-9EeKO3eiI%2FAAAAAAAABUE%2FBzYbSNKLHGg%2Fs640%2FMOD%252520AGUA%252520MOV.gif%255B%2Fsize%255D&hash=6d0c75a8af21bcb0e54d5d0ff3563e4456bea29f)


if time permits I will try to change the tone of the effect and reduce a bit in order to use Calllagrafx that has more realistic textures.

I would definitely use them more if there was a tutorial. Someone posted a youtube video once but it has been pulled.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on July 01, 2012, 12:44:40 AM
This is still active although not exactlyon the functional he explains the basics to make the channels.
( I'm doing one  with the use of the CAN-AM )





The difference for functional is to exchange the central parts of channels  for parts the NAM  that are on menu transport  according to the image below.


(updated)
(https://images2.imgbox.com/56/bd/JE0uAgwa_o.jpg)

For bridges and other crossings just look for the pieces that fit into the ring NAM TAB as shown below.


Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on July 01, 2012, 09:17:12 AM
Tutorial ... under construction
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on July 01, 2012, 09:17:53 AM
Mods ... under construction
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on October 24, 2012, 05:49:33 PM
That's a very interesting question. :)

The way most transit items are assigned to their respective menus is through the use of a SubmenuKey property, rather than an OG.  There's 11 such properties:

SubmenuKey: Networks: Highway Ramps Menu (ID 0x00004005)
SubmenuKey: Networks: Rails Depots Menu (ID 0x00004001)
SubmenuKey: Networks: Miscellaneous Transport Menu (ID 0x00004002)
SubmenuKey: Networks: Road Menu (ID 0x00004000)
SubmenuKey: Utilities: Power Plant Menu (ID 0x00004003)
SubmenuKey: Utilities: Water Plant Menu (ID 0x00004004)
SubmenuKey: Utilities: Sanitation Menu (ID 0x2A49D7CA)
SubmenuKey: Terraform: Create Fauna Menu (ID 0x8A3F131B)
SubmenuKey: Zoning: Commercial Menu (ID 0x8A3F14DC)
SubmenuKey: Zoning: Industrial Menu (ID 0x8A3F1502)
SubmenuKey: Zoning: Residential Menu (ID 0x8A3F1505)

There isn't one for the Water Transit menu, at least of which anyone is aware, and I believe this to do with the fact that the Water Transit menu is the one part of the transport menu hierarchy that, by default, only contains Lot-based items.  It doesn't contain any sort of draggable item, while the other submenus with key properties do.  I don't know that it's possible to simply stick an OG on it, as the CAN-AM pieces are RUL-bound (in RUL0).

I agree it would be nice if we could somehow put it under Water Transit, as that'd really be the most logical place . . . but it's uncharted territory.

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tarkus on October 26, 2012, 04:00:57 PM
Quote from: marcszar on October 26, 2012, 03:12:17 PM
So there's no SubmenuKey property for the Water Transit menu and sticking an OG property on the CAN-AM won't help? &mmm

Unfortunately, that seems to be the case.  I've tried sticking an OG on there to no avail--it's not the right type of exemplar to support that property.  The icon exemplars for RUL-bound transit items are Type 28 exemplars ("Misc Catalog"), whereas OG properties go with Building (Type 02), Automaton (Type 16 and 17), and Prop (Type 1E) exemplars.

There's a remote chance that there might be a hitherto-unknown SubmenuKey property, as Maxis did add support for theoretical items that weren't included in game (an especially odd example being a Bridge RUL for Water Pipe Bridges).  But that's a very trial-and-error thing.

-Alex
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Wiimeiser on October 26, 2012, 05:10:15 PM
Quote from: Tarkus on October 26, 2012, 04:00:57 PM
Maxis did add support for theoretical items that weren't included in game (an especially odd example being a Bridge RUL for Water Pipe Bridges)
Likely just so the game didn't crash in exceptional circumstances. That's why Pokemon Ruby & Sapphire has ??????????.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BaronVonCatfish on November 30, 2012, 03:01:12 AM
I have checked to make sure all plugins are installed (as per searching through this thread). I have installed the Can-Am terminals stuff as well as the most current NAM. I get CAM-AN under the Misc-Transport Menu but I do not get the terminals. Any thoughts?

Thanks.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BaronVonCatfish on November 30, 2012, 12:16:02 PM
Cool, I re-read the whole thread, uninstalled NAM, re-installed and looked in the correct menu for the terminals! Yeah  &apls
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on January 03, 2013, 03:46:03 PM
One of the things I do when I play is start cities in pretty much every region even if there is no city there.  The reason I do this is so I can map out the highway system and the rail network and the canal system.  The problem I also have with the canals though is that I just don't know how to end them when I hit one of the real water areas and with the canal not really looking right in an undeveloped region/area.  Anyone offer any advice?  The not looking right part is just my personal taste, but really need advice/help with the canals hitting rivers or the coast.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: [Delta ²k5] on January 04, 2013, 07:55:00 AM
Quote from: Tilarium on January 03, 2013, 03:46:03 PM
... but really need advice/help with the canals hitting rivers or the coast.

Take a look over here: http://sc4devotion.com/forums/index.php?topic=317.300 There are some nice pictures waiting for you ;)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on January 04, 2013, 08:22:47 AM
It's always a bit of a challenge to combine both canals and ingame water. Either an overflow or a lock piece will do the trick. Or, one can use an ingame bridge to seperate the two waters, provided some patience during terraforming and drawing the bridge. However imho it can give a nice result, like so.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F2345%2Fmbridgeresized.jpg&hash=7ca888306180819806291b4a3c056d65fe8d8156)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Reform on January 07, 2013, 12:43:47 PM
That is a fine looking transition, vortex. :thumbsup:
It also reminded me of a bat/lot project that I should have finished a year ago. You inspired me to get back to it.

- Ilja
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vester on January 07, 2013, 12:53:31 PM
Quote from: Reform on January 07, 2013, 12:43:47 PM
That is a fine looking transition, vortex. :thumbsup:

Second that  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Tilarium on January 12, 2013, 05:04:27 AM
Another question.  On most (if not all?) of the canals used with CAN-AM there are the bridge ploppables.  Is there a way to use CAN-AM with those, or should I reserve those for the spots where CAN-AM is not in effect?
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on January 12, 2013, 06:29:06 AM
Use the  parts of puzzles NAM for the bridges over CAN-AM to  traffic continues operating under them !
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on January 22, 2013, 04:57:23 AM
Quote from: vortext on January 04, 2013, 08:22:47 AM
It's always a bit of a challenge to combine both canals and ingame water. Either an overflow or a lock piece will do the trick. Or, one can use an ingame bridge to seperate the two waters, provided some patience during terraforming and drawing the bridge. However imho it can give a nice result, like so.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F2345%2Fmbridgeresized.jpg&hash=7ca888306180819806291b4a3c056d65fe8d8156)

Just wanted to say, lovely photo. I haven't been around much since I released the last set of the banks, so it's good to see they are being used, and well!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: FrankU on January 22, 2013, 05:18:46 AM
Hi Diggis,

Yes, they are surely used a lot. Pity though that you haven't made a set of narrow ditches without the stoney banks... Grass banks, that would be great for my Dutch themed landscapes...

Please?

( Sorry for hijacking this thread...)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: Diggis on January 22, 2013, 05:32:31 AM
Quote from: FrankU on January 22, 2013, 05:18:46 AM
Hi Diggis,

Yes, they are surely used a lot. Pity though that you haven't made a set of narrow ditches without the stoney banks... Grass banks, that would be great for my Dutch themed landscapes...

Please?

( Sorry for hijacking this thread...)

I have started them... Problem is I'm not sure I'd even know how to mod them any more.  :o

I was looking at some of the stuff I released, like the CAN-AM multiple sets and doubt I could even begin to figure out how I did it.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on January 24, 2013, 09:31:03 AM
In fact I was even thinking of something a little more three-dimensional realism.

(https://images2.imgbox.com/84/1a/esNzH65g_o.png)
watch in full screen to understand better  -  https://youtu.be/4D6Tcaa1lgw

(https://images2.imgbox.com/77/95/ronkXxLX_o.png)
watch in full screen to understand better  -  https://youtu.be/udqhnJ54JuY
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on January 25, 2013, 10:32:36 AM
Wait, WAIT! You made the actual water surface move in 3D!?! Or what's going on here. In any case, it's pretty ingenious. I have this suspicion the day is near we'll be able to construct proper, functional canals with ingame water!  :thumbsup:

Also, thank you Diggis! I love your sets and use them a lot! Narrow streams with grassbanks are still on my wishlist as well.  ;) If you want I could lend a hand lotting and modding.  :)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on January 25, 2013, 10:42:08 AM
Quote from: vortext on January 25, 2013, 10:32:36 AM

Wait, WAIT! You made the actual water surface move in 3D!?! Or what's going on here.

....In any case, it's pretty ingenius.

Sorry buddy ... not quite understand what you mean by that.!


Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on January 25, 2013, 10:57:59 AM
Quote from: NCGAIO on January 25, 2013, 10:42:08 AM
Quote from: vortext on January 25, 2013, 10:32:36 AM
Wait, WAIT! You made the actual water surface move in 3D!?! Or what's going on here.

....In any case, it's pretty ingenius.


Sorry buddy ... not quite understand what you mean by that.! %confuso


In any case the answer is yes .. this is a  S3D real model plan for simulation of water flow.
Sorry for that. And I misspelled as well.  &ops In any case; ingenious (http://www.merriam-webster.com/dictionary/ingenious)  "$Deal"$ It roughly translates as being totally awesome!  :thumbsup:
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on January 25, 2013, 11:38:52 AM

:) Ok! ... thanks for the ingenious!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 30, 2013, 12:29:19 PM
Hi

I've been trying to get this mod to work for hours. I've installed and re-installed everything relevant listed in this thread, but no matter what I do I can't get the ferry traffic to show up.

Does anyone have any idea why it isn't showing? The only traffic I've managed to see is a few buses that look like they're under water, and they only appeared for a second.

This is very frustrating. If anyone could offer some advice I would very much appreciate it.

Thanks in advance
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 30, 2013, 12:38:05 PM
also, when I try to "u-drive" the canal ferry, it randomly appears in the ocean rather than on the canal and just dissappears before I can actually drive it. I don't know if that gives any hints into what is causing the problem I mentioned in the above post
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on March 30, 2013, 12:46:15 PM
Quote from: greg0418 on March 30, 2013, 12:29:19 PM
Hi

I've been trying to get this mod to work for hours. I've installed and re-installed everything relevant listed in this thread, but no matter what I do I can't get the ferry traffic to show up.

Does anyone have any idea why it isn't showing? The only traffic I've managed to see is a few buses that look like they're under water, and they only appeared for a second.

Hi there greg0418, welcome to SC4D !  :)

First of all the Can-Am actually is a bus based transit system and intended for use on (flat) land. Hence you'll not get any ferry traffic.

To make the system work, first lay down roads with the road tool. Then select the Can-Am piece from the miscellaneous traffic menu and plop it on top of the road - this ensures UDI functionality. Use stations so sims can use the canals to travel to work or ship freight and finally plop some ordinary canal pieces alongside to finish up your canals!

Hope this helpes!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 30, 2013, 12:54:38 PM
Thanks very much for your reply. I was able to get the sims to actually use the terminals, but no ferry traffic is showing.

If you look in the first post of this thread you can see a gif of the ferry traffic. Am I missing something?

thanks
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on March 30, 2013, 01:04:58 PM
Quote from: greg0418 on March 30, 2013, 12:54:38 PM
I was able to get the sims to actually use the terminals, but no ferry traffic is showing.

Could it be the game display options are set to low? In the graphic options menu '# of Cars/Sims' needs to be set to high. Also, the automata are a bit fickle. On some stretches I'll get none while on other parts automata spawn like crazy. Not sure why that is. .
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 30, 2013, 01:09:26 PM
yea, I put the number of cars/sims to high, I have quite a few terminals, cant seem to get any automata.

The only time I see anything in the canals is when I drive by them in a police car with the sirens on, then I see buses running to the side of the canal like they would on a road when a police car with sirens is near
Title: Re: Canal Addon Mod (CAN-AM)
Post by: vortext on March 30, 2013, 01:14:15 PM
Well, that sounds odd indeed. Could you perhaps post a screenshot of that situation? It may assist in diagnosing what's wrong.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 31, 2013, 03:46:56 AM
Sure, here's a screenshot of the buses in the canal "pulling over" as I drive by in a police van.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIE5SSWk.png&hash=a9b111c02e666b540d1aeaf9bf1563d7d67a6163)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on March 31, 2013, 09:33:33 AM

First make sure you have installed all the way before completing sides or they will have to do it in an absolutely flat ground!


If you have already downloaded the seasons freight and passengers that generate automata then try to put them near the curves they tend to spawn more. &mmm


And always good to remember that automatons are tricks here. Boat of passengers are models for bus and  cargo barge are truck models  so that to continue being seen after spawning and need traffic for them.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: greg0418 on March 31, 2013, 10:21:30 AM
Quote from: NCGAIO on March 31, 2013, 09:33:33 AM

First make sure you have installed all the way before completing sides or they will have to do it in an absolutely flat ground!


If you have already downloaded the seasons freight and passengers that generate automata then try to put them near the curves they tend to spawn more. &mmm


And always good to remember that automatons are tricks here. Boat of passengers are models for bus and  cargo barge are truck models  so that to continue being seen after spawning and need traffic for them.

Yea, I have like 10k sims using the canal system now, and I finally got a single boat to spawn. At least I know its possible now. I still don't get why there aren't more. I have plenty of terminals on the corner of canals, but only 1 boat that drives around. This mod would be so much better with the traffic I've seen in other pics.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on March 31, 2013, 01:46:05 PM

You could increase the number of automata spawning  in each station for more but even it does not solve the problem disappear with time.


These automata are added to the game (not replacement) and to appear high above the prop placed on the path which is essentially a  road common of the game.


It appears that the prop ends influencing in appearing of the model depending on the way. I was trying with other players to replace this prop for an effect to see if everything was becoming more stable but unfortunately the interest in the work seems to be over.


Anyway it is interesting to see that this mod still causes some interest. Maybe go back to work in another model!




(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1.ytimg.com%2Fvi%2F4D6Tcaa1lgw%2Fmqdefault.jpg&hash=38aa14bc8399ccd0fa5ec71937c3f56a849af5e5)
Title: Re: Canal Addon Mod (CAN-AM)
Post by: BarbyW on March 31, 2013, 01:53:46 PM
If I can dredge up from the depths of my brain the early work we did on this mod I'll see if I can help but I don't remember having problems with the automata spawning as you can see from my .gif in the opening post.

It will have to wait until next week though as I am away from home.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on March 31, 2013, 02:25:58 PM

Thank you for your attention  :thumbsup:


The problem (if we may so call it) it's exactly not with spawning although he also happens but with model still appears follow_road after some time.


If you build a big squared with the  channel and stations in the corners have the automatons strolling for awhile but invariably they end up disappearing.


I know it was  the basis of the "road without texture" of Goaskin but in fact does not seem to happen because the game reinstates as you can see here.  Here  (http://sc4devotion.com/forums/index.php?topic=7662.msg427402#msg427402)

Apparently the T prop placed on the path does not cooperate for the continuity of the model show up on the road. I even tried a prop pending on the way but the result was the same.


The other hope was to be placed  the texture by a effect but the project stalled.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: dazontheweb on March 02, 2014, 08:15:41 AM
Hi all,

I'm a new member here and was wondering if someone could offer me some advice please? I'm currently in the process of designing a new city and appear to be having problems with seeing any boats appear on the canal I've designed.

I'm using the canal mod from NAM and some of SimGobbers stations etc, but I'm seeing no canal boats at it. What am I doing wrong? Is there a mod I'm missing? Is the layout incorrect?

Would someone be able to offer me some advice please?

Thank you

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2lw9h74.png&hash=32d3f55f20897138f40f3f8a0ec9d1484047b66a)

Title: Re: Canal Addon Mod (CAN-AM)
Post by: CahosRahneVeloza on October 03, 2014, 04:30:20 AM
I know CAN-Am has been placed in the back burner indefinitely, but here's hoping this project would be picked up on by the NAM Team again in the near future.

@dazontheweb: I'm guessing the old CAN-Am stations are also affected by the newer increased capacity limits imposed upon the game by NAM 32 and needs SLURPing by the NAM MTA Team as well, just like with most other older stations (including ones for rail) out there on the net. I'm no expert on this, just basing my presumption on what I've read regarding Station capacities on NAM 32's readme files as well as the comments of NAM Team members (most notably Z) regarding the matter.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: mgb204 on October 03, 2014, 05:44:16 AM
Perhaps they need to be updated, but I shouldn't think that's the problem here.

Firstly you need to make sure that you've built the network correctly, then it is important that the stops need to take sims to/from where they need to go, given that CAN-AM is essentially a bus route (to the simulator) I'd imagine most of your sims are using the rail/el-rail networks as they provide a faster method of getting where they are going right now.

If you setup CAN-AM routes in a place no other/faster transport networks cover (for example from a residential estate to a train station) then it would be utilised. Getting the boats (automata) to appear is going to be another problem you're likely to encounter, there is no simple solution to that though.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: matias93 on October 03, 2014, 05:17:57 PM
Quote from: dazontheweb on March 02, 2014, 08:15:41 AM
Hi all,

I'm a new member here and was wondering if someone could offer me some advice please? I'm currently in the process of designing a new city and appear to be having problems with seeing any boats appear on the canal I've designed.

I'm using the canal mod from NAM and some of SimGobbers stations etc, but I'm seeing no canal boats at it. What am I doing wrong? Is there a mod I'm missing? Is the layout incorrect?

Would someone be able to offer me some advice please?

Thank you


Your problem in this case is that your residencial zone is 'overconnected', so commuters 'dissolve' in many different networks (roads, BTMs, canals, etc).

Besides, your stations are isolated from the residencial zoning by the BTM line: in the image, I don't see any place to cross and reach the station, so the 'rational' option for your commuters is to take the train (which is, itself, faster than the canals, and is nearer to the houses too).

My suggestion is to select ONE network to connect that sparsely populated area to the downtown: BTM OR canals, OR superficial transit. This doesn't implies that you have to remove the BTM line or the canal, but only the stations.

Good luck!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: whatnameshouldi on February 16, 2015, 11:25:15 PM
It has been a really long time since I last used CAN-AM and I completely forgot how to set up a functional transit-enabled canal. I do remeber something about dragging one way roads but I don't remember when nor how (or which pieces to use, and if there was need for the system to be 3 or 2 tiles of width). I googled but could find no tutorials (all are gone or incomplete).

I would appreciate any help on this, either a link to a tutorial or a quick walkthrough.
Thank you!
Title: Re: Canal Addon Mod (CAN-AM)
Post by: NCGAIO on February 17, 2015, 09:23:43 AM

The images that are missing are visible in this post.




http://sc4devotion.com/forums/index.php?topic=7662.msg427420#msg427420 (http://sc4devotion.com/forums/index.php?topic=7662.msg427420#msg427420)


Just put the paths in the middle of the three tiles used for the channel.
Title: Re: Canal Addon Mod (CAN-AM)
Post by: whatnameshouldi on February 17, 2015, 02:45:27 PM
Thank you! It is now all coming back. Now I just have to find where the traffic enabled lots are after DAMN clean-up :(