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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: MandelSoft on October 31, 2012, 11:09:21 AM

Title: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on October 31, 2012, 11:09:21 AM
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphonybanner.png)

Project Symphony is an attempt to join the Maxis Highways (abbriviated as MHW) with the Real Highway Mod (RHW) by the total conversion of the MHW. The new MHW will have the specifications of the RHW. It looks like a RHW, it will ride like a RHW but it will be build like an MHW.

Initiated by jdenm8 and later on joined by MandelSoft, both NAM Team members, this mod will be a total revamp of the MHW, making it easier to construct than the RHW and will have a slightly more urban look than the RHW. Moreover, this can be a stepping stone to the usage of the RHW. After all, this mod is meant to work along with the RHW and the MIS (Modular Interchange System) for ever increasing flexibility.

If you are new to Project Symphony, please read this post.  It will answer many frequently asked questions about the network and its future development, and it is updated regularly.  If your question isn't answered by this thread, by all means, ask.

Preview shots
The following pictures sum up the current features and posibilities:

The pieces:

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphony_contents_01.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphony_contents_02.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphony_contents_03.jpg)

The features:
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphony_contents_04.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/projectsymphony_contents_05.jpg)

FAQs

1. Can this mod work side-by-side with the regular Maxis Highway
No. This mod is a complete replacement. However, this is an optional NAM component, so you can choose whether to install it or not.

2. This mod completely replaces my Maxis Highways. Can I keep all of them or do I need to demolish them?
Most of the draggable content will be ported over with no problems. Especially there will be quite a lot of diagonal functionality from the first release, something uncommon with other NAM items. However, you probably need to demolish the interchanges, since those are not converted due to lots of modeling work and vast underscaling. However, you will be able to build other kinds of interchanges as a replacement with some help of the RHW.

3. When will it be out?
As we from the NAM Team say: it will be ready when it is ready. Seriously, we have no idea when it's fully ready for distribution. Probably it will be included in the next NAM.

4. Will this mod be left-hand drive (LHD) compatible?
Yes, it most certainly will, as one of its developers works under LHD  ;)

5. What about the Euro textures?
They will probably be released simultaniously with the rest of the mod. One of the developers is already working on that front...

6. Why are there no starters on the ramp pieces?
This will allow you to build more compact interchanges. Starters tend to be in the way in quite some cases. There will be stubs however. You can use the starters from the RHW for the ramp construction. This decision may change in the future, possibly with the implementation of FlexRamps (of which I don't know how to make them).

7. Will pre-fab style interchanges ever come back?
No.  The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups, the underscaled dimensions of these interchanges and the massive number that would have to be made in order to account for all the networks both MHW and RHW renders the notion of plop interchanges impractical and unworkable. Semi-prefabs will probably the biggest components that will be realised.

8. How about bridges and tunnels?
The current Maxis Highway bridges have proven to be too hard to convert for now, so you have to use avenue bridges instead, or some of the new dual RHW-4 bridges. For the tunnels, there will be a 7.5m high ground level tunnel override available, which will require a custom slope mod (included in the mod):

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_tunnel_01.jpg)


On behalf of the NAM Team,
Maarten (MandelSoft)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: cmdp123789 on October 31, 2012, 11:13:00 AM
It's a great idea  &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Paul 999 on October 31, 2012, 12:23:42 PM
That last roundabout intersection looks cool! (toch hoop ik dat je nog haaietanden gaat toevoegen aan de euro textuur)  ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Getron on October 31, 2012, 01:25:15 PM
Mandelsoft and the rest of the team,

Great idee and work. Keep up.

When out I will definitely download and use it  :thumbsup:

Getron.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on October 31, 2012, 01:25:42 PM
Glad to see a dedicated thread to this project. I've seen a lot of MHW work over the years that has attempted to convert it to RHW or something else but most of that has been piecemeal work. Nice to see it's getting the attention it truly deserves.

It will be sad to see my extensive MHW network that I've been using since 2003 go, but it won't be in vain.

Those roundabout pieces look terrific! Best of luck on the project and I'll eagerly be paying attention and ready to do what I can to help out.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on October 31, 2012, 02:01:29 PM
A few points I wanna make:

I like to compare this to the BTM, since it overrides the models of a pre-existing network, unlike RHW or HSR, which are just override networks designed to complement or replace their respective counterpart networks.

What makes starters really tricky to deal is that they're generally slope-intolerant. It's a false intersection, but it's still an intersection, which flattens whatever terrain it's on. Plus, it takes up a tile of valuable space.

And countless NAM Team Members (Shadow Assassin's UHW, my RHW-4C, Tarkus's 6-lane MHW) have had similar ideas, but this right here (PS) may be the only iteration to even become a reality.

And what, no single-sided ramps? :P
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on October 31, 2012, 02:32:09 PM
FYI, the ramps are single sided. I've just placed them together ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: xannepan on October 31, 2012, 04:27:32 PM
One word: fantastic!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on October 31, 2012, 05:03:01 PM
Outstanding work once again guys  &apls &apls &apls  Those roundabout interchanges in particular are great and all these textures and models looks perfect  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: nas-t on October 31, 2012, 05:10:24 PM
Wow!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: pagenotfound on October 31, 2012, 05:40:26 PM
wow this is really awesome
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on October 31, 2012, 06:20:17 PM
Nice from you Mandelsoft to show us a "preview"of what's going to happen :thumbsup:
I found this project is very interesting!finally a way to put together MHW and RHW...I'm a RHW user but like the idea of having these two networks finally working together!I totally agree with you about prefab interchanges...better create interchanges as we do for RHW using MIS and flexy-fly...just one question...will this stuff be able to be overpassed by the new RHW levels 1,3,4(where planned...I mean MIS,RHW4)?
cheers
Gugu3
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: art128 on October 31, 2012, 06:36:41 PM
Certainly some interesting stuff with the MHW. I think it'll make more people use this long forgotten network!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on October 31, 2012, 06:53:07 PM
Certainly some interesting stuff with the MHW. I think it'll make more people use this long forgotten network!

Or make people who don't use RHW become more tempted to use RHW.

MHWs ain't that forgotten. People like Haljackey still find use for it, plus it's the only bridge-building network we have for RHW bridges wider than 6S.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: threestooges on October 31, 2012, 07:16:31 PM
Or make people who don't use RHW become more tempted to use RHW.
I can say that's the case for me. Nice way to bridge the gap into all the puzzle pieces for the uninitiated. Looks like great progress on this so far.
-Matt
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on October 31, 2012, 10:12:02 PM
A note about the ramps, They're as flexible as the Parallel Exit ramps from Rush Hour. They do not take up the entire width of the network and the flags we're using in RUL0 allow you to place them beside one another, opposite one another, in a staggered configuration and even in one case, on top of another piece (That last one is a bug and is probably going to be fixed). There are quite a few possibilities with it.

Also, this will adopt the textures of any Pre-P5E RHW Texture Pack you're using, because it uses (for the most part) modified ERHW-4 models. This may change in the future to the textures of any P5E RHW Texture Pack, but it'd require us changing a whole lot of material definitions.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: FrankU on November 01, 2012, 03:52:22 AM
Hey, a very good project! I will definitely use it when it's ready.

Just one question: how will the on and off ramps interact with roads and avenues? Or will I have to use RHW pieces for that?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 01, 2012, 04:47:51 AM
Also, this will adopt the textures of any Pre-P5E RHW Texture Pack you're using, because it uses (for the most part) modified ERHW-4 models. This may change in the future to the textures of any P5E RHW Texture Pack, but it'd require us changing a whole lot of material definitions.
I've already changed things to P57-Spec (gotta love the SC4ModelTweaker, it greatly speeds up my working speed.)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: gn_leugim on November 01, 2012, 05:58:18 AM
great work, and worth following  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 01, 2012, 07:39:19 AM
Hey, a very good project! I will definitely use it when it's ready.

Just one question: how will the on and off ramps interact with roads and avenues? Or will I have to use RHW pieces for that?

They don't. You will need to use MIS to connect from Type A/B exits to surface networks. We will not be replicating any significant part of the small Prefabricated intersections under any circumstances.


I've already changed things to P57-Spec (gotta love the SC4ModelTweaker, it greatly speeds up my working speed.)

Really? I didn't know that it was capable of that.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: chosenreject on November 01, 2012, 12:24:19 PM
sorry this might be a dumb question. will tunnels made with the Project Symphony MHW have a new texture/model to match this 4c set up? Or is there no way to change that?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 01, 2012, 12:31:17 PM


Posted by: chosenreject
on: Today at 11:24:19 AM Insert Quote


sorry this might be a dumb question. will tunnels made with the Project Symphony MHW have a new texture/model to match this 4c set up? Or is there no way to change that?


this is an interesting question...I was wondering the same thing...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 01, 2012, 01:46:08 PM
Yes, I could replace the MHW tunnel models. Unlike the RHW, the MHW actually has an in-game tunnel function.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: kj3400 on November 01, 2012, 02:41:56 PM
So this would mean we'd have a method for RHW tunnels-convert RHW to MHW. Excellent workaround if I ever did see one.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 01, 2012, 02:50:38 PM
So this would mean we'd have a method for RHW tunnels-convert RHW to MHW. Excellent workaround if I ever did see one.

&idea

Converting RHW-4 to this MHW override would solve that problem. Perhaps a model/texture could be made for a RHW-6S entrance since tiles and capacities are the same.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on November 01, 2012, 05:17:34 PM
Maarten, my friend, I have a question regarding the magnificent Symphony project. So it will be a part of the solid core of NAM or will be independent  and can be renewed without waiting NAM release cycles.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 01, 2012, 05:50:03 PM
Mandelsoft it's wonderful to know we will finally be able to build RHW/MHW tunnels in the game!!!!
hat off &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 01, 2012, 07:19:30 PM
Maarten, my friend, I have a question regarding the magnificent Symphony project. So it will be a part of the solid core of NAM or will be independent  and can be renewed without waiting NAM release cycles.

When I originally started on the project, I had intended it to be a separate package due to its nature.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Pat on November 01, 2012, 09:43:26 PM
Maarten one short word here, OMG!!! also maybe a Drooooooooool too wow!!! oooh wait so I guess thats like 3 lol but you get the point amazing and I cant wait to see more!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 02, 2012, 05:10:01 AM
This may be a stupid question/observation, but is only RHW-4 capable of this(as I see only RHW-4 screen shots)?

Will you be able to drag say RHW-6C's with this as well, or is RHW-4 the only possibility?

Another question, will I also be able to finally create interchanges between MHW and RHW without having to convert MIS to one way roads as well?

Even if the answer to my second is no, I will definitely grab this to use though, just for the tunnel functionality.

Awesome job and I love that roundabout interchange
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 02, 2012, 05:35:26 AM
This may be a stupid question/observation, but is only RHW-4 capable of this(as I see only RHW-4 screen shots)?

Will you be able to drag say RHW-6C's with this as well, or is RHW-4 the only possibility?

Another question, will I also be able to finally create interchanges between MHW and RHW without having to convert MIS to one way roads as well?

Even if the answer to my second is no, I will definitely grab this to use though, just for the tunnel functionality.

Awesome job and I love that roundabout interchange

To your first question probably not because 6C is 3 tiles wide and MHW is 2. Regarding the second question I would think so maybe the ramps might be starter-less so you could place your own.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 02, 2012, 05:45:07 AM
This may be a stupid question/observation, but is only RHW-4 capable of this(as I see only RHW-4 screen shots)?

Will you be able to drag say RHW-6C's with this as well, or is RHW-4 the only possibility?

Another question, will I also be able to finally create interchanges between MHW and RHW without having to convert MIS to one way roads as well?

Project Symphony is not a way to make RHWs draggable using MHWs, it's a way to make MHWs look like RHWs.

For your first question, no. The network you're seeing is technically not RHW-4, it's the MHW itself. For your second question, yes.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 02, 2012, 05:57:49 AM
thats cool.  Thanks GDO

Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 02, 2012, 06:52:39 AM
Maarten, my friend, I have a question regarding the magnificent Symphony project. So it will be a part of the solid core of NAM or will be independent  and can be renewed without waiting NAM release cycles.

When I originally started on the project, I had intended it to be a separate package due to its nature.
The current RUL code setup as I made it now allows that this component can be optional. If someone still wants to keep their old MHWs, They won't be getting the renewed Roundabout interchange and all other Symphony related stuff, but they still can use their old interchanges without problems. The only RUL-file that has been changed is the RUL0 (Puzzle Pieces), and since I've duplicated the MHW stuff I could use from previous NAM versions and moved them under their own button,  you'll either see only Symphony items (I've also made menu button blockers for the old content), or the standard MHW stuff.

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on November 02, 2012, 08:22:01 AM
Can the EMHW (converted to RHW like texture, of course ;)) go over the RHWs? And also, can those Maxis and NAM pre-fab interchanges (such as the Maxis cloverleaf or T-bone) be converted with the RHW texture? :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 02, 2012, 08:32:28 AM
Can the EMHW (converted to RHW like texture, of course ;)) go over the RHWs?

Yes. The only reason why they aren't actually in our working build at the moment (Last time I checked) was because the P57 IID scheme had yet to be finalised.


And also, can those Maxis and NAM pre-fab interchanges (such as the Maxis cloverleaf or T-bone) be converted with the RHW texture? :)

No. We may make pieces which ease the replacement of these old interchanges, but we will not be porting them. Existing ones will not have a modified appearance (They will carry their default MHWY appearances) and we have blocked the button that allows you to build new ones.

I have been considering doing a larger version of the T-Bone using modified FlexFly models, but it'd require models that have yet to be created.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 02, 2012, 09:29:41 AM
However, you can make MHW cloverleafs like this now:

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_cloverleaf_01.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_cloverleaf_02.jpg)

Yes, those ramps are brand-new ;)

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 02, 2012, 10:19:53 AM
Where is the drool button?  :shocked2:


Awesome work Maarten!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 02, 2012, 11:00:17 AM
Nice shots Maarten!can't wait to see some MHW/RHW interaction shots...like MHW cloverleaf with RHW and so on... :thumbsup:
amazing! &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 02, 2012, 02:58:34 PM
It's a fascinating project, and I like the name you have come up with. Creating a separate thread also simplifies things. As for myself, my MHW's are too entrenched to be converted to RHW-4's via Project Symphony (at least until the release of wider RHW bridges), but I will definitely download it just for the roundabout interchange functionality and add or remove it from my plugin folder depending on the city ()stsfd(). Like if I wanted to play a new city with roundabout interchange functionality and the Symphony MHW's I would have it in my plugins folder, but if I were to play with an older city I'd take it out and move it to my "reserve plugins" folder.

And countless NAM Team Members (Shadow Assassin's UHW, my RHW-4C, Tarkus's 6-lane MHW) have had similar ideas, but this right here (PS) may be the only iteration to even become a reality.

It is reminiscent of the RHW-4C idea, and could be considered an incarnation of the RHW-4C.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on November 02, 2012, 03:16:48 PM
That is one sexy beast of an interchange right there Maarten.  Any chance you'll make versions of those that work with B-style ramps?  I would prefer not to have that awkward bend of the A-style ramps.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on November 03, 2012, 01:36:18 AM
Well, for the stack interchanges, the Multi-Height Flex-Fly pieces will do the trick for building stack interchanges? :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: metarvo on November 05, 2012, 08:53:48 AM
The end of the MHW pre-fabs set off a flashing red signal for me, although I realize it must be done.  One of the very few remaining advantages the MHW had to offer was the prospect of building diagonal cloverleafs or T-bones.  Sure, the prefabs are badly out of scale, but they were there.  We don't yet have diagonal ramps for ERHW, so there will now be no good way to building diagonal highway-to-highway interchanges unless said ramps are eventually introduced.

With that cold water out of the way, this is a spectacular project!  I admit to using the MHW less and less as the years go by (except for the above scenario), so this will actually make it more usable overall for me.  The enhanced tunnel functionality alone is a big plus.  Nice work!

 :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 05, 2012, 09:08:10 AM
We don't yet have diagonal ramps for ERHW

We're changing Diagonal ERHW-4's geometry in the new RHW and the new EMHWY models have very similar geometry so... you never know...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: SimCity V6 on November 05, 2012, 09:46:12 AM
I honestly, don't really like this project. I prefer to keep the MHW the way it is and RHW the way it is, but still, I'm loving the interchanges!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on November 05, 2012, 10:04:13 AM
I honestly, don't really like this project. I prefer to keep the MHW the way it is and RHW the way it is, but still, I'm loving the interchanges!

Weird, you don't like the project but love the interchanges?

Also, if you want to keep MHW the way it is, then don't install this mod! Nothing will change for you then.


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 05, 2012, 10:14:43 AM
Wow, those are some spectacular looking ramps Maarten  &apls &apls &apls

Are they modular in 90 degree segments? 3x3 pieces? Obviously there's no sudden L2-L0 transition, just a graceful transition.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 05, 2012, 10:33:51 AM
The end of the MHW pre-fabs set off a flashing red signal for me, although I realize it must be done.  One of the very few remaining advantages the MHW had to offer was the prospect of building diagonal cloverleafs or T-bones.  Sure, the prefabs are badly out of scale, but they were there.  We don't yet have diagonal ramps for ERHW, so there will now be no good way to building diagonal highway-to-highway interchanges unless said ramps are eventually introduced.
 :thumbsup:
Ah, but haven't I told you that diagonal ramps and transitions are at the top of my priorities list? ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 05, 2012, 10:38:05 AM
That's amazing Maarten!considering that this transition ramps will be compatibile with RHW too...very very interesting ;D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Monorail Master on November 05, 2012, 10:56:15 AM
Excellent work on ths project Maarten!  :thumbsup:


But for me, I kind of have mixed feelings about this even despite how awesome it looks. 'Cause I use MHW+RHW together for dense urban enviroments, mostly for MHW branching off a section of RHW-6, RHW-8, etc. Then replacing a network of elevated AVE-4 with MHW, so that way the traffic can use the MHW-ramps to use the EL-MHW to transfer onto the RHW networks.

But once when P57 and Symphony comes out, I'll end up using RHW all of the time for my urban enviroments. ;D

Also about that El-Roundabout interchange. Is it just a 4-way interchange, or will we be able to use it for a 3-way interchange? Such as replacing a MHW T-bone with one of those.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 05, 2012, 04:53:39 PM
The end of the MHW pre-fabs set off a flashing red signal for me, although I realize it must be done.  One of the very few remaining advantages the MHW had to offer was the prospect of building diagonal cloverleafs or T-bones.  Sure, the prefabs are badly out of scale, but they were there.  We don't yet have diagonal ramps for ERHW, so there will now be no good way to building diagonal highway-to-highway interchanges unless said ramps are eventually introduced.

As for myself, I never used the diagonal pre-fabs much to begin with, so transitioning to RHW was no problem. Even in situations where diagonal pre-fabs were warranted, they looked too weird for me to use them in the RHW era.

Weird, you don't like the project but love the interchanges?

Who wouldn't love that roundabout interchange?

Quote
Also, if you want to keep MHW the way it is, then don't install this mod! Nothing will change for you then.

Exactly. One of the best characteristics of Project Symphony is that the MHW change is optional.

But once when P57 and Symphony comes out, I'll end up using RHW all of the time for my urban enviroments. ;D

I already do use RHW all the time for my urban environments. It takes up more space than an MHW but it's well worth it to me. At the risk of tooting my own horn, you can check out my Patrician Showcase at Simtropolis for examples of urban RHW's, from the current version of course. P57 will introduce new possibilities.

Quote
Also about that El-Roundabout interchange. Is it just a 4-way interchange, or will we be able to use it for a 3-way interchange? Such as replacing a MHW T-bone with one of those.

I hope that a three-way piece will be available. I wouldn't think it would be that difficult to make a three-way piece as well, but then again I'm not an expert on these sort of things.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 05, 2012, 05:26:44 PM
Ah, but haven't I told you that diagonal ramps and transitions are at the top of my priorities list?

Anyone drinking coffee would've seen coffee all over their monitor.

I hope that a three-way piece will be available. I wouldn't think it would be that difficult to make a three-way piece as well, but then again I'm not an expert on these sort of things.

I think the problem with a three-way RA interchange is exactly that. Roundabout interchanges are meant for low-level interchanging between two thorough highways, and not so much for one thorough and one terminating highway; Maybe a thorough and and a terminating arterial, but that's just it.

Quick and dirty way of achieving a three-way: Did you know you don't have to connect every ramp together?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 05, 2012, 05:38:27 PM
Quote
Ah, but haven't I told you that diagonal ramps and transitions are at the top of my priorities list?

 :o

That's what i struggle with every time I build RHW.

Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 06, 2012, 03:12:47 AM
Well, about the three-way Roundabout interchange, three things:

1) For the three-level roundabout it makes no sense; there's no MHW crossing it on top or at the bottom. So it will be two levels max.
2) For now, you can use the MHWxAVE-4 roundabout instead. Maybe I'll to the L2 two-level roundabout interchange later in three-way
3) As Ganaram said, they are low-capacity interchanges, when you really don't have enough room to build something better. However, I think I'll have a T-Bone piece ready too when this project will be released...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 06, 2012, 03:48:13 AM
Amazing Maarten!even if I'll use the prefab T-bone only if I will not be able to place a normal interchange made be me :thumbsup:
Anyway great job!agree with you for the roundabout interchange ;D
Cheers
Gugu3
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 07, 2012, 03:45:08 PM
However, I think I'll have a T-Bone piece ready too when this project will be released...

Question: In order to accurately replicate the MHW T-bone via Symphony-style, wouldn't a D1/E1 ramp piece be needed?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 07, 2012, 06:11:57 PM
1) For the three-level roundabout it makes no sense; there's no MHW crossing it on top or at the bottom. So it will be two levels max.

Hmm...yes that's right. So we don't really need a three-way piece beyond what would be required for a two-level ordinary roundabout interchange.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 08, 2012, 01:24:00 AM
However, I think I'll have a T-Bone piece ready too when this project will be released...

Question: In order to accurately replicate the MHW T-bone via Symphony-style, wouldn't a D1/E1 ramp piece be needed?
Yes. And they are on my to-do list...

Also, I got this ready yesterday:
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/mhw_l0_to_l2_transitions_01.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/mhw_l0_to_l2_transitions_02.jpg)

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 08, 2012, 03:06:25 AM
Wow, just wow.  Those are some stunning transitions, Maarten! :thumbsup:

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 08, 2012, 03:46:30 AM
sexy...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 08, 2012, 04:37:46 AM
Maarten that's amazing!!!!well done...
a bit off topic,but....since we are speaking of diagonal ramps...are there any plans to increment them in the RHW? :)
Cheers
Gugu3
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 08, 2012, 07:46:55 AM
Beautiful transitions Maarten! Although it's not as good for the traffic simulator, the aesthetics of the MHW network's diagonals are very good for urban areas. In the more distant future it'd be great to see cosmetic pieces for these, similar to your existing cosmetic exit pieces for RHW-4, but incorporated for diagonals.

Keep it up  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mave94 on November 08, 2012, 08:05:57 AM
That looks great! Project Symphony looks like a nice addition. It makes it much easier to make a nice-looking highway.  ()stsfd()

-Matthijs
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on November 08, 2012, 11:02:42 AM
Incredible, great job Maarten! Looks brilliant  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 08, 2012, 05:54:41 PM
The original concept made by Shadow Assassin I believe.
(http://img704.imageshack.us/img704/2030/rhwfhwmodifiedab5.jpg)

For a transition comparison, this is what the RHW looked like at the time:
(http://img705.imageshack.us/img705/9269/terransettlementmar1417.jpg)


More pics n stuff in my archives thread: http://sc4devotion.com/forums/index.php?topic=4575.0
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 08, 2012, 06:02:44 PM
The original concept made by Shadow Assassin I believe.

For a transition comparison, this is what the RHW looked like at the time.

The main difference that's worth noting is that the UHW retained all of the MHW prefabs and pretty much every single MHW model. It was merely a pathing and textural modification, whereas PS is a textural, pathing, and model replacement for the MHW that pretty much overwrites the entire MHW system in favour of an RHW-esque system.

All MHW prefabs will be mostly disabled and replaced with new PS semi-prefabs, and yes, there is crosslinkage with RHW. You just won't be able to drag RHW networks using PS.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 08, 2012, 06:35:48 PM
It's also interesting to note that Maxis originally planned SC4's highways to be 4 lanes only. An extra lane in each direction was essentially squeezed in prior to release to give a big-city feel to it. In addition, this may have had something to do with the EA takeover of Maxis which happened during SC4's development.

Here's a SC4 development video from 2002 showing the look of the 4 lane MHW.
http://www.youtube.com/v/3uRszq4OsF8

So in a sense Project Symphony will take the MHW back to its roots.  ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sim_link on November 08, 2012, 07:43:29 PM
Love the look of this project, especially that roundabout interchange. That will be really useful in high-traffic CBDs/Dense urban settings.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 08, 2012, 08:04:55 PM
what I like most about this, is it will now be easier to integrate both into cities and not have it look odd.
 
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 08, 2012, 09:16:27 PM
This is from our private discussions; Project Symphony's origins began with this: There were a few ideas floating around of how to implement an RHW-4C (or rather, special variants of the RHW-4), and mine was to use an MHW revamp.

I actually had a different ideal of an RHW-4C: A strategically revamped MHW, a resurrection of the UHW. It's aesthetically analogous to the diagonal 6C in terms of its median. Problems with this implementation: Cost and capacity differences.

(http://img849.imageshack.us/img849/1836/captureuhw4c.jpg)

This also revealed that there have been similar prototypes done by other NAM Team Members, such as Alex and Jdenm. Since then, JD and Maarten have picked up on the idea.

So there are several ways to look at this:

 - The current reincarnation of the UHW, which is consequently what Maxis originally intended for.
 - A "crusade" to make MHWs more in-line with RHW, and to get people into thinking in the RHW paradigm.
 - The RHW-4C that's been "missing" for years.
 - A "My First RealHighway" system, which was what it was jokingly called at first.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: c0rnh0li0 on November 09, 2012, 08:39:25 AM
Had no idea this was going on.
(http://data.whicdn.com/images/28118703/Amazing-Awesome-Face-Teary-Eyed-Kane-Clap_large.gif)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Aaron Graham on November 09, 2012, 01:30:11 PM
Stunning I have to say , keep it up. :D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: A Nonny Moose on November 09, 2012, 07:34:22 PM
What a nice development!  Congratulations to everyone.  I most certainly will look forward to this improvement.

I am beginning to think that, no matter what comes out of SC 2013, SC4 is immortal.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 10, 2012, 10:45:28 AM
Well, I broke one promise, but I think this will make quite some people happy...

Behold!

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_t-stack_01.jpg)

Pathing needs little tweaking though...
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_t-stack_02.jpg)

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: chosenreject on November 10, 2012, 11:43:23 AM



OMG how do i give rep points? that is amazing. those mis crossovers will seriously change this game!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 10, 2012, 12:20:40 PM
That's a really nice interchange you've got there!  :)

Hope this project will stay strong, and not fail like some other projects have.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: FrankU on November 10, 2012, 12:48:47 PM
Simply great Maarten!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 10, 2012, 01:02:22 PM
OMG how do i give rep points? that is amazing. those mis crossovers will seriously change this game!

Usually, you can PM a staff member with rep point requests.  I've gone ahead and given Maarten one on your behalf. :thumbsup:

Phenomenal stuff here, Maarten--I'm absolutely thrilled to see the long-planned RHWified MHW coming together so nicely! :)

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on November 10, 2012, 01:10:58 PM
Maarten I  am amazed from what i see , i don t know what to say , youre work is brilliant, even perfect. Keep up the good work on Project Symphoni, it has a great future.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 10, 2012, 01:46:13 PM
Is that a pre-fab interchange (you promised no pre-fabs)? From the looks of it it looks like it has several components. Either way, I like it, though I prefer acceleration and deceleration lanes...

...But if those lanes were present it would cease being the Symphony network, so I suppose it's okay  :-\.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 10, 2012, 02:03:23 PM
Is that a pre-fab interchange (you promised no pre-fabs)? From the looks of it it looks like it has several components. Either way, I like it, though I prefer acceleration and deceleration lanes...

It appears to be almost too big to even be a prefab, so my guess is that it's in pieces, like everything else.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 10, 2012, 02:05:48 PM
Awesome work Maarten  &apls  I am also curious if it's a single piece.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: spot on November 10, 2012, 02:29:10 PM
..Either way, I like it, though I prefer acceleration and deceleration lanes...

...But if those lanes were present it would cease being the Symphony network, so I suppose it's okay  :-\.

+1
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 10, 2012, 05:21:09 PM
Ermegerd that's sooooo cool!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 10, 2012, 06:31:10 PM
Holy crap that is simply awesome. 
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sneekypetepuma on November 10, 2012, 06:47:10 PM
Do you think you might be able to make some flyover pieces... I was feeling nostalgic about Sim City and would like to play it again...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 10, 2012, 08:09:36 PM
There already are flyover pieces, with the FLEXFly system included in the RHW.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 10, 2012, 09:25:52 PM
At the moment it is prefabricated and that probably won't change too much considering the specialisation of the components.
Then we have the whole Urban MIS and Standard MIS thing. At the moment it's entirely Urban MIS (A fake and limited, network that only really exists inside that puzzle piece), but if we were to break it into modular pieces, we'd have to turn it into Standard MIS.

So no, I don't see that particular interchange being broken up into pieces for placement, however I do see it being broken up to provide a larger model pool for ERHW.

Also, even in my original spec, due to the complexity of the T Bone, I had always intended for it to be prefabricated (It was the only one that I had allowed myself to be fully prefabricated in my imaginary spec). It's just very complex and uses very specialised pieces.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 10, 2012, 09:36:10 PM
At the moment it is prefabricated and that probably won't change too much considering the specialisation of the components.

Really...? I was hoping to build a T-bone using B1 and E1 ramps, not only A1 and D1 ramps...

I had a suggestion of having MIS fillers incorporated into Project Symphony, so with that in mind (and the B1/E1 thing), a T-bone could still be modular (save for the central piece).
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 11, 2012, 07:08:13 AM
^^ We can always do that. Besides, because this model includes some ramps and stuff, I can re-use them too for smaller puzzle pieces, like the D1 ramps...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Moonraker0 on November 11, 2012, 12:02:35 PM
This project looks so awesome.  I was wondering if it will properly interact with the HSRP.  The lack of compatibility between HSR and RHW is the only reason I occasionally use MHWs anymore.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 11, 2012, 12:28:23 PM
At the moment it is prefabricated and that probably won't change too much considering the specialisation of the components.

Really...? I was hoping to build a T-bone using B1 and E1 ramps, not only A1 and D1 ramps...

I had a suggestion of having MIS fillers incorporated into Project Symphony, so with that in mind (and the B1/E1 thing), a T-bone could still be modular (save for the central piece).

I was hoping for exactly the same thing.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wthrwyz on November 11, 2012, 01:18:34 PM
Well, I broke one promise, but I think this will make quite some people happy...

Behold!

<snip images>

Best,
Maarten

Happy? Maarten, you rock.  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on November 12, 2012, 09:09:04 AM
Can you show an MHW stack interchange in P57? :)) Are you planning new ramps for the stack interchange?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 12, 2012, 09:19:13 AM
Great idea, a RHWified MHW stack interchange would be great to have. Hope it isn't toooo challenging, because just thinking about is making me feel like an endless task. ()sick()

Can you show an MHW stack interchange in P57? :)) Are you planning new ramps for the stack interchange?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Monorail Master on November 12, 2012, 09:25:59 AM
Nice job Maarten!

Just thought about this a few minutes ago. Since Symphony/P.S. will replace all MHW with RHW-4/ERHW-4 networks, what about the NAM additional MHW Interchanges? Such as the MHW freeway stack, MHW Y-interchange, MHW Trumpet interchange, etc. Will Symphony remove them or what?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 12, 2012, 09:34:09 AM
^^ I had see this coming and the answer is no for three reasons:

1. Scale: I try to be reasonable with scale with these new interchanges. The T-stack is still a bit underscaled, but it does look OK. You've already seen how big the cloverleaf is and imagine how big a stack interchange or a turbine would look like, which brings me to point 2:
2. Maximum size of puzzle pieces. This is a hard limit for all puzzle pieces. Since all tiles of puzzle pieces are assigned with two digits of the IID (the sixth and the seventh digit are respectively for the X and Y position of a tile), the maximum size of puzzle pieces is dependent on the maximum values of these digits, which is 16 (or actually F if you count from 0 to F in hexadecimal). Because there's no way we can assign other IDs for that (the game assigns and arranges these pieces automatically), we can't make puzzle pieces larger than 16x16 tiles. The T-stack you see on the previous page barely fits within these dimensions (16x10). If you want a full stack, the ramps will be longer and then the only options are to either split the piece up, or cram everything into the tight space, which brings me to point 1 that I'll not do that because of unrealistic scale.
3. It is a tedious amount of work to complete one of these interchanges. I've only completed one T-stack, but there should be 4 (L0 x L0, L0 x L2, L2 x L0 and L2 x L2). Oh, and don't forget diagonals! See where this is going? I was lucky to find the time (and motivation) to do these pieces and 3DS Max is easing the job on modeling for some part. But most people don't even want to tackle such large pieces, mainly because of the huge effort involved.

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: w_swietwoot on November 12, 2012, 10:24:15 AM
Wow, looking very nice  &apls. That's all I have to say. Can't imagine the amount of work and time that goes into making this. Keep it up! :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 13, 2012, 02:35:25 AM
With the existing MHW you can drag MHW over each other and roads, AVE etc over MHW to make an auto overpass and diamond/T interchange. Will this draggable feature be made possible to make quick and easy diamonds or is it too hard on the modelling standpoint.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 13, 2012, 03:11:15 AM
Amazing Maarten!!!great job!!! &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 13, 2012, 04:29:53 AM
Will this draggable feature be made possible to make quick and easy diamonds

No. This is one thing I explicitly decided to not include because it's not hard at all to make one with the RHW pieces.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on November 13, 2012, 09:27:51 PM
Well, I meant the 4 level stack. Here's the diagram:
(http://upload.wikimedia.org/wikipedia/commons/6/6b/Stackinterchange.png)
Sorry for PNGs! :) Will you make modified FlexFly ramps for the 4 level stack
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: dragonshardz on November 14, 2012, 09:51:36 PM
Well, I meant the 4 level stack. Here's the diagram:
(http://upload.wikimedia.org/wikipedia/commons/6/6b/Stackinterchange.png)
Sorry for PNGs! :) Will you make modified FlexFly ramps for the 4 level stack

With the next release of RHW, this should be possible without using MHW.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 14, 2012, 10:29:25 PM
The 4 level stack is considered the holy grail of RHW modding. The Maxis Highway already has a stack piece included by the NAM... I wonder how difficult it would be to make a project Symphony variant. I would assume it would be quite the task, as only 1 of the 3 Maxis Highway Stack pieces for the NAM was actually made.

If you want to see the other examples, pay a visit to my SC4 archives thread (link in my signature).
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Dino007 on November 15, 2012, 02:12:37 AM
Can you also make acceleration/deceleration lanes?

And about the project:  :thumbsup: &apls :o ()flower()
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 15, 2012, 07:14:52 AM
Well, I meant the 4 level stack. Here's the diagram:
(http://upload.wikimedia.org/wikipedia/commons/6/6b/Stackinterchange.png)
Sorry for PNGs! :) Will you make modified FlexFly ramps for the 4 level stack
I knew exactly what you meant. See Reply #96.

Can you also make acceleration/deceleration lanes?

And about the project:  :thumbsup: &apls :o ()flower()
Currently, that would remain on the scope of the RHW at the moment. Maybe next version, but not now. There's still quite some basic stuff I need to do...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: apeguy on November 15, 2012, 10:48:31 AM
Some excellent stuff I've been seeing here, especially the roundabout interchanges. I'm looking forward to seeing this released, I've always been put off by the unrealistic scale of the MHW, yet it can be quite useful in some circumstances. I think this will definitely encourage more people to use the MHW. Keep up the excellent work. :thumbsup: :thumbsup: :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sneekypetepuma on November 17, 2012, 08:44:09 PM
Do you think you might be able to make some flyover pieces... I was feeling nostalgic about Sim City and would like to play it again...

Perhaps I should have been more descriptive:  flyover ramps that can go 3 levels or more... not just a curved bridge like the one that has been released already...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 18, 2012, 02:38:40 AM
^^ No need to double-quote your post. And no, that's still far away from a development point of view...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on November 18, 2012, 02:00:33 PM
Maarten, I would ask you to show a photo of another interesting thing about Project Symphony. When I look at the development of your models I really feel the ultimate pleasure. I can say hand on heart that I am a true fan of your work.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 20, 2012, 01:55:26 PM
Symphony goes underground... literaly:

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_tunnel_01.jpg)

Other neat stuff you can do with Symphony:

FAMHW:
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/famhw_preview_02.jpg)

Four level combinations of T-Stacks
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_t-stacks_collection_01.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/symphony_t-stacks_collection_02.jpg)
(Note: missing model has been fixed)

Some diagonal transitions:
(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/mhw_diagonslope_01.jpg)

(http://www.majhost.com/gallery/mrtnrln/SimCity4-Stuff/Project57/mhw_diagtransition_ave-4.jpg)

Well, those are my treats of today ;)

Best,
Maarten
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: xannepan on November 20, 2012, 02:06:56 PM
Amazing... This game will ge better and better!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Simcoug on November 20, 2012, 02:18:51 PM
FAMHW!!!!   &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mave94 on November 20, 2012, 02:44:38 PM
Treats!? This is just amazing, fantastic! :thumbsup: Just too much teasers for today. :D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 20, 2012, 03:27:27 PM
This makes me think, should I use MHW, or should I use RHW? They both are basically RHW right?

Yes! FAMHW and MHW/RHW Tunnels! :satisfied:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 20, 2012, 03:49:10 PM
Simply amazing is all that I can say! &apls &apls &apls &apls &apls &apls &apls &apls
with this stuff and the new RHW we will have a sort of new game to play with! :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on November 20, 2012, 03:58:38 PM
Every time I check this thread, I have to change my pants...

Brilliant as always Maarten.  Keep up the good work!  &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 20, 2012, 05:18:13 PM
Spectacular work   &apls   Diagonal on-slopes and avenue transitions, FA, tunnels and more  :o  And the medians are there through curves and everything, wish 6C had that! One small thing I noticed is the tunnel entrance/exits seem blocked by that light bar inside.

Fantastic!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: teddyrised on November 20, 2012, 05:29:20 PM
I couldn't thank you more for sharing the really spectacular work! To be honest, I really didn't expect FAR pieces to be included in project symphony... so it's definitely a very pleasant surprise.

More importantly, it's now possible to create RHW tunnels (sort of) with the remodelled maxis highway tunnels. Woohoo to unified look :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 20, 2012, 05:57:35 PM
More importantly, it's now possible to create RHW tunnels (sort of) with the remodelled maxis highway tunnels.

It's still considered impossible since you're still using another network's tunnels.

One small thing I noticed is the tunnel entrance/exits seem blocked by that light bar inside.

Actually, those lights (and those are the kinds of lights that tell you which lanes are open or not) are fastened above the tunnel entrance.

This makes me think, should I use MHW, or should I use RHW? They both are basically RHW right?

To answer your second question, it's technically not RHW, even though it relies on bits and pieces of the RHW, and is supposed to make you think like you're using RHW, but it's simply not RHW.

To answer your first question,... Use both. You know you want to. (And to answer the question you're probably gonna ask, yes, you can use both RHW and PS at the same time.)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Reform on November 20, 2012, 06:28:00 PM
I have to admit that I am very excited about this project.

One question did come to my mind, related to CO Cap relief. Is Symphony going to use RHW or MHW relief values, when neighbour connection is created?

While I am on the subject, does RHW still have 1000 as it's relief value, or was that number raised at some point? I took that number from Ensyclopaedia and I don't remember reading it was changed.

Thank you for working with this project. It is greatly appreciated.

- Ilja
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: teddyrised on November 21, 2012, 11:45:53 AM
More importantly, it's now possible to create RHW tunnels (sort of) with the remodelled maxis highway tunnels.

It's still considered impossible since you're still using another network's tunnels.

My bad. What I really meant is that, with the development of Project Symphony, we can create visually-unified RHW networks with RHW-looking tunnels, that don't require an awkward visual transition to an avenue/MHW tunnel :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on November 21, 2012, 01:35:31 PM
Lord Maarten photos are phenomenal and I thank you with all my heart for them. Tunnels and T-junctions will have tremendous application and effect. That was the thing that always lack the RHW, just maybe the splitter to the AVE-4 can be partially repaired.
Your work is just divine, perfect and I'm proud of you. When you have more pictures do not hesitate to share them with us again.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 21, 2012, 09:23:52 PM
MandelSoft's stream from earlier today shows Project Symphony in action.

Gotta say I'm impressed with the amount of stability this mod has even in its infancy. It also seems transition well to other networks.

Link to the video: http://www.twitch.tv/mandelsoft/b/341898799
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on November 22, 2012, 02:19:59 AM
Draggable smooth curves? Infinity panel? And it's too quiet, I can't hear a thing.

Draggable FAR? You found a workaround? That blows my FlexFAR out of existence!

EDIT2: What retaining walls are those?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 22, 2012, 06:44:57 AM
With all of these new features, I'm warming to Project Symphony more so than I was.

More importantly, it's now possible to create RHW tunnels (sort of) with the remodelled maxis highway tunnels.

It's still considered impossible since you're still using another network's tunnels.

Technically yes. However, we will "sort of" have RHW tunnels, in that we will have functioning tunnels with RHW textures.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 22, 2012, 09:10:57 AM
Saw your live Maarten!!!!very very nice...excited about the idea of hyaving far draggable roads!!!and of course about project simphony!!!just one thing I was thinking about...is some bridge model for this network going to be released?I know we can use the RHW4 compact suspension bridge but that's a nice bridge if you have to cross a big river...if you have a small river to cross that kind of bridge looks a bit without meaning(why a compact suspension bridge to cross such a small river??!! ::))
anyway great work!!!!
cheers
Gugu3
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 22, 2012, 03:02:18 PM
Technically yes. However, we will "sort of" have RHW tunnels, in that we will have functioning tunnels with RHW textures.

Still no.

One, it's considered absolutely impossible for RHW to have its own tunnels, and two, even if it did have its own tunnels, it's impossible to override them so that there's a draggable RHW tunnel for every network.

What I'm saying is that it's impossible to have RHW tunnels in the sense that you're thinking, simply because there's far too many networks and not enough base networks whose tunnels we can "borrow".

In other words, that's a dual RHW-4 tunnel. What about MIS? 6S? 8C? Those would need a funny workaround.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 22, 2012, 03:55:57 PM
Great stuff again  &apls  Do EMHW tunnels exist? If so it would be great to have them modded into an RHW-looking texture with 6 lanes, not elevated. Along with a simple transition to RHW-6 that would add great tunnel functionality. I won't get into the apparently sensitive issue of whether that would be an RHW-ish tunnel  :D

PS: could someone confirm that monorail tunnels are possible but that el-rail, ANT, and street tunnels are not?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 22, 2012, 03:58:03 PM
Do EMHW tunnels exist?

PS: could someone confirm that monorail tunnels are possible but that el-rail, ANT, and street tunnels are not?

EMHW tunnels exist, but they're meant for EMHW.

Plus, there are also Monorail tunnels, but no ELR, ANT, or street tunnels, or rather, no way to make them work without doing anything illegal.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 22, 2012, 04:23:09 PM
Do EMHW tunnels exist?

PS: could someone confirm that monorail tunnels are possible but that el-rail, ANT, and street tunnels are not?

EMHW tunnels exist, but they're meant for EMHW.

Plus, there are also Monorail tunnels, but no ELR, ANT, or street tunnels, or rather, no way to make them work without doing anything illegal.

Thanks Ganaram. I must say that it's hard to understand the purpose of an elevated network tunnel. Because of the real limitations the game imposes on tunnels it seems to make a lot more sense to commandeer the EMHW tunnel to a more important use. It seems to me like modding the tunnel entrance height, tunnel entrance paths, and tunnel entrance model could make it work fine for anything else we wanted it to work for--possibly even a two-tile, one-way "RHW" (yes, it would technically be an EMHW rather than an RHW). My personal opinion is that RHW-6 would have more use than, for example, twin RHW-10 tunnels. On the other hand, OWR-3 tunnels can function as slower, lower capacity workarounds for RHW-6 tunnels, though placing them adjacent to each other with traffic flowing opposite directions doesn't work*.

*Adjacent tunnels seem to need to be drawn from the same direction which I tried to get around by making the OWR-3 tunnels have bidirectional paths. It seemed to work but for some reason sims couldn't commute through it.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on November 22, 2012, 08:15:14 PM
Remember the base SC4 didn't have ground highways, so if you wanted to make a tunnel for highway it had to be for the elevated highway.

Maxis left them in when Rush Hour came out, and also added a tunnel for the ground highway.

Elevated rail doesn't require a tunnel as you can just transition it to subway, that's why they were never included.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 22, 2012, 08:38:04 PM
Elevated rail doesn't require a tunnel as you can just transition it to subway, that's why they were never included.

I always found that to be quite obnoxious, since it's not a true network transition. In other words, it requires a transit-enabled lot connecting two completely different networks. Plus, I'm more for tunnels that are flush with whatever you're ploughing through with a tunnel.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on November 23, 2012, 06:15:32 AM
Technically yes. However, we will "sort of" have RHW tunnels, in that we will have functioning tunnels with RHW textures.

Still no.

One, it's considered absolutely impossible for RHW to have its own tunnels, and two, even if it did have its own tunnels, it's impossible to override them so that there's a draggable RHW tunnel for every network.

What I'm saying is that it's impossible to have RHW tunnels in the sense that you're thinking, simply because there's far too many networks and not enough base networks whose tunnels we can "borrow".

In other words, that's a dual RHW-4 tunnel. What about MIS? 6S? 8C? Those would need a funny workaround.

Visually, it is a dual RHW-4 tunnel - if there was an actual dual RHW-4 tunnel, it would look very similar, and this tunnel is functional. So in other words it's functional eyecandy. Technically, you are right - it is not an RHW tunnel, and it cannot be expanded to the other RHW networks. However, it does look like a RHW tunnel. It is quite obvious that the tunnel is:

1) Functional
2) Has RHW textures and an RHW appearance (dual RHW-4 in this case)

That's what I'm trying to tell you.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 23, 2012, 06:44:57 AM
so technically you can't speak even of RHW bridges...since as far as I know the new models are all MHW based bridges,right?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 23, 2012, 08:22:22 AM
RHW bridges for single-tile networks (Like MIS, RHW-2, RHW-3, RHW-4 and RHW-6S) are perfectly possible. They just needed to be made.

Bridges for dual-tile networks (Like RHW-8S and RHW-10S) are MHW bridges that are pathed like and look like the dual-tile network. The same is true for RHW-4 and RHW-6S compact bridges.

Anything wider is impossible to build as a bridge.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: spot on November 23, 2012, 09:00:22 AM
http://community.simtropolis.com/files/file/24543-rhw-4-compact-suspension-bridge/

Its MHW tho :|
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Blue Lightning on November 23, 2012, 04:05:03 PM
Uh, yes, but if you read you'll notice its for RHW-4. The readme and the thread (http://community.simtropolis.com/topic/38660-maxis-highway-based-bridge-connection-tutorial) link both explain how to use such a bridge.

The way it works is that we have a nifty little override that converts the RHW-MHWY transition tile next to NULL into RHW (of whatever type) next to NULL.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 23, 2012, 05:49:43 PM
Epic modding from epic people eh? So will the ERHW networks get bridges too? (Going off topic i know)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Lach77 on November 24, 2012, 12:06:10 AM
Nice work on the tunnel but is there anyway it can be converted to a RHW-6 using only 2 tiles and then perhaps a puzzle piece to convert to a RHW-6C/S? I'd love to be able to get my hands on a wider, 6 lane higher capacity highway tunnel instead of just being stuck with 4 lane tunnels.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: pieman101 on November 24, 2012, 01:22:58 AM
 :o i think i just pee'd my pants.  JK!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 24, 2012, 02:25:59 AM
:o i think i just pee'd my pants.  JK!!!!!!!!!!!!!!!!!!!!!!!!!!

You'll have to clean up the mess.  We don't have janitorial staff. ::)

Regarding the myriad of tunnel-related questions, tunnels are messy creatures with a lot of hardcoded hooks, and there's also a lot of special RUL tricks applied to the Maxis Highway system that make the prospects of turning a 15m-high tunnel portal (the portal itself actually hits 23.5m by default) into a 7.5m-high tunnel portal very difficult.

This is what happens when trying to do so:

(http://i.imgur.com/BL1Y9.jpg)

It's not pretty, likely due to the bounding box property having some hardcoded back-end that was simply "parroted" in the exemplar by the developers, as is the case with most things dealing with tunnels.  Because of this, I wouldn't put a lot of stock into the feasibility of the notion of changing their level and width. 

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 24, 2012, 04:55:55 AM
^^ Yes, I have actually had to create a slope mod for this to make the tunnel portal fit, though the slope restriction isn't that strict...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on November 24, 2012, 05:50:38 AM
Though all of is hard coded stuff is it still possible to make those tunnels looking nice?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 24, 2012, 06:41:01 AM
I'm going to put into blunt words what everyone else has been politely saying. We can't get it working to a level we're satisfied with, so we are not doing it.

We cannot do Dual 6S tunnels since 6S has an overhang and the game doesn't punch a large enough hole in the ground for it to work. Not to mention that it'd be incompatible with most slope mods.

We can't change it into a wide RHW tunnel since there are things that the game does that are hardcoded, which makes it impossible. For example, the game uses the same path file for both sides which is true for the draggable sections as well. This is something we can't change.

Then there's the fact that only one type can be loaded for each tunnel. Maxis didn't use a system similar to the bridges and we can't just swap out networks willy-nilly. Removing the EMHWY tunnel may make more "sense" to those who know, but to the person who just loaded up an old city and had a heavily-commuted tunnel stop working because we've changed the function of an implemented game object to something that it wasn't intended for? That's not good modding practice for any game.

Since we can't do it to a standard which we find acceptable, we won't do it.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 24, 2012, 12:37:07 PM
Regarding the myriad of tunnel-related questions, tunnels are messy creatures with a lot of hardcoded hooks, and there's also a lot of special RUL tricks applied to the Maxis Highway system that make the prospects of turning a 15m-high tunnel portal (the portal itself actually hits 23.5m by default) into a 7.5m-high tunnel portal very difficult.

This is what happens when trying to do so:

(http://i.imgur.com/BL1Y9.jpg)

It's not pretty, likely due to the bounding box property having some hardcoded back-end that was simply "parroted" in the exemplar by the developers, as is the case with most things dealing with tunnels.  Because of this, I wouldn't put a lot of stock into the feasibility of the notion of changing their level and width. 

-Alex

Very interesting. So while the 23.5m height of the tunnel portal wouldn't be a problem, changing the level where the paths/road network enter the tunnel causes the bottom of the tunnel entrance to jump 15m? Do I guess correctly that the same type of problem would apply to using monorail tunnels for GHSR? Too bad Maxis made such things so difficult, how could they not have envisioned the need for an eventual RHW-6 tunnel back in '04?  :D

^^ Yes, I have actually had to create a slope mod for this to make the tunnel portal fit, though the slope restriction isn't that strict...
Yeah, my understanding is that any change in tunnel entrance height requires an altered terrain mod

I'm going to put into blunt words what everyone else has been politely saying. We can't get it working to a level we're satisfied with, so we are not doing it.

I don't think that anyone, certainly not myself, was trying to be offensive or demanding. Most of us can't see the things that you've tried to do that aren't possible so I hope you'll forgive us for inquiring about them. I hope that outside ideas and suggestions are still welcome in this thread.

Quote
We cannot do Dual 6S tunnels since 6S has an overhang and the game doesn't punch a large enough hole in the ground for it to work. Not to mention that it'd be incompatible with most slope mods.

I'm aware of that limitation and apologize for not making my suggestion more clear. What I had envisioned in my suggestion was a narrowed version of RHW6S, losing most of the median and a bit of the shoulder. That idea would require some kind of transition to a real RHW-6 and thus require NAM controller changes, putting it firmly outside the possibilities of independent modding. As mentioned above, any changes to tunnel entrance height require slope mod changes.

Quote
We can't change it into a wide RHW tunnel since there are things that the game does that are hardcoded, which makes it impossible. For example, the game uses the same path file for both sides which is true for the draggable sections as well. This is something we can't change.

Thanks for explaining.

Quote
Then there's the fact that only one type can be loaded for each tunnel. Maxis didn't use a system similar to the bridges and we can't just swap out networks willy-nilly. Removing the EMHWY tunnel may make more "sense" to those who know, but to the person who just loaded up an old city and had a heavily-commuted tunnel stop working because we've changed the function of an implemented game object to something that it wasn't intended for? That's not good modding practice for any game.

Of course tunnels don't work like bridges and the game only recognizes a single tunnel per network. There are workarounds though, for example STR and TTR can have tunnels, though obviously it's a matter of more than simply dragging a rail tunnel attached to the override network of your choice. You're right that any modding something like these tunnels could cause problems for some users and it would make most sense to release something like that as a separate mod or an optional component, a la DBE. Even Maarten's tunnel modding will cause small (cosmetic) problems for Symphony users if they don't have a slope mod with the correct tunnel entrance properties. Best practice modding takes account of potential problems for beginner users but shouldn't completely rule out anything that could ever cause some person some trouble if used incorrectly (DBE, pre-override HSR...). Perhaps 1% of users will ask where did my water go or why couldn't I draw monorail but they other 99% shouldn't suffer because they couldn't read the large red warning.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 25, 2012, 12:16:16 AM
I don't think that anyone, certainly not myself, was trying to be offensive or demanding.

I don't think that at all. It's more that it's been said at least three times that repurposing the EMHW tunnel wasn't likely to happen,

In other words, that's a dual RHW-4 tunnel. What about MIS? 6S? 8C? Those would need a funny workaround.

Because of this, I wouldn't put a lot of stock into the feasibility of the notion of changing their level and width. 

EMHW tunnels exist, but they're meant for EMHW.


And yet people keep requesting it.

Though all of is hard coded stuff is it still possible to make those tunnels looking nice?

Nice work on the tunnel but is there anyway it can be converted to a RHW-6 using only 2 tiles and then perhaps a puzzle piece to convert to a RHW-6C/S? I'd love to be able to get my hands on a wider, 6 lane higher capacity highway tunnel instead of just being stuck with 4 lane tunnels.

Great stuff again  &apls  Do EMHW tunnels exist? If so it would be great to have them modded into an RHW-looking texture with 6 lanes, not elevated.


I've been wearing a bit thin myself lately for some reason. I need to play more games.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 26, 2012, 10:58:53 AM
Well, I have some bad news: due to LODding and dimension issues, modding Maxis bridges is suspended for now for the first version of Symphony...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on November 26, 2012, 02:12:11 PM
 :'( :'( :'(
anyway what you've done is amazing!!!we can always deconvert to RHW and use RHW4 plain bridges or the compact suspension bridge! :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on November 26, 2012, 06:07:00 PM
That is a shame, but as Gugu3 says, what you've already done is absolutely amazing, and there are always alternatives :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Monorail Master on November 26, 2012, 07:34:31 PM
Well, I have some bad news: due to LODding and dimension issues, modding Maxis bridges is suspended for now for the first version of Symphony...


The timing...


Who doesn't hate Mondays?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 26, 2012, 07:37:50 PM
It's okay, we know you work so much on this and spend your precious time on it, but when something goes wrong with it, it's okay, we can find a workaround. :) Wait, it comes with a USA/Canada/Western version, right? %wrd
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on November 26, 2012, 11:04:40 PM
So the default bridges can't be changed, at least not easily or legally?

Then that compact RHW bridge will need LHD support. Why it doesn't already have it is beyond me.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jondor on November 26, 2012, 11:38:57 PM
So the default bridges can't be changed, at least not easily or legally?

Then that compact RHW bridge will need LHD support. Why it doesn't already have it is beyond me.

The default bridges are difficult to change, at least as far as the MHW is concerned, because bridges use RKT1 style models (i.e. prerendered low-poly models, one for each zoom and rotation, 20 in all) and the MHW model is baked in.

With the road bridges, it's a simple matter to duplicate all the models and RULs and slip in a flat plane just above the road deck and effectively re-texture it with minimal effort.  The MHW model is complicated and not so easy to just cover up.  Replacing the bridges would likely mean modeling all new ones.

At least as far as I know.  :-[
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 27, 2012, 01:37:50 AM
^^ I couldn't say any better, but that's exactly the problem I'm facing with. Not only that, but the bridges are also too narrow...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on November 27, 2012, 02:34:31 AM
Still, that means LHD users will have no way of building bridges.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 27, 2012, 02:41:22 AM
Not really.  All that needs to be done to make that bridge LHD compatible is clone handful of path files to a new IID.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: teddyrised on November 27, 2012, 02:59:56 AM
It's alright ;D folks like us would be more than happy to use substitute networks as bridges - I've been using avenues for side-by-side RHW4 bridges, anyway.

Modelling bridges does consume a tremendous amount of time and effort - so it shouldn't be called bad news at all. It should be called... future enhancements :) I know the NAM team has always strived to create an all-rounded, complete project before releasing it, but without the bridges - that sits just fine with most of us, I believe :D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 27, 2012, 03:12:03 AM
Still, that means LHD users will have no way of building bridges.

A. If a bridge is put in one of the right IID ranges, they'll be flipped by the game automatically.
B. One of the (Partially inactive) developers of this mod plays in LHD Exclusively.
C. All of the new Dual RHW-4 bridges (We haven't mentioned that there's going to be, I think, two new ones) have functioning LHD packages.
D. The only currently released Dual RHW-4 bridge does have an LHD package, but it was never included with it for some reason. I'll do some work to dig it up and post it.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: catty on November 27, 2012, 04:21:02 AM

I have removed the previous post in this topic, I would like to remind people that being dis-respectfulness to other people on this site will not be tolerated.

catty
Global Moderator
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 27, 2012, 06:23:58 AM

I have removed the previous post in this topic, I would like to remind people that being dis-respectfulness to other people on this site will not be tolerated.

catty
Global Moderator

Its sad that things like this have to happen. 

Sure I am upset that I have to narrow down RHW to an RHW-4 for bridges, but I am grateful that I can at least connect them to a ground level MHW to build a bridge so at least the Bridge has 3 lanes.  Sure not having to narrow down would be great, but I also understand that it will be time before that is possible and completely understand.  I wish many users would grasp the concept that people are doing this on their free time, and at any time, they could simply stop and all work they did could be lost at any time as well, and negative comments could make some go "over the cliff" so to speak.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 27, 2012, 06:39:12 AM
^^ Well, there are always the new dual RHW-6S bridges that come with the new NAM. Also, there will be RHW-6S, 8S and 10S (single-sided) available in the next NAM, so the amount of narrowing down bridges will be limited.

I'm not happy that a moderator had to intervene in this situation, though it still makes me curious what the actual message was (even when it was offensive directed to me. I have moderator experience over at ST and I know how to handle these things mentally. Aw well, I'm just a curious person after all)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 27, 2012, 06:52:38 AM
I'm not happy that a moderator had to intervene in this situation, though it still makes me curious what the actual message was

It really wasn't relevant to NAM dev in general. (And no, it wasn't for you, either.)

Back on topic... You think the talk about tunnels and bridges is worth including into the FAQ?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on November 27, 2012, 06:55:27 AM
That makes me curiuos, for the 8s and 10s bridges, will they be made using MHW? If so, how will they be one wayed? %confuso

I have so many questions about this. $%Grinno$%
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on November 27, 2012, 06:59:08 AM
That makes me curiuos, for the 8s and 10s bridges, will they be made using MHW? If so, how will they be one wayed?

It's more of an RHW-related question, but yes. You drag them the same way you would do with an RHW-4 or OWR bridge: In the direction you want it to go in.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on November 27, 2012, 11:00:31 AM
Back on topic... You think the talk about tunnels and bridges is worth including into the FAQ?
Yes, I'll do that ASAP.

EDIT: Done!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sim_link on November 27, 2012, 11:29:55 AM
Love the look of the MHW tunnels under Project Symphony. Nice work! :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: TEG24601 on November 27, 2012, 12:43:55 PM
I'm really enjoying the ideas behind this project.  One question though, has there been any testing on Macs?  I'm curious, since there are some NAM components that are not Intel Mac compatible, and I would love to know that this has been tested and will work on my machine.

TEG
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: pieman101 on November 27, 2012, 01:34:05 PM
I'm really enjoying the ideas behind this project.  One question though, has there been any testing on Macs?  I'm curious, since there are some NAM components that are not Intel Mac compatible, and I would love to know that this has been tested and will work on my machine.

TEG

I to am a mac user and all I can say right now is wait and see. and if it isn't mac compatable there is always file juicer
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on November 27, 2012, 07:06:12 PM
^^ Well, there are always the new dual RHW-6S bridges that come with the new NAM. Also, there will be RHW-6S, 8S and 10S (single-sided) available in the next NAM, so the amount of narrowing down bridges will be limited.

I'm not happy that a moderator had to intervene in this situation, though it still makes me curious what the actual message was (even when it was offensive directed to me. I have moderator experience over at ST and I know how to handle these things mentally. Aw well, I'm just a curious person after all)

Cool, I must have missed the post where that was mentioned. 

But yeah, I am excited for this project to be released because this is something that will make the game so much better, blending the two forms of highways.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Shadow Assassin on November 27, 2012, 07:54:01 PM
Back on topic... You think the talk about tunnels and bridges is worth including into the FAQ?
Yes, I'll do that ASAP.

EDIT: Done!

Speaking of bridges (yeah yeah :p) - is the default plain Maxis HW bridge (the true 3d one) still getting overridden for Symphony?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: packersfan on November 27, 2012, 09:20:36 PM
NAM Team refuses to stop impressing me.  Sad how things like this can be developed in people's free-time but can't be developed for an actual out of the box game.  You guys are geniuses.  Looking forward to playing with this.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: TEG24601 on November 28, 2012, 12:12:12 AM
I'm really enjoying the ideas behind this project.  One question though, has there been any testing on Macs?  I'm curious, since there are some NAM components that are not Intel Mac compatible, and I would love to know that this has been tested and will work on my machine.

TEG

I to am a mac user and all I can say right now is wait and see. and if it isn't mac compatable there is always file juicer
I was more concerned with it running.  Some NAM components cause SC4 to die when running on Lion and Mountain Lion, and I am hoping that this will not be one of them.

TEG
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on November 28, 2012, 12:20:00 AM
One question though, has there been any testing on Macs?

No. Nobody active on the NAM Team plays the MacOS version of SC4 since none of the modding programs work on Apple Computers out of the box.

Then there's the fact that...

(http://www.majhost.com/gallery/jdenm8/other/cd51cb73-8825-42d3-a9b0-3dd6401b05cb.jpg)

I've read that the Aspyr port is just plain bonkers expensive considering its age.

You'll always have the optimal experience on the Windows version since it's the most stable version and the one that all the modding software is written to run with. Not to mention that it's the version we use the most.

EDIT: Corrected post in light of Tarkus' post.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on November 28, 2012, 01:40:43 AM
To my knowledge, there are a couple semi-active NAMites that do actually use Macs (memo and Jonathan), but they do all their SC4 stuff on a separate Windows computer, or run the Windows version on dual-boot.  GoaSkin was also a Mac user back in the day, and AFAIK, the only NAM Team member who's run the Aspyr port while being active--if he were around, he'd probably get to the bottom of it, but alas, he hasn't been on the site in 2 years.

Because of the lack of modding tools on the Mac side, it does complicate the testing a great deal.  And the issues that have been reported (CTDs from the High ElRail/Monorail Plugins and the Bridge Controller) are just strange.  We've never figured out where to even begin.  The only vague possibility that's been hinted at is that there's something with  the High ElRail/Monorail models that Intel Macs on post-Rosetta MacOS don't like, but that doesn't really explain the Bridge Controller. 

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: TEG24601 on November 28, 2012, 12:33:58 PM
To my knowledge, there are a couple semi-active NAMites that do actually use Macs (memo and Jonathan), but they do all their SC4 stuff on a separate Windows computer, or run the Windows version on dual-boot.  GoaSkin was also a Mac user back in the day, and AFAIK, the only NAM Team member who's run the Aspyr port while being active--if he were around, he'd probably get to the bottom of it, but alas, he hasn't been on the site in 2 years.

Because of the lack of modding tools on the Mac side, it does complicate the testing a great deal.  And the issues that have been reported (CTDs from the High ElRail/Monorail Plugins and the Bridge Controller) are just strange.  We've never figured out where to even begin.  The only vague possibility that's been hinted at is that there's something with  the High ElRail/Monorail models that Intel Macs on post-Rosetta MacOS don't like, but that doesn't really explain the Bridge Controller. 

-Alex
Thanks for the info Alex.  I always thought that the Controller and High Rails had to do with endianess (as that is really the only difference between the x86 and PPC chips, likely conflicting IDs for the systems.  In any case, it gives me another excuse to work on getting Crossover working with SC4, as the new issue, is that on Mountain Lion, you can't play more than about 20-30 minutes before the application hangs and you have to force quit.

Again thanks for the info, looks like I have some work to do.

TEG
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Meastro444 on November 29, 2012, 10:23:58 AM
I love it! &apls

How will this integrate with the flups pieces? %confuso
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on December 10, 2012, 10:33:26 AM
*thud*

(http://cloud.steampowered.com/ugc/938135151787762226/68E330D23C237A0FB39C501795CC366AD2170E47/)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gugu3 on December 10, 2012, 10:38:36 AM
 jdenm8 that is realy nice!!!very nice city and of course Highway :thumbsup:but do I see a piece of MHW in the bottom right interchange???Problems with revamped MHW over mis?
anyway great job again
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MTT9 on December 10, 2012, 10:39:29 AM
It's looking great! Can't wait for it :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on December 10, 2012, 10:51:31 AM
but do I see a piece of MHW in the bottom right interchange???Problems with revamped MHW over mis?

I'm guessing the MHW-RHW models weren't integrated, but I can't confirm it at this point.

I'm gonna say the same thing I said back in the RHW thread: Tis the season to be teasin. (Disclaimer: It doesn't mean we're close to release; It means that we're teasing what has been developed thus far. Trust me, there's still a lot to do, especially in RHW land.)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on December 10, 2012, 02:14:54 PM
That particular piece is not yet replaced due to (you guessed it) P57 re-identification.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on December 15, 2012, 07:16:11 AM
So then this project will only be complete after project 57 is complete, am i correct?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on December 15, 2012, 08:48:53 AM
It will most likely be released at the same time. Unlike most other modders, we have access to the internal NAM Documentation that defines the IID Scheme that P57 RHW uses.

I would have made the override back when I was first doing them earlier this year, but P57 had its IID scheme shuffled around right when I was going to make them, so it would not have been an optimal situation for me. As for now, we just haven't made them yet.

And before you ask, we are considering releasing this information sometime after NAM31 is released
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Shadow Assassin on December 21, 2012, 06:09:52 AM
*whistling sound as something falls from the sky*

(http://www.ld-host.de/uploads/images/e35b0c9601a52045fb6bb2e84824037d.jpg)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: gn_leugim on December 21, 2012, 07:21:35 AM
that sir, is awesome  :thumbsup: :thumbsup: &apls &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: metarvo on December 21, 2012, 07:22:34 AM
So, which way is north there?  It's kind of hard to tell.  ()stsfd()  Good work!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tilarium on January 03, 2013, 05:39:16 PM
LOVE THIS!   &apls  Can not wait for it to be released. 
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wilfried on January 07, 2013, 06:24:16 AM
Guys, this is perfect, the best thing that could happen to the MHW.  ;D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: FrankU on January 07, 2013, 07:28:52 AM
Thud.....
(kind of noise-burst with decreasing volume as if somethig hit the ground)

..... sorry guys, I had to pick myself up from the floor.... It seems like I have been lying there for several minutes....

Wow!
Like it!
Yes!

*whistling sound as something falls from the sky*

<snip>

Mod Edit: Removed unnecessary quote of SA's big image. - CasperVg (7-1-2013)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on January 20, 2013, 05:54:02 AM
What's the progress now?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on January 20, 2013, 06:03:06 AM
Not much, as it is already ready for its first release in the NAM 31. But we have to get the stuff for other mods ready first before we can march on to test and package everything for the final release ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on January 21, 2013, 06:56:00 PM
Can we say that the Symphony will be ready and released on March 1 or this will happen later?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on January 21, 2013, 07:07:48 PM
As per Maarten's post above you, it'll be part of the NAM 31 cycle.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on January 21, 2013, 07:14:36 PM
Alex maybe you you have no idea but in Bulgaria on March 1 is very big celebration from pagan times. Now you will really give something great and memorable and I am grateful that you rebelled against one of the main rules "fail to communicate the release date." I pray that this practice will remain in the future.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Jack_wilds on January 24, 2013, 03:17:03 PM
hello maarten and symphony co-patriots...

watched the utube vidstream... its very exciting...  &apls &apls &apls looking forward to its release, can't adequately state my enthusiasm for this project as it will complement the next NAM very well...  :thumbsup:

hang in there to finish it as its worth it...  :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on January 24, 2013, 03:18:33 PM
Great Video Maarten, I look forward to the second part - it's just amazing!

http://www.youtube.com/v/2X3xGetwGmk
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on January 24, 2013, 08:17:49 PM
I hope something can be done about the autoramps and autobridges (and yes the latter are actual bridges)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: metarvo on January 25, 2013, 08:23:37 AM
I just felt a shock when I saw that.  This sort of kills two birds with one stone: it breathes new life into the MHW and makes it worth using again, and it provides a means by which an RHW-4C which some of us have wanted at one time or another can be simulated.  Good work, NAM Team!

 &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on January 25, 2013, 03:30:09 PM
auto ramps/diamond intersections would be cool.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on January 25, 2013, 08:07:06 PM
auto ramps/diamond intersections would be cool.

Not really the point of Symphony. That stuff can easily and quickly be built by you. We will only be prefabbing the hard stuff like the T-Bone. Nothing else.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Durfsurn on January 25, 2013, 08:49:43 PM
still good to know thanks!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on January 25, 2013, 11:28:09 PM
But then you'll need something to deal with the autoramps...
Might as well just disable it...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on January 25, 2013, 11:36:27 PM
We can't deal with the Automatic ramp configurations, if we disable them for symphony, they'll be disabled for everyone, even people who don't have it installed.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on January 30, 2013, 11:14:56 PM
As Gugu3 mentioned, where nobody answered, will there be diagonal ramps? And also will there be special pieces for making a diagonal cloverleaf?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on January 31, 2013, 12:27:40 AM
We don't know.  At the present time, no.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on January 31, 2013, 05:05:01 AM
Currently, due to the complex nature of these diagonal rams, especially the fact that it will be hard to place two next to each other, there are none at the moment. It would also require a whole new scala of transitions and such...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on February 01, 2013, 11:39:35 AM
Well, for the autoramp disable, why won't you make it an optional feature to disable it? Impossible?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: memo on February 01, 2013, 11:56:35 AM
It would entail another copy of the controller which is a no-no. We can hardly keep a single controller file synchronized.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on February 06, 2013, 07:44:47 AM
Maarten sorry if I worried, but I was wondering if there was any progress with Part 2 of the video for Project Symphony, and in particular the construction of intersections.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on February 06, 2013, 07:56:06 AM
Well, I will re-record the video, this time better prepared (and with the P57 in better shape)...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on February 06, 2013, 08:14:32 AM
Well, I will re-record the video, this time better prepared (and with the P57 in better shape)...

I wish you luck with this and I watched this video with great delight and pleasure.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jcluvzgamez on February 06, 2013, 12:13:31 PM
WOW!!!!!! I just saw part 2 of Project Symphony videos. I'm still drooling. That T stack is unreal! There seriously  needs to be a drooling smiley face!     &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on February 06, 2013, 02:34:29 PM
The best video I've ever seen.

http://www.youtube.com/v/pyECUEa2Li4&feature
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MTT9 on February 06, 2013, 03:17:46 PM
Wath an amazing video Maarten! Can't believe all the great features we will have soon :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on February 06, 2013, 11:56:11 PM
:o OMG! My laptop just blew up because it can't handle the awesomeness! GREAT JOB MARTEEN! Will there be an Elevated to Elevated Cloverleaf piece? (L3 to L2)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on February 07, 2013, 12:07:48 AM
There's no plans for an L3 Symphony MHW, so I'd imagine the answer would be no.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on February 07, 2013, 01:48:04 AM
So that means, in this release, there will be no Elevated to Elevated MHW cloverleafs?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: teddyrised on February 07, 2013, 02:13:47 AM
Breathtaking work you have there, Marteen! I like it at the very last part of the video where is it entirely possible to interface an avenue piece with the elevated roundabout piece. That's just brilliant &apls

So that means, in this release, there will be no Elevated to Elevated MHW cloverleafs?

Not in a single piece, I suppose. The default MHV cloverleaf pieces are awfully underscaled compared to the rest of the items in the revamped MHW.

And I implore everyone to refrain from probing, and give the NAM team a peace of mind while they try their very best testing and ensuring the upcoming release is stable, functional and, of course, awesome :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Jaris on February 07, 2013, 02:26:06 AM
Two questions:

1. Will there be a 2-level roundabout interchange with the roundabout on the ground? Would look sweet ;)
2. Will it be possible to mix theese Symphonie pieces (for example the cloverleaf-loop) with RHW? So you could use the cloverleaf-loop, but make some nice slip-lane setups with RHW?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on February 07, 2013, 02:29:19 AM
Two questions:

No (unfortunately), and yes (duh).

And I implore everyone to refrain from probing, and give the NAM team a peace of mind while they try their very best testing and ensuring the upcoming release is stable, functional and, of course, awesome

^ This.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on February 07, 2013, 02:37:03 AM
Two questions:

No (unfortunately)

Actually...

(http://cloud-2.steampowered.com/ugc/596957419800327447/323BABE724803CC92F8A087D838EB93C00933A2A/)

That pic was taken over a year ago and the mod is in much better shape now than it was then.

It's a straight-up override of the MHWY over Roundabout puzzle piece in the Avenue Roundabouts menu.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on February 07, 2013, 02:41:40 AM
Actually...

Oh, THAT roundabout... For the record, not exactly a new piece but a retrofitting of an existing piece, which (to me) doesn't constitute as new.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on February 07, 2013, 04:40:47 AM
Anyway, will that Avenue Viaduct to MHW be converted to Project Symphony specs? Or it has been already?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on February 07, 2013, 04:48:27 AM
Anyway, will that Avenue Viaduct to MHW be converted to Project Symphony specs? Or it has been already?

Refer to:

And I implore everyone to refrain from probing, and give the NAM team a peace of mind while they try their very best testing and ensuring the upcoming release is stable, functional and, of course, awesome

And:

We're not in a state in which "is this possible?" questions ("ITPs", which, often times, are simply probing requests, or "requestions") are really readily answerable.

In other words, please refrain from asking questions about trivial things, or things that have already been answered. All it does is slow everything down.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on February 08, 2013, 10:34:35 AM
Although figuring out what is going to be in the release is a worthwhile activity, I would also ask everyone to keep probing to a minimum. All will be revealed on March 1, and I for one am going to "chill" for the 21 days remaining until the release  :satisfied:.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Jack_wilds on February 08, 2013, 05:23:52 PM
I, for one, am standing by -til that day  :)  :satisfied: ... so I will chill; I hope others will read this and heed it...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on February 08, 2013, 10:14:39 PM
There's nothing wrong with asking about certain features or possibilities. As a matter of fact, it's been the first step towards NAM membership for many currently on the team (this (http://sc4devotion.com/forums/index.php?topic=1444.msg394828#msg394828) was my fifth post on SC4D - I think I should tackle that piece sometime). It is a problem, however, if it's the same person asking incessantly and without apparent objective other than asking. This has nothing to do with just the NAM, but everything in the SC4 world and life in general.


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on February 10, 2013, 06:58:31 AM
Okay, I'll just chill now and wait for 3/1 to do some bug reporting, etc. ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on February 18, 2013, 11:30:45 PM
Looks like Project Symphony works with a multi-highway setup:

(http://i.imgur.com/4GCqq3g.jpg)

I might want to do something about those trees though.  :P
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on February 18, 2013, 11:45:08 PM
I might want to do something about those trees though.

I'm guessing that, judging from old videos where you had planted trees along the sides of an MHW (but still on the MHW tile itself), the MHW "bounding box" is still applying itself to the PS models.

It looks better if it were just bushes, not fully-grown trees. (It'd look weird with fully-grown trees. inb6 plant barrier mod.)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Haljackey on February 19, 2013, 12:50:46 AM

I'm guessing that, judging from old videos where you had planted trees along the sides of an MHW (but still on the MHW tile itself), the MHW "bounding box" is still applying itself to the PS models.

It looks better if it were just bushes, not fully-grown trees. (It'd look weird with fully-grown trees. inb6 plant barrier mod.)

Yup pretty much. Here's a pic of the same area with Symphony removed.
(http://i.imgur.com/rYum3mN.jpg)

Crazy how you go from 8-12 lanes and yet you still have room for a couple tree-lined medians. That should tell you that the MHW is a really tight squeeze.  :D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on February 19, 2013, 07:23:58 PM
I can't wait for symphony to be released.  I will be using it along with RHW now
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on March 01, 2013, 08:21:07 AM
I can't wait for symphony to be released.  I will be using it along with RHW now

The moment always seems so far away, and yet here we are on March 1. Since there is less than 17 hours left until midnight March 2 in the Pacific Time Zone, within that time I expect to have NAM 31 (along with Symphony) installed and ready to rumble.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on March 02, 2013, 07:56:07 AM
Well, I guess I have the honor of being the first non-NAMite to post an interchange using Symphony components. I believe it is of relevance to this thread. MandelSoft has done a great job with the Symphony project, and NAM 31 is turning out to be a powerful and intuitive mod.

(http://i408.photobucket.com/albums/pp163/Patricius_Maximus/1-1516.jpg)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Paul 999 on March 02, 2013, 08:30:48 AM
Thanks for the new NAM! I spotted a bug in project Symphony, all the overpass puzzle pieces give the old texture after plopping.  I used the euro texture version.

This mod give the maxis highway a total new life, and i think that i go use this mod.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on March 02, 2013, 08:34:30 AM
Odd, I've seen other people installing it without problems. Have you checked if you installed the Euro Textures from the latest NAM?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: [Delta k5] on March 02, 2013, 08:43:20 AM
Thanks for the new NAM! I spotted a bug in project Symphony, all the overpass puzzle pieces give the old texture after plopping.  I used the euro texture version.

This mod give the maxis highway a total new life, and i think that i go use this mod.

I can only say something like this for the ped-over- /underpass... seems like they aren't in a new look. Let's check for more  :-\

Edit: I can only speak for the american set. :D

Edit2:

(https://dl.dropbox.com/u/44259299/Uploads/symp.JPG)

I'll update the pic if I find more ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Paul 999 on March 02, 2013, 08:58:04 AM
Yes, but i say it wrong not puzzle pieces. I mean the RHW network viaducts. Here is a picture,
(http://img22.imageshack.us/img22/3558/maxis1.jpg)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on March 02, 2013, 08:59:48 AM
Ah, those need to be worked on, yes...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on March 02, 2013, 09:19:16 AM
The RHW intersections aren't overridden simply because we were busy doing other things when the base models became available to us.

The 7.5m stuff... I didn't think that was going to be included? Anyway, that stuff was added a matter of days ago. We've been busy doing other things. Use the 15m ones, they work fine.

We haven't done the Ped Bridge or URail/Pedmall pieces because... uh... we forgot them.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: firefighter57 on March 02, 2013, 09:20:54 AM
Did I miss the boat on this whole project symphony thing?  Is it part of the NAM package or is it a separate install because it did not install with my NAM install.



EDIT:    I didn't see that the first time around.  Thanks Samerton!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on March 02, 2013, 09:31:06 AM
Did I miss the boat on this whole project symphony thing?  Is it part of the NAM package or is it a separate install because it did not install with my NAM install.

It is an optional install, titled 'Maxis Highway Override' in the installer.

In order to view the optional components, you must click 'Custom Installation' instead of 'Complete Standard Installation' on the 3rd page of the installer.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: [Delta k5] on March 02, 2013, 09:45:56 AM
We haven't done the Ped Bridge or URail/Pedmall pieces because... uh... we forgot them.

Wait what? You are humans?! ??? &idea

So it's okay :) the pedmall pieces are in any kind forgotten since the version they were first included ;) maybe somone will take a look at them in NAM 32 or 33 /&HiPP/%
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on March 02, 2013, 09:50:18 AM
After 5 attempts, I give up on symphony.  It refuses to install and every time I do manual and select the box, it does not install.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on March 02, 2013, 10:07:46 AM
That's strange, Mike, I have it working. Have you tried a fresh install (without previous NAM in your plugins)?


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on March 02, 2013, 11:26:20 AM
That's strange, Mike, I have it working. Have you tried a fresh install (without previous NAM in your plugins)?


Cheers
Willy

Not yet, but will try that when I get back from the store
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Patricius Maximus on March 02, 2013, 12:19:34 PM
I'm happy to report that I've encountered no problems with Symphony components so far, and it's proving to be a very useful addition. In brief, it's just what MandelSoft said it would be - no more, no less ()stsfd().
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on March 02, 2013, 12:28:59 PM
I'm happy to report that I've encountered no problems with Symphony components so far, and it's proving to be a very useful addition. In brief, it's just what MandelSoft said it would be - no more, no less ()stsfd().

Thanks, this is wonderful to hear! It was really a last-minute crunch.


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on March 02, 2013, 01:38:49 PM
Thank you for your latest and greatest product.
I got a little stupid question:
I can not find project or Symphony in the installer or the game itself. Could I had a little help, because I really did not notice it in the box of "NAM 31"
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on March 02, 2013, 01:39:39 PM
I got a little stupid question:
I can not find project or Symphony in the installer or the game itself. Could I had a little help, because I really did not notice it in the box of "NAM 31"

In the installer, the mod is called 'Maxis Highway Override', and is found under the section entitled 'NAM Networks and Network Expansions'
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on March 02, 2013, 01:39:49 PM
Ivo, you need to select the custom installation, then look to enable the "Maxis Highway Override".

EDIT:  :D I'm gonna leave it all to you Sam, I need to get going for work anyway.


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: ivo_su on March 02, 2013, 02:00:56 PM
Oh thank you very much Sam and Willie, I think everything is fine. Great you guys.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: dyoungyn on March 02, 2013, 07:42:52 PM
Is there any way I could get RHW 5.0 and the old NAM and compents back.  I accidently "Uninstalled" the old Network Addon Mod as we were taught in the past to elimnate conflicts.  Now, I cannot open up any maps that I just go through re-doing the since I installed the latest NAM.  Any help or guidance is so greatly appreciated.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: memo on March 02, 2013, 07:49:35 PM
You can still get them at the SimCityKurier: http://kurier.simcityplaza.de/files.php?cat=37&cmd=all&sort=&order=&page=1

The site is in German, but the files contain the English Locale files, too.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: dyoungyn on March 02, 2013, 08:36:18 PM
memo,

Thank you and I was successuful.  However, I am still having problems.  I downloaded the old version, tested and my maps loaded.  I then installed the new NAM and the maps will not load now.  Is it possible that with all the bugs with the new NAM the maps that have been re-done with the old NAM with RHW6 L1 over RHW6C those maps will not load.  I purposely re-did all those maps updating them with the old RHW/NAM in hopes I could expand them using the new NAM.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on March 02, 2013, 11:12:20 PM
That's unlikely. The NAM has always had a policy of backwards compatibility, and this is no difference with NAM31. I can't think of any conflict, and I've loaded more than a dozen older regions successfully with NAM 31. (With different previous NAM versions.)


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on March 02, 2013, 11:50:05 PM
Ah, those need to be worked on, yes...
Will that happen on the update a.k.a: NAM 31.1?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on March 03, 2013, 08:01:40 AM
That's strange, Mike, I have it working. Have you tried a fresh install (without previous NAM in your plugins)?


Cheers
Willy

Just got around to doing this and it fixed the problem. 

works great as well, great job
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: dyoungyn on March 03, 2013, 08:50:40 AM
I still had issues and un-installed the new NAM then found the old NAM and components, re-installed them and the maps loads fine.  I am convinced that with all the bugs with RHW, the maps just will not load with the new NAM as the game may see them as conflicts.  I am hoping for a "Hot Fix" really soon as all other components of the new NAM appear to be working fine except for the RHW.  I was really looking forward to Project Symphony overides and some new TLUPs, but I will just have to wait until an update comes out.  I am back to the old NAM and components with no issues.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: DJSun1981 on March 03, 2013, 09:02:35 AM
I cannot build the Ramps, the Prefab Interchange Componets, Ground & Elevated Highway and Curves.

If I click on them, I get a red arrow and nothing happens

But I can drag the ground and elevated highway, this works fine
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Andreas on March 03, 2013, 09:09:01 AM
That's a typical sign of an outdated NAM controller being present in your plugins folder. Did you run Cleanitol when installing the new NAM?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: DJSun1981 on March 03, 2013, 09:21:19 AM
This is my RHW-Menue now:

(http://i.imgur.com/WmX4KLT.jpg)

yes, the cleanitool started by itself
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on March 03, 2013, 09:30:30 AM
This is my RHW-Menue now:

*Snip*

yes, the cleanitool started by itself

It looks to me like you still have the old RHW files hanging around in there; I'd recommend you deleted your Network Addon Mod folder and reinstalled.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on March 03, 2013, 09:32:55 AM
Yes, there are most definitely old NAMs around your plugins folder. I can tell them from the icons; you still see the old icons, hence why you also got all these duplicates (there must be at least three unnecessary duplicate NAM instances)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on March 03, 2013, 09:53:13 AM
It doesn't seem like Symphony is in my game at all. I still have those old maxis interchanges and the normal MHW icons. When I drag a stretch of MHW, the textures from the Maxis Highway replacement mod show up, no RHW textures.

I even went through the installation again to see if I missed anything, and I had checked off all of the options. But there was still not any Symphony stuff when I restarted the game.

Any suggestions would be highly appreciated. Thanks. :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on March 03, 2013, 10:06:29 AM
That's weird. Can you check your "z___NAM" folder to see if it's there?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: DJSun1981 on March 03, 2013, 10:22:47 AM
Yes, there are most definitely old NAMs around your plugins folder. I can tell them from the icons; you still see the old icons, hence why you also got all these duplicates (there must be at least three unnecessary duplicate NAM instances)

Where can I find the unless files, the cleanitool dont find it
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: samerton on March 03, 2013, 10:37:26 AM
Yes, there are most definitely old NAMs around your plugins folder. I can tell them from the icons; you still see the old icons, hence why you also got all these duplicates (there must be at least three unnecessary duplicate NAM instances)

Where can I find the unless files, the cleanitool dont find it

You'll be able to tell if a file's old by the Date Modified; in the Network Addon Mod folder, the new files will have a more recent Date Modified than the old ones. If the problem persists, delete your Network Addon Mod folder and reinstall.

It doesn't seem like Symphony is in my game at all. I still have those old maxis interchanges and the normal MHW icons. When I drag a stretch of MHW, the textures from the Maxis Highway replacement mod show up, no RHW textures.

Do you mean your highways look like the Maxis Highway Retexture mod, which will leave your Maxis Highways with 3, retextured lanes?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: NCGAIO on March 03, 2013, 10:50:41 AM
That's weird. Can you check your "z___NAM" folder to see if it's there?


With the standard installation does not seem to be there.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mike3775 on March 03, 2013, 10:57:49 AM
That's weird. Can you check your "z___NAM" folder to see if it's there?


With the standard installation does not seem to be there.

What I ended up having to do is totally delete the old network addon folder in the documents plugin folder, then do an install of this version and then everything showed up.  Might want to try that.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on March 03, 2013, 10:59:22 AM
That's weird. Can you check your "z___NAM" folder to see if it's there?


With the standard installation does not seem to be there.
That's because the standard installation doesn't install any overrides for NAM items, including Symphony and Euro Textures.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: sunv123 on March 03, 2013, 03:45:02 PM
I can say that the Symphony file is not in the "NetworkAddonMod" folder.

I'll try your suggestions now. ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: DJSun1981 on March 03, 2013, 09:57:17 PM
So, I can delate all NAM-files, wich have got an older date as 03.03.2013, am I right?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Shadow Assassin on March 03, 2013, 11:35:41 PM
I suggest you use the NAM installer to uninstall NAM 31 as well. That way you know for certain that everything is removed, as it's able to keep track of what has been installed.

Then reinstall NAM31. This will be a clean install, it will minimise conflicts.

Once this is done, you won't need to worry about uninstalling it for a new version.



Also, shouldn't this topic be renamed to fit the official NAM name (Maxis Highway Override)?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: NCGAIO on March 04, 2013, 06:59:47 AM

Also, shouldn't this topic be renamed to fit the official NAM name (Maxis Highway Override)?


 :thumbsup: Exactly ... the same name as the option to put into operation.


Of course the information contained in the Readme could clarify these things but as we all know ... who's read the Readme?


Leveraging elevated RHW to ground also has the same problems as curves 45.. :(
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: drjumbajookiba on March 04, 2013, 11:58:38 PM
Great job on the Maxis Highway Override(Project Symphony) it works realy well &apls :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AngryBirdsFan436 on March 05, 2013, 04:16:58 AM
Welp, there are some bugs like this on the L2 to L0 T-Stack interchange:
(http://i50.tinypic.com/ettp2q.jpg)
Still, the best NAM release EVAR!! &apls &apls &apls &apls And erm, will that be fixed in NAM 31.1?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: arl85 on March 05, 2013, 06:58:57 AM
just a quick question: I'm reading the "PS User Manual.pdf" included in documentation and found that MHW are a bit higher than ground level (0.75 I think) so a special connector is needed for connecting it with RHW bridges, otherwise the connection appears strange.
I also found that the same happens for connections between PS ramps and MIS: if you connect MIS with ramps you have a very small slope between the ramp's end and MIS start.
Nothing terrible, but still visible. Is there any way to avoid it or any solution expected in future?

edit: image can be found here (http://sc4devotion.com/forums/index.php?topic=15649.msg453372#msg453372), point 1.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Shadow Assassin on March 05, 2013, 07:03:09 AM
Of course it will.

Added as Issue #94 (http://"https://github.com/BluelightningSC4/Network-Addon-Mod/issues/94")
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on March 05, 2013, 06:20:16 PM
Of course it will.

Added as Issue #94 (http://"https://github.com/BluelightningSC4/Network-Addon-Mod/issues/94")

Link's broken in Firefox, hasn't been getting along with SMF since the attachments issue it seems...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Swordmaster on March 05, 2013, 06:36:54 PM
The link should actually be this (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/94).


Cheers
Willy
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Shadow Assassin on March 05, 2013, 10:41:36 PM
It's what happens when I'm too used to doing HTML coding in my day job. :p
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jmdude1 on April 20, 2013, 06:27:48 AM
i am unable to find entrance ramp A1 (L2). all my other ramps are there except this one. does anybody else have this problem or is it something on my end?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: [Delta k5] on April 20, 2013, 06:48:48 AM
i am unable to find entrance ramp A1 (L2). all my other ramps are there except this one. does anybody else have this problem or is it something on my end?

https://github.com/BluelightningSC4/Network-Addon-Mod/issues/119

Also applies to the B Ramp ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Panther559 on May 01, 2013, 12:09:23 PM
i am unable to find entrance ramp A1 (L2). all my other ramps are there except this one. does anybody else have this problem or is it something on my end?

https://github.com/BluelightningSC4/Network-Addon-Mod/issues/119

Also applies to the B Ramp ;)

This is the best addition to the NAM ever!  &apls Although, I came 10 days too late apparently.  &ops I just got this update and I'm experiencing the same problem as jmdude1 with the A1 entrance ramp not being available. Please help me.  ;D Much appreciated!! This project rocks and I am changing ALL my cities/region to have this new style of transportation.  :thumbsup: Thank you!!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Medu Salem on July 18, 2013, 08:35:12 PM
Hello,

so this is my second post, even I'm not new to Devotion, I'm normaly a silent user, reading the development-threads, city-journals and stuff...  :)

I've got a question... Is it a design-choice of the NAM-Team to make the T-Interchanges of Project-Symphony a Full-Prefab? I know the design-paradigm of the NAM-Team who don't like Prefabs since they require a lot of model-working and are mostly inflexible in any way and you have my full support in that. :thumbsup:

So my thought while placing them ingame was why didn't you make the T-Interchanges Semi-Prefab like the Roundabout-Interchange Pieces? Not that they are bad or something, they are actually much, much, much better :thumbsup: than the Default-Maxis T-Intersection, which were just ugly...  :'(

My idea was to make just the diverging dual-flyover's a semi-prefab, because I imagine making them flexfly would just be too much work, and connect them with starterless height-transitions and/or entrance/exit-ramps of your choice, like in the screenshot I borrowed and edited from MandelSoft ;) It would make the setup of the T-Interchange much more flexible in any means and reuses some of the pieces, like the height-transition and Entrance/Exit-Ramps already used in combination with the Roundabout-Semi-Prefab, although it comes with the trade-off of being a little bit more complex to build if done that way. There's a choice to be made between flexibility and usabillity, I think... Also it would be easier to mix the Semi-Prefab with other RHW pieces not from Symphony... I find myself often combining both of them in Interchanges since NAM31. :P

One of my other reasons is that I don't really like the A/B-Style Ramps you are limited to with Symphony... I hate them when driving in reality, they are mostly suicidal overkill situations on highways where people get mad, honk at each other or crash into each other because someone is in the blind spot. All that because of missing acceleration/deacceleration-lanes and that's why I try to avoid building them in my virtual cities. :P

I know I could do a Trumpet, directional or semi-directional T-Interchange myself with RHW pieces only, which I do when there's enough space and reasonable traffic to expect, but they always end up bloated even when you don't want a high-capacity Interchange and just limit yourself to MIS.  &mmm A big interchange that serves a little village/town in rural area is nonsensical in my opinion when there's little traffic expected. Therefore the Symhony-T-Interchange comes in handy for some variation, but is a little bit limited in the Ramp- and Transition-Styles.

Yeah, I know I could do some parclos and other stuff in rural-area, but for example I live in a village where the highway is squeezed in between the village and a nearby parallel river and there's no space for anything else then a semi-directional T-Interchange to serve the village and because there will be no bridge going over the river EVER (the river being too wide to fit a bridge in the magnitude required into the narrow space available) a Parclo-setup or Diamond-Interchange would make no sense at all. And I often find myself with similar problems in SimCity because I also often run my Highways in parallel to a river or beach, where everything else then a T-Interchange just looks like being out of place. &Thk/(

So that are my two Cents to the Prefab-problem, since I also don't like them very much because of inflexibility and favor a Semi-Prefab-Style, where I can do with the pieces whatever pleases me. ;)

- Medu
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: GDO29Anagram on July 18, 2013, 09:14:34 PM
<>

The T-Interchange is the only exception to the No-Prefabs rule because it better reflects how the original T-Interchange is designed. That's the best answer I can provide since the main developer is away right now.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on July 19, 2013, 04:40:46 AM
I don't know what Maarten thinks either but I agree with you. It would be very useful to not have the ramps as part of the prefab T. I'd be in favor of dropping those right turn ramps as well.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Medu Salem on July 19, 2013, 05:13:41 AM
Yepp, that was my thought too... Dropping the fixed right turns as well, you could use FAR-Pieces and/or the 45/90-Curves (depending on how many lanes you want to turn), using your own slope if L0+L2 Highways are involved, or the MIS L0-L2 Curvy-Heighttransitions instead if space is scarce... Whatever fits the situation... :P

Only inconvenience may be that you would have to decide yourself which Semi-Prefab to use in each situation because the game won't know then which heights of the Highways are involved in the intersection. &Thk/( So you would have to TAB+Rotate through them until you get the one you want... But that doesn't really bother me. :D

- Medu
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: whatevermind on September 04, 2013, 08:29:39 PM
It seems the short L0/L2 (Ground/Elevated) transition is reverting to the old Maxis textures:
(http://i1129.photobucket.com/albums/m503/whatphots/Misc/20130903_PSTransitionBug04_800.jpg)

The long transition is working fine though, as you can see in the back.

I also noticed that for some of the puzzle pieces, as well as sometimes when dragging, the preview showed the Maxis highway instead of the PS highway. Other than the short transition shown above though, I think it always ended up building with the right textures.

Having finally seen PS in-game, I have to say it's a huge improvement over the Maxis highways. In fact that picture above really shows just how big of a change it is. Well done!  ;D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: APSMS on September 04, 2013, 09:00:52 PM
I believe that due to it's lack of realism there is no short transition in the PS/Maxis Highway Override Mod. Like the MHWxMHW auto cloverleaf ramps, the size of the interchange (or similar item) is too small to look properly scaled in-game. So it's not a bug (from what I understand).
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on September 04, 2013, 09:25:56 PM
That transition reverting is intended functionality, the gradient change is incredibly severe and would probably rip vehicles apart at Motorway Speeds IRL.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: themaroonday on September 04, 2013, 09:52:44 PM
@whatevermind  I've had that problem as well. The problem also continues when creating T-intersections and a few ramps. The Maxis Symphony Project may use the basis of the Original Maxis Highway, but it will still use up much more room. While, it may not use up as much as the traditional Real Highway Mod, it still uses more space than the Original Maxis Highway.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on September 05, 2013, 02:54:17 AM
The transitions were made intentionally that way. Such short transitions were just not realistic. To compensate some of the lost functionality, a diagonal transition was also created.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: themaroonday on September 05, 2013, 02:34:02 PM
The transitions were made intentionally that way. Such short transitions were just not realistic. To compensate some of the lost functionality, a diagonal transition was also created.

I agree. I also think the Network Widening Mod is a great alternative for those who want a larger capacity without too much destruction of preexisting buildings. Although it may increase commute times, it's a great alternative to expensive demolition. Mass transit such as Subways are also very helpful in reducing road congestion.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: whatevermind on September 05, 2013, 07:50:58 PM
That transition reverting is intended functionality
The transitions were made intentionally that way.
Gotcha. I guess I would have expected it to red draw then if it's not supposed to be part of the system. Might I suggest that change for a future update? Or if that's not practical, then to just put the short transition in there for those willing to sacrifice realism for aesthetic uniformity.


I believe that due to it's lack of realism there is no short transition in the PS/Maxis Highway Override Mod.
Ah, but there is a short transition. It may not look right (or function, I didn't test that), but it does exist and can be built.

...would probably rip vehicles apart at Motorway Speeds IRL.
True, but sims enjoy slightly different laws of physics than we're used to in this world.  ;)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on September 05, 2013, 08:11:19 PM
There's a ton of draggable MHW stuff that appears ugly and unconverted like that.  I see no reason to forcefully take it out; if it doesn't look right, obviously it hasn't been converted!

It's stated in the FAQ at the beginning of the project thread that every single component will not necessarily be converted.  The purpose was to move MHW in the direction of RHW, not vice versa.  I'd rather see development on the front of diagonal ramps, etc.

I'd also like to say that default MHW has actually been under appreciated since Symphony came out.  The latest textures blend perfectly with the RHW, and you get the full range of custom interchanges and pieces.  If you like compact, there's really no advantage to using Symphony.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on September 05, 2013, 09:08:01 PM
The reason that transition wasn't disabled for Symphony was because it'd require a separate controller--the same reason all the other MHW AutoPlace stuff pops up on Symphony.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: APSMS on September 06, 2013, 01:32:17 AM
This is perhaps outside of the scope of the PS project, (and also probably outside the scope of this thread), but would it be possible to make the MHWOr/PS cloverleaf 3/4 circle L0 to L2 ramps available for non PS users (like simply include it in the RHW instead?) (You know that piece designed for cloverleaf interchanges to replace the MHW prefab ones?).

I find that piece ridiculously useful for a number of situations involving avenues, and it fits the old, low-speed design paradigm of the intersections I'm emulating (despite their current high capacity). It seems a shame that it wouldn't be possible to make this ramp generally available, esp. since I still find uses for non-converted MHW/I don't want to rebuild my existing regions.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: MandelSoft on September 06, 2013, 02:22:09 AM
We could make it available. However, this would mean that we have to re-layout those roundabout interchanges, because they have a Maxis Highway base...
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Kuewr665 on September 06, 2013, 06:37:08 PM
I think they are referring to the cloverleaf loop ramp.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Kuewr665 on November 16, 2013, 07:50:25 PM
About bridges... will the elevation of the road top for the bridges be MHW height or ground level as it is with RHW-4?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on November 16, 2013, 10:38:22 PM
About bridges... will the elevation of the road top for the bridges be MHW height or ground level as it is with RHW-4?

Currently you use RHW-4 bridges.  There is a ploppable transition piece that allows you to connect Symphony with the bridges.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Kuewr665 on November 16, 2013, 11:04:38 PM
Yeah, I do know about that. I mean, will the bridges to be converted be made for Symphony use or RHW-4?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on November 16, 2013, 11:16:58 PM
There are no current plans to convert any bridges.  Bridges are a huge pain to make, and RHW-4 or Avenue bridges can be used.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Kuewr665 on November 17, 2013, 10:12:08 AM
Ah, okay. Thanks; I was wondering about bridges. I wasn't exactly sure what was happening with them.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Drengs on November 20, 2013, 02:08:35 PM
Hi!
Well, while using this awesome mod, I found a couple of bugs.
First of all, sometimes the game just doesn't allow me to plop the L1-L2 or L0-L1 transition pieces at the right place. Only one tile away from where it would work. So I can't make the three level roundabout interchange.
And I can't use the two level either! Because the elevated highway simply doesn't connect to the prefad roundabout.
Anybody know how can I fix this?

Thank you very much, and congratulations for the great job!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: noahclem on November 20, 2013, 04:26:17 PM
@ Drengs: Your problems sound like there is something wrong with your NAM--parts of an old version still in your plugins. Both of your problems work fine for me in the most recent publicly released NAM versions. You may want to "remodel" your plugins folder.

Ah, okay. Thanks; I was wondering about bridges. I wasn't exactly sure what was happening with them.

I'm also hoping for 15m elevated Symphony bridges. I've been scheming about doing it but my attention is divided a bit too many ways in the immediate future to tackle it myself soon. I'm with you in hoping some of the existing ground level ones can be converted to elevated versions  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on November 20, 2013, 05:22:28 PM
Hi!
Well, while using this awesome mod, I found a couple of bugs.
First of all, sometimes the game just doesn't allow me to plop the L1-L2 or L0-L1 transition pieces at the right place. Only one tile away from where it would work. So I can't make the three level roundabout interchange.
And I can't use the two level either! Because the elevated highway simply doesn't connect to the prefad roundabout.
Anybody know how can I fix this?

Thank you very much, and congratulations for the great job!

First of all, make sure you're running NAM 31.2.  There were plenty of bugs with new features in 31.0 and .1.  Otherwise, try placing the height transitions first, and then drag the highway through, and lastly placing the roundabout.


I'm also hoping for 15m elevated Symphony bridges. I've been scheming about doing it but my attention is divided a bit too many ways in the immediate future to tackle it myself soon. I'm with you in hoping some of the existing ground level ones can be converted to elevated versions  :thumbsup:

Try using the 15m RHW-4 bridge.  I'm pretty sure there's a two-way compact one.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: bman7 on December 01, 2013, 08:27:53 PM
I'm having trouble connecting the pre-fab roundabouts to the MIS ramp transition pieces. It won't let me place the pieces in the right direction, it will only let me place them perpendicular to the roundabout exit/entrance. I can place them in the right direction if they are one tile off, but as far as I can tell there's no way to connect it to the roundabout like that.

Edit: I didn't see the posts above for some reason; I'm having the same problem as Drengs. I completely cleared out my plugins before installing NAM since it was a while since I last played.
Edit 2: It works fine on a completely flat map, but the terrain I was trying it on before is very flat. :/
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: dyoungyn on December 02, 2013, 03:55:16 PM
I agree that it would be great to see the T-Interchange piece making it capable to merge with RHW6S i.e. the ramp that goes from RHW6S - RHW2.

I love the piece as it is compact but it really restricts me to only use wither Maxis Highway or RH2. 

dyoungyn
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Pioneer on December 16, 2013, 03:32:31 PM
Are there any plans to make elevated symphony bridges?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Pioneer on February 28, 2014, 06:47:15 PM
(http://www.simtropolis.com/repository/screens/monthly_01_2013/thumb-d0896117ad7cac1dd1ebc44978609757-nam-non-compatible-interchanges.jpg)
Will there be a symphony version of the interchange on the far right?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Indiana Joe on February 28, 2014, 07:18:14 PM
Are there any plans to make elevated symphony bridges?

Eventually I'm sure.

(http://www.simtropolis.com/repository/screens/monthly_01_2013/thumb-d0896117ad7cac1dd1ebc44978609757-nam-non-compatible-interchanges.jpg)
Will there be a symphony version of the interchange on the far right?

Apparently you can't directly link Simtropolis images anymore, but there won't be any more prefab interchanges.  They are one of the most difficult items to make.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tilarium on April 20, 2014, 06:09:19 AM
First, not trying to criticize the project or diminish it.  I think the work is brilliant and wonderful but there was always something about it I didn't like and so I kept using the older highways but I could never put my finger on it.  Until now.  I was driving home from work this morning and it hit me.  It's the lack of on/off ramps.  Having to build every single on/off ramp using the pieces and sometimes having them acting on and not placing how I want them.  I like having easy on/off ramps I can just plop down and be done with it and having the option to build my own ramp if the mood strikes me. 

Now, I haven't played SC4 in a long while, not sense the NAM version that first included the project.  It might have changed sense then, I don't know.  I'm saying this because it finally hit me why I didn't like the project and as a suggestion for the future.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on April 20, 2014, 11:54:15 AM
While we appreciate the suggestion, it's not within the scope of the Mod.

Project Symphony, when I started it, had three goals and I don't know if I've ever written these down.

We added some re-makes of existing and some new prefabricated interchanges (Namely, the T-Bone and Roundabout Interchanges) to aid the second point. The goal was not to so-called 'prefabricate the RHW', mostly because it's complex and pointless to do. In the time it takes to make a single prefabricated Diamond Interchange, we could have extended the MIS, and the pre-existing modular functionality, with up to three new pieces. Then it will need to be replicated for the two other networks (Avenue and OWR) in the game that have base crossing compatibility. Not to mention that only a subset of our members can even extend Symphony to begin with.

Another bonus of the system is that it can be extended to include Intersections with Tram networks with little hassle and can be done in minutes. Integrating that into a Prefabricated system would take days.

Sorry if that's a little incoherent, it's 3am here and I kinda want to get to bed  :P
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: a_muses on August 02, 2014, 03:24:00 PM
Okay, I have a dumb question that has probably been answered elsewhere: how on earth do I get the on/off-ramps to connect to my road underneath? I've got the ramps coming down properly from L2 to L0, but then they just sit next to my road, and I can't drag the road onto the onramp. What did I miss?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on August 02, 2014, 03:34:29 PM
If you're using the old "static" transitions (the 4-tile-long L0-to-L2 ones), you'll need to ensure you aren't using the "starterless" version, and that there's at least one tile between the transition itself and the crossing road, so that there's room for the starter.  You'll get stuck with the starterless one if there's any slight slope variance.

A better option would be to use the FLEX Height Transitions (FLEX-HT) out of the RHW system.  There's a 4-tile L0-to-L1 and a 7-tile L0-to-L2.  These are much more slope tolerant, and you can drag out the ends without a starter, even if the ramp ends right before the crossing road you want to intersect.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: a_muses on August 02, 2014, 03:56:53 PM
If you're using the old "static" transitions (the 4-tile-long L0-to-L2 ones), you'll need to ensure you aren't using the "starterless" version, and that there's at least one tile between the transition itself and the crossing road, so that there's room for the starter.  You'll get stuck with the starterless one if there's any slight slope variance.

A better option would be to use the FLEX Height Transitions (FLEX-HT).  There's a 4-tile L0-to-L1 and a 7-tile L0-to-L2.  These are much more slope tolerant, and you can drag out the ends without a starter, even if the ramp ends right before the crossing road you want to intersect.

-Alex

I'm using the version that came with the recent Mac NAM installer. Here's a picture:

(https://dl.dropboxusercontent.com/u/109173228/SimCity/Screen%20Shot%202014-08-02%20at%201.53.43%20PM.png)

And here's the menu that I've got for Project Symphony:

(https://dl.dropboxusercontent.com/u/109173228/SimCity/Screen%20Shot%202014-08-02%20at%201.55.39%20PM.png)

I don't see a FLEX-HT in my menu. Do you mean to use the RHW flex ramps instead?

And is there a tutorial thread I should check out?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on August 02, 2014, 08:00:10 PM
@ a_muses - I could be wrong but I think you need a one tile gap between the road and the ramp to connect it up correctly.

Can I just ask if there are any plans to adapt the MHW CAN-AM overpasses, it's just currently they show the ugly MHW in the centre tile?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on August 02, 2014, 10:40:08 PM
Those transitions in the Symphony menu are all starterless. They're not intended to be used for Diamond interchanges like that, just the modular Roundabout Interchange.

Use standard MIS puzzle pieces for interchanges other than the Roundabout.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: a_muses on August 02, 2014, 11:59:36 PM
Those transitions in the Symphony menu are all starterless. They're not intended to be used for Diamond interchanges like that, just the modular Roundabout Interchange.

Use standard MIS puzzle pieces for interchanges other than the Roundabout.

Standard MIS pieces from the RHW? Will RHW L2 on/off-ramps correctly intersect with Symphony?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on August 03, 2014, 12:04:43 AM
Symphony has its own exit ramps, the RHW ones won't work. However, the ramps in Symphony will work with all of the MIS content and, by extension, anything else that the MIS can connect to.

For example, here:
(http://www.majhost.com/gallery/jdenm8/other/d830f79b49cf56575f76fb38527eb2af7596d0cc.jpg)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on August 16, 2014, 10:40:45 AM
I asked before about PS updates to the CAN-AM, so I thought I'd see if I could do something about it, then promptly ran into what should have been the first obvious problem:

(http://i991.photobucket.com/albums/af39/MGB204/CANAMPS_zps1253f081.jpg~original)

I've changed the textures to PS ones easily (although they are the wrong way round for some reason), but the existing model is clearly not big enough to simply re-texture. What would I have to do to fix this piece (and other similar pieces)? Can I find a model from PS and re-use it for my purposes? Would the path files need changing as well (I'm guessing they will since it's only 2 lanes now)?

UPDATE

Having "borrowed" the S3D models from the PS mod, I re-ID'd them to match those from the CAN-AM pieces and created this working override:

(http://i991.photobucket.com/albums/af39/MGB204/P57PuzzlePieces_zps437e7e49.jpg~original)

I still have to deal with the paths, since they are the original MHW as I expected. Hopefully if I can work out the paths I can make some of the other missing pieces match PS too.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gray_Lensman on August 02, 2015, 08:02:03 PM
Gentlemen:

I'm trying to go thru the pdf tutorials starting in the PS (Project Symphony) manual. Right away I am stuck trying to find some "Road over MHW" piece supposedly located in the "Roads Menu". I've tabbed thru each and every possible selection trying to find such a piece and I'm having absolutely zero luck finding that particular item. So has it been moved somewhere else since the manual (v3.1) has been released or what?

Moved to Maxis Highway Override/Project Symphony thread. -Tarkus
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on August 02, 2015, 08:35:00 PM
This is not really the right thread, perhaps a moderator can move it to the PS/MHO support thread?

Anyhow, indeed the option to do this is still there, in the roads menu are 5 icons labelled as follows:

7.5/15m Elevated Road/Avenue/OWR Viaducts, select the appropriate icon and tab until you find "Road/Ave/OWR over Ground Highway". There should be options for various configurations of Ortho and Diagonal connections.

Bear in mind the previews still show the MHW but the pieces should be correct when plopped.

If you are using the Jap NAM FL mod for road viaducts, these pieces need updating for MHO. I've covered the Ortho x Ortho crossings as part of my MHO Update mod which you can find here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223) in which case.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Gray_Lensman on August 02, 2015, 09:42:45 PM
This is not really the right thread, perhaps a moderator can move it to the PS/MHO support thread?

Anyhow, indeed the option to do this is still there, in the roads menu are 5 icons labelled as follows:

7.5/15m Elevated Road/Avenue/OWR Viaducts, select the appropriate icon and tab until you find "Road/Ave/OWR over Ground Highway". There should be options for various configurations of Ortho and Diagonal connections.

Bear in mind the previews still show the MHW but the pieces should be correct when plopped.

If you are using the Jap NAM FL mod for road viaducts, these pieces need updating for MHO. I've covered the Ortho x Ortho crossings as part of my MHO Update mod which you can find here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223) in which case.

Sorry if it's in the wrong thread, but immense thanks for quickly pointing me in the correct direction. I found both the 7.5 and the 15m versions. Now hopefully I can use the experience to proceed on my own thru the rest of the tutorials.  :)
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Wiimeiser on August 07, 2015, 07:09:20 PM
There is still absolutely zero cross compatibility between Symphony and draggable (or even ploppable) viaducts. In fact, while I haven't bothered to try it, I believe that creating an avenue viaduct over GHWY crossing then reinstalling the override will cause the city to CTD upon loading because the resulting situation with the viaduct is illegal.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on August 07, 2015, 11:05:13 PM
Since Symphony is just a model override (there's literally no RUL code in the mod aside from that needed for the new puzzle pieces), it's completely compatible with anything made for MHWY. It'll just revert to regular MHWY for that particular unsupported section is all.

Also, an unsupported intersection will never cause a CTD, you'll just get either an empty tile and override deconversion or a red drag.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on August 08, 2015, 06:38:22 AM
There is still absolutely zero cross compatibility between Symphony and draggable (or even ploppable) viaducts. In fact, while I haven't bothered to try it, I believe that creating an avenue viaduct over GHWY crossing then reinstalling the override will cause the city to CTD upon loading because the resulting situation with the viaduct is illegal.

As mentioned, the CTD is simply not possible, in every occurrence that the newer MHO models do not exist, you'll simply see the old MHW instead for that section.

I do believe all the ortho viaduct pieces over G-MHO pieces have been made at both heights for the ploppable viaducts at least. I made a second set for the Jap NAM Facelift variants, so I would have tested to check the originals were there beforehand. You may not realise but the Jap NAM Facelift versions load later than the NAM, having this mod installed will again revert the pieces to MHW that were updated to MHO.

That said, if those crossings don't exist for the regular NAM, I'll get right on them myself, but please bear in mind this is not a simple job. Sadly you can't just make a texture override for these pieces, you must make a completely new model for each one, it's very time consuming work to do.

People bemoan the compatibility, but in truth the original devs made a huge number of crossings compatible for the original Maxis networks. Therein lies the problem, if you are not using the original Maxis Monorail, El-Rail or other pieces then support by and large was not extended to these overrides. I've been personally trying to create as many of the missing crossings as possible, but as I'm the only one working on them, it will take some time before this work can be completed.

When I started this, I was not part of the NAM team, although it has always been my goal to make my work available as part of the NAM, for now though you still need to install my MHO Patch Mod, V2 is here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223) on the LEX. Bear in mind also I'm very focused on the Ortho/Ortho crossings, the diagonals are even harder to make but I do hope eventually to get to those as well.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on August 09, 2015, 08:23:28 PM
The way Mandelsoft and I used to do the crossings was by merging the models for the two generic straight/diagonal tiles in Model Tweaker. Maybe we'd rotate one or both a bit so it matched what the network expected.

Paths were similar, copy and paste from the generic straight or diagonal tiles.

IIRC, the generics had pretty low IIDs, they should be near the top of the file if you sort it by IID.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on August 10, 2015, 08:44:28 AM
Confirmed: Every variation of Ortho/Diagonal overpass works for 7.5m and 15m Road and Avenue and 15m OWRs without any additional files.

@ Jdenm8  - I guess I've been doing it the hard way then, adjusting the various segments in the Reader S3D exemplars. Using your method how do you get the original Maxis Highway pieces removed when you merge the new part in?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: jdenm8 on August 10, 2015, 08:51:13 AM
We completely discarded the original Maxis Highway model and started again from the two generic network tiles. So, for example, take the plain ortho Ground Symphony model (0x5AD0E817, 0xBADB57F1, 0x0A001504) and the plain ortho Monorail models (Note sure of the TGI of this). Rotate them so they're oriented correctly, then one is duplicated and the other is merged into the duplicate.

2D networks (like Road) is a bit more complex since it does require manual S3D modification to make the UV Mapping correct.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: slayermemet on October 14, 2015, 12:51:38 PM
Hello . I wonder is there any patch or piece for connecting diagonal rhw-4 and project symphony 4 pieces. I could not find any pieces to do that. Also it would be great if we have some diagonal ramp interfaces.
The job you are doing is really great guys. I appreciate that.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: eggman121 on October 14, 2015, 02:17:22 PM
Hello . I wonder is there any patch or piece for connecting diagonal rhw-4 and project symphony 4 pieces. I could not find any pieces to do that. Also it would be great if we have some diagonal ramp interfaces.
The job you are doing is really great guys. I appreciate that.

The problem with such a piece is that RHW 4S and Project Symphony Diagonal have different geometry so a new piece would need to be added. I guess we can put down on our list.

Diagonals are harder to make by nature but I'm sure we can sort something out  ;)

-eggman121
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: compdude787 on October 14, 2015, 02:22:46 PM
Not only would it be nice to have some diagonal ramp interfaces, but some FA ramps would be nice too.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on October 14, 2015, 05:22:01 PM
It'd be a tricky piece to make, with the different specs for the RHW-4 and PS diagonals.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: matias93 on October 15, 2015, 06:33:16 PM
I know this is not the adequate thread, but the theme was already rised: there is some possibility to do diagonal flexheight pieces? (assuming puzzle height changers are discarded)

Greets!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on October 15, 2015, 07:22:04 PM
In theory the current puzzle piece could be flexified, since the model already exists it's simply a matter of adding the relevant code I'd have thought.

That said, I wasn't under the impression there was any developers working on MHO, besides myself? I have no plans to flexify anything, I'm far more concerned with adding support for pieces that are missing altogether right now.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on October 06, 2016, 06:53:09 PM
Well after a long period without any updates, I'm glad to announce that as of NAM 35, a major "refresh" will be added for the Maxis Highway Override (MHO).

You may have seen some of these pieces as part of my MHO Patch Mod, but let me assure you there is much more in store here:

These are the first proper MHO Bridges for both L0/L2 networks:
(http://i991.photobucket.com/albums/af39/MGB204/DEV-NAM/v35/MHO-LevelBridges_zpsbmfig7rg.jpg~original)

Not forgetting DBE support either:
(http://i991.photobucket.com/albums/af39/MGB204/DEV-NAM/v35/MHOxDBE_zpsjy68zalt.jpg~original)

It's about time RRW was properly supported too:
(http://i991.photobucket.com/albums/af39/MGB204/DEV-NAM/v35/MHOxRRW_zpsmdkiw3f6.jpg~original)

Update: Thanks to Willy's code updates, STR support will also be included too (not shown).

Updates for better compatibility with Moonlights Alternate El-Rail:
(http://i991.photobucket.com/albums/af39/MGB204/DEV-NAM/v35/MHOxML-EL_zpsqs2woeiy.jpg~original)

In addition to Moonlights BTM Mod:
(http://i991.photobucket.com/albums/af39/MGB204/DEV-NAM/v35/MHOxML-BTM_zps2ji697yz.jpg~original)

Not forgetting full support for U-Rail, GLR Networks, CAN-AM, draggable road viaducts and much more besides. A couple hundred path fixes to keep your automata on the right track. Greatly expanded support for LHD users and probably more too that I've forgotten.

And lastly, full support for the Japanese NAM Facelift Mod style overpasses. Note: this is not included in the NAM, please download this separate mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223).
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: gn_leugim on October 07, 2016, 05:03:26 AM
lovely to see this having some attention too :) nice work!
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: kbieniu7 on October 07, 2016, 05:36:42 AM
Great! Thank you for your work  &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Nosimx on October 08, 2016, 01:04:25 AM
Great to see the DBE fix. I'm looking forward to NAM 35.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Seaman on December 04, 2016, 07:10:17 PM
I've just created my first DBE MHO bridge to go along with a RHW-4. Simply amazing. Thank you so much for this update!! I highly appreciate it.  :thumbsup:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: metarvo on December 04, 2016, 08:40:49 PM
Yippie!  :thumbsup:  To think I haven't tried to use this yet!  I'll have to whip out the DBE to try this.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: AsimPika3172 on December 13, 2016, 08:23:25 PM
Awesome!!! :D :thumb:
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tarkus on February 02, 2018, 06:06:30 PM
Video or it didn't happen . . .

https://www.youtube.com/v/2EoITWwp6V8

This new implementation is planned for inclusion in NAM 37.

-Alex
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: b22rian on February 03, 2018, 04:30:12 AM
Really looks great  :thumbsup:

Thanks for this, Alex  ;D
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Seaman on February 03, 2018, 03:47:42 PM
this is nice. Thanks! While you at it: working with the MHO in combination with the RHW would be a little bit easier, when you could drag RHW-4 out of a MHO stub. But I am afraid, I'm not the first to have this idea and it's on already on a list?
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: mgb204 on February 03, 2018, 04:03:59 PM
Actually that really shouldn't be all that difficult RUL code wise. The potential problem is whether such a change would interfere elsewhere. Off hand I don't think it should and frankly I can't see what else you'd have coming out of MHO when using the RHW tool.

If Tarkus doesn't have a chance to look into this, I certainly will, it's a good idea.
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Jack_wilds on February 03, 2018, 06:19:29 PM
 %confuso

???

:o    &apls

 :popcorn:
 :satisfied:


Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: metarvo on February 03, 2018, 10:03:32 PM
Sweet!  :thumbsup:  &apls

Given that I use both DRIs and MHO, albeit separately for now, this is certainly a treat to see.  I do use the MHO at times as an alternative to the RHW-4 (MHO is essentially RHW-4C for me), for variety and stability in select setups.  Superb work, Alex!

 &apls
Title: Re: Maxis Highway Override (Project Symphony) - Development & Support
Post by: Tyberius06 on February 04, 2018, 04:21:22 AM
Really-really nice! &apls &apls &apls
Exactly the same is here than with Metarvo. Sometimes the MHO is acting like RHW 4c to me as well, and I'm regulary using the MHO roundabout interchange too, but this DRI feature for MHO will make things much easier.  :popcorn:

Thank you!

- Tyberius