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SAM - Street Addon Mod

Started by jplumbley, June 25, 2007, 11:05:11 AM

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Exla357

#1460
@janbryan: There is a great tutorial by mrtnrln that teaches you how to make them. Be warned, it is not a job for the faint of heart!  %confuso
You can find the tutorial here.

Hope this helps.
-Alex

Twyla

I didn't see where anyone brought this up before, but had an odd sort of notion concerning Streets in SC4...

The NWM has demonstrated the versatility of over-rides beyond mere cosmetics with Roads & OWRs, as has RHW with the 'unused' network buried in SC4, and I'm given to wonder if the Street network has the same potential.


The Concept:

Those of us away from megaplexes (and in some of those, even) are familiar with two different 'grades' of Streets - primarily in Residential areas.

The first is, of course, the standard B-flat Streets depicted by SC4 in Low-Density Residential Zones - with the grassy median between the sidewalk and the curb/gutter.

There is also a second type of Street...  I'm not sure if it even has an actual designation, though it can readily be visualized by the grassy median being claimed by the Street - vs extra width of sidewalk, as is the SC4 default for Medium & High Density areas.

With greater capacity than default Streets, but less than the default Maxis Roads, they would probably have a capacity in the vicinity of 300/1800/3000/4500/9000 (using the five capacity settings of the NAM Controller).


Between the texture's alpha for revealing sidewalks and the starter over-rides in general (particularly being able to over-ride the traffic capacity), would such an expansion to SAM be feasible?

GDO29Anagram

@Twyla: First impressions consisted of the following thoughts:
- Street is restricted to just one base network; The capacity is a fixed value.
- We're out of networks to work with; There's no more "Dirt Road" equivalents to work with.

Then it hit me:
- The DIPs can increase capacity on any network without crossover paths by 25%.
- You're talking about an AVE-2 equivalent for Street, aren't ya? At that point, since it widens the Street and also gives a slight capacity boost, it's more like something for the NWM. SAM is just aesthetic variations of the default Street. When you begin to modify the capacities and width, it becomes more of an NWM item.

Limitations:
- Density and paths are fixed, and cannot be changed, no matter what's zoned along the network, unless an override (Starter-based network) is used. Though the textures can be rigged to look something different for certain zone types.
- Street is what I call a "Sticky Network"; It's hard to stop the override without special SAM Stoppers, be it puzzle-based, lot-based, or something from Star Trek (Wink wink, Alex).

I think Alex once used the word "Stravenue"... Acronym for that: StAVE-2. Could actually be feasible; I wonder... What would the others think of it?
<INACTIVE>
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Simtropolis | YouTube | MLP Forums

jdenm8

A StrAVE-2 would utilise similar overrides to other NWM networks, just to the Street network (like OWS-1 will if it's implemented).

Remember, the first iteration of the NWM was very like the SAM, overriding all intersecting roads. It just now has extra modding to force it to not override other adjacencies because someone wanted to cross regular Road over TLA-3.
Heck, it'd probably even be possible to have SAM streets crossing StrAVE-2s with specialised RULing.

It would also fall under the umbrella of the NWM.


"We're making SimCity, not some dopey casual game." -Ocean Quigley

Twyla

Fairly much...

Just as somewhat random examples are Utica in this location, or Paramount in this one.

Of course, the ones I was initially thinking of were more like the latter than the former, though both these and other marking variants exist.

Exla357

Interesting thoughts, Twyla, you could be on to something here.

-Alex

banditp61

I think it would be interesting to have OWR1 mod with trees and parking spots along the side.

GDO29Anagram

Quote from: banditp61 on June 15, 2011, 01:14:26 PM
I think it would be interesting to have OWR1 mod with trees and parking spots along the side.

That could be achieved using T21s, but it would be an NWM addon, not a SAM addon.
<INACTIVE>
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Simtropolis | YouTube | MLP Forums

Wiimeiser

I was thinking, about additional textures, how about the Tar Sealed Streets by Team Downunder?
Pink horse, pink horse, she rides across the nation...


banditp61

What is T21s?? I hear people talking about it all the time but I have no idea what it is.

GDO29Anagram

T21 is a type of exemplar that adds props to just about any SC4 network. This is why you see street lights, traffic lights, and avenue median plants on your road systems.
<INACTIVE>
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Simtropolis | YouTube | MLP Forums

banditp61


Priotess

Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho

Tarkus

Quote from: Priotess on July 23, 2011, 06:53:26 PM
Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho

First off, welcome to SC4D, Priotess!

The white square was initially seen as a bug, but we decided to leave it like that so as to inform the user that they should bulldoze that tile to eliminate the puzzle-piece obstruction there, leaving the starter.  So it's actually supposed to be like that.  :D

Hope that helps.

-Alex

Priotess

#1475
Quote from: Tarkus on July 23, 2011, 07:05:14 PM
Quote from: Priotess on July 23, 2011, 06:53:26 PM
Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho

First off, welcome to SC4D, Priotess!

The white square was initially seen as a bug, but we decided to leave it like that so as to inform the user that they should bulldoze that tile to eliminate the puzzle-piece obstruction there, leaving the starter.  So it's actually supposed to be like that.  :D

Hope that helps.

-Alex

Yeah it has helped!, Thanks a mill, now i can start using them country style roads for my farmlands  :satisfied:

Ohh noes, somthing is wrong with the transision of the roads. Someone care to explain whats going off? Thanks again.

jdenm8

That's because you're going between two SAM overrides. If you click again near one of the transitions, you'll see one of the two take priority.

It's something that can't be fixed short of creating special transition puzzle pieces.


"We're making SimCity, not some dopey casual game." -Ocean Quigley

Link2012

I, I'm having a problem here.

In the Dirt streets from SAM, the initial part, gets a white texture in borders.

Screen: http://imgur.com/083za

Sorry if my english is bad, I'm not from US.

Girafe

I think it's the starter piece,

drag from this Lot with the classical street and destroy this starter piece after  ;)
The Floraler

This is the end, hold your breath and count to ten, feel the earth move, and then...

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *    *   *   *   *   *    * 

Tarkus

First off, welcome to SC4D, Link2012!  No worries about your English--I was immediately able to understand what you were getting at.

As I mentioned in my response to Priotess a couple posts back on this page, that white border is not a bug--it's intentional.  It's to get you to bulldoze the starter piece, which can otherwise get in the way of constructing the SAM street.

-Alex