I already posted this in the team topic, here are some pics of HOV lanes.
They are early development pics, all that I need to model now is the entrance of the lanes to make them functional.
(and maybe diamond marking)
(http://img142.imageshack.us/img142/7021/hov1kq2.jpg)
(http://img142.imageshack.us/img142/3898/hov2mr0.jpg)
darn RULs :bomb:
Well, it took me 1 hour to discover that one of the paths had the wrong number, lol :party:
This is some fantastic work here, that railbridge is looking very interesting. :thumbsup:
belfastuniguy, I've got great news for you. Not only is Draggable GLR possible, it's actually going to be an integral part of the next NAM release
Yes it will! Will we be able to make diagonal crossings for GLR-road/avenue/one-way/street?Yes, this will be possible with the draggable GLR. :) Here's a pic that shows the possibilities:
wow.....so how far away are we from making this available (where is the eager smiley?)
Draggable.....GLR...need....to....Breath....Draggable....Draggable...GLR....need....to...have...Draggable GLR!!!
ArkenbergeJoe,
I hope this isn't too much to ask, but can you show us what the diagonal elevated heavy rail looks like?
just curious, can you do the same thing with the "rural variety" without a sidewalk? I and im sure many others use GLR to put our el rail lines on the ground out in the suburbs where a continous elevated structure isnt entirely necessary.
The draggable GLR looks great! Although will it still crash the game?
I was able to replace an entire GLR puzzle piece network of a city (which took me several hours to build) in less than 15 minutes with draggable GLR.
The chat at ST is a wonderous place... (will edit later)
I suspect that Packer Fan got them from one of the federal sites, probably this one: http://mutcd.fhwa.dot.gov/index.htm (http://mutcd.fhwa.dot.gov/index.htm).
-Swamper77
If anyone wants to create a station for the GLR-in-Avenue puzzle pieces: I've just posted a detailed tutorial on how to mod these stations: http://sc4devotion.com/forums/index.php?topic=1874.msg55398#msg55398 :)
Can someone tell me what is available now?
TGI = 296678f7 a96683f 5d2d1100
TGI of staight GHSR exemplar = 6534284a ebe084c2 5d2d1100
SC4PATHS
1.2
2
0
1
-- Mono_3_1
7
1
3
1
0
2
2,-8,0.5
2,8,0.5
-- Mono_1_3
7
1
1
3
0
2
-2,8,0.5
-2,-8,0.5
Would you mind telling me what you were doing out of interest?your path file seems to be correct apart from the 1s after the 7s and the empty line I am used to.
So if add an empty line it might work?
looks good!! :thumbsup: &apls
i can see a curve in there, and to my knowledge (limited ;) ) i dont know if it is in there %confuso
is it in there? or aint it in there? i have never used it, this may be the final psuh :thumbsup:
Meastro: The curve was added in the last NAM.I added that curved elevated heavy rail puzzle piece to the NAM before the June/July release. It's basically a rip-off of the Maxis elevated rail curve models. I created it because I made the diagonal piece for going over blank terrain. There are missing pieces for the diagonals because I ran out of time to make them. Pieces are needed for diagonal elevated heavy rail going over diagonal networks, over orthagonal avenues, and over orthagonal ground highways.
Now, if we could have curves for roads... These look great, ArkenbergeJoe!
but unfortunately i doubt that the viaduct will be compatible with mIncrobals lot based mod as the models will be different shaps...
but unfortunately i doubt that the viaduct will be compatible with mIncrobals lot based mod as the models will be different shaps...
Here's screenshot of the Draggable GLR with classic tracks.
(http://img509.imageshack.us/img509/9252/draggableclassicglrmg0.th.jpg) (http://img509.imageshack.us/my.php?image=draggableclassicglrmg0.jpg)
Rural Draggable GLR is not completed yet, I need to draw the alphamap for it.
All I did in Photoshop was just separate the layer from the base and just made that layer have a colour map (white) on top using the Layer Effects thingie. And a black base, of course. Worked out very well for me, in fact.
Looks pretty good there, ArkenbergeJoe! What if you put the brown stone on the gray parts, too? Just a suggestion! Keep up the fantastic work!
@ebina: I like the grassy GLR, however, I think the rails need at least something that fixes them on the ground. Here's a pic of the tram tracks in Leipzig, near the Messe Leipzig (fairground) in the outskirts of the city. Sorry for the blurry quality, is was shot from a tram that went full speed.
As you can see, there are two concrete foundations running beneath the tracks, this should be somehow reflected in your textures. Thumbs up for the quality of your texture work, though, they're looking excellent!
@Gaston: Yes, this is for the elevated heavy rail ;)
there's also an update for the on-slope puzzle piece, and the good news is that you can still use third-party addon eyecandy lots, like buddybud's bridges.that's great, thanks. btw, i don't know that lots, i should search for them ;)
All i can say is WOWme too: wow
The end result: it's much easier to make land bridges, but you can't control their height, etc.
It looks as if the bridges are fromed by going from the top of the lower hill to the tile of the same height across the way. If this is true you can control the design of your bridges by editing the terrain height in SC4Terraformer before you build the bridge.
What is that?? ;)
I've got a laptop, not a PC :D. In fact, the harddrive came from my last laptop which died when I threw coffee on it. &hlp
Jason: I was going to drag the textures out of the Euro Mod to do, but as above, the external drive failed this morning. Fortunatly I have sent you most of what I have done, so didn't lose too much.
I asked frimi about templates for the Euro textures, but he said that he doesn't have any - I guess he simply copied the same dashed white lines over and over again when new textures were out. Currently, I'm quite busy since tomorrow the local observatory (where I'm one of the staff members) celebrates the annual astronomy day and the 50th anniversary of the launch of Sputnik 1. If you want, just extract the Euro textures from the ERTM yourself; I figure that you only need a handful of textures to create some templates for the SAM (straight, T intersection, 4-way intersection etc.). I won't be home for most of the day tomorrow, but if you have any questions, post them here or fire me a mail/PM.
Those viaducts look great! Maybe someone could make some TE shops or warehouses with jobs to fit "under the arches", which is a common sight in the UK.Rather late to be quoting, but that's exactly what I was thinking :)
Thanks, about the slow lots, i though the NAM team was dead against TE lots... lollol, TE lots are only for certain things.
If you remove the transit preference penalty, would the game ignore transit preference completely? Or would sims select the most efficient path first, then the preferred mode of transit if multiple paths of equal value are found?
Ohh. I finally found the place where you can contribute.
Ohh. I finally found the place where you can contribute.Superchad? Is that you? $%Grinno$%
a Marrast ramp to go underground and NAM puzzle pieces of street/road/avenue/1way/tram-avenue below all networks
So If I understand right exactly like the over passes in the NAM except they go under not over?In principle yes. In addition to the equivalents of road overpass puzzle pieces, underpass pieces would also be required below pedestrian zones and tram-in-avenue.
Simply connecting two ramps is, of course, the most appealing solution for users. jplumbley, your proposed system of enabled Road Traffic to be added to the subway system, if it works, sounds perfect. However, this is only true if it would allow emergency vehicles and UDI to pass. If not, the puzzle pieces would still be the preferable solution, at least for me. If the fire fighters cannot pass, it's no solution for me ... ;)
Simply connecting two ramps is, of course, the most appealing solution for users. jplumbley, your proposed system of enabled Road Traffic to be added to the subway system, if it works, sounds perfect. However, this is only true if it would allow emergency vehicles and UDI to pass. If not, the puzzle pieces would still be the preferable solution, at least for me. If the fire fighters cannot pass, it's no solution for me ... ;)
Yet another random pic... ;)
(http://img177.imageshack.us/img177/4384/glrwithcatenariesav6.jpg)
Unfortunately, I can't center frogface's catenaries properly, since they are rendered off-centered (and the LE won't allow props that overlap the lot more than 50%). But maybe someone can do something about that... :)
Different models for different rotations?
One normal colour one a brighter texture?
It is possible although it would require at least twice the amount of puzzle pieces.
It's a good idea.
Yes that does now,
I can not explain it fully as I don't have the time.
There is one main RUL section which defines everything about the puzzle piece. That section defines it without being rotated.
The other rotations are seperate puzzle piece RULs which copy the RUL section I said above but rotate it however many 90 deg is required. (rotate 90 = 1, rotate 180 (90x2) = 2, rotate 270 (90x3) = 3)
Therefore it should be possible to refer different models to different rotations but the models would have to be rotated manually, which shouldn't be a problem.
In other words it's possible and probably hasn't been done because noone has made lighter textures.
Have been thinking of making some tram catenaries myself, I just miss some good pictures of it.
Well Serkanner have provide me some, but could use some more pictures.
Also, the 90 degree road conner with streets intersecting, up to now, was only included with the Euro-road textures mod, and was something I always wanted with the standard road texture.
&apls
Nice work Heblem... Now do them for the SAM... :P
I would make one suggestion, and that is to edit the T21's to remove the traffic lights from the intersections where you have edited the crossing.
After actually looking in game haveing different textures would not work as if you rotate the camera the pieces that were previously fine now have that glitch.
But that's what I'm saying. You take the one piece that looks correct and replace the one that has the glitch in the current mod. That's why I said "hack" the models or whatever, because when you render one set, they are all bunched into one set of four views at five different zooms for a total of 20 images. You take out five from the altered model and replace the ugly ones with them.
But that's what I'm saying. You take the one piece that looks correct and replace the one that has the glitch in the current mod. That's why I said "hack" the models or whatever, because when you render one set, they are all bunched into one set of four views at five different zooms for a total of 20 images. You take out five from the altered model and replace the ugly ones with them.
What Warrior is alluding to is the fact that there is actually only one model for that piece, used in all rotations and all zoom-levels, so there is, in effect, no way to fix this issue. ;)
Transit models (aside from bridges) are an entirely different beast than standard BAT models. Instead of being composed of a composite of isometric faces (which is what happens to BAT models upon render), they are true 3-dimensional models, so the same model is used in all rotations, and sometimes, all zoom levels. They exist in this form because of the way in which the game handles transit models--otherwise, they will be distorted upon rotation and have missing parts.
A lot of the pieces in the NAM aren't rendered through standard processes either (they can't be), and some of the pieces are actually generated entirely through mathematical means, from a series of coordinates entered into the "Vert" tab in the Reader.
-Alex (Tarkus)
So the model can only point to one set of textures?
If the NAM transit model is merely a set of vertices that the program uses to define the area and shape of the transit piece, then a separate set of pieces altogether (with a lighter texture) might work, wouldn't it? Such a set would merely consist of on-slope and some ramped (rail to el) pieces.
Sorry, the on-ramp pieces have been a major nuisance of mine and the only true gripe I have ever had with the awesome product that is the NAM.
Well, the model can actually point to an infinite number of textures, but it can't change textures or where they are applied on rotation.
Since there'd only be one model for each one of these separate sets, you'd basically just be having a different issue. If you made a version of it with a lighter texture, it would look too light on some rotations. You are correct that the pieces are a set of vertices (all models are sets of vertices), but they're sets of vertices with specific textures applied to them.
It seems to be something with the game's rendering engine (an .exe issue), caused by the rather peculiar nature of the piece. If you've seen the actual model, it's just a really steep incline. When placed on-slope such that it's level, as the piece is intended, the game still thinks it's at an incline and renders shadows on it. I wish I could give you a better answer, but unfortunately, it appears there's nothing that can really be done to avoid the issue. &mmm Glad to hear everything else is "awesome", though. ;)
-Alex (Tarkus)
Actually, all rotations and camera views display the same model. And the piece that appears shaded in one camera view, appears correctly in another camera view, or even to bright in another one. So it is nearly impossible to fix this issue.
However, I just had the idea to use the "ResourceKeyType2"-Property in order to specify one model for each zoom and rotation. Unfortunately, it also turned out not to work because the assigning the models to different rotations depends on the rotation of the piece itself, but not on the rotation of the camera. The Property "ResourceKeyType1" works in a similar way. So I'm afraid, my idea is not feasible.
The only possible solution, I can think of, is indeed using props as you suggested, but that will involve certain other limitations, consequently, such as always having to use the 15-meters hole digger, and not digging 14 meters deep, for instance, so as to create a little arch, since the road surface would not be in line. &mmm
how about an over hanging puzzle piece?
It's possible to have a PathTileBase so the paths could be implemented properly.
http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpg (http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpg)
I have run a few tests on an overhanging Onslope puzzle piece and it does eliminate the shadows although the humped bridge (where the sunk area was less than 15m) does not work now.
EDIT: This method cant be used with the T junction type because the way puzzle pieces are RULed
Here is a picture comparing the old (T-junction) with the new version (don't worry about about the wierd overlaps and sizes with the end road it can be fixed easily) I have not yet got the paths to work, but thats only because I havent tried to yet.)http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpgLink due to Image size (http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpgLink due to Image size)
EDIT: thanks Rickmastfan!
http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpg (http://i200.photobucket.com/albums/aa230/warriorST/newonslope.jpg)
Ebina: Nice work looks much better, :thumbsup: , is it compatible with the US road textures?Thanks. Of course I'll make US version as well, some of it is here.
I have now added paths to the piece and it all works correctly and just like the old one did except for there are no shadow glitches. ;D
Now for someone else to work how to get rid of the shadows on the T Onslope pieces. ;)
EDIT: Ebina: Nice work looks much better, :thumbsup: , is it compatible with the US road textures?
To get the "humped" (the not 15m ditch) overpass you'll have to use the T Onslope piece, but this will have the shadow glitch.
The new OnSlope piece can only be used at 15m any difference and there will be a visible gap between the roads.
But the path will join up as they used to (overhanging paths are not possible, but this shouldn't effect the "normal" player) .
You know how to get rid of the T section, extend the T section one tile in both directions then delete the Stubs.?
EDIT: The new pieces have no changes to the RULs, it's just a model changed, so there is no need for a new essentials to be made.
Only 1 tile hole digging lots are possible.
I know what the T Onslope pieces are for, I'm just saying if you want a humped bridge effect then you'll have to use T Onslope pieces and remove the T section.
Interesting use of the on-slopes pieces, schm0. It does give the walls on the sunken highway a more gradual grade. I'm curious to see how you'd connect on ramps, though! Keep up the good work, my friend!
schm0! Wh0a!
You're a Transit G0d!
Wh0 knew?
This place is s0 great!
david
I haven't gotten into the MIS/RHW world really deeply yet, but doesn't the RHW-2 have an exit/entrance ramp?
@ebina: That looks a whole lot better indeed! I'd say the mod should be integrated into the NAM, both the standard Maxis intersections and the NAM ones. :)I think so, too. I have edited about 1,000 S3D files. About 700 of those are from the NAM, integrating this to the NAM would be better to avoid a complication.
Well, the ramp textures are all in the RuralHighwayMod.dat file, and they can be extracted fairly easily with SC4Tool. I have the non-broken up ones sitting in around as well, though James (rickmastfan67) is re-working all of my prototypes so they match up better with his fine texture set. I'm thinking of how best we could implement this sort of thing--it's possible that we could T21 a jersey barrier onto the outside shoulder of the RHW-8S. (That's one way to make an RHW look urban ;)). It can also be "wealth-enabled", such that it will appear when retaining walls are plopped, though you could also have the jersey barrier included in the retaining wall lot as well.
Is there a grade separation between the mainline and (what appears to be) the C/D lanes? We've had some requests to do a version of Ramp Style A that would have the MIS ramp starting another tile out away from the mainline, and that's something that could be implemented here for that purpose.Yes. The ramp exits to the left, and slowly inclines to the adjoining service drive. Well, "service drive" is what we call them here in Michigan.
-Alex (Tarkus)
ebina: it's possible that I'll redo those avenue curve pieces so they look better and are of a consistent width. It shouldn't take me too long to do.
I am creating alternate textures for the road roundabouts, with the only difference being that I remove the crosswalks, as they make the roundabouts look "boxy." I have attained the IDs of four of the transit network entries. However, there are several IDs which I cannot find.
Andreas: Where do you get "zzz1_NAM_Euro_Textures_Roundabouts.dat"? And also, would that file contain the IDs for the one-way road entering the roundabout knowing that the regular "NetworkAddonMod_Roundabouts_Roads_Plugin.dat" does not?
The second model was a little easier to model simply because I knew more about what I was doing. It needs no explanation as you all have been talking about it for ever. For those who don't know, it is a trumpet interchange. This one, unlike the lofthouse interchange that I produced, will add functionality to the game as it is a diagonalxorthagonal T (or I guess y) interchange.
(http://img186.imageshack.us/img186/3897/trumpetinterchangefy5.th.jpg) (http://img186.imageshack.us/my.php?image=trumpetinterchangefy5.jpg)
Again, please let me know what you guys think. Constructive criticism is welcomed. I am done with the trumpet model and ready to cut it into cubes. The lofthouse interchange needs some work. Thanks.
What do you mean? Like an orthagonal T intersection?
Carling:
I am a bit confused by your last post. A orthagonal is simply the opposite of diagonal (it means straight). The picture that you included simply shows a curve (a junction between diagonal highway and orthagonal highway). If I can take a guess, it seems as though you want a Y interchange, which would have a highway branching out to the southeast (if we are looking at the picture you attached).
I see what you are saying now...Glad someone does ;)
Abandonment Addition Proposal:
After I don't know how long, the abandonment issue has always been a problem for many many players since day 1 of SimCity. And it continues to do so.
I would like to propose a discussion here about the possibility of adding an Abandonment Plugin, most likely integrated within another Plugin/file.
Specifically: Building Development TGI ID: 6534284A / E7E2C2DB / E8DA7677 (file is currently in circulation - if anyone has any sort of list, that'd be great. I know it's currently in circulation from ST, by Ralpaels Abandonment Dilapidation Modd 1.2). And possibly, other additional files.
Despite the NAM docs pointing out that the TrafficPlugins won't remove Abandonment, users are still bent on it supposedly achieving this outcome. It's only because of a lack of understanding on players part, mainly due to the games (intended) design, that people continue to have this problem & continue to perceive that (current) NAM changes/additions is suppose to address this, when they start having abandonment problems.
So I would like to propose that we provide NAM users additional content by way of Abandonment plugin.
Any comments, feedback, pros, cons, thoughts, possible settings etc. Please feel free to fire away.
Myself personally, I use a personally modified version of the file (in conjunction with other, stuff/files). And while my playing style helps, I rarely ever have a problem.
Actually... I dont think this is the greatest idea. The CAM actually addresses this and uses a modified Ralpaels Abandonment Dilapidation Modd 1.2 if Im not mistaken. If we were to include a NAM version of this it would cause a conflicting file with the CAM one. I think Ripplejet should weigh in on this a bit more.
My only problem with abandonment is plopables, because even after you fix the thing that made them abandon, you sill have to replop them.
In my opinion, if you are going to take away all the challenges of the game, you might as well just paint a picture of a city on your screen. The best part of any game, is over coming the challenges, not circumventing them.
NOW .. back to our regularly scheduled program :)
I wouldn't necessarily be looking at using any of the changes as those in ADM 1.2, since it doesn't actually adjust one of the more critical aspects: The Lot Developer Occupancy Thresholds 0x47E2C401. Personally, I think the values used here are to high & to close to each other, though I guess that's open to interpretation/viewpoint. I will say though, that it's interesting the causes/affects adjustments to this can make, especially if to high. I've been using an adjusted version for some time, and as earlier mentioned, I rarely ever have a problem.
And that car in the red circle clearly ran across the red lights. ???Actually, that car came from the right side of the picture, and turned to the right. Cars stop on the red light properly.
I'm really glad to see this mod is still being worked on, for I am still addicted to SC4! I'm really hoping for another release soon!
I'm really glad to see this mod is still being worked on, for I am still addicted to SC4! I'm really hoping for another release soon!
Ooooh, it's reminds me of SC3K! Great, SA :thumbsup:
Is it possible to make them for perpendicular intersections, too?
Of course it is! In fact, Jason's working on them. :P
Diagonal/orthogonal slip lanes, SC3K style.
Remember how those sorts of intersections automatically created a slip lane in some situations? Well, this is done in SC4... and didn't take me long to do - dipping my toe in the RULs and all.
Thank you Swampper! Do you think the one way intersection lights are fixable?
I had an idea of making a Avenue GLR to Subway transition. The avenue would turn to normal avenue and the glr would go underground. Would making such an item violate the two network per tile rule? Where could i get the texture or FSH file that is used in the Avenue GLR transition to Avenue, and a texture for a straight tile of Avenue GLR if it is possible to make such a transistion?Such a tram-avenue transition to avenue and subway would be great! :) It should not violate the two network per tile rule if the transition from GLR to subway is modded to be at the border from one tile to the next tile. I could help with the modding.
Also while on the subject of Avenue GLR, would it be realistic to have a GLR station in the middle of the Avenue GLR roundabout? I tried modifying one that was alredy on the lex by making a relot with overlapping overlay textures, but the top overlay texture would disappear and show the avenue through again.We designed the NAM GLR-avenue roundabout in such a way that a station in the middle is possible. The first station that we used for testing the NAM, shown in this thread (http://sc4devotion.com/forums/index.php?topic=4623.msg146667#msg146667), is ready for publication as soon as the BSC will provide me with a texture range. So hopefully, you'll find it on the LEX soon. Then you can easily copy or reference the texture and path files and prepare more stations.
I had an idea of making a Avenue GLR to Subway transition. The avenue would turn to normal avenue and the glr would go underground. Would making such an item violate the two network per tile rule? Where could i get the texture or FSH file that is used in the Avenue GLR transition to Avenue, and a texture for a straight tile of Avenue GLR if it is possible to make such a transistion?
Also while on the subject of Avenue GLR, would it be realistic to have a GLR station in the middle of the Avenue GLR roundabout? I tried modifying one that was alredy on the lex by making a relot with overlapping overlay textures, but the top overlay texture would disappear and show the avenue through again.
also tarkus, i was wondering if the old RHW technology could be applied to the el system to create a 3 or 4 lane track structure?
Such a tram-avenue transition to avenue and subway would be great! :) It should not violate the two network per tile rule if the transition from GLR to subway is modded to be at the border from one tile to the next tile. I could help with the modding.
The texture for the Avenue GLR transition to Avenue is attached below. It's from the NAM puzzle piece GLR-avenue to avenue and GLR turning left/right that I created.
EDIT: it's a NAM traffic (dark) texture, for a lot it would have to be a bit lighter. I could do this, after your confirmation that this is what you are looking for ...
The normal tram-avenue texture (light version for lots) is also attached, also as png file. I can easily extract or prepare more textures of this type.
A tram-avenue transition to an avenue and an elevated light railway left or right of the avenue would be great too. ;)We designed the NAM GLR-avenue roundabout in such a way that a station in the middle is possible. The first station that we used for testing the NAM, shown in this thread (http://sc4devotion.com/forums/index.php?topic=4623.msg146667#msg146667), is ready for publication as soon as the BSC will provide me with a texture range. So hopefully, you'll find it on the LEX soon. Then you can easily copy or reference the texture and path files and prepare more stations.
It is also possible to prepare a roundabout GLR station with underpasses for pedestrians. A second lot with steps to be placed next to the tram-avenue (outside the roundabout) would be necessary. I can prepare the pathing that would connect the two lots (Sims would walk down the stairs outside the roundabout and walk up the stairs inside the roundabout or vice versa).
nice... &apls now which side of the avenue will have the subway underneath... ;)
That looks excellent, but I have one thing that bugs me a little bit. The normal avenue and the GLR avenue are different widths. Could you perhaps make the change from each gauge more subtle, perhaps over 2 tiles instead of one. Only if it isn't too much bother, if it means totally redoing huge sections of it, don't change it. Sorry for being a nuisance.
Jono.
Post here if you want to contribute something to the NAM...I never knew about this thread!
(http://i237.photobucket.com/albums/ff288/foxteltv/diagorthosliplane_built.jpg)
(http://i237.photobucket.com/albums/ff288/foxteltv/diagorthosliplane.jpg)
Diagonal/orthogonal slip lanes, SC3K style.
Remember how those sorts of intersections automatically created a slip lane in some situations? Well, this is done in SC4... and didn't take me long to do - dipping my toe in the RULs and all.
EDIT: Double decker bridges aren't possilbe
Quote
EDIT: Double decker bridges aren't possilbe
They are... They just don't work properly. Tongue
(http://i237.photobucket.com/albums/ff288/foxteltv/diagorthosliplane_built.jpg)
The diagonal coming into the orthogonal road should be totally diagonal, and not make short turn, otherwise it makes it look like you can make a left turn onto it.
Is there gonna be any double height pieces develop for road, avenue etc etc ?
nerdly_dood, in fact i did the maxis/American version before this euro texture. i just didn't find time for a screenie.Oh ok, cool! I did use the Euro road mod for about a month and a half but then I got bored with it... The release of RHW v.20 may have been a contributing factor - there was no Euro texture set for it then, and now I have DTP's set which I'd say gets a 9/10 on the coolness scale-it doesn't have any RHW-2 textures, and it was based on the Euro RHW texture mod which means that road intersection textures don't look quite right, but overall it's great and I'm getting off-topic!
I have a request for the next NAM. Basically, could a straight ending for the EL over Road be made? What I mean is have the elevated rail simply end with the road continuing straight beyond the support structure. Ideally this would exist immediately following a station, as though the elevated rail was intended to go further but the project was never funded. There were several historical examples of this in the US, I'm not sure if any places still exist like this on the Chicago or New York elevated systems. Basically there were just large bumpers at the end of the track and crossovers to move trains from what track to the other.You can already do this - it just takes a little work. Here's what you do:
If anyone interested in this needs photos I'll be more than happy to dig some up.
Thanks for all you do!
Cheers,
Kevin
I have now resumed work on my orthogonal x diagonal highway trumpet interchange. Is there anyone who is in charge of modifying the intersection RUL file?
I am currently working on pathsI guess that you already know Daeley's SC4 Path Creator at http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=546 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=546) - saves much time when creating paths.
Thanks a million!Yes, thanks a million to Daeley for this most useful modding tool. :)
Be warned, it needs to be reskinned.
I remember the NAM Team was working on that years ago, back when it was at ST.
No, they were never working on that - it's only a photoshopped screenshot that someone posted. ;)
andreharv- One of these would make you the Interchange God for the foreseeable future.
WOOPS!
...sorry, andreharv- just snot-bombed my monitor with the coffee I was drinking when I saw your post...
My goodness, folks- we got us a gen-yoo-wine prodigy- right here at SC4D.
Those are amazing!
EDIT: If I could presume on perfection, I'd extend the onramp merge area an extra two gridsquares or so in length one lane wide, but only if that was feasible and wouldn't hold things up too long. Again, just wow! -DE
David
WOW :jaw drops: you are amazing andreharv!!! Just...WOW!!!
I haven't seen many Maxis type highways like this in RL so forgive if this is wrong but,
I don't see why the slip lane that doesn't cross over the highway has to up and then down? Just wondering why...
Jonathan
Beside the highway talk :D, let's talk about the other transportation tools, such as, subway and elevated rail....
Is it possible to make multi-track elevated rail lines, like the ones in the NYC Subway system??
Something like this (click on the link!!):
http://images.nycsubway.org/trackmap/bigbronx.png
And no, it's not a picture of the tracks, but instead, it's a track map of the Bronx part of the subway system in NYC
;) Mass
The ELR train does not use the subway lines.
but elrail and grl are essentially the same
They might look the same, but they are different and run on seperate paths......
Having a triple track on a single tile would be nice, even if the capacity is not to par, it would look real, and in reality no one usually knows what capacities are of transit networks in RL.
Ok back in business...After some arm-twisting, I have come up with a (very) rough draft.
Oh, I think some people would consider the possibility of doing custom Powerline Bridges worthwhile, instead of only having Maxis Power able to cross the waves.
Yeah, I figured there was probably a reason no one had done this, but I had to ask. Too bad - you could have had tunnels with speed limits between roads and highways, and capacities in between as well. I guess it's just not to be. :-[
Wow those pictures look great. Great for Cities XL that is! &idea...Also, I am still working on those interchanges if anyone was wondering.
Wow those pictures look great. Great for Cities XL that is! &idea...Also, I am still working on those interchanges if anyone was wondering.What interchanges? Anyway, anything with "I'm working on it" and "Interchanges" in one sentence can't be anything but good news!
That's a mess of paths there. ::) I can't actually figure out what you were doing. Did you just drag across?
Two lane ramps shouldn't be a problem. I didn't really like using the avenue Y in place of a true highway Y. I am making a new model in an attempt to make a more realistic look with better pathing...
Exactly, you can use the ave Y-interchange for your highways, but it looks odd.
It doesn't look that odd to me. I think I've seen a few of these in rural areas. But you're right, for big city commuting, another lane would make it look more realistic.
Hi all, first time posting on this forum (And site). I am a big fan of the work that the NAM team is doing, keep up the good work.
I have had a look in this thread and I haven't seen any posts on this suggestion, if there is I apologize.
I would like to suggest a new type of roundabout design where the size is 3x4 to connect a avenue on two sides and roads on the other two side (as seen below).
http://i733.photobucket.com/albums/ww336/Leeway2010/3x4roundabout.jpg
thanks.
Leeway.
Great idea!You mean this design?
And it should be turbo roundabout:
http://en.wikipedia.org/wiki/Roundabout#Turbo_roundabouts (http://en.wikipedia.org/wiki/Roundabout#Turbo_roundabouts)
You can expand the designs by adding flyovers. Traffic going straght can go over the flyover and the traffic turning off can go down the sliproad to the roundabout.
One I made in the game.
That looks almost exactly like the Boston University Bridge - Memorial Drive intersection, even more than your Cardiff picture.
You think that's bad, take a look at spaghetti junction on the M6 near Birmingham. Driver's have got completly lose, including me.
Leeway.
You mean this design?
http://upload.wikimedia.org/wikipedia/commons/thumb/e/e4/Turborotonde.svg/437px-Turborotonde.svg.png
I've seen several of those roundabouts nearby my home, although some of them have a quite chaotic set-up(I haven no Google Maps picture of one of those, because it looks like the sattelite pictures aren't updated for at least 2 years :P)
Still it is an good idea for the next NAM.
Best,
Maarten
As well, rail bridges tend to be good obstacles too, although the Rail FLUPs have mitigated that issue somewhat.
I think Neil Gaimen and Terry Prachett allude to the M6 being built in accordance to some mark of the beast in 'Good Omens'.
Are any of these requests possible to make please? $%Grinno$%
A. Smooth curves for OWR
B. 45 curve for Elevated Road, Ave, and OWR
C. Diagonal T On-SLope pices
D. FAR Intersections
&Thk/(
Which GLR stations are you using or have you tried?
Are any of these requests possible to make please? $%Grinno$%
A. Smooth curves for OWR
&Thk/(
So you see...I think they all look neat, and I don't mind mixing and matching. If I knew what I was doing, I would add lights myself, lol. Does that help?
Yes, it does. I'm considering adding street lights as an option for RTMT stations, and so I need to know if that's something that people really want.
I next got the Cogeo Semi transparent set. They look very industrial-like, but, no lights. I know, I keep looking for the "right" look for my city.
Hey, virtually ALL my models so far do have nightlighting (with the exception of some ones that shouldn't anyway, like fences). And of course, train/GLR shelter models couldn't be an exception in any case. The semitransparent models do have nightlights at the exterior, the roof, the revolving door and the platforms. Don't you see them? Are you sure you have installed the nightlighting update for BATs? Not to mention that the lots do have lampposts at the front and the parking areas at the back.
What exactly are you looking for? If you want the automata to be lit, just like the cars passing under streetlights, this is something different, and requires special modelling and modding. It's essentially making something like a lightcone, only it shouldn't have the shape of a cone, it should be like a sheet or plane, placed above the automata routes, to imitate a lighting effect. But afaik such models (ie illuminating automata) haven't been made yet. It's quite a challenge. Not that they are especially hard to make, but they must be carefully matched with BATs, and unfortunately they will be custom to models, ie they will almost certainly have to be redone for every new model. I hope someone will take the challenge and make them anyway.
...You could even add in each request as it comes and whether it will be worked on, is being worked on, or is canceled....or is not possible due to constraints of the game, perhaps? Such as RHW showing up in region view...
Now... for the rail... I think some extra rail FLUPs will help (UDI capability is needed and ESURE does not allow that).
Agreed. I use smooth curves at rural area's, but not in cities, because they don't fit in cities, because they are missing sidewalks. It would be nice to have both options available.
I've being wondering, and as we know there are some mods to allow people to have sidewalks on the gentle curves for avenues and roads (specially made by Sithlord)
the issue is that those models (is what they are after all right?) don't fit places where we don't have development. a road with a large sidewalk and trees in a no man land? don't fit! By now you should be saing "then remove the mod! duh! /wrrd%&" but the issue is when you want both things on one city at the same time! in the middle of the city\town curves with sidewalks, in the wilds with no sidewalk.. &Thk/(
so? what I sugest\request? two models, or better, the same model(for each piece) but twice. so one would be free to be targeted by mods (like Sithlord's) to have sidewalks while the other remain untouched. ;D
Hope you get the point %confuso "$Deal"$
Agreed. I use smooth curves at rural area's, but not in cities, because they don't fit in cities, because they are missing sidewalks. It would be nice to have both options available.
Best,
Maarten
If I didn't have Vista and could use the Reader I would teach myself T21's and do the wealth levels myself, because I feel the same way. I absolutely love the smooth curve and FAR T21's by sithlrd but it's inflexible with just an on or off option.I would also remove a few of the trees, it's a little busy for me.Then again, you can't intersect it so I kind of like the extreme level of foliage, it looks nice in dense or suburban areas. Can you T21 by density? Hell, I can't do it anyway, right?
Is there anything a Vista user can do? &mmm
Strange... I use Vista and the Reader works flawlessly.
If I didn't have Vista and could use the Reader I would teach myself T21's and do the wealth levels myself, because I feel the same way. I absolutely love the smooth curve and FAR T21's by sithlrd but it's inflexible with just an on or off option.I would also remove a few of the trees, it's a little busy for me.Then again, you can't intersect it so I kind of like the extreme level of foliage, it looks nice in dense or suburban areas. Can you T21 by density? Hell, I can't do it anyway, right?
Is there anything a Vista user can do? &mmm
If I didn't have Vista and could use the Reader I would teach myself T21's and do the wealth levels myself, because I feel the same way. I absolutely love the smooth curve and FAR T21's by sithlrd but it's inflexible with just an on or off option.I would also remove a few of the trees, it's a little busy for me.Then again, you can't intersect it so I kind of like the extreme level of foliage, it looks nice in dense or suburban areas. Can you T21 by density? Hell, I can't do it anyway, right?
Is there anything a Vista user can do? &mmm
Quote from: mrtnrln on April 12, 2009, 12:22:02 PMIf I had more time to re-do them , I would as I agree that I went a little prop happy , but at the same time I can't stand blank sidewalks!
Agreed. I use smooth curves at rural area's, but not in cities, because they don't fit in cities, because they are missing sidewalks. It would be nice to have both options available.
Best,
Maarten
now that I think better, is it possible to make the sidewalks as props, so we would have it changeing acourding to the welath\zone on that piece of road? :) &idea
[IMG width=xxx height=xxx]URL[/IMG]
I bet haljackey will be pretty happy with these.
Mad_genius:Really? I was only doing the Highways and I just started a project to make a new Avenue network (which is in a very early stage). The rest, unfortunately, isn't true, I believe. There must be some kind of missunderstanding.
Yes it is possible, but the work is advanced, and time consuming, for some, sometimes frustrating.
Actually Marrten (mrtnrln) is in the middle of doing a facelift mod for just that. He is working on a major facelift mod for the El/El-Over Road. He also changed alot of Maxis elevated network viaducts to have the sidewalk, and median props for avenues to actually stay under the viaduct. Marrten's mod is a High Def texture replacement mod that replaces the track, but so far does not work with a the el-rail facelift mod, which adds city props underneath.
As for monorail, if you were looking for a similar el-rail facelift ground package for that, I don't recall something like that existing currently.
Do you know if there is a puzzle piece for RAIL over AVENUE with GLR?There's already one in the GLR on Avenue menu ;)
cd ~/Downloads [assuming it's in your Downloads folder]
chmod 777 NAM-Install
./NAM-Install
More progress on the Elevated Road/OWR/Avenue model facelift, using Jan (Swamper77)'s models with some modifications
Are these going to replace the overpass puzzle-pieces, or be draggable like the ones in the RHW mod.
the problem with the draggable ones is that they require a 1 tile gap between the on-slope piece and the ground network, which the puzzle piece based ones do not. Is this something that can't be fixed, or is it already on the cards ;)?
I seem to remember that the current overpass pieces were made by Redlotus around 5 years ago, and were supposed to be temporary until better ones were made. What happened to Redlotus and The7Trumpets anyway? They used to be very involved with the NAM a few years back.
Wow! These pieces are great! &aplsThere's already one in the GLR on Avenue menu ;)
there'd have to be a VERY sharp s-curve in the middle of the turn for the GLR to be sitting on one tile.
That doesn't look safe...there'd have to be a VERY sharp s-curve in the middle of the turn for the GLR to be sitting on one tile. Wouldn't it work just as well to have the GLR split from the curve before the curve?
@SC4BOY:
Not that this is real, this is not a real piece, but just the fact that there is the amount of room to do it in the SC4 world, the tracks could be straight on the curve, but to go all directions, the switch would have to be in the middle of the road, and signals would be needed, then the rails would have to cross curved over the asphalt. See attachment below
Good day,
I'm from the German form www.simforum.de (http://www.simforum.de) .
I also had some time ago "Chrisim" these textures as PNG files are available:
(http://www1.picfront.org/picture/SJzKbCm2/img/Allee90Kurve-GradeTram-GradeTramaufahrt-Version1.PNG)
(http://www1.picfront.org/picture/ASM1qKpkAei/img/Allee90Kurve-GradeTram-GradeTramaufahrt-Version2.PNG)
(http://www1.picfront.org/picture/aWtttWjr/img/Allee90Kurve-GradeTram-GradeTramaufahrt-Version3.PNG)
(http://www1.picfront.org/picture/FLgCF4Av/img/Allee90Kurve-GradeTram-GradeTramaufahrt-Version4.PNG)
sorry if this is a dumb question, but couldn't you just use the existing GLR textures and cut away one track? (ofcourse additional textures need to be made, but I mean as a basis)
I spy with my eyes a traffic light problem with the ped-crossing! Why not placing 2 single pole traffic lights on both sides of the side the El-Track is above?
@Monorail Master and Battlecat: Thank you.
I simply imported the prop layout from Swamper's lot. I'll take your suggestion into account next time I edit the T21.
Ebina, if you'd like, I can send you my HAWK (High Awareness Crosswalk) model to use there.
Thank you for your offer. Since stoplights won't be animated on railway based networks I was going to remove them. Your sign will be very nice replacement.
May I request some additional models?
- LHD version. Not every LHD user likes to install pillars onto medians (using rotated RHD prop), I guess.
- Signs without pillar that can be attached to bottom of el-rail floor.
If you need to see the height of el-rail floor please take a look at S3D of IID 0x5326380x or 0x532CF70x in the NetworkAddonMod_Light_URail_Puzzle_Plugin.dat. ElRailxAvenue piece uses the same model but different roadway texture.
By the way, when I'll edit T21 where should I install the signs? Right above the pedestrian crossing, or a few meters before?
I'm not sure if this is in the works for V4.0, but I would personally love to see RHW FAR (maybe FARHW?) - using FAR in suburban areas usually hampers the ability to create tightly packed houses and businesses, but RHW doesn't have these restrictions.... What do you think?
It is indeed in the works for Version 4.0 . . . the RHW-2, RHW-4, RHW-6S and MIS Ramps will all have some form of Fractional Angle pieces.
It is indeed in the works for Version 4.0 . . . the RHW-2, RHW-4, RHW-6S and MIS Ramps will all have some form of Fractional Angle pieces.
-Alex
I was wondering if there will ever be any wide radius curves for the one-way roads?
Hmm.. well it was a bit of a pain to get it to work.. I assume you mean the one labeled "GLR under VIADUCT"? I did make the underpass and it worked ok.. thanks.. :)
I've moved a message to here.. I think I put it on the wrong forum.. sorry.. anyway here it is:
I would like to request one added puzzle piece for tram-in-avenue. This piece is rather awkward to program around without it. That is the simple case of the AVENUE taking a turn (right or left, right angled) while the GLR continues straight. I realize that it CAN be done by using a "crossing" piece T or X intersection, then going from that, but it looks pretty bad that way and introduces an intersection where one should not be needed... I know this is a rather minor detail, but I thought I'd bring it up.. I hope this is an ok place to post this.. if not feel free to move it.. Thanks. The "GLR on ROAD" has these pieces, but not the Avenue (unless I've missed it again )
Here's the idea:
...example...
On the whole, this is a great idea! :thumbsup: Once, I create such a puzzle piece.
How do you like that? :)
(http://www.ld-host.de/uploads/images/cbef2ec915151fc6d058bd87936d424f.png) (http://www.ld-host.de/)
So read elsewhere (NWM) there was some trick learned about road capacities. Does this mean that Overpasses will now have no network effect and the double-layer tile (the part where both networks are crossing) won't have volume and congestion issues anymore? Was this a known issue?
I am not sure if this is the right place for this, but, would it be possible to make a el-railXelevated heavy rail piece. I could do with it :)
I am not sure if this is the right place for this, but, would it be possible to make a el-railXelevated heavy rail piece. I could do with it :)
Do you mean Elevated Heavy Rail perpendicular to Elevated Rail?ll
ll
= = Like This? or did you mean Like This? Heavy Elevated Rail => Elevated Rail
ll
A Perpendicular Puzzle piece would be useful.
ll
= = I mean this instance
ll
I had a thought earlier today, have you guys thought of creating FlexFly for every elevated network? Like instead of having the normal puzzle pieces, you just plop down a straight FlexFly piece to cross rail and other ground netowkrs. These pieces could come in 1x1 and 1x2 maybe. I know there would be a lot of coding and stuff but it would drastically reduce the number of puzzle pieces and thus make it quicker and easier to build elevated networks.
First prototypes of Asymmetrical Dual Networking Avenue, U-RailxAvenue and ElRailxAvenue.Just wanna ask how is this project going? I am very interested in it lol
(http://img694.imageshack.us/img694/1874/adna1i.jpg)
(http://img31.imageshack.us/img31/8554/adna2.jpg)
Some people would prefer symmetrical versions but I wanted to have asymmetrical version which allows two kinds of trains to run on the same width.
Just wanna ask how is this project going? I am very interested in it lol
URail x Elevated highway pieces, added into URail x Maxis Roadways button. I disabled the backface culling option to take the screenshots. URail base texture is replaced with Jeronij's high wealth sidewalk.
(http://img682.imageshack.us/img682/4751/urailxelhwy.th.jpg) (http://img682.imageshack.us/i/urailxelhwy.jpg/)
Interface pieces for DTR, DTR viaduct, STR, ELR, High ELR, Monorail, High Monorail, GHSR and HSR. Can be selected from a new URail x Railways button.
(http://img243.imageshack.us/img243/5741/urailxrail.th.jpg) (http://img243.imageshack.us/i/urailxrail.jpg/) (http://img715.imageshack.us/img715/4282/urailxelrail.th.jpg) (http://img715.imageshack.us/i/urailxelrail.jpg/) (http://img26.imageshack.us/img26/7052/urailxmonorail.th.jpg) (http://img26.imageshack.us/i/urailxmonorail.jpg/) (http://img844.imageshack.us/img844/2123/urailxhsr.th.jpg) (http://img844.imageshack.us/i/urailxhsr.jpg/)
Interface pieces for urban GLR, rural GLR, Tram-on-Street and Tram-in-Avenue. These are separated from railways button and added into URail x Tramways button.
(http://img820.imageshack.us/img820/285/urailxtram1.th.jpg) (http://img820.imageshack.us/i/urailxtram1.jpg/) (http://img820.imageshack.us/img820/2773/urailxtram2.th.jpg) (http://img820.imageshack.us/i/urailxtram2.jpg/)
And this. (http://img243.imageshack.us/img243/6679/pseudohwyxave.jpg)
Oh my god, are my eyes lying?? That is so awesome!
I also like the Underground Rail, it is very useful in many places as it can act as a subway, shame that it hasn't got many stations around.
Hello NAM experts ...To answer your question:
Who knows the exact width of the Maxis Highway road surface? And what is the width of the road barriers? I can probably figure it out but am hoping that someone has that information and I'll be saved some trial and error time.
Thanks in advance.
(http://i148.photobucket.com/albums/s26/jmyers2043/BridgeElement.jpg)
Hello NAM experts ...
Who knows the exact width of the Maxis Highway road surface? And what is the width of the road barriers? I can probably figure it out but am hoping that someone has that information and I'll be saved some trial and error time.
Thanks in advance.
(http://i148.photobucket.com/albums/s26/jmyers2043/BridgeElement.jpg)
ADNA pieces will be very very delayed. I was focusing on basic interface pieces for Underground Rail than ADNA recently. And this. (http://img243.imageshack.us/img243/6679/pseudohwyxave.jpg)you are so cool! Great work!
The Elevated Road/OWR/Avenue model revamp has been going well . . . and along the way, I've added a piece or two--including a proper Orthogonal-to-Diagonal transition for the Elevated Avenue. (The Road has one as of NAM Version 28 last year, which has been revamped to match the new models . . . the OWR will be getting one in short order.)
(http://img183.imageshack.us/img183/5591/nam102820101.jpg)
-Alex
The Elevated Road/OWR/Avenue model revamp has been going well . . . and along the way, I've added a piece or two--including a proper Orthogonal-to-Diagonal transition for the Elevated Avenue. (The Road has one as of NAM Version 28 last year, which has been revamped to match the new models . . . the OWR will be getting one in short order.)
-Alex
still waiting for 7.5m elevated networks XDXDXD
OK more legitimate threadomancy here....
NAM facelift mod!
[linkie] (http://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fhide-inoki.com%2Fbbs%2Fphpbb2%2Fviewtopic.php%3Ft%3D818)
(http://hide-inoki.com/bbs/phpbb2/files/soverpass_ss02.jpg)
(http://hide-inoki.com/bbs/phpbb2/files/soverpass_ss01.jpg)
(http://www.majhost.com/gallery/mightygoose/NAM/overpass_ss03.jpg)
(http://www.majhost.com/gallery/mightygoose/NAM/overpass_ss04.jpg)
(http://www.majhost.com/gallery/mightygoose/NAM/overpass_ss05.jpg)
OK this mod basically tweaks the new NAM overpasses, i do not know how extensive it is or which networks it covers but it was released today and looks superb.
DOWNLOAD: [liNKIE] (http://hide-inoki.com/bbs/phpbb2/download.php?id=1339&sid=770839efe35c23b7a170d8ef73efaf79)
original description.
and the readme translation
hope this helps.
i havent noticed a single overpass piece that hasnt been updated
still waiting for 7.5m elevated networks XDXDXD
Join the club.
Note what that's going under . . . ::)
It's also draggable . . .
- Elevated Highway wide curves
- Ground Highway Parclos (adjacent and opposite)
Nice work, riiga!Erm, actually I made those pieces, along with some other pieces:
Half height and double height... wow.
A little teaser for all you guys who are desperately waiting for more elevations in RHW
(http://img543.imageshack.us/img543/4371/99057974.jpg)
And one-and-a-half height. ;) It's going to be a 5-level system: Ground, 7.5m, 15m, 22.5m and 30m.
-Alex
But the ultimate question is can we "stack" these on top of eachother? Right now in the picture I only see them pass over one network. Maybe in a future release
I'm under the impression that horizontal distance in the game is in meters but vertical is in feet...
Are road-avenue roundabout connectors possible?
(But we're still missing half-height ground lifters, but that's a task for later...)
So I was tinkering around until I did this:
(http://img192.imageshack.us/img192/7933/haltonhillsfeb920129403.jpg)
Are road-avenue roundabout connectors possible?
Hmm, wonder how the finished result of that would look, because using those old road to avenue textures for this RHW situation looks like it makes sense, I like how that slant works here, the direct road to center avenue. How exactly would a straight connection work, because even now it seems kind of sharp]
8m ground lifters work very well for 7.5m pieces - my ground lifter and sinker lots have a 8m piece. Modding a 7.5m, due to the nature of the ground lifter lots, is sadly impossible because it only uses a hexadecimal integer value. Besides, 7.5m, 8m, what's the difference? It's not obvious at all.
Gooper1:Thanks!
Look at this thread (http://sc4devotion.com/forums/index.php?topic=4879.msg304076#msg304076). Choco has been incommunicado for a while, so I advise against demanding for release or making requests.
Great! Going to try it out now, although I'm a Euro-texture user ;D Speaking of Euro textures, will there be any for this mod?
Thanks guys -NAMTeam, its all good :thumbsup: really appreciated :)
no, thank you ()stsfd()
-dave
Great! Going to try it out now, although I'm a Euro-texture user ;D Speaking of Euro textures, will there be any for this mod?
Short answer: yes. :)
-Alex
( Euro Mod )
As far as I know: yes, quite soon!
Very beautiful indeed! (Are the Euro road curves made using the same technique as Dedgren's RealRoads markers?)
First of all I want to thank the NAM team for the cornerstone mod of SC4.
Are there plans to make the straight ave, one way and road on slope pieces two tiles instead of the current three?
We tried that with the ERHW-2 On-Slope . . . it didn't work and basically screwed up the rotation ring, so unfortunately, the standard ones will be staying at 3 tiles, the only way to pull off something like that is by using the T OnSlopes.
-Alex
Not 100% sure if it's merely a typo in the NAM docs but - even in vanilla SC4 - a pair of OWRs has far fewer traffic problems than a single AVE. Maybe the next NAM Controller can bump their capacity (and perhaps lower their upkeep) to make them worthwhile?
The Avenue capacities listed are per-tile, while the NWM capacities are for the full width of the network, so to compare, you'd either need to double the Avenue capacity or halve the NWM capacity. The MAVE-4 has the same capacity as the default Avenue. MAVE-6 and TLA-5 have a slightly higher capacity.
-Alex
(note that these are for full double carriageways on all networks except the RHW-2 and MIS Ramps)(The 'exceptions' listed are somewhat redundant - RHW-2 has both carriageways on the same tile, and MIS is essentially a OWR.)
(The 'exceptions' listed are somewhat redundant - RHW-2 has both carriageways on the same tile, and MIS is essentially a OWR.)
Actually, one could just make a T21 mod, something similar to this (http://www.simcity.cn/viewthread.php?tid=83513&extra=page%3D1%26amp%3Bfilter%3Dtype%26amp%3Btypeid%3D11), but just replace the fences with that kind of barrier. No need to create a new network this way ;)how it work and who would create it?
EDIT: The barriers couldn't still be very big, obviously.
Ran across this (http://www.youtube.com/user/jjborms#g/a) on Youtube. Have I been missing something, or have these not been implemented yet?
Actually, Draggable FAR was (at least in large part) taken out in Version 29 due to the discovery that it was the culprit behind the Maxis Car Ferry CTDs. Draggable FARR I think is still in, though I've heard there were also some similar issues there, so it will probably be removed. I think the best potential with that technology going forward would be a "FlexFAR" system.
-Alex
Correct me if I'm wrong, but a puzzle piece cannot touch a TE lot of the same network under any circumstances. This was due to a lack of testing on EA's behalf, since TE lots were added at the last second (Rush Hour has three, one of which is physically impossible to access without cheats)
Why don't you just change the TE setup of FAR?
As double-decker RHW is in development; why don't you make double-decker roads (more specifically, 2 OWRs-1 per deck-going in opposite directions), and El Hwy over Avenue pieces? Is it possible?
About Maxis default networks and double decks: Not too long ago, shortly before double-decker RHW was displayed, someone who was in the NAM team, had experimented with that last part you mentioned, exploring the Elevated Maxis Highway over Avenues.
Those items are more specialized--there's not as much utility for them as there is for just a general double-decker highway, so I'd say the chances there are much slimmer.What do you mean, "there's not as much utility for them"? Downtown Chicago has multilevel streets all over the place!
What do you mean, "there's not as much utility for them"? Downtown Chicago has multilevel streets all over the place!
And with the double-decker MHY (i.e. GMHY over L1 EMHY, or L2 and L3 EMHY), is it possible?
-Gooper1
http://www.simtropolis.com/forum/topic/42711-is-there-going-to-be-any-more-development-of-the-maxis-highways/page__view__findpost__p__1143390
Unless andreharv reappears or someone new steps up who has the time and energy to devote to the long-term, highly-intensive process of creating new Maxis Highway interchanges and the like, the most you'll really see coming out of the transit modding community is some smaller "gap-fill" Maxis Highway items along the lines of what Chrisim created. The Ground and Elevated Highways are basically in a state close to what the software development world would call "maintenance mode".
Why 15m and 22.5m for the two decks? Will there be additional heights?
In RL, most double-decker highways are elevated substantially and usually pass over any potential obstacles. Setting the bottom deck at 15m (or Level 2/L2 as it will be known when we get closer to RHW 5.0) means that both ground-level and future 7.5m (Level 1/L1) networks can pass under it. 22.5m (Level 3/L3) for the top deck means that in the rarer instances in which a network needs to pass over top, the future 30m (Level 4/L4) networks can do the job.
Thus, this deck arrangement appears to be the most practical and realistic.
Plus, Gooper1, can you provide a link about the multi-level streets you're talking about? Just saying they exist somewhere doesn't provide enough information (especially when you're desperately combing through Google Maps).
Wow, I never actually realized there were streets like that in Chicago... that's kinda awesome...
I never thought there would be such streets, either, but the lower decks feel like they're underground.
I thought the decks would be thoroughly exposed, but when you cover them up with the sides of tall buildings, it starts to feel more like an underground parking garage.
That one's technically Motorway over Road?
Minutia question: are the revamped elevated road and avenue overpasses part of NAM 30?
I would like to see double-decker highways in the future regardless of the way the game reacts to it.
Why are street/road roundabout's not wealth Dependant?
Well, if you can't have MHW-over-Avenue, why not have ERHW (or DDRHW)-over-Avenue/OWR?
(I know this kinda belongs in the RHW development thread, but...)
-Gooper1
Wouldn't it be possible to have a puzzle piece based highway over avenue with puzzle pieces, where the upper deck is actually converted to another transit type when it's up there? That way you can still have intersections at the bottom, and the top would never really have many anyway, and the ones that it does have, you could make out of basic puzzle pieces. I've never done any of this before, but from what I know, I think that could work.
Not really an issue but a question. Why are puzzle pieces different then draggable textures? Probably have already answered this before but I'm just curious. :P
,marsh
I want to ask a question interesting to me and I will be happy if someone tell me in detail. I always wondered how who gathered the NAM team, who gave the idea, what were the original objectives, what improvements have been made in version 1 of NAM? How do you understand the mechanisms for working with networks and so on. I would be interested to be told this exciting story of the most popular Sim City team.
Is it known whether it will be included in NAM v. 30?
Wouldn't it be possible to make Euro textures for roads, but with double solid line, instead of single solid line dividing opposite directions? Just like in maxis US version, but white instead of yellow?
Hello.I think OWR doesn't have pieces like the other networks due to the complexity of OWR puzzle pieces (At present, I think there's only about 9 in the developmental build, all to do with Trams.
I hope to write a good topic. NAM is a great addition to SC4, but I have a few questions and suggestions.
1st.
Is it possible to create such smooth corners, etc. for one-way roads. The entire set as all two-way for roads. It would be a great diversion, and certainly it would be a lot of takers. Gave to this game even more realistic.
2nd.If the curves are converted over the WaveRIDE, then it's likley. Until then (if it does happen) it won't.
The next question is which rises from me, or on gentle curves would be able to create intersections? For example, road 3x3 arc turns. Is it possible to go away from that path. Something like the picture shown below?
And in both cases that such one-way or two-way roads could also create an intersection of the street?
3rd.We may have something up our sleeves for this one... :D
Another question. Whose would be able to vary the texture of the GLR tracks, in addition to the standard, you can lay tracks on a substrate such as grass, as is the alley? And to make it possible to change, depending on your needs, or would the game have several choices of ground tracks.
4th.It's a good idea and something I've tried before (Changing them to asphalt), but it's difficult as I don't have the original PSDs (or vectors) and those that do tend to be more interested in expansion than diversification.
Another issue also relates GLR track. It is possible to lay the tracks, without widening the roadway on one type of cobblestones. Can I create the same opportunity to other textures of the streets.
5th.I think it was discussed a while ago but I can't remember the outcome. I think it was 'maybe but not soon'.
One last thing associated with the GLR tracks. In Poland, though perhaps in other countries also, quite often you can meet single GLR track, running one lane, the direction of the right-hand or left hand. Would such a possibility, such a solution would also add to the puzzles NAM?
There's never a "soft release" planned for the NAM; there's a single release,
People often ask me the question: "Where did you get your GLR catenaries?" Well, I have developed them my own and now I release a testing version of what I've got now (see attachment). It contains T21'd catenaries for the following pieces:
Wow that smooth ramp! I don't use the current ramps because i don't find it realistic. That new one look so cool i saw deferential use them :thumbsup:
Is that FlexSPUI-XL or something?
I have just one comment: I think the first three tiles on both sides should not look like a bridge in the air, but like a massive concrete block or a grass ramp. This is maybe just because of my Dutch background, but a bridge is more expensive than a ramp, so when the elevation is not yet much it's cheaper to do it by an earth ramp or a massive block.
I would say no more than two or three tiles of concrete block. I don't like the look of enormous blocks of concrete, and you can do an earthen embankment with a slope mod. Here in the southern US they often use viaducts from close to the ground, but in the north, where it snows, they tend to use earthworks and concrete abutments more. I'm sure there are a lot of factors, but I know that elevated viaducts get icy much easier than surface pavement and I believe that's why you see more viaducts down here. And since it never snows in Sim City... ;)
Anyway, I like the look of the elevated viaducts, but in the real world there is usually pavement or gravel below them, not grass. I don't know how that would look in the game though, especially with different terrain mods.
Could that be done by the NAM team itself, so all (old and new) pieces would be restyled that way?
I see smoke. SA must be on fire with all of that development! There will be real diagonal on-slopes and L1 overpasses at last. Way to go!
:thumbsup:
Wow, nice to see some developments here :)ok, ty for the reply :)
Just an idea. there is a Japonese Mod that fills the space bellow the viaducts, acording to the wealth/zone of the adjacent cells. Could that be done by the NAM team itself, so all (old and new) pieces would be restyled that way?
Bravo &apls
Great job. When these come out, I'll sure be using them alot more than the L2 15m ones. They're too tall and don't always look good. Can't wait for L3 and L4 although I would wonder why anyone would need 30m tall roads...
I suspect I know the answer to this, but you know you can draw road over existing rail/street/oneway(?)/etc, is there any way of modifying what this does? and is there any way of adding a `draw x over y` functionality? Or is all that stuff locked in the EXE?
If that stuff is mod-able, how likely is it that you could add a drag-able el-rail/glr on/in road?
I don't know if this was mentioned before but I was just wondering if there were any plans to make it possible for double-decked highways to have exits and entrances all on one side (like for example the Alaskan Way Viaduct) rather than the traditional always enter/exit from the right side of travel.
I'm sure there's going to be all kinds of changes but I really like the idea of double-decked highways going through downtown cores to minimize disturbance but I am finding them a bit annoying to work with (I also can't find a way to let GLR travel under them without it converting to a subway temporarily). Maybe these can by thing you incorporate into your reboot of sorts for the RHW mod?
the high monorail / el rail should be able over to go over ddrhw as both are 30m vs 22.5m for ddrhw...
I didn't (though it is good to know about Draggable GLR) I actually mis-typed and meant to say Tram-in-Avenue and Tram-in-road. Unless I'm missing something that isn't draggable is it? It's about all I use so I just think of it as glr in my mixed up mind.
I'm liking the improved stability that I see in the latest development pic. I have to wonder about that L2-RHW x Monorail at-grade crossing, though. $%Grinno$%
My only criticism is that this and far too many other interchanges use a LOT of real estate. Too many times i hafta wipe out entire neighborhoods just to set up a simple but cramped ramp system for a new interchange in an already developed area. I hope the next version of NAM has smaller and more complete ramp curves to allow for new urban interchanges...I think a lot of people have that reaction at first--if you're used to the Maxis interchanges, which as Maarten stated are very, very under-scaled, then RHW will seem very big. The reality though is that in real life when you try to send a freeway through an already developed area is does require a LOT of demolition--and that's why it doesn't really happen anymore. RHW is about realism and flexibility and realistic sized interchanges take up a lot of space. Don't resist it, embrace it ;D
My only criticism is that this and far too many other interchanges use a LOT of real estate. Too many times i hafta wipe out entire neighborhoods just to set up a simple but cramped ramp system for a new interchange in an already developed area. I hope the next version of NAM has smaller and more complete ramp curves to allow for new urban interchanges...
imo, the problem with interchanges in sc4+rhw is not the scale of them, but the fact that you have to fit it in a city tile, when sometimes one would prefer to split the interchange to build it just over the neighbor limit, which is not possible.
mauricio.
I've finally returned after a long, long hiatus. Been hearing about "Monolithic NAM" and "Project 0E".
Maxis' offerings on the new SimCity bored me. So I did this.
Basses are much cooler than guitars.
(http://www.majhost.com/gallery/jdenm8/other/FASTStuff/2012-09-05_00004.jpg)
I don't see anything new, unless I'm missing something? Was that diagonal avenue terminus/four way intersection always in SC4?
And is this our fist look at the previously foreshadowed (pun very much intended) WaveFAR?
In fact, everyone's is overlooking something quite obvious about the guitar, and it's not because it's a guitar. It's what the guitar is made from...
I think I spotted a diagonal smooth 90° road curve just next to the guitar... ::)
I know the DDRHW sets have special considerations and all but is it possible?
gyes iv just got sim city4 on steam any alt-tab is linket to steam chat so pleasr try no to hid any nam stuff in an alt+tab link please
Hi guys, I recently purchased SimCity 4 on Steam. I have however noticed that the key combination to move backwards through a tab loop, Shift-Tab, is also used by the Steam Overlay. Could you please see if you could assign a different combination?
I know the DDRHW sets have special considerations and all but is it possible?
Yes and no.
Yes, it's possible. No, because the current DDRHW's going away and being replaced with a different implementation and there's a different master plan behind FLUPs that would make it redundant in the end.
Even though it can't be made perfect, this makes the darkening effect much less noticeable. In fact, I don't think most people would see it unless they knew what to look for or were comparing the textures side-by-side.
Even though it can't be made perfect, this makes the darkening effect much less noticeable. In fact, I don't think most people would see it unless they knew what to look for or were comparing the textures side-by-side.
Some of us can't see it even when we look for it. $%Grinno$% ::) :thumbsup:
but I mourn the old models of EAVE-4, maybe I'm conservative and difficult getting used to the new, but I do not like no barrier between the boards.
Anyway the issue with the straight on-slope pieces can be resolved? (Can't drag from the first tile, but you can on the on-slope T-intersection if you drag and remove the stubs from said intersection.)
Just last week I noticed the same effect for the onlope el-rail and heavy rail pieces and figured it must be the shadows or something. Good to know that isn't the case and a solution is being worked on! :thumbsup:
Actually, the el-rail onslope piece has been colour corrected since 2007.
pink asphalt, purple concrete, blue inner(yellow in US) lines, green outer/middle(white in US) lines and gold sidewalks?There's not a lot of "fantasy" stuff that isn't "medieval Tolkein fantasy". Car Jumps, Loop-the-Loop and a candy rock mod are about all I can think of...
I guess what I'm trying to say is, we need more unrealistic stuff in the game.
Realistic or not, you STILL have to create a bajillion textures to pull it off.Indeed. I started working on US-style textures for the T-RAM pieces a while ago and pretty much gave up before I even started once I realized just how many textures there are...and that's just a small subset of what would be needed for a complete re-texture. :o
Why isn't there any road textures that show road improvements, we've all driven on roads and seen new asphalt laid down and the patchwork of grey black and something In between. Why doesn't anyone make something like this? It could be like the avenue tree mod but with various road maintenance features. It would make for a very realistic experience! (I don't see any perfect roads where I live unless they are under 3 years old).
And for those who haven't seen yet . . . we can officially confirm this functionality for NAM 31.
Thanks to memo for another huge modding breakthrough, and to MandelSoft for the video.
will streers get the same treatment?
Perhaps it's time that I've spilled the beans...
(http://img14.imageshack.us/img14/4241/capturefa2dev.jpg)
Here are the transit tiles involved in the creation of last week's bass guitar.
Now, as you all know, wealthification of puzzle pieces is extremely tricky to do, unless an advanced T21 is used instead, which is a drag, of course, but hopefully, this will be enough that will draw people into using these pieces.
These are FAR-2 pieces, in case you were wondering, and no, Daniel wasn't involved this time (Shadow Assassin). Mostly Memo with the implementation, and myself with testing its scrutiny. Since the creation of said guitar, a few other intersections have been coded in, with similar crossings being added for FAR-3.
(http://img546.imageshack.us/img546/2306/capturefa2stuff.jpg)
May the droolfest begin.
I'm not sure what you mean, but I can affirm that you will still be able to use the Maxis Car Ferry without any impacts.
It pretty much works similar to diagonal streets. For diagonal streets, you drag a zig-zag pattern which then converts to diagonal streets. For FAR, it is the same technique, just with a different pattern.
??? was in ST before but anyway a big joke on top of the guitar (6:00) ... curious to see what will be commented in the official site about it!
will there be any FAR upgrades for avenues?
Will the Draggable FAR pieces have the ability to intergrate to the SAM and The single railroad mod? Will it also have the capability to work with the NWM and the RHW? IM just as curious to know what will happen with the great work you guys do.
I wonder whether there will be NAM 31 full FANWM or will be delayed for expansive NWM 3.0(NAM32)
The new version is based entirely from INRULs and RUL2 overrides. Rather than being a puzzle piece that is placed through draggable means, it's a full-on draggable network item. That also means it's overrideable.
So, according to what I saw in the video, there will be draggable FAR intersections. On top of that, it looks like the intersections can be dragged across any tile of the FAR segment (as opposed to the fixed FAR intersections currently available on the center tiles).
For that matter, there don't seem to be any FAR segments anymore, as the stretch of FAR can now end abruptly.
On top of that, it looks like the intersections can be dragged across any tile of the FAR segment (as opposed to the fixed FAR intersections currently available on the center tiles).
I "lied". They're also draggable. (Note that I never said puzzle piece, and also take note the choice of words I used.)
The new version is based entirely from INRULs and RUL2 overrides. Rather than being a puzzle piece that is placed through draggable means, it's a full-on draggable network item. That also means it's overrideable.
-Alex
So did the draggable FAR make it to the NAM 31 release? I can't find anything but puzzle pieces.
So did the draggable FAR make it to the NAM 31 release? I can't find anything but puzzle pieces.
You may want to have a look at the Documentation's ContentsFile, Section 11, in order to find out how to use it.
…so technically you could make a 16-sided polygon between orthogonal, diagonal and the new FAR-2 and FAR-3 right?…
Great job NAM Team! You've earned four thumbs up (and I supposedly only have two)!Yeah sure, uh-huh. All of SC4D knows how the two big guys up front can pop up alone without the others following after. (or what is known as toe thumb)
After seeing some YT accounts starting to get content notices, since now EA added SC4 content to the YT detection library system, my personal attitude is maybe don't record sound, and especially maybe not even SC4's soundtrack now, so maybe just stick to what you know and continue use of Camstudio, and just audioswap for a soundtrack, or talk over the video?They're trying to block all the previous Simcity games so everyone has to play the current disasterpiece? I swear, I can smell The Simpsons Game 2 coming from my studio...
I'm pretty sure EA is afraid of the NAM and the NAM Team. Although I never really wanted a release date, I think it was worth releasing it during SC2013's release and early days just to remind them that SimCity belongs to the players. Without the players, games wouldn't sell and the developers would go out of business. When I look at some of the positively dazzling content that has been released in the past few days (draggable FAR and WC sections, and MHW that actually resembles what it should have been in the beginning), I can see why they would be scared into trying to stop SC4 from being showcased. What will this do to the MD's that use YT videos?
Here's the thing, Fraps is the only one it seems that everyone can confirm gets the sound, but it takes too much memory, the higher the quality, which is vital for the viewer reading what the user is reading when their playing SC4, IDK how these other guys do it, CS has been known about that sound thing.
After seeing some YT accounts starting to get content notices, since now EA added SC4 content to the YT detection library system, my personal attitude is maybe don't record sound, and especially maybe not even SC4's soundtrack now, so maybe just stick to what you know and continue use of Camstudio, and just audioswap for a soundtrack, or talk over the video?
Regarding Prop Pox, do you only need the affected prop in your plugins for it to occur or do you actually need to plop a lot into the city?
And how are the folks at SimPeg handling it? Still same old same old?
Regarding Prop Pox, do you only need the affected prop in your plugins for it to occur or do you actually need to plop a lot into the city?
It has to be plopped in the city in at least one place.QuoteAnd how are the folks at SimPeg handling it? Still same old same old?
I haven't heard anything new on this issue from them. But that's just me.
Regarding Prop Pox, do you only need the affected prop in your plugins for it to occur or do you actually need to plop a lot into the city? And how are the folks at SimPeg handling it? Still same old same old?
MandelSoft: Happy birthday &apls &apls (sorry only now I noticed it)
SwordMaster: please, and please say it:
"these are dragable" %BUd% %BUd% %BUd%
Well, well, well, what do we have here?An accident waiting to happen? (Sorry, I live in Southern CA. People drive poorly enough around here without having to attempt to negotiates a roundabout with other drivers)
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/turborab_02.png)
Well, well, well, what do we have here?An accident waiting to happen? (Sorry, I live in Southern CA. People drive poorly enough around here without having to attempt to negotiates a roundabout with other drivers)
Looks fun though, and would be a very nice feature in the game.
-Matt
Well, well, well, what do we have here?
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/turborab_02.png)
Best,
Maarten
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/turborab_02.png)
The only issue I have is the hard angle on the inner part - maybe it could do with a more gradual transition?My thoughts exactly! The inner lane starts too "abruptly".
That's actually part of the design. It's a Dutch Turbo Roundabout (http://en.wikipedia.org/wiki/Turbo_roundabout#Turbo_roundabouts).
(http://i1.tinypic.com/xm8k1w.jpg)
-Alex
I think there's been a slight misunderstanding. I meant that the inner curve where the new lane starts is a bit sharp (and Patrick probably meant the same as well) as encircled here:
(http://i.imgur.com/KX4gCCI.jpg)
It just could be smoothed (is this the correct form of the verb? ;D) a tad.
It's great either way though and I look forward to seing more roundabouts from you guys :thumbsup:
- The first designs had more gradual lane entrances, like the one Tarkus showed. The problem of those was that some people driving on the roundabout thought their lane continued on the left instead of the right. Therefore, new designs have a more right angle, so you can clearly see a discontinuity of a starting lane.I've done a bit of research and came across this dutch publication of ir. L.G.H. Fortuijn (http://www.turbotrafficsolutions.nl/dissertatie/turborotonde_en_turboplein.pdf) about the whole development process of the turbo roundabout. This image explains the possible confusion:
@io_bg: No, this is not a misunderstanding. I've stated the reason for this already in my elaborate post above:Well, okay then. I guess it's just me liking smoothness everywhere in SC4 $%Grinno$%- The first designs had more gradual lane entrances, like the one Tarkus showed. The problem of those was that some people driving on the roundabout thought their lane continued on the left instead of the right. Therefore, new designs have a more right angle, so you can clearly see a discontinuity of a starting lane.
I haven't. It's complicated by the NWM mod, so I'll see if I can tackle it while that part of the NAM is overhauled sometime in the future. It's certainly planned.
Cheers
Willy
all draggable? great job ;DIt also looks like it's 7.5m high. &hlp
all draggable? great job ;DIt also looks like it's 7.5m high. &hlp
Is 7.5m road/avenue overpasses for RHW going to be available any time soon?
Maybe there should be no release date of any kind this time, since it caused a rush last time.
you are working fast ein? maybe too fast, you should take some time to sleep aswell ;) :P
Awesome work.
Are you planning on creating NWM overpasses too ?
Sounds good. I'd rather have what you have made so far than wait for the entire NWM to be ready before releasing everything at once.Awesome work.
Are you planning on creating NWM overpasses too ?
Thanks! :thumbsup: And to answer your question, yes, absolutely. That's actually part of the method behind the madness of going draggable. But the Elevated NWM side of things probably won't happen until after NAM 32.
-Alex
Sounds good. I'd rather have what you have made so far than wait for the entire NWM to be ready before releasing everything at once.
But wait, there's more . . .(http://xs-sniper.com/blog/wp-content/uploads/2011/12/billymays2.png)
-Alex
would u be able to drag the road thru an MIS starting piece ?
Thanks, guys! And I'm back with its Avenue brethren . . .
(http://i.imgur.com/da0YM0r.jpg)
-Alex
What's new Willy? ()what()
nice!! :thumbsup:
I wonder, is there any possibility that ave-far will ever be draggable? :p like roads are now
I have heard that as part of the next NAM Moonlights ELR and Monorail Mod is being completed; meaning that ELR and Monorail will be able to cross RHW etc and keep its texturing. Is this correct?
I have heard that as part of the next NAM Moonlights ELR and Monorail Mod is being completed; meaning that ELR and Monorail will be able to cross RHW etc and keep its texturing. Is this correct?
We've been working on it (I started on it, droric has taken over), but it's a surprisingly insane amount of work, and we can't make any guarantees. If we assemble things the way Moonlinght did, we're talking about thousands of models. The over-RHW models in the existing mods are pretty much useless as far as building compatibility with the newer RHW specs.
-Alex
Thanks for the update and all of yours and droric's work. I never would have imagined it would be thousands of models!
nice!! :thumbsup:
I wonder, is there any possibility that ave-far will ever be draggable? :p like roads are now
Hard to do because of the double-tile nature. It's more likely that all the pieces will eventually be FLEXed.
nice!! :thumbsup:
I wonder, is there any possibility that ave-far will ever be draggable? :p like roads are now
Hard to do because of the double-tile nature. It's more likely that all the pieces will eventually be FLEXed.
and therefore will have wealth textures right? :thumbsup:
Do you have anything you could put into a new "secret weapon" video? Because it's about time, unless you plan to release before Christmas...
If it's FLEXed, then the game sees it at least partially as a draggable item once it's placed, so yes. Another benefit to getting away from static PPs. There was an attempt awhile ago to actually make FA-AVE draggable, but it was quite awkward to use (and the AVE Turning Lanes were playing interrupting cow with it).
-Alex
what are the other benefits by the way? :-[
just curious, if FA AVEs are FLEXed, would we be able to intersect/cross them with other networks like streets, roads, and aves?
I was wondering why this El-R on Road Station...
http://community.simtropolis.com/files/file/12345-nam-elevated-rail-station/
... didn't make the cut?
I know according to most of the comments on the download page that it causes CTDs, but can't you guys SLURP it up?
Certainly. Since there are so many stations that need SLURPing. when I get going again in this department, I'll probably set up a request thread for stations that people want to have SLURPed, and those will have the highest priority.
Any RUL0 entry preceded by a ; is commented out and generally only present for H3ID reservation purposes. Generally the files for these pieces, if they exist, are not in the public release of the NAM.
Are you talking about the curves on the new ElRail over Avenue/RD-4 pieces? Because they're exactly the same diameter as the tight curves on Chicago's El Network.
Are you talking about the curves on the new ElRail over Avenue/RD-4 pieces? Because they're exactly the same diameter as the tight curves on Chicago's El Network.
Yes almost exactly, kinda like the smooth curves for Rail except a bit more compact for use in cities.Are you talking about the curves on the new ElRail over Avenue/RD-4 pieces? Because they're exactly the same diameter as the tight curves on Chicago's El Network.
Possibly. I'd have been referring to the actual GLR 90o puzzle piece, though (if it was me), since that piece is very sharp, the dual 45o method is generally unsatisfactory, and it's be kind of nice to even have a 2x2 smooth curve piece as that would at least present some uniformity among the various rail networks. From what I understand it's easier to implement this with the GLR, though certainly now that the 3d files have been made (for el-rail) maybe it would make a RRW-like effort on the 90o curves much easier...maybe a simple porting of the model, and a shift of the path files (those are referenced by x,y,z coords, right?) would be all that's necessary? I'm not sure of the coding necessary to replace the 45o curves by a new reference for two of them together, though...
Possibly. I'd have been referring to the actual GLR 90o puzzle piece, though (if it was me), since that piece is very sharp, the dual 45o method is generally unsatisfactory, and it's be kind of nice to even have a 2x2 smooth curve piece as that would at least present some uniformity among the various rail networks. From what I understand it's easier to implement this with the GLR, though certainly now that the 3d files have been made (for el-rail) maybe it would make a RRW-like effort on the 90o curves much easier...maybe a simple porting of the model, and a shift of the path files (those are referenced by x,y,z coords, right?) would be all that's necessary? I'm not sure of the coding necessary to replace the 45o curves by a new reference for two of them together, though...
No particular reason; there are just a lot of stations out there. Eventually, we'll SLURP them all. But right now, there's only one SLURPer; that's me, and I've got to get an RTMT release out before I can get back to SLURPing.QuoteI know according to most of the comments on the download page that it causes CTDs, but can't you guys SLURP it up?
Certainly. Since there are so many stations that need SLURPing. when I get going again in this department, I'll probably set up a request thread for stations that people want to have SLURPed, and those will have the highest priority.
Currently there is FAR 2 which shifts 1 tile every 2 tiles and FAR 3 which shifts 1 tile every 3 tiles. I extensively use the step method in my cities and it would be great to someday be able to shift to FAR for these roads but often my steps are not FAR 2 or FAR 3, but more like FAR 4, FAR 5, FAR 10. Is it possible? Could a new FAR angle be introduced each version?
If this gets implemented at some point, it is likely that the entire lightrail network needs to be given an overhaul, like what the RRW is doing for the rail network.
FA1.5 - Representative of 36 and 54 degrees; sections have a rise/run of 2/3 and 3/2Pardon the nitpicking, but technically, FA1.5 would be closer to 34° and 56°, going by the arctangents of those rise/run figures. To get closer to the intended 36° and 54°, the rise/runs would have to be 3/4 and 4/3, which would really make it FA1.333... (or perhaps FA1.3 for brevity's sake).
Pardon the nitpicking, but technically, FA1.5 would be closer to 34° and 56°, going by the arctangents of those rise/run figures. To get closer to the intended 36° and 54°, the rise/runs would have to be 3/4 and 4/3, which would really make it FA1.333... (or perhaps FA1.3 for brevity's sake).
Of course, given that the difference between FA1.5 and FA1.333 is very small, it might just be acceptable, especially when the more accurate pieces would have to be larger.
I wished that some NWM road pieces got a bit of attention on the NAM release after finishing up the RHW development because there are some bugs on it that breaks my heart, making impossible to use some nice roads styles in a nice way in some ocasions (I'm not talking about the elevated roads, I'm talking about some NWM roads tile reverting back to the odd maxis road style, mainly at crossroads) T_T
At least the researches that the NAM team is doing with RHW may help developing NWM draggable pieces in the future :)
EDIT: I'm pumped for the NAM 33.0, nice job NAM team, may the new RHW-2 draggable pieces reduces the mental fatigue that I get everytime I need to build a cloverleaf interchange :D &apls &apls &apls
I wished that some NWM road pieces got a bit of attention on the NAM release after finishing up the RHW development
I wished that some NWM road pieces got a bit of attention on the NAM release after finishing up the RHW development because there are some bugs on it that breaks my heart
We work on what we want to work on. That generally involves improving the RHW's stability and ease of use. Most of the time we just pick a date then try to get the bugs out of whatever we've made by that date. The little attention the NWM has received is mostly because Tarkus has been busy with IRL stuff.
Well, a orthogonal NWM crossroads that involves 1 road piece and 1 street piece making a crossroad "+" and some roads like ave-6 reverting back to the maxis road when I cross 3 railroads on it (only the pieces at the second railroad reverts back to the maxis road).
NWM intersections saw some work a few months back. There might be some things that make it into v33.
Also, that's also dependent, as mentioned, on what we want to work on. My priorities are still very high on decomissioning nearly all of the RHW puzzle pieces, and that's a task that can't be completed within one dev cycle, but would take many dev cycles, and I don't wanna just switch projects and leave something unfinished.
I would love to help...Can you post a tutorial on decomissioning on YouTube?
NWM intersections saw some work a few months back. There might be some things that make it into v33.
Ooooh! Like, maybe NRD-4 to Avenue? :popcorn:
Is that built from the one Tarkus made before? Also, a NRD-4 to Ave would be great as previously stated.
Is that built from the one Tarkus made before? Also, a NRD-4 to Ave would be great as previously stated.
Nah, I made the textures from scratch ;D
With Rivit's Texture bender, GIMP and Paint.net (The tools I use) I can pretty much make any transit texture. So the sky is the limit for me! :D
There will be more on this front so I will keep everyone posted. :thumbsup:
-eggman121
Is anyone working on an equivalent to the B2 and A2 turnout puzzle pieces for viaduct rail? They're the one real shortfallings in the viaduct rail offerings....
As with most of the NAM I think what we are trying to implement is some form of simplification of standards so new members can make content with available resources.
The Real High Speed Rail will basically be a higher speed version of the RRW and will be cross compatible in the future since monorail traffic can run on the rail network but not the other way around.
The textures and turnouts will be easy but many users would like catenaries but they are hard to make and T21. In short I can't do it alone. I don't have that much time.
Just a few things I am working on ;D
(http://i.imgur.com/eeG9LQI.jpg)
OWR Cloverleaf Interchange
(http://i.imgur.com/Ft8hH6i.jpg)
Road to Avenue Extended Transition
(http://i.imgur.com/Gh76Gg4.jpg)
NWM FlexCurves
-eggman121
We haven't quite reached feature freeze yet, so it's not certain what all will make this release.
-Alex
I am not ken on the NAM Team plans (or RL schedule), but even with that I think I can safely say that the NAM team would very much like to push out v35 well before Christmas.
Ideally the end of summer at the latest, even with everyone's RL schedule. I doubt Alex and Stephen want to hold on to their goodies that long, and some field testing of Willy and Stephen's work on draggable ERRW should be immensely helpful as well. I can't recall is Robin has been working on anything in particular, but he always seems to fill in the gaps, which is just as useful anyways when it comes to NAM releases and the inevitable bugs that accompany new versions.
But again, I don't actually know what they have going on, and speak with absolutely no authority when I say this. Remember that the NAM team likes to surprise people, and I expect to be fully surprised when they announce it (ok, maybe only partially since I'm a NAM associate, but you get the idea).
[...]
One idea that has crossed my mind is placing tutorials in the public space on how new content is made these days. The old way was churning out puzzle pieces but that became impractical when you consider all the functionality that has to be incorporated. One person that has been my mentor, inspiration and has led the way in the tools he has created is Memo who sadly has been inactive for quite a while. I have picked up many skills and would like to pass down his teachings in the NAM world. I wonder if that is an Idea that would interest anyone?
[...]
[...]
One idea that has crossed my mind is placing tutorials in the public space on how new content is made these days. The old way was churning out puzzle pieces but that became impractical when you consider all the functionality that has to be incorporated. One person that has been my mentor, inspiration and has led the way in the tools he has created is Memo who sadly has been inactive for quite a while. I have picked up many skills and would like to pass down his teachings in the NAM world. I wonder if that is an Idea that would interest anyone?
[...]
I for one would love to have some modding tutorials to learn how to make draggables. There are good puzzle piece tutorials out there, but they are really limited since many of the online tools have gone down. I can't promise any great products, but I'd love to use some tutorials to try out making draggable things.