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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Chrisim on May 11, 2008, 04:43:22 PM

Title: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on May 11, 2008, 04:43:22 PM
Please use this thread to ask for GLR help and support, and to propose new GLR related functionalities.
Before asking for support, please check this thread "GLR & Tram-Avenues Gameplay: Basics & Tricks (http://sc4devotion.com/forums/index.php?topic=4623.0)".

GoaSkin moderated a similar GLR help thread at ST until about a year ago. Although he is still active, he is now more interested by other topics (unfortunately for the GLR & Tram-Avenues). I will try to give GLR related support here at SC4D. For those who do not know about me: I did learn about creating Tram-Avenue puzzle pieces early this year and prepared some new pieces for the NAM April 2008, thanks also to much help by "memo" who had created the draggable GLR and tram-avenue in 2007. I am SFBT and NAM team member. I will try to reply on a regular (not daily) basis and I hope that this thread will accomodate useful and interesting postings and discussions, as GoaSkin's GLR help thread did in the past.

Frequently Asked Questions - FAQs

How can I install GLR and Tram-Avenues?
You need Rush Hour or Sim City 4 Deluxe. Simply install the Network Addon Mod (NAM) in it's latest version, GLR and Tram-avenues are included.

GLR starter pieces and tram-avenue puzzle pieces are always red
You have an old NAM or a conflicting traffic mod installed. De-install it and install the latest NAM version.

Is there a tutorial for beginners?
Yes, see the thread "GLR & Tram-Avenues Gameplay: Basics & Tricks"

The game crashes often when I try to place puzzle pieces.
There is a bug in SimCity. Prevent the mouse cursor from hovering it over station lots (including GLR stations, bus stops and railway stations) and save your city regularly and before placing GLR puzzle pieces!

The game crashes sporadically, not when handling puzzle pieces
If you installed the BSC SFBT GLR Tram Mod (with the four colored tram stations), you certainly read the Readme: it has to load after the NAM - otherwise the game may crash regularly after several minutes. If you leave the "GLR Tram Mod" folder inside the Plugins\SFBT folder, it's fine. If you moved it to the Plugins folder or into a folder alphabetically above the NAM, you may experience this CTD when using GLR or elevated rail. 

When I plopped a station on dragged GLR track, it reverts to elevated rail.
This happens when the track segment gets too short. Simply insert a GLR starter piece as described in the thread "GLR & Tram-Avenues Gameplay: Basics & Tricks"

Stations are not UDI compatible and I can't see any trams passing it.
Stations need to be activated to ensure that tram automata and UDI can pass the lot.
GLR stations plopped on dragged GLR tracks: these are already activated - no activation necessary.
GLR stations not plopped on dragged GLR tracks: use the el-rail tool and draw it "through" the station (along all tiles of the station)
Tram-avenue stations (incl. roundabout): use the oneway tool and draw it "through" the station (along all tiles of the station)
Alternatively, save the city and exit it (to region), after re-start the tram automata will work.
The thread "GLR & Tram-Avenues Gameplay: Basics & Tricks" shows in pictures how to do it.
GLR tracks do not need to be activated.

Why do Sims don't use the tram of the tram-avenue, but prefer to drive by car?
Since the distance is the same for cars and trams along tram-avenues, Sims prefer to drive their own car.
Trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.

How much work is it to include a new tram-avenue puzzle piece?
If you can provide a texture for a new puzzle piece to us, it is 1-4 hours work for us, depending on the complexity of paths and T21 exemplars (for automatic props). If you want to create textures, they have optically to fit with the others.

Big thanks to GoaSkin, several of the FAQ were copied from his old thread at ST.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on July 06, 2008, 09:17:55 PM
Many puzzle pieces in the NAM deal with various types of diagonals.  One that I think would be extremely useful would be a GLR-in-avenue puzzle piece crossed by a diagonal road.  There would need to be two versions of the piece, depending on the orientation of the diagonal.  What do people think?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: toxicpiano on July 07, 2008, 03:34:32 AM
Was this station ever released?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F2574%2Fglraveroundabout6ew1.jpg&hash=a87ee4d488d690f293dba840a88d35d06eb1d120)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Andreas on July 07, 2008, 10:28:11 AM
Quote from: toxicpiano on July 07, 2008, 03:34:32 AM
Was this station ever released?

Not yet. It got buried under a huge pile of RL stuff, but I resurrected it last weekend, so it'll finally see the light very soon. :)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: shanghai kid on July 07, 2008, 11:06:09 AM
Great, can hardly wait to test it in the game ;D &apls
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: allan_kuan1992 on July 12, 2008, 12:38:14 PM
hmm... is there any progress on those stations yet? They haven't really appeared on the LEX yet.

- Allan Kuan
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on August 23, 2008, 06:45:51 AM
Quote from: toxicpiano on July 07, 2008, 03:34:32 AM
Was this station ever released?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F2574%2Fglraveroundabout6ew1.jpg&hash=a87ee4d488d690f293dba840a88d35d06eb1d120)
Yes, these stations and also the normal Tram-in-Avenue stations are part of the updated BSC SFBT GLR Tram Mod on the LEX (link) (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879).
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on November 14, 2008, 05:51:23 AM
Is there a possibility to run the GLR-in-avenue to another city?

- Just plopping a puzzle piece would not work.
- And one way streets with a draggable GLR in the center also does not work, because one way streets don't cross the border.

Does this mean the only possibility is to get het GLR out of the avenue and then let it cross the cityboreder as separate GLR and avenue? Or did you find some other solution?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on November 14, 2008, 09:16:33 AM
Quote from: FrankU on November 14, 2008, 05:51:23 AM
Is there a possibility to run the GLR-in-avenue to another city?

No, for exactly the reasons you mention.

Quote
Does this mean the only possibility is to get het GLR out of the avenue and then let it cross the cityboreder as separate GLR and avenue? Or did you find some other solution?

This is the best solution I know of.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Shiftred on November 14, 2008, 10:50:43 AM
You could also split the avenue and transition the GLR to Subway for your city-to-city connection. This method will still allow building along your avenue.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi161.photobucket.com%2Falbums%2Ft216%2FBluepelican31%2FGLRTOSUB.jpg&hash=2233205949f7339b975d02a8409b277b048376cd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi161.photobucket.com%2Falbums%2Ft216%2FBluepelican31%2FGLRTOSUB2.jpg&hash=4b6c1ddc9fc3681cfe38edad82dfa97f9c3b8287)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: sim-al2 on November 14, 2008, 04:06:06 PM
Good solution! ;D Could be useful.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Kitsune on November 14, 2008, 07:37:29 PM
speaking of which, a GLR to subway conversion without having to split the avenue would be a mighty nice feature to have...
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on November 18, 2008, 07:56:41 AM
Thanks Z and Shiftred,

I know what to do. A good solution!
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Xyloxadoria on November 24, 2008, 07:12:01 AM
Quote from: Kitsune on November 14, 2008, 07:37:29 PM
speaking of which, a GLR to subway conversion without having to split the avenue would be a mighty nice feature to have...
Something like this?:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi229.photobucket.com%2Falbums%2Fee171%2FChrisLSimpson%2Favegrltosubway.jpg&hash=888da76ffb53ff4807a71d73d67a9ec7bd3d8465)
I have been working on a transistion from ave glr to subway that just takes up the avenue itself. It is fully modled and modded, the only thing i can get right is mathung transit textures. (due to the slope in the models the textures have to be part of the BAT itself) I did the general color correction that was needed for normal textures, that were direct from the NAM and that  did not work. What else needs to be done to get the NAM textures to render correctly?

EDIT: Found a SC4 pic of it Apprently someone has the beta model already:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg501.imageshack.us%2Fimg501%2F5148%2Ftramdreieckvm1.jpg&hash=6917425919d2d9a9ba0e4aaf473a8114a2476d47)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: rooker1 on November 24, 2008, 07:16:42 AM
I think that looks fantastic.
I am super glad that someone has started more developement on the GLR.

Robin  &apls
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: vester on November 24, 2008, 11:08:03 AM
Yes indeed, that looks fantastic.  :thumbsup:
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: shanghai kid on November 24, 2008, 11:08:59 AM
wow, are you sure this isn't a real picture ;D &apls
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on November 24, 2008, 03:05:13 PM
Quote from: Xyloxadoria on November 24, 2008, 07:12:01 AM
EDIT: Found a SC4 pic of it Apprently someone has the beta model already:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg501.imageshack.us%2Fimg501%2F5148%2Ftramdreieckvm1.jpg&hash=6917425919d2d9a9ba0e4aaf473a8114a2476d47)
Don't worry, Xyloxadoria, the model is just with you and me. I created the picture to raise more interest into your transition (hoping that it motivates you to work on it again  ;) )
The transition is functioning and it would be a pity to stop being so close to it.
For the color, I checked again and noticed that the model looks fine inside the Reader. The slightly purple tint does only appear in the game. Hmmh, strange. I'll try out some different modding of the lot ...
Pegasus gave a nice description of using a flat LOD for an apparent underground BAT - link (http://simpeg.com/forum/index.php?topic=6888.msg144893#msg144893) - this would help to avoid the green shining through artefact
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on November 25, 2008, 06:31:43 AM
No need to say, but I do it anyway: this is a fantastic addition tot the GLR!
I hope you will solve the problem and release the lot as soon as possible.

Thanks in advance.

--- Edit ---

Forgot to say: even if you don't solve it, I am eager to use it.
Sometimes function is more important than beauty.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Diggis on November 25, 2008, 07:03:51 AM
Quote from: Chrisim on November 24, 2008, 03:05:13 PM
Pegasus gave a nice description of using a flat LOD for an apparent underground BAT - link (http://simpeg.com/forum/index.php?topic=6888.msg144893#msg144893) - this would help to avoid the green shining through artefact

After some serious experimentation, and then being told by chris adams  :D, the lowest LOD that will avoid ground issues is .55m high.

To get your textures right, try using the calibrating photoshop tutorial by gas cooker to modify the colours to what you want.  BAT will change them.

Also make sure is ground model is unchecked in the properties of the model.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Xyloxadoria on November 25, 2008, 12:40:18 PM
Quote from: Diggis on November 25, 2008, 07:03:51 AM
After some serious experimentation, and then being told by chris adams  :D, the lowest LOD that will avoid ground issues is .55m high.

To get your textures right, try using the calibrating photoshop tutorial by gas cooker to modify the colours to what you want.  BAT will change them.

Also make sure is ground model is unchecked in the properties of the model.

I have always been using color correction, and i found out what the problem was. I color corrected the lot textures, not the NAM file textures, so color correcting already color corrected textures didn't work. I extracted them directly from the NAM, and it works now.

The roads were all planes, so i think the edge problem was caused because it was the building on the lot and not the prop.

I have attached the fixed model to this post.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: cogeo on November 26, 2008, 03:48:18 PM
I don't see why the whole thing needs to be modelled. Couldn't you just model the ramp and the walls around it and use textures for the avenue? You would have far fewer issues with the LODs and height differences. Network textures can be matched much easier by lot textures rather than models. Look at the RTMT, they are actually lots (using lot textures), but you can't really see any difference between the roads and these. I have experimented and found the Intensity/Contrast values that need to be applied to convert a network texrure to a lot texture (and having them looking identical). As for the model, I would suggest that you experiment with seting the Is Ground Model property to False. The shadow for such low models is barely visible (so not having a shadow isn't really much of a loss), and you can get rid of problems like interacting with the ground and/or the shadow (those dreaded "grille" lines).
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on November 27, 2008, 06:32:53 AM
Thanks for the model!

I'll use it ASAP and let you know what I think of it.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: mike3775 on March 19, 2009, 03:31:25 PM
Sorry to bump this old thread, I have ben using the GLR more and more and love it, but the only thing I do not like about it so far is the lack of having a GLR track going straight through an avenue T intersection. 

Would it be possible to make a piece that does that?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on March 20, 2009, 10:35:23 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F138979ab310ee29445dd9c0ba4d7d58e.jpg&hash=e311c68274ea93167e0ee2fa6cbf73bf57848385)
Like the left piece with GLR tracks continueing straight - like the right piece without avenue on one side?
You often find it in real life. Not so easy to implement due to the fact each side is two tiles wide and GLR is one tile wide. It would need an assymmetrical texture. I don't promise anything, but will keep it in mind. Would be helpful in my cities too ...  ;)

Other tram-avenue pieces missing? - in addition to more diagonal stuff ...
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: mike3775 on March 20, 2009, 11:35:34 AM
Quote from: Chrisim on March 20, 2009, 10:35:23 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F138979ab310ee29445dd9c0ba4d7d58e.jpg&hash=e311c68274ea93167e0ee2fa6cbf73bf57848385)
Like the left piece with GLR tracks continueing straight - like the right piece without avenue on one side?
You often find it in real life. Not so easy to implement due to the fact each side is two tiles wide and GLR is one tile wide. It would need an assymmetrical texture. I don't promise anything, but will keep it in mind. Would be helpful in my cities too ...  ;)

Other tram-avenue pieces missing? - in addition to more diagonal stuff ...

Thanks Chrisim.  If its to much work, don't worry about it, I just use the avenue to road split piece or just use the solo piece and never end the avenue, just it does not look right and my sims use those for some stupid reason thinking they go through when they don't  lol

Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on May 13, 2009, 02:57:40 AM
Last weekend I have tried to run an avenue with GLR under the original EL-rail. There is no ploppable crossing for it, like there is for raised highways and for raised rail.  Also there is a ploppable for GLR under EL-rail. So I had to widen my avenue to two oneway roads with GLR in the middle, run them under EL-rail and join them together at the other side (sorry I have no picture, and the computer is at home). It took me an hour to find out this was the only solution.
Would it be possible to make a crossing for GLR in avenue with EL-rail?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: WC_EEND on May 16, 2009, 08:38:42 AM
I don't know if this topic also is for suggestions for GLR

here's a suggestion for a tram-avenue end piece

EDIT: forgot to include the pic, here it is:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F2628%2Fidee.jpg&hash=821b1687fd6b6cfdc1fb2cdb36ccac4d5ddea823)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: FrankU on May 17, 2009, 04:54:34 AM
That would be very nice to have!
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: chrisnhl on June 06, 2009, 06:47:45 PM
Do people have access to the buildings that are attached to GLR avenue or Trams?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: mike3775 on June 06, 2009, 07:11:20 PM
cities where I have used it, the RES does not build, it gives the dreaded no car zots, but industrial and commercial have developed
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on June 06, 2009, 09:19:09 PM
That's only at the stations.  The roads themselves are standard networks, and everything develops normally around them.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: mike3775 on June 07, 2009, 03:43:26 AM
Quote from: z on June 06, 2009, 09:19:09 PM
That's only at the stations.  The roads themselves are standard networks, and everything develops normally around them.

Oops forgot to put that in.  :(

Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on June 07, 2009, 04:24:16 AM
If you arrange your zoning so that only part of a zone faces the station and part faces the network, then you won't have an access problem.  Of course, SC4 may treat your zoning as purely advisory, and it may take a few tries before you get a particular parcel to work.

Also notice that although commercial and industrial develop normal in front of stations, if part of their zone does not extend past the station, no Sims will actually go to work there.  This is easy to miss.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: DarkMat on July 04, 2009, 03:32:26 PM
Although this question concerns tram in road, and not avenue, i think it might also apply to the avenue trams.

The problem is purely graphical.
When i set up the network, all the connections (3 way, 4 way, straight tram with crossing road, etc.) will not have either cars or trams crossing. All automa stops on edge and disappears after a while. The inquiry tool shows passing traffic, and in U-drive there is no problems crossing.
I delete the puzzlepiece, replace it and add the connecting straight pieces, and now the traffic cross it, but only for a limited time, or, if i try to do this to every connection, then the ones that were previously working, now seize to function.

Is there a solution? It seems that placing the connections before connecting them to the rest works, but only for a while.

Thanks in advance
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Bergulf on August 17, 2009, 01:49:39 PM
Hey, I have a question.
Why do we have to find our own stations on the stex/lex?
As we get all the other pieces for tram/GLR, shouldn't there be stations/stops within those pieces too?
Just wonder!
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Andreas on August 17, 2009, 01:59:16 PM
Quote from: Bergulf on August 17, 2009, 01:49:39 PM
Hey, I have a question.
Why do we have to find our own stations on the stex/lex?
As we get all the other pieces for tram/GLR, shouldn't there be stations/stops within those pieces too?

No, why? The Network Addon Mod is a mod that contains network items - but stations are lots, that's something different. ;) If you want new buildings, you download them from the STEX/LEX separately, and if you want new railway stations or bus stops, you download them separately as well. So why should it be different for GLR stations?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Mad_genius on August 21, 2009, 02:36:15 AM
Hi everyone.

I've done some great work here with glr.

There's something I need to request or at least ask you if it is doable.
In my cities I usually use avenues to cross with elevated highways and I'm now starting to use the glr in avenue, glr in road, etc. and I find that sometimes I need to make the glr go under the highway but keeping it as close to the avenue as possible.

What I would like to have is an highway/avenue intersection with the onramps but having the glr in avenue feature. That way I could keep the glr running along the avenue.

I don't expect this to be made instantly so take your time and keep up the good work.  :thumbsup:
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on August 21, 2009, 02:52:07 AM
It's definitely doable.

I'll second that request - I know I would use it.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: SimNation on August 22, 2009, 07:22:29 AM
I would like to request a number of pieces that I believe are kinda essential for GLR in Ave to have full functionality.

1. GLR-in-Ave with Diagonal Road Intersection               (actual intersections with stop lights)
2. Diagonal GLR-in-Ave with Straight Road Intersection   (actual intersections with stop lights)
3. GLR-in-Ave with Diagonal Street Intersection             (actual intersections with railroad crossing lights)
4. Diagonal GLR-in-Ave with Straight Road Intersection    (actual intersections with railroad crossing lights)
5. GLR-in-Ave with Diagonal Heavy Rail Intersection
6. Diagonal GLR-in-Ave with straight Heavy Rail Intersection

These pieces I believe are needed. As I was doing GLR-in-Ave for my lastest low-density city I came into many instances where I could not use GLR-in-Ave because those 6 pieces do not exist which kinda stinks since I find GLR-in-ave a lot more useful then the regular GLR by itself.I would also like to see these pieces created for the new T-Ram someday.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on August 22, 2009, 08:09:43 AM
@Mad_genius, Z
there are two different types how a highway/tram-avenue intersection with onramps can be modded.
1) using one big puzzle piece (like the highway/avenue intersection in the upper part of the left image, just with tram-avenue instead of avenue), or
2) using modular ramps (lower part of left image; no it is not possible to create it with a published version of the NAM).
The first type would be much easier to plop.
The second type would allow modular intersections (i.e., with less than all four ramps), but is difficult to plop, and do we need such intersections with two or three ramps only?
What do you prefer? Please do not reply both.  ;)
An alternative that can be created with the present NAM is shown in the right image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Fd71f8b9c8c8fe0b36cd89ca716e08cdb.jpg&hash=8eb4da1a39b95e531c41d7c214649daf3b3386b8) (http://www.ld-host.de/show/d71f8b9c8c8fe0b36cd89ca716e08cdb.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Fff02e6429ad02a7483ebfea7a07cd125.jpg&hash=c593cdd854bc7bf4571415a8d79d3ab16d0d43ba) (http://www.ld-host.de/show/ff02e6429ad02a7483ebfea7a07cd125.jpg)

@SimNation
Diagonal intersections are on the list to do. Modding of diagonal pieces is more complex, that's why they were not created yet ...
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on August 22, 2009, 01:08:22 PM
I would definitely vote for Option 1.  Not only is it easier to plop, but I also think it looks better.  Additionally, I think the modular intersection is overkill, in that the use of such an intersection would not justify the work it requires, the extra pieces in the menus, and the added complexity in general.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: joelyboy911 on August 22, 2009, 04:13:02 PM
Is option 2 a GLR-In-Ave under EL-Hwy, then a OWR/GLR-In-Ave crossing, then the OWR Straight On-Ramp? If so I vote for that, and anyway isn't that just the same as making a GLR-In-Ave under EL-Hwy puzzle piece, as the rest of them already exist?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Chrisim on August 23, 2009, 02:28:55 AM
You are a good observer. It's right, option 2 is a GLR-In-Ave under EL-Hwy, then a OWR/GLR-In-Ave crossing, then the OWR Straight On-Ramp.
For the image, only the OWR/GLR-In-Ave crossing was changed, because the present version cannot be plopped in this situation.
So the poll is at 1:1  :-\
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Mad_genius on August 23, 2009, 11:07:29 AM
Personally I agree with z. Option 1 would be perfect for me.
On the other hand other people might prefer option 2 because of the modular possibilities.

So I guess that makes the poll stand at 2:2.

What I would suggest is to have the option 1 puzzle piece as part of the elevated highway intersections menu. We would have to press tab until we find the intersection we want.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: k808j on August 23, 2009, 02:10:20 PM
We  ()borg() vote for option 1. Simpler is better.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: newsimaddict on August 24, 2009, 04:52:20 PM
I agree with previous voters, option 1 is simpler and more straight forward. is this getting off-topic by asking if this will be done for game highway only or also with elevated rh4 puzzle pieces as well? I have no idea of the behind-the-scene work to create these kinds of pieces and if this is actually possible...i've read that there can be issues with putting new networks over each other etc (but that might sound like a whole heap of rubbish to those in the know - sorry if so!)

Great work to the master puzzle pieces out there!  :)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: metarvo on August 24, 2009, 05:02:25 PM
I'm voting for option 2, because it looks more flexible than option 1.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Terring7 on August 24, 2009, 11:35:11 PM
I prefer option 2, it's more flexible and futuristic :)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: SC4BOY on September 05, 2009, 08:25:24 AM
I believe other pieces are needed.. I realize that there was a rush to get the "Playable Experience" out there, but I guess there was not enough time to go through other menu items and say "is this piece affected by the newly added item".

The item I'm looking at right now is the ROAD-OVER-GLRinAve piece. This should probably technically be in the ROAD PUZZLE PIECES menu item, but the need is generated by the GLRinAve stuff

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F3654%2Frdovrglrave.jpg&hash=1fa4ce377b3e6105a422a29ef408c90f2b37ef67)

Some other items which are of the nature of what is there, but this case was overlooked. I have posted on the GLR-Ave turn case, but I see there are the added GLR-St and GLR-Rd cases that are identical. The Road/GLR and Street/GLR pieces where the road or street turns, but the GLR continues straight.. such as might occur near a turnaround or the maintenance area or even a station. It would be represented like this:

(R-GLR)(R-GLR)(R-GLR)(R-GLR)GLR GLR GLR      (St-GLR)(St-GLR)(St-GLR) GLR GLR GLR
                                     Rd                                                      St
                                     Rd                                                      St
                                     Rd                                                      St

There are others probably that others have noted which I have not come across yet.


Plus I've moved this item to this thread as I apparently posted it in the wrong place:

I'm not sure if I'm requesting new pieces or if I just don't know how to use the current pieces. I am trying to make GLR in Ave cross various common intersections while on the diagonal. I found the orthogonal to diagonal pieces and the pieces to continue the GLR-AVE in a diagonal fashion, but when I come to cross other things, I can find no way to do it.. for example crossing streets, roads, one-ways, tracks, etc etc... I've tried to cross with oneway pieces and to use the "draggable" El-Rail to GLR "starter pieces. I can make either the GLR or the Ave's cross, but I can't put the parts together. What am I missing? Or is this just part of some "future plan"?
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: KrigarN on September 05, 2009, 08:38:43 AM
I have a proposal to GLR-in-Ave, that I have posted at Pegasus site (Simpeg). Although I'm too lazy to copy the topic, I'm posting a link to it:
http://simpeg.com/forum/index.php?topic=7814.msg161901;topicseen#new
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: RogerRon91 on September 06, 2009, 04:24:12 AM
QuoteI have a proposal to GLR-in-Ave, that I have posted at Pegasus site (Simpeg). Although I'm too lazy to copy the topic, I'm posting a link to it:
http://simpeg.com/forum/index.php?topic=7814.msg161901;topicseen#new

WOW Iam amazing!

It's really, really nice! I like your idea.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: newsimaddict on September 08, 2009, 02:46:19 AM
that looks really sweet. there's an avenue here (st georges rd) in melbourne very much like it...other than it has a bike trail in the middle of it!

Thought I'd show you a pic or 2 of my work with glr & t-ram for a puzzle piece in mind...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg79%2Fmaddog-esq%2FMelbourne%2FMelbourne-montagueclarendonkings-1.jpg&hash=f59804abe30c9854c60fad13674b3f37053e996b)

As there is no puzzle piece for glr-under-rhw-4, I played around for what it seemed hours before converting to subway and going underneath it all. As new puzzle pieces come out, I'll slowly update my tiles but until then, this works great!
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: HeinBloed4711 on October 26, 2009, 04:25:30 PM
Hi guys,

I have a little request for an additional "Tram-Avenue under x" puzzle piece, namely a "Tram-Avenue under Ped Mall". I like to use ped malls in conjunction with bus stations on avenues to allow commuting Sims to cross the avenue , without having to create an intersection with an additional road, because that increases congestion. Here's an image to illustrate what I mean:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F767%2Fpedcrossing.jpg&hash=ce52d0b82f4931f340ff2265537a388ae22dac46) (http://img11.imageshack.us/i/pedcrossing.jpg/)

Edit:

I hope I'm not coming across as being greedy, but I've found another "nice-to-have" puzzle piece tonight, which would be a tram-avenue-rail crossing. I made a workaround like this, which also shows what piece exactly I lack:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F7296%2Frailcrossing.jpg&hash=098cc1857ca1f38e527719a0cc12a146b3aa9c72) (http://img163.imageshack.us/i/railcrossing.jpg/)

(also removed the preview image since I read somewhere else people prefer the full version here)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Korot on October 29, 2009, 11:41:47 AM
Last piece will be difficult if not impossible, as it involves 3 networks on one tile, which hasn't been made to work yet.

Regards,
Korot
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: joelyboy911 on October 29, 2009, 11:52:09 AM
@Korot, Isn't there a rail over tram-in-ave? So that is 3 networks on one tile, no? And besides, I think pedestrian paths come as part of the road netowrk, so its not really adding another type of network onto the tile.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Korot on October 29, 2009, 11:56:05 AM
Regarding rail over Tram-in-avenue: I have to check in game, might report back latter today.
Regarding Ped paths: I said last one, I didn't speak about his first request, which would indeed be possible in my opinion.

Regards,
Korot
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Jonathan on October 29, 2009, 11:57:40 AM
It is possible, there is Rail viaduct over Avenue/GLR. If you use that piece it will be functional although it will not look right. A piece like that was deemed unrealistic but I agree it would be very useful.

EDIT: Korot to save you the trouble the piece is shownby SC4Boy a few posts down
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Korot on October 29, 2009, 12:00:30 PM
... Then why was I always told that three networks on one tile was impossible?

Regards,
Korot
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: z on October 29, 2009, 12:11:17 PM
The reason is that until a few months ago, that was what was universally believed.  Three networks on a tile came as a surprise to everybody.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: SC4BOY on October 29, 2009, 12:25:48 PM
Quote from: Korot on October 29, 2009, 11:56:05 AM
Regarding rail over Tram-in-avenue:

Quote from: Jonathan on October 29, 2009, 11:57:40 AM
EDIT: Korot to save you the trouble the piece is shownby SC4Boy a few posts down

'Tis indeed there.. oddly enough, there is no ROADoverGLRinAVE  .. :( 
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Nardo69 on October 29, 2009, 01:20:07 PM
Quote from: HeinBloed4711 on October 26, 2009, 04:25:30 PM
(...)
Edit:

I hope I'm not coming across as being greedy, but I've found another "nice-to-have" puzzle piece tonight, which would be a tram-avenue-rail crossing. I made a workaround like this, which also shows what piece exactly I lack:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F7296%2Frailcrossing.jpg&hash=098cc1857ca1f38e527719a0cc12a146b3aa9c72) (http://img163.imageshack.us/i/railcrossing.jpg/)

(also removed the preview image since I read somewhere else people prefer the full version here)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcosgan.de%2Fimages%2Fsmilie%2Fboese%2Fe010.gif&hash=522c9ee50e9dedc5a398d6c6b03055684d5087ae)

Except for STR in order to connect industrial tracks this is a classic case of pointing to my sig right before getting out the big virtual club!  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcosgan.de%2Fimages%2Fsmilie%2Fboese%2Fu075.gif&hash=1682b2cc8aedb262c4c5bc8fee7a262ba4d46e77)

But for sure this is case for My Friend The Banning Smiley!  %ban%
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: daeley on October 29, 2009, 01:41:16 PM
Quote from: z on October 29, 2009, 12:11:17 PM
The reason is that until a few months ago, that was what was universally believed.  Three networks on a tile came as a surprise to everybody.

yup, and the race for 4 began! (well, not really, but anyway I found out a couple days ago we can do it. Probably works for 5 too ;D)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2F4-networks-1-tile.png&hash=3f28aeaad71ebe305e828ce93225615aaf15e9af)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Shadow Assassin on October 29, 2009, 06:48:08 PM
Dude... that is awesome.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: York554 on October 29, 2009, 09:19:08 PM
I agree absolutely Brilliant   :)

Sincerely,
Duke of York
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: JoeST on October 30, 2009, 02:18:49 AM
yeah, like totally the congester's heaven :D fantastic though :D
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: Ryan B. on November 02, 2009, 09:40:50 AM
Quote from: daeley on October 29, 2009, 01:41:16 PM
yup, and the race for 4 began! (well, not really, but anyway I found out a couple days ago we can do it. Probably works for 5 too ;D)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2F4-networks-1-tile.png&hash=3f28aeaad71ebe305e828ce93225615aaf15e9af)

Wow.  That's solid work.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: strucka on December 02, 2009, 07:45:47 AM
I have a question regarding the VDK's GLR tram mod. Is it possible to limit the number of tram wagons to a certain number? Because if i put in the old version i only get 1 wagon, but the second version makes like 49037976873857045394800000 wagons on a more congested track. I'd like a limit of let's say 2-4 wagons =) can this be achieved? Is there something i can change (i'm not a computer genius really) can someone change something for me or can this not be done?

Thank you for your answer.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: emgmod on December 04, 2009, 02:22:27 PM
Get the NAM tool and run it. There is an option to set the train length.

You can do it manually too, but the NAM tool is easier to use.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: strucka on December 25, 2009, 12:20:11 PM
Thank you sooooooooo much!  :thumbsup: :thumbsup: :thumbsup:

Will try that. But where do I get it? Any links or a specific name (because neither google, googleLEX search or STEX search find anything called NAM tool)
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: k808j on December 25, 2009, 01:05:43 PM
You have to log in to the LEX (create an account first)http://sc4devotion.com/csxlex/Default.htm (http://sc4devotion.com/csxlex/Default.htm) and look under LEX type/Tools-Player /NAM tool
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: jakubl on July 07, 2011, 08:42:46 PM
(Not sure if anyone will respond to this post considering its been dormant for a while, but here goes ....)

I have an interesting issue with a couple GLR stations; specifically, ShmailsGLRStation1, ShmailsGLRStation2, and ShmailsGLRStation3 (This includes the GSMAILS_GLR_stationFix1 that fixes the problem with the automata jumping 15 feet into the air while in the station). 

The UDI works perfectly with the stations as long as the automata does not go through a junction; on a circular route that includes the stations, it will simply keep going in circles.  However, if I add a GLR junction, the automata will travel through all the stations until it crosses the GLR junction.  At that point it will terminate at the beginning of the next station.

I have tried this experiment with other stations, such as SFBT Dentei Tram Stations, and have not encountered this problem.  Thus I suspect the issue is with the stations themselves.  Does anyone have an idea what could be causing this so that I can attempt to fix it?  ()what()  Shmails stations are very lovely and I would like to use them in my cities.

Thanks for your help!

P.S.  Love everything you have done with the NAM! It really enhances the gaming experience.
Title: Re: GLR & Tram-Avenues - Help and Development
Post by: jakubl on July 08, 2011, 11:44:18 PM
Well, I haven't gotten a response in this thread to me question.  I assume its because the thread has been dormant for awhile.  I reposted my question in a more active section of the forum.  It question is posted at << http://sc4devotion.com/forums/index.php?topic=13386.0 >>.  If you have a response to my question, please post it at this new thread mentioned above.


Thanks