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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: jplumbley on June 25, 2007, 01:05:11 PM

Title: SAM - Street Addon Mod
Post by: jplumbley on June 25, 2007, 01:05:11 PM
(http://img440.imageshack.us/img440/2169/sambannerwithingamestremo4.jpg)

The purpose of this mod is to add new "Texture Variations" to our Network Systems.  New technology was found early 2007 which allowed us to use a Puzzle Piece to create a starter for a new set of textures for the same network.  SAM takes advantage of this new technology to its greatest potential.  In SAM version 3 there will be 8 new "Texture Variations" outlined below.

How to start a SAM Texture Variation:

For those of you who have ever used Draggable GLR, it is essentially the same for SAM Textures.  First of for SAM there has been a TAB ring included, it is at the bottom of the Roads Menu.  Within the TAB ring there is one puzzle piece starter for each SAM Texture Variation.

1 - Using the TAB key, flip through the SAM Puzzle Piece Rotation Ring until you find the SAM Texture Variation you would like to use.  Then plop it.  (Keep in mind you will have to have an area to drag in excess of 5 tiles in length.  See FAQ #2)

2 - Select the Street and drag from the end of the SAM Starter Piece out.  (Keep in mind you want atleast 5 tiles in length)

3 - After the SAM network is stable, you may delete the 2 tiles that were created by the SAM Starter Piece.

What will be included in SAM version 3:

There are 8 Texture Variations created for the Street Network.  These Texture Variations include:

SAM - 1 - Parking Lots by Pegasus
SAM - 2 - Herringbone Streets by ardecila
SAM - 3 - Dirt Roads by Pegasus
SAM - 4 - Gravel Streets by Pegasus
SAM - 5 - Dirt Roads by Torolca
SAM - 7 - Asphalt Streets by Hableurg
SAM - 8 - NAM Cobblestone Streets by xannepan
SAM - 9 - Brick Streets by JosefMayor and ScruffyDeluxe

Planned future additions:

The planned future additions will be added relatively soon. Additions will include new sets from the Proposal Thread and possibly some new RULing for added features.

All of the preceeding texture sets have been created by someone else in the begining (as noted) and been updated by either myself (jplumbley) or Diggis to be complete texture sets including 4 wealth levels.  Textures included upto this point:

All 5 vanilla Street Base textures:

   Straight
   90 Turn
   4 way Intersection
   T Intersection
   End Piece
Street/Road Intersections:
   All 4 T Intersections between SAM and Roads
   All 4 4-way Intersections between SAM and Roads
   Street to Road Straight Piece
   Street to Road 90 Turn Piece
Street/Rail Intersections:
   Orthogonal Rail X-ing
   Diagonal Rail X-ing
   Double Diagonal Rail X-ing
Street/OWR Intersections:
   All 4 T Intersections between SAM and OWRs
   All 4 4-way Intersections between SAM and OWRs
   Street to OWRs Straight Piece
   Street to OWRs 90 Turn Piece
Street/Avenue Intersections:
   Avenue/Street T-Intersection Side
   Avenue/Street T-Intersection Through
   Avenue/Street T-Intersection Diagonal
   Avenue/Street 4-way Intersection
Roundabouts:
   Roundabout to Road
   Roundabout to OWR
   Roundabout to SAM
   Roundabout no Connection
Diagonals (by Memo and Diggis)

There are known stability issues with the SAM texture sets reverting to Vanilla textures. Please see FAQ #3 for the answer.  SAM version 3 most stability issues have been addressed.  There will still be issues that need to be addressed in the future and some issues will only be learned from further releases and feedback.

Frequently Asked Questions - FAQs

1.  What is a "Texture Variation"?

A texture varitation is a new set of textures for a network.  Essentially, these are replacement textures for the MAXIS Streets, but due to the new technology these textures have been given new IIDs and and a starter piece has been created to make these textures separate from each other and allow each one to co-exist with another.

2.  My textures revert to the vanilla textures when I delete the Starter Piece, why?

The starter piece is removable from the SAM network after the SAM textures have gone the sufficient number of tiles for stability.  It has been observed that the SAM textures have to be 5 tiles in length before being fully stable.

3.  My textures revert to the vanilla textures when I drag a new intersection, why?

There are two known reasons this can happen.
   A.  The intersection you have created does not have a SAM texture created for it yet.  Any dragged portion after this texture will be reverted back to the Vanilla textures.
   B.  The intersection you created may be a rare situation where two intersections are next to each other.  Side by side intersections have not been given their stability RULs yet.  So, for example if you drag a street and make a U-Turn to go back in the opposite direction in the very next tile, you will have the textures revert because the two 90 Turn textures have not been given their stability RULs.  This will occur in all instances where there are side by side intersections of 4-way, T and 90 Turn intersections.  Some of these stability issues can be worked around by creatively drawing your SAM network using multiple Starter Pieces, etc.

Note: much of the stability fixed from BETA v1, more additional stability added to BETA v2.  The will still be stability issues with SAM and they can only be addressed on a case by case basis when they are discovered.  Stability RULs are the biggest unseen portion of creating the SAM and these will have to be addressed as they come up and added to future releases.

4.  Is SAM compatible with my Sidewalk Texture Mod?

Yes, any Mods that replace the MAXIS sidewalks it will show as it would on the original MAXIS Streets.  These are mods such as:

Street and Road Sidewalk Mod by Swamper77
Euro Asphalt Sidewalk by sap23
SMP Sandstone Sidewalk Mod by Mjig_Duty
BLaM Oriental Sidewalk Mod by Mightygoose
Other mods that work in the fashion as those stated above are also compatible.

5.  How will SAM work with my network props mod?

Mods like this are mods like Jeronij's Street Side Mod which add trees, cars, and other props to the sides of your streets.  These mods will work as they have been made.  Network props use specific exemplars called T21 exemplars (essentially Network Lots),  These "Network Lots" are made for a specific texture and will only effect that one texture.  So, if the "Network Lot" was designed for the MAXIS Street texture it will only be shown when a MAXIS Street is used.  If a SAM texture is used then there needs to be a separate "Network Lot" for the SAM texture.

Therefore these Mods will still work, but they have no effect on SAM since they were made for the MAXIS Street Textures.  In the future, these "Network Lots" will come out for the SAM and will be included for the SAM but this is just one thing in a LONG list of things to do.

6.  I deselected one of my SAM Texture Variations during install, but the Puzzle Piece is still in the TAB-ring and shows a broken texture.  Why?

The reason the Starter Piece still shows up is because for flexibility we must define all of the Starter Pieces in the RULs.  This is done in the NAM_Controller file which SAM version 3 does not interfere with.  Due to the way we must seed things in the RUL files of the NAM_Controller, everything must be done within the NAM_Controller file.  We can disable a Texture Variation and its Starter Piece, but then 100s of NAM_Controllers will be needed, thus making it disorganized and confusing.

For example, someone may want SAM Texture Variations 1, 2, 3, 5, 7, 9 and not want 4 and 8.  This would be one NAM_Controller.  Another would be is someone wanted SAM Texture Variations 2, 4, 5, 8 and not want 1, 3, 7, 9.  For SAM Texture Variations alone, there would be 100s of NAM_Controllers for all the combinations, now, add GLR and RHW into the mix and you multiply that number by 4.

Keeping one central NAM_Controller with everything in it is the best thing for everyone to keep everything as simple as possible.

7. Those experiencing the RED Tile while trying to place the SAM Puzzle Pieces:

TO SOLVE this issue:

Please REMOVE ALL of your transit related mods: NAM, RHW, Additional Bridges and SAM.

Now after removing ALL existing mods, go and download them again in this order:

     a)  April 2008 NAM
     b)  NAM Essentials (April 2008)
     c)  Additional Bridges
     d)  RHW (optional)
     e)  SAM version 3

Then install them in the same order stated above!

Edit BETA v2:  SAM has been fully integrated to coincide with releases for NAM due to the sharing of common core files.  There will be a Dependancy of the NAM Essentials for all new releases of SAM.  The load order should not matter anymore once the NAM Essentials is updated.  The optional SAM download will only include the Puzzle Piece Starters, Textures and Path Files.

The issue is somehow you have a 2nd NAM_Controller file loading AFTER the SAM one.  SAM is based off of the JUNE 2007 NAM and if you have a previous NAM you are going to have this issue due to the changes of the NAM File names in the JUNE 2007 NAM.

If this does not work, there is a file somewhere that you have that is loading AFTER the NAM_Controller and is overriding the update that I have made for the NAM_Controller in the SAM.  And you will have to find that file as it is outdated and will conflict with ANY future addition to NAM, RHW, Additional Bridges, SAM, etc.

Special Thanks:
Diggis  For helping with the textures.
Tarkus   For making the SAM Starter Pieces and general help here and there.
Andreas  For making the SAM Installer, Euro SAM and SAM Type21s.
Memo  For making the SAM Diagonal RULs.
Glenni  For making Props for use later.
Swamper77  For all the wealth of knowledge I have picked from your brain.
And to all the Beta Testers and Texture Mod Creators.  This mod could not have gotten so far without you.

SAM version 3 HAS BEEN released to a LEX near you!
[/font]

Fixes
SAM Set 3 Railroad Crossing Textures--fixes blank tiles, simply place in SAM folder.  File attached below.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 25, 2007, 01:35:17 PM
Great idea! These are the ones I can think of at the moment:

- jeronij simplyfied dirt streets: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=126

- jeronij extended dirt streets: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=127

- jeronij euro texture update: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=128

- PEG Rural Roadways Mod: http://simpeg.com/forum/index.php?action=tpmod;dl=item181
Title: Re: SAM - Street Addon Mod
Post by: FromTheAshes on June 25, 2007, 01:44:50 PM
I'd love to have a mod that ALLWAYS changes the street texture to jrjs dirrty ones, not just in the farming zones. Dunno if one of those existing mods does effect that.
Title: Re: SAM - Street Addon Mod
Post by: memo on June 25, 2007, 03:07:03 PM
Hey, I already had that idea in January and started to write lots of rules for it. But I didn't have enough time to continue it lately. Maybe I am able to continue soon, but not for sure. So I'd suggest that we could work together perhaps, or I send you my rules...

some quick RULing
In my judgement, that's definitely a misapprehension. ;)
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on June 25, 2007, 06:30:50 PM
I have Trolca's ancient street mod with jeronij's fix for it.

In low wealth and farming areas the street is dirt, in medium wealth its asphalt, and in high wealth its brick.

It looks really good with some street side mods. I don't think its still available on the STEX, though...

I will try to find the zip for it, if you like.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: threestooges on June 25, 2007, 11:29:45 PM
I'm not quite sure if it's what you are referring to, but there is the All Wealth Brick Streets (http://www.simtropolis.com/stex/index.cfm?id=13021) mod by ardecila which offers 4 different options (no wealth, low, med and high) hope it helps.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on June 25, 2007, 11:42:26 PM
Awesome guys!  I have alot of work ahead of me for this and its gonna take a while to extract everything and re-organize it to work with and make the RULing easier.

So far I have found 7 different versions of textures:

Trolca's Dirt Street
Trolca's Dirt Street (Urban)
Trolca's Brick Street
Ardcila's Brick Streets
PEGs Gravel Streets
PEGs Dirt Roads
Jeronij's Dirt Roads

I also have planned for another secret mod to be included, but that will have to wait for another day  ;)

Most of these mods have between 18 and 22 textures and for completion I have figured I want to have 26 textures for each one.  Giving me a grand total of about 182 textures.  RULs for each network must be created.  A puzzle piece for each network will be required.  A rotation ring will be created for these puzzle pieces.  New T21 props will be added to some of these intersections and streets.  And then we will have some AWESOME capabilities out of our streets.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on June 26, 2007, 01:33:01 AM
wow that will be alot of work to do  :thumbsup: &apls im eager to see how this turns  ;)
Title: Re: SAM - Street Addon Mod
Post by: Pat on June 26, 2007, 02:23:51 AM
WoW Jplumbley i cant wait to see what you come up with here and that secret mod...
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 26, 2007, 08:40:01 AM
Sounds like an ambitious project! :) BTW, I just remembered that xannepan once posted some cobblestone textures at ST. One of those was included into the NAM ped-mall pieces (featuring those grey European cobblestones). I wonder if someone still has those textures. They would be awesome for creating a historic European city center with the old timberframe houses and stuff like this.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on June 27, 2007, 12:45:47 AM
Hi Andreas,

If you can get me even the base texture for that cobblestone pattern, I should be able to make due.  Ive been playing with the textures tonight and getting a handle on Alpha texturing.  I have setup an assembly line on my comuter that will help me get these textures fixed up and ready for this mod.  Once this is done, I can start by creating the RULs for one of the networks.

This is a very exciting project for me because I have a bunch of things to learn here.  And it will give a huge variety to SC that has been experienced before.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on June 27, 2007, 04:44:03 AM
couldnt you use a starter piece much like the draggable glr... that way you can just plop the start piece corresponding to the texture then drag away..
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 27, 2007, 10:33:55 AM
couldnt you use a starter piece much like the draggable glr... that way you can just plop the start piece corresponding to the texture then drag away..

That's exactly what jplumbley is planning to do. ;)
Title: Re: SAM - Street Addon Mod
Post by: jeronij on June 27, 2007, 12:32:34 PM
Hello Jason,

great to see this idea starting to take shape  :thumbsup:

btw, I think I made a whole texture set for several zone types, so the files maybe a bit hard to "diggest"  ::) . And, both versions include the same textures as well as Trolca's original textures.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on June 27, 2007, 01:21:58 PM
Thanks for the information Jeronij.  I am starting with the Herringstone Textures and making a set of Alpha textures.  So far I have created wealth sets for 5 of the textures so far.  I just learned how to do it last night, so I am making good progress.  Once I have the Herringstone textures finished I am going to learn the puzzle piece and create it along with the RULs.  Once I have the first set finished it should be much quicker for the next ones to follow suit.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on June 27, 2007, 06:01:10 PM

Alright.  I have made some very good progress today.  I have about 2/3s of the textures created for the Herringbone Brick Streets.  I have taken the textures and remade them with the different wealth levels, in this picture you can see the no wealth and the low wealth textures.

I am having trouble with a couple of the RULs, Im getting a wierd error at the moment.  Some of the textures are reverting where I dont want them too and thought I had covered.  But I guess I dont and I have to figure that out.  Ohhh... just had a thought.  I will try it after this post, since the issue is always in the same orientation, it must be an orientation error.

Right now for this test, I have not used a puzzle piece since I dont know how to make one yet.  This is just a test to make sure I have the RULs right.  Atleast I can get this done in between editing textures.  The puzzle piece of course will be used as a starter to start the network.
(http://img180.imageshack.us/img180/1527/sam2herringbonetexturerzr9.jpg)

For those who would like to see my RUL setup it is in the attached Word document.  This is NOT a beta test file, just something for those interested to see what exactly I am doing.
Title: Re: SAM - Street Addon Mod
Post by: jeronij on June 28, 2007, 12:43:14 PM
wow, you are running quite fast  ;D

not sure if it is due to the image quaity, but some of the textures (curve and cross for instance) look a bit odd... ::)
Title: Re: SAM - Street Addon Mod
Post by: TheTeaCat on June 28, 2007, 01:27:12 PM
Wow this looks great  &apls

I am always amazed by the skill of people on here and how it improves the game we all love so much.

 :satisfied:
TTC
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on June 30, 2007, 02:58:39 PM
Alrighty...  I was away for 2 days.  But I was thinking about how I can re-write some of the RULs to work properly!  And it worked!  I have also worked on the RULs for the Road +-intersections.  They are working and stable aswell.  Next on the agenda is getting the Road T-intersections to work, I have most of it laid out from other RULs I have worked on so I will be able to change a few numbers here and there.  Heres a pic of the intersections:

(http://img177.imageshack.us/img177/7074/sam2herringboneintersecwa4.jpg)

Maybe memo or Tarkus can weigh in on this next issue.  I am having trouble with the Street to Road 90 turn override.  I have half of it working and stable.  The issue though is that there is a mirror of the texture, I think.  And I cant figure out the mirror.  Maybe I have mirrored in the wrong rotation, but I feel as though I am missing something here.  Heres a picture, what are your thoughts?  The left is the one that isnt working and the right is the one that does work.

(http://img177.imageshack.us/img177/5962/sam2herringbonestreettosw6.jpg)

All in all we are getting further and further with this project.  I will be able to transfer the RULs very, very easily to the other networks.  The only time taking part is re-creating the textures.
Title: Re: SAM - Street Addon Mod
Post by: dedgren on June 30, 2007, 03:07:39 PM
Absolutely. Brilliant. Work.

This is so needed!


David
Title: Re: SAM - Street Addon Mod
Post by: kwakelaar on June 30, 2007, 03:31:17 PM
This is a very interesting project, and seems you have come quite a long way with it already.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on June 30, 2007, 03:43:02 PM
interesting and of course that was quick  &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: memo on July 02, 2007, 09:43:59 AM
The correct mirroring of 0x00aa0200,3,0 is 0x00aa0200,1,1. Also make sure that the straight street texture next to the turn exists rotated by 90° and by 270° because both setups occur. Does this solve the problem?
Title: Re: SAM - Street Addon Mod
Post by: Gaston on July 02, 2007, 04:46:35 PM
This is really some fantastic stuff.    Truely marvelous.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 02, 2007, 05:34:15 PM
Thanks Memo!  Your help was very helpful and I got the 90 turn to road working.

Alrighty, well I dont have time for pictures today since I have lots of homework tonight.  But, I can tell you guys what I have finished RULs for.  I will actually give a list here:

Straight - Straight
Straight - 90 Turn
Straight - End
Straight - T-Intersection
Straight - +-Intersection
Straight - Road T-Intersection (All 4 versions)
Straight - Road +-Intersection (All 4 versions)
Straight - Diagonal Road T-Intersection
Straight - Diagonal Road +-Intersection
Straight - To Straight Road
Straight - To 90 Turn Road
Straight - Rail +-Intersection
Straight - Diagonal Rail +-Intersection

I have also started work on creating the stability RULs so when there are 2 intersections next to each other it doesnt revert one of them and such.  This is going fairly well.  Essentially, the main RUL system is created with about 170 lines of RULs, just to give those who dont understand an idea of how much is going into this.  The stability will take probably another 50 to 70 lines give or take.  And each new piece will take between 8 to 20 lines of RULs depending on the piece.

I need to make a puzzle piece to test with now since I have all 19 pieces I have created.  The other pieces like T and +-Intersections with OWR and AVE will have to wait, since I am not a good texturer, I might need help with these pieces.  Memo, do you mind giving me some help with the puzzle pieces?  I attempted to learn the other night but... I had a hard time following along Tarkus's Tutorial without being able to ask him questions.

So, we are one step closer to a prototype of this mod.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on July 02, 2007, 08:09:24 PM
Ooooooo,  I just had a thought.   &idea        This really isn't the place to suggest it but ...
     ... What about Avenues with GLR in the middle that are brick/cobblestone textures?    (The avenues that is.)    Does anyone think that might be possible?     Like I said, just a thought.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 02, 2007, 08:30:16 PM
To be honest, you can make draggable GLR in Avenue with different sidewalk textures based in the same fashion I am doing with the streets here.  It would just take much more time and effort since it is a 2-tile wide network.  Its not a far fetched idea Gaston, but it seems as though everyone who can do it right now has different projects they are working on or are in RLS.

In reality, you can do this with any set of textures! (As long as they are transit textures).  Whether they have paths or not... well that is determined by the SC4Path file, and if you "forget" paths, you will have draggable textures.  Now, if these textures have props on their lots, they could in effect be turned into T21 exemplars (props for netwroks to an extent).  Imagine, SG canals or Jeronij's Urban Canals.... draggable.  Or draggable BSC Park Paths with pedestrian traffic that actually follows paths.  The possibilities are just being discovered, and it may take a long time to see them from concept to reality, but the possibilities are there.

RULs and puzzle pieces working together has just been discovered and the potential is immense.  Its just unfortunate that there aren't enough of us that know enough to do it.  Maybe, this will give some people the motivation to learn, because its something that will be cool!!
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on July 02, 2007, 09:54:41 PM
 &hlp yeah! very exciting to see someone is working on this. Thank you jp for kicking this off. I am eager to follow the progress here  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Skyfire on July 03, 2007, 09:43:32 AM
There are also the two following street mods that no one has mentioned yet:

- the "Tar-sealed county roads" by rivitoz on the STEX...
- and josefmayor (of Simtropolis... I don't know if he comes here at all) has the brick texture mod he made, which includes WAY more pieces than Ardecila's mod. I think you can just PM him for the textures and he'll send them. Their project seems to be on hold right now.

There was also that guy on Simtropolis who was recently doing the black streets to fit in better with the roads and it seemed to be mostly complete but never released, you may be able to contact him.

So, you might want to check these out.
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on July 03, 2007, 10:13:35 AM
brilliant idea! Brick streets are common in many historic areas in the US midwest!
Title: Re: SAM - Street Addon Mod
Post by: jeronij on July 03, 2007, 10:39:07 AM
  Imagine, SG canals or Jeronij's Urban Canals.... draggable....

Is this perhaps the reason because I made so many pieces for my canals... ::) ?¿  ;)
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on July 03, 2007, 10:54:12 AM
If you could make the canals draggable could you make them function as a ferry route?

Dang.... SimVenice would be sweet....
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 03, 2007, 11:32:51 AM
If you could make the canals draggable could you make them function as a ferry route?

Dang.... SimVenice would be sweet....

Technical answer... No.  The ferry route pathing is a hard coded function and not applicable to network tiles.

Conceptual answer, kind of.  Goaskin was experimenting with making "watertaxis".  He made some puzzle pieces with a subway path on it to simulate "watertaxi" traffic. It works, but its another network that is essentially a GLR.  Maybe, if we used the Monorail paths we could separate the 2, but the issue with this is the actual speed of the traffic type.  There isnt much choice with this here, unless we can add a traffic type which is not possible or known.

@Jeronij   ;)
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on July 04, 2007, 03:24:39 PM
Could you (for speed) base it off of streets? Because its slower?

The speed is an issue but to get a SimVenice to work in SC4... would need to make the canal transit speed pretty fast....
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on July 05, 2007, 03:43:30 AM
Quote
you "forget" paths, you will have draggable textures.

Except if you do not include paths AT ALL, the dragging of these textures will take longer, and with a full plugins folder, can actually freeze the game up briefly.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 05, 2007, 04:23:25 AM
Except if you do not include paths AT ALL, the dragging of these textures will take longer, and with a full plugins folder, can actually freeze the game up briefly.

As happened with RHW v12 and v13 (fixed with v13a and v13b). ;)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: toxicpiano on July 05, 2007, 09:34:52 AM
Is this perhaps the reason because I made so many pieces for my canals... ::) ?¿  ;)
I guess that's a hint, lol!
Title: Re: SAM - Street Addon Mod
Post by: jacqulina on July 05, 2007, 02:10:56 PM
awesome project very interesting and great progress &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: Zaphod on July 05, 2007, 02:23:04 PM
just echoing skyfire, definetely ask about the brick streets josefmayor was working on, they were waaay bettter than the current brick streets
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 05, 2007, 02:44:20 PM
Well for those asking about Josefmayor's textures.  If you can find me a link to the file I will look at it!  But through the thread all pictures are gone and the links to the Beta's bring me to a site where I cannot find the file.  So, I cannot find the actual textures.  Those who have the original zips I can make due with what you give me maybe.
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on July 05, 2007, 02:57:14 PM
And here is another project that will completely change how we play the game!

Great work here, but then again, I don't think I have to tell you that! I'll be waiting in eager anticipation to see how this comes along.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 05, 2007, 05:12:34 PM
Ive worked a bit more today.  School has started up again so I will have less time to work on this, but progress will be made.  I have been working on the Cobblestone textures for Andreas.  I still have the Road T and + intersections but here is a couple pics of what I have.

(http://img340.imageshack.us/img340/2166/cobblestone1gs6.jpg)

(http://img340.imageshack.us/img340/5924/cobblestone2si5.jpg)

I have also started work on a puzzle piece template for myself and learn how to do it.  But I came up short so I still have not gotten to the point where both of the texture sets can be seen together.... Yet!  Almost though.
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on July 05, 2007, 05:16:23 PM
This is an amazing project-the lack of textures have always bothered me.

I have a question, though, are there any diagonal pieces?

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 05, 2007, 05:35:17 PM
@Bigslark.. I have already stated that at the time being I will not be doing diagonal pieces.  The number of RULs it took me to get this far is going to be in the range of about 200 to 250.  Double that and you will get Diagonal pieces.  Again, most of these sets never had diagonals in the first place and I am working with exsiting textures and trying my best with my limited texturing skills to fill in the gaps.

If someone wants to take on the challenge after I have the base mod created, Im game.  But there are other project I want to work on afterwards.  I dont expect this mod to be finished for about 3 months maybe longer.  I might when I have the first couple puzzle pieces created and working release a beta that has some of the new texture sets, but thats all.
Title: Re: SAM - Street Addon Mod
Post by: sebes on July 05, 2007, 05:41:25 PM
What a wonderful projects.... We can now actually build 'old' city centers! Cool... You're great  &apls
Title: Re: SAM - Street Addon Mod
Post by: Gaston on July 05, 2007, 07:37:44 PM
Absolutely in-freaking-credible!       I love this.    I have always wanted to have something like this available.    It is amazing.      ;D


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 05, 2007, 08:08:09 PM
Well a few more textures finished.  I have all the road T and + intersections and the straight to Road and 90 turn to Road textures done!  Here is another pic.  Last one for the day.

(http://img107.imageshack.us/img107/6981/cobblestone3ml0.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Skyfire on July 05, 2007, 10:43:56 PM
@ jplumbley: I asked josefmayor for the textures a few weeks ago via a PM on Simtropolis. He just e-mailed them to me when I asked about them. I have them, so I could send them to you, but somehow I think it would be better to get them from him. ;)

And these textures have diagonals, roundabouts, no trucks, and that weird street round about that come with the game. It may have a few other pieces too. It seems to be quite complete.
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on July 08, 2007, 03:10:31 AM
Hey guys just to let you know I'm josefmayor! I got his PM and I responded approving and I will send him my set, for the American set it does need some texture improvement but that shouldn't be so hard to do, it's only on the intersections where there are brick pedestrian crossings.
I am also considering redoing the texture to th brick on brick intersection, the one that my partner had done is cool for the Euro but I've seen the same one we have in Tampa in other cities so I'll work on trying to do that and send it in, but I will post in here of all things I add to it to assist in creating this gigantic mod.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 10, 2007, 02:36:21 AM
Here's an update on how things are going.

Well, thank you Josef for poking your head in here.  Your textures are greatly appreciated.  I will do my best to help them live upto the standards you and Scruffy were working on.  Thank you.

Now, I have completed to the alpha standards of this mod 3 sets of textures now.

Herringbone Brick Streets
(http://img177.imageshack.us/img177/7074/sam2herringboneintersecwa4.jpg)

NAM Cobblestone Streets
(http://img340.imageshack.us/img340/5924/cobblestone2si5.jpg)

PEGs Gravel Roads
(http://img507.imageshack.us/img507/5858/pegsgravel1iu8.jpg)

The goal for this week will be to bug Tarkus when his RLS is finished and bug and bug him until he helps me with the Puzzle Piece starters.  I have tried all week to get it to work but I am missing something and cant figure it out.  I have gotten the piece in the Rotation Ring, but my preview isnt showing.  It gives me a query saying "Unsuitable area to build network", with no preview of the piece.  So, I am assuming this a problem with the puzzle piece itself and not necessarily the RUL 0x10000000.  Once I get the puzzle piece issue figured out I will work on the copying the SC4Path files from the vanilla textures so that they are actually pathed and ready for an alpha test.

I hope this explains a little where I am at.

Thank you everyone for the support.  I will not let you down!  ::)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 10, 2007, 05:52:56 AM
If you are looking for testers I'll volunteer.  This looks great.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 10, 2007, 05:57:44 AM
Well, it appears your goal shall be met. :D  I'll probably work on the starter pieces some tomorrow.  RL should be more or less calm now.  I'm going to go on a massive starter-piece-making rampage.  This plus various new RHW things. ;)

It sounds like the issue you ran into is one related to the "false intersection" that's initiating the override.  Namely, the type of "false intersection" you used.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Travis on July 10, 2007, 06:01:32 PM
This is looking awesome JP, always needed a good variety of street textures, just adds another bit of realism to the game.
Indeed, if you need testers, I'd be very happy to help out. Looking forward to more!  :thumbsup:


PS: Isn't there an asphalt street mod around somewhere? Would love to see that included.


Edit: Thanks Jan.
Title: Re: SAM - Street Addon Mod
Post by: Shiftred on July 10, 2007, 06:03:06 PM
Of all the things I have ever wanted for SC4 was the ability to control street textures to this degree.  I can die peacefully now ;D  Thanks for starting and working on this project.
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on July 10, 2007, 06:09:46 PM
PS: Isn't there an asphalt street mod around somewhere? Would love to see that included.

Not yet. The person working on it never finished their mod.

-Swamper77 (Jan)
Title: Re: SAM - Street Addon Mod
Post by: Pat on July 12, 2007, 12:09:48 AM

Jp awsome progress here and now with Alex around hopefully you 2 can nail something further down
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on July 12, 2007, 06:52:41 AM
Of all the things I have ever wanted for SC4 was the ability to control street textures to this degree.  I can die peacefully now ;D  Thanks for starting and working on this project.
   
 - i totally agree and want to add my thanks as well.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 07:08:28 AM
Hey, just wondering, do you need any custom street light props for the additional street textures? If so, then i can do some for you, but, swamper might need to light them properly though. :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 12, 2007, 07:13:56 AM
@glenni  Any props that you make for this I can look into adding to the pieces.  I will be learning how to do T21s later and do my best to make these pieces look better.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 07:18:25 AM
I was thinking of old style signs, like for example the street signs you see at every street crossing in game, where they show streetnames, old style ones of them maybe, smaller light posts for the cobblestone streets, but as for the dirt i'm not too sure. maybe nothing at all oh btw, is there any way you could make the dirt texture transition to whatever street texture, more subtle and such? :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 12, 2007, 07:36:53 AM
@glenni For the dirt roads I was thinking some shotty broken fences with trees and stop sign at intersections.

As for textures, I am limited in my abilities and wont touch the road surfaces.  I will accept any help with new textures by adding them from anyone willing to help.  The only thing I require is that only the road surface be created because I will do the sidewalk and grass parts to keep in uniform with the rest of the project.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 08:49:45 AM
Hm, broken fences is a pretty good idea, anyway...

I got two fancy lamp posts now, one copper, and one iron.
Which do you prefer? :P
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/Streetlightstwo.jpg)

I'll make more later on today, right now i'm just going to play S.T.A.L.K.E.R (that game that's in chernobyl)

Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 12, 2007, 09:08:22 AM
Both look good, maybe I can use both on different texture sets.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 09:09:11 AM
Hm, i think i got an idea, you could use the black for the herringbone, and the copper for the cobble, or vice versa. :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 12, 2007, 09:24:50 AM
Hm, i think i got an idea, you could use the black for the herringbone, and the copper for the cobble, or vice versa. :D

Then you will know what type of paving you have, by the lamposts.  :P
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on July 12, 2007, 11:13:43 AM
wow, i love those cobblestone textures there! they look great :) awesome work with this project!
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 02:20:31 PM
here's an update, don't mind the street names, they're not visible in sc4. :D
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/streetprops2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on July 12, 2007, 02:59:46 PM
they are fantastic.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 07:57:26 PM
Anyway, what more did you want done, again?
Title: Re: SAM - Street Addon Mod
Post by: Zaphod on July 12, 2007, 08:24:47 PM
Cookies!! :D

I would go for copper on herringbone and iron on cobblestone actually. that bluish green patina from copper is close to being a complementary color for reddish/orange, so they might match better. Also, its just colorful. Iron and Cobblestone could go together for someone wanting a more subdued look

Of course once rendered these lights could be so pixely and shadowed relative to the street texture that it dont matter what color either is

Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 12, 2007, 08:41:45 PM
Hm, actually swamper got an idea for this, when i talked to him on msn, wealth dependant, instead, copper for high wealth, iron for medium, and iron, but more stripped down, and less detailed for low wealth.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 13, 2007, 02:00:40 AM
I love the street corner signs.  Anyway of getting them as a replacement for the normal ones?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 13, 2007, 08:14:29 AM
Hm, actually swamper got an idea for this, when i talked to him on msn, wealth dependant, instead, copper for high wealth, iron for medium, and iron, but more stripped down, and less detailed for low wealth.

I would have to agree with Swamper77 on this one.  I like the idea of wealth dependant lights.  I havent put alot of thought into the different configurations and what will be needed, but I will definately want to organize it to be wealth dependant.

There will be essentially 4 different street texture variations.

1.  Brick Streets, Cobblestone, etc.
2.  Dirt Roads, Gravel Roads, etc.
3.  BSC Park Paths
4.  My secret mod that I wont tell right now.  It will be interesting to work on the T21s for this one!

A small list of things needed for each type:
1. Brick/Cobblestone streets: (3 or 4 sets)
     Street lights    (like glenni's) Id like to try and go with a different light for each texture set.
     Street signs    (like glenni's) Same thing, I would like to have a different set for each texture set.
     Trees   (like Jeronij's Street Mod) There are some existing prop families I will be using for this one.
     Stop signs   These are for intersections.  These can be used from the original pieces.

2.  Dirt Roads:
     Broken Fences   I would like a variety of these broken fences so each tile doesnt look the same.
     Telephone Pole with a light  I think a wooden telephone pole with a pertruding lamp over the road every so often will look good.
     Stop signs at intersections
     Trees   There should be less trees for this group than the Brick/Cobblestone group.  Maybe some shrubs would due as well, brownish in color.

3.   BSC Park Paths:
     Original Lot layouts will be used maybe some new configurations for variety, but thats about it.  These will be pathed for Pedestrian traffic, and experiments will be done to get some of the original park stats onto the network.  Whether the properties will work out well, we shall see.  This set will have a basic set of pieces, Straight, 90 turn, 4way, T-intersection, etc.

4.   Sercret Mod:
     Lets just say, I will be using some prop families from Newman Inc with cars in them.  You can guess but I wont tell.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 13, 2007, 08:24:26 AM
i can do the fences now, as for the park trails, i got an idea, and i would like you to hear it, basically, for the start of the park trail there should be a sign which shows some symbols about it's  for bikes and pedestrians and , and a sign which shows that's it forbidden for  motorized vehicles to enter.
I'll bat a sign right now, and tell you what i meant, are the park trails also supposed to be wealth dependant btw?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 13, 2007, 08:31:40 AM
@glenni  About the park trails, I will have to talk to Swamper77 about the possibility of starting with a "no cars allowed" sign at the start of the path.  It may be possible. Maybe this can be made as the puzzle piece.

Yes, I will make the parks wealth dependant, but I am thinking only the sidewalk will be the "changing" part.  I am hoping to keep the grass texture the same so it will blend with all the parks around it.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 13, 2007, 08:40:51 AM
Aha, i see, well here's the sign, i won't delete it , in case you'll actually need it later on.

(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/novehicles.jpg)

Great mod by the way, i'm really looking forward for this! ;D

EDIT:

Here's some new STOP signs, i'f you'd like, the low wealth and middle wealth prop, could probably stay the same. ;)
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/Stopsigns1.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 13, 2007, 06:16:16 PM
Sorry for the bump, but how's this?

(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/telephonepole.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 13, 2007, 06:45:39 PM
That looks good glenni... Is it possible for you to make wires that can connect to the top so the Prop can be placed at the edge of each piece?
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 13, 2007, 06:52:20 PM
Oh, so you want wires? Sure , i could to that

EDIT:

Here it is, now i made overhanging wires, and i assembled them together for a pic, to see how they repeat.

(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/wires.jpg)

(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/wires2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on July 13, 2007, 08:23:22 PM
wow glenni, they look excellent!!! great work :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 13, 2007, 08:26:21 PM
Very, cool that will look good for the gravel and dirt roads.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 13, 2007, 08:27:52 PM
infact i'd like having these replace the $ street light props at normal street too, for a separeate mod, lol :D
Title: Re: SAM - Street Addon Mod
Post by: Travis on July 13, 2007, 10:12:42 PM
That looks great Glenni! However, it might not look too good on steep slopes.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 14, 2007, 08:11:08 AM
oh...right, now that's a problem, how can we possibly solve this? &mmm
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 14, 2007, 09:25:04 AM
Dlenni you can solve this by making the wires a separate prop model.   The prop properties can be set so that it is slope conforming.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 14, 2007, 09:33:15 AM
Sound fair enough, though i gave these to swamper for rendering, i'll talk to him later on today.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 14, 2007, 11:29:18 AM
Here's a broken fence prop, is this the kind you wanted?? &mmm
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/brokenfence1.jpg)

EDIT:

Here's a 2nd prop this one is without posts on the end, so it supposed to be connected to the first prop
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/brokenfence2.jpg)

EDIT2 : i got no idea if you also wanted crappy chain link fences, but here's also some!
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/Crasppyfences.jpg)
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on July 14, 2007, 01:13:01 PM
This will be so amazing  ;D
Title: Re: SAM - Street Addon Mod
Post by: Andreas on July 14, 2007, 05:35:24 PM
That looks great Glenni! However, it might not look too good on steep slopes.  &mmm

I guess there is no feasible way to solve this problem. Even with individual slope conforming props and the like, you can never predict the actual percentage of the slope, so it would look odd if you don't smooth it very carefully. The props may be able to handle a very slight slope, but everything else is more or less a game of luck.
Title: Re: SAM - Street Addon Mod
Post by: Zaphod on July 14, 2007, 06:01:00 PM
IMO a barbed wire fence would look good too

Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 14, 2007, 06:01:42 PM
good idea, though i hope you don't mind if they don't show up that good. &mmm
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 14, 2007, 07:18:24 PM
@Glenni  I will for sure use the broken wooden fences.  They look good, is it possible to make 2 more versions, that way the "randomness" will work much better.  I will try and find a place where the broken chain link fence is useful.  Maybe in a low density commercial area, but it will look funny in a spot where the zone touches the road and requires road access.  I will try to find a useful spot for it.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on July 15, 2007, 06:52:03 PM
well if you did a fence like this

(http://www.miac.org.uk/images/heenanf.jpg)

then you could have the vertical bars as individual props and the horizontal bars as individual slope conforming props.... but i feel that would be impractical...
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 18, 2007, 01:58:11 PM
Well... I have heard some news from Tarkus.  He has been able to figure out what I did wrong on my first puzzle piece attempt.  One day soon we will get together and make a set of them for the SAM starter pieces.

In the mean time I have been slowed down by school.  I guess thats more important :P.  Anyways, I have been working on some RULing in the spare time and today I decided to take another shot at the textures.   Here is a picture:  Tell me if you think its useful to have draggable parking lots with paths rather than capacity.

(http://img258.imageshack.us/img258/772/parkinglotsbn7.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on July 18, 2007, 02:41:14 PM
Excellent work. Draggable parking sounds fantastic. I personally think the parking better draggable with paths rather than capacity. Just wondering if it's possible to make the textures one long parking lot with out all the breaks ( the dips at the end of each cell) maybe a break occassionally, but I don't know if that's possible. Hopefully I will one day.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 18, 2007, 05:52:57 PM
I am very bored today if you cant tell by now... I started working on the BSC Park Paths.

(http://img509.imageshack.us/img509/8827/bscparkpathsxu0.jpg)

Hope you like them!
Title: Re: SAM - Street Addon Mod
Post by: hoshattack on July 18, 2007, 11:11:33 PM
So are the BSC park paths going to function as roads so you won't get the "No Road Connection" zot?
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 18, 2007, 11:44:22 PM
Seems like it

look at the zone developing
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 18, 2007, 11:58:06 PM
So are the BSC park paths going to function as roads so you won't get the "No Road Connection" zot?

Well, at the moment these dont have paths.  I am going to path these with only Pedestrian traffic paths.  Hopefully since this is draggable rather than a puzzle piece the residential zoning will work properly.  I have only gotten the textures working today, I will try to get a test working with pathing when I get ahold of Swamper77 for making the path files.  Only a test will give us the answer.  If not these will still be very useful in urban downtowns where trains, subways and bus stops are plentiful.  But these will still look good in your park areas, and if your sims wish they will still be pathed.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 19, 2007, 01:01:34 AM
Very nice.  On the note of making them Ped only, does that mean you can make the Ped mall draggable? 

As for the parking lots, brilliant idea, will allow us to make shopping complexes and still have the road connections.  I love it.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 19, 2007, 01:04:53 AM
Very nice.  On the note of making them Ped only, does that mean you can make the Ped mall draggable? 

Yes. 

Any.... I mean ANY texture can be dragged.  Any texture can be given paths.  If I wanted I could rotate the street texture 90 degrees and remove the car paths and put monorail paths on it if I wanted.  What the texture looks like means nothing, what paths are used dont mean much.  What makes this work is the RULs, if you have the texture rotated the wrong way or the wrong paths lined up together, your new "network" wont work.  You can do anything with anything, you just need to do it right.....  If ya know what I mean.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 19, 2007, 01:23:22 AM
yeah, sounds great, not sure the rotating the street and putting the monorail thing on works though.  :P

Are you needing any help.  Not sure what I can do, but am willing to learn.  Can use photoshop, and have a technical mind, so might be able to figure out some other stuff.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on July 19, 2007, 04:38:08 AM
Draggable ped-malls would be a great addition to the NAM indeed, although the puzzle pieces aren't that bad in this case (it's unlikely that a city will have ped-malls which extend over several blocks). The draggable park paths look very nice as well, and I could envision low or medium density housing areas for them. And the draggable parking lots could be useful for commercial areas as back alleys and stuff like this. Great work on this project so far, Jason! :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 19, 2007, 11:22:18 AM
@Memo

Alex was looking at my RUL setup for the SAM puzzle piece test I made.  But he has been away and I would like to get a working puzzle piece.

I have made a mistake somewhere.  I dont know where, do you mind taking a look at it and telling me what I missed?

This is the 0x10000000:

[HighwayIntersectionInfo_0x00006140]
;Added by jplumbley 10/07/07.
;PEGs Gravel Streets Straight Puzzle Piece - drag
Piece = 0.0, 0.0, 0, 0, 0x5e5ff406
PreviewEffect = preview_PEGs_Gravel___001

0x10000000

CellLayout =.......
CellLayout =...Z<..
CellLayout =...a...
CellLayout =...^...

CheckType = Z - street: 0x02000200
CheckType = a - street: 0x02000200 street: 0x00010100, 0xffffffff

ConsLayout =........
ConsLayout =...+...<
ConsLayout =........
ConsLayout =...^....

AutoTileBase=   0x5e5ff400
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5e5ff406
Costs       = 8
[HighwayIntersectionInfo_0x00006141]
CopyFrom    = 0x6140
Rotate      = 1
[HighwayIntersectionInfo_0x00006142]
CopyFrom    = 0x6140
Rotate      = 2
[HighwayIntersectionInfo_0x00006143]
CopyFrom    = 0x6140
Rotate      = 3
;rotation clones
[HighwayIntersectionInfo_0x00006144]
CopyFrom    = 0x6140
[HighwayIntersectionInfo_0x00006145]
CopyFrom    = 0x6141
[HighwayIntersectionInfo_0x00006146]
CopyFrom    = 0x6142
[HighwayIntersectionInfo_0x00006147]
CopyFrom    = 0x6143

I have gotten the piece added to the Ped Malls for a test, its there, but it is showing up as "Unsuitable are to build network" when I reach it in the TAB ring.

This is what I have written in 0x10000001:

;PEGs Gravel
Type1=0x00020002,0x00020002,0x5e54b400,3,0
Type2=0x02000200,0x02000200,0x5e54b400,0,0
Type3=0x00020002,0x00020002,0x5e54b400,1,0
Type4=0x02000200,0x02000200,0x5e54b400,2,0

0x5e54b400 is the IID of the straight texture IID. 
0x5e5ff400 is the IID of the puzzle piece I am using.
I have not changed the SC4Path file yet, is this required for the piece to be ploppable?

Attached is the file with the puzzle piece in it.
Title: Re: SAM - Street Addon Mod
Post by: freedo50 on July 19, 2007, 01:08:29 PM
Great work jp, just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Fred
Title: Re: SAM - Street Addon Mod
Post by: RippleJet on July 19, 2007, 01:49:07 PM
Draggable ped-malls would be a great addition to the NAM indeed, although the puzzle pieces aren't that bad in this case (it's unlikely that a city will have ped-malls which extend over several blocks).

I would love draggable ped-malls. I usually build more than half of my city networks to be pedestrian streets or ped-malls (no car access to any commercials or industrials).


just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Since they are streets, which is the network having the lowest traffic speed, I can't see why (even the most stupid) sims would take shortcuts across the parkings. $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 19, 2007, 03:11:03 PM
Great work jp, just make sure that the draggable parking lots wont be used as a shortcut by all the traffic in the city  :D

Fred

I have nothing to do with how much the sims will use the parking lots.  It depends on how you lay them out.  The parking lots are based off of the Street network so they have the lowest speed of all the networks.  But, you know as I do sims still use streets as shortcuts for no apparent reason.
Title: Re: SAM - Street Addon Mod
Post by: freedo50 on July 19, 2007, 03:27:14 PM
Is there any chan ce that you could set a really low capacity for the starter pieces, which would then stop this happening?

Fred
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on July 19, 2007, 04:43:50 PM
Sorry Freedo, but that cannot be done. Any dragged or plopped network gets its settings from the base network, in this case the street network. If we had access to the EXE, we could potentially make such changes by defining new networks, but EA won't allow that.

-Jan
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 19, 2007, 06:19:39 PM
Anyway, speaking of the two more fence props you wanted... did you want them with the shape and such , or a different kind like pickets? &mmm
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on July 19, 2007, 06:31:52 PM
Wow this is looking great!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 19, 2007, 07:00:50 PM
Anyway, speaking of the two more fence props you wanted... did you want them with the shape and such , or a different kind like pickets? &mmm

Hi Glenni.  I would like them to be the same style.  Just 2 more broken versions to give a better variety when I make them into a prop family.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 19, 2007, 07:09:25 PM
Allright, done, ;) would you like some pics, or isn't it needed?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 19, 2007, 07:21:31 PM
Pics arent all that required, but if you can make one with all four in 4 quadrants that would be fine if others would liek to see it.
Title: Re: SAM - Street Addon Mod
Post by: memo on July 20, 2007, 06:10:35 AM
@jplumbley: OK, I will look for the mistakes and try to point them out to you.

PreviewEffect = preview_PEGs_Gravel___001

0x10000000

CellLayout =.......

Firstly, that line "0x10000000" seems to be wrong and has to be deleted.

CheckType = a - street: 0x02000200 street: 0x00010100, 0xffffffff

This line would mean that there is an intersection between a street and another street, which isn't possible. These intersections always have to be ones between two different networks.
This particular part of the puzzle piece has to be a special intersection (Alex called them false intersections, so I'll do, too), which usually isn't and cannot be built in game. The only way to build it is to plop it via puzzle pieces. So if you changed the second "street" to "road", you would have such a false intersection.

This is what I have written in 0x10000001:

;PEGs Gravel
Type1=0x00020002,0x00020002,0x5e54b400,3,0
Type2=0x02000200,0x02000200,0x5e54b400,0,0
Type3=0x00020002,0x00020002,0x5e54b400,1,0
Type4=0x02000200,0x02000200,0x5e54b400,2,0

This part enables the false intersection to be built. It links the network layout to textures and paths. I wonder where you have put these lines of Rules, since there isn't a section called [StreetStreetIntersectionSolutions] in 0x10000001. You have to place these Ruls at the end of the section [RoadStreetIntersectionSolutions].
However, you still have to change these Rules because they don't create the false intersection you want. The Rules you have written create an intersection between orthogonal road and orthogonal street, which both run in the same direction. I'm not sure, but probably, this is impossible.
I would change them to this:

;PEGs Gravel
Type1=0x01010000,0x00020002,0x5e54b400,3,0
Type2=0x01000001,0x02000200,0x5e54b400,0,0
Type3=0x00000101,0x00020002,0x5e54b400,1,0
Type4=0x00010100,0x02000200,0x5e54b400,2,0

As you see, this creates the same intersection as the false intersection used for your puzzle piece.


I also had a look at your puzzle piece file and I wonder why there are three Effect Directory files and so many s3d-models. I think you can delete two of the Eff Dirs and you only need six models (0-5), the others can be deleted, too. Furthermore, I noticed that you didn't change the values of the exemplar file (so instead of your models, other models would appear) and you didn't change the values of the Effect Directory either. I have given a very brief instruction on how to modify Effect Directory files here: http://sc4devotion.com/forums/index.php?topic=714.msg21849#msg21849 (http://sc4devotion.com/forums/index.php?topic=714.msg21849#msg21849) You may also read redlotus' interchange tutorial for more information on creating puzzle pieces.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 20, 2007, 09:23:30 AM
Hey Memo, thanks for the help!  I am a step closer to getting this to work now.  The puzzle piece is plopping now.  But, I cannot drag from it and I am still having trouble with the Effect Directory.  When I edit the preview and I save the file it reverts back to the original preview name.  I dont have alot of time to look at it right now, so I will play around more later and try to keep working on it.
Title: Re: SAM - Street Addon Mod
Post by: hconline on July 21, 2007, 01:32:50 PM
Do you plan to release the attachment on the LEX?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 21, 2007, 07:39:02 PM
Do you plan to release the attachment on the LEX?

Yes.  Eventually this will be part of the NAM.  I will release a Beta Release when I have the first puzzle pieces ready.  At the moment there will be 4 different texture sets ready, we will see if any others will be added.  None of the sets will have any props on them for the beta release.  Props will be added later when I have the intial setup ready.  There is no timeframe setup for releases and I will not give exact dates.

Candidates for first Beta Release:

Herringbone Brick Streets
Cobblestone Streets
Parking Lots
PEGs Gravel Streets

Possible additions depending on advancements:

Josefmayor and ScruffyDeluxe's Brick Streets - textures need to be converted for compatability with Sidewalk Mods
BSC Park Paths - Paths need to be finished intersections with other networks need to be created and RULed

Other texture sets in the "todo" list:

PEGs Dirt Roads
Torolcas Dirt Streets

Other netowrk texture sets in the "todo" list:

Possibly single lane One Way Roads
Northcountrydude's Rail Textures (if he will let me)
The japanese Rail texture set (I think it was done by NOB but I may be wrong)
HSRP (make it a optional Monorail override rather than overwriting the Monorail, maybe someone else will get there first)

This project is going to continue for a long time.  Luckily Diggis has offered help, thank you Diggis.  Glenni is doing a great job helping out with props for the networks, I hope to see some more great stuff out of him soon, thank you Glenni.
Title: Re: SAM - Street Addon Mod
Post by: memo on July 22, 2007, 02:36:38 AM
So did you get the puzzle pieces working by now? If not, you may send them to me or upload them as attachment, so that I can look for the problems again.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 22, 2007, 02:39:15 AM
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/props_lined_up.jpg)

Here's basically 3 fence props, and two chainlink fence props lined up, need more variations? I don't mind doing em. :thumbsup:

Also i found some textures from half life 2 that could be potentially good textures.  ;)


(The two fences to the right are the newest ones.

Here's a small cobblestone texture i edited, it was basically 2 texture originally from the game half life 2, i have no idea how to do further expand this texture   though like making textures for  turns, intersections, t-intersections or whatever. :(
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/cobblestonetexture2.jpg)
added a small preview render in 3dsmax too.
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/texturerender2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 22, 2007, 12:30:00 PM
@Glenni   Those fences are great!  I really like them.  If you would like to add more "random" things.  I can make a small list:

Residential:
Garbage bags
Garbage cans (Variations with 1 or 2 cans)
Recycling boxes

Commercial/Industrial:
Public Waste Bins
Boxes
Newspaper Stands

As for those textures.  They look very nice.  Unfortunately, I have very limited texturing skills.  I cannot make new sets, I can only complete exsisting sets if I have a base set of:

Straight Piece
End Piece
90 Turn
T-Intersection
4way Intersection

If I dont have these 5 pieces I cannot complete the set as I am just not talented enough with textures.
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on July 22, 2007, 12:45:01 PM
Those fences look great, Glenni! I can't wait to see them in-game. Keep up the fantastic work here, guys!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 22, 2007, 12:50:47 PM
I might be able to do something with those texutres if you need.  As I said in the PM, I have some decent Photoshopping skills, and access to the latest version at work.  But I think it's probably best we finish what you have.  $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: Glenni on July 22, 2007, 02:38:42 PM
Mjig made a turn, and t-intersection of it so far, as for props, no problem, i can  do that. ;)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 01, 2007, 12:13:04 AM
OK everyone.  I know it has been a few days since I have last posted here.  I have been struck by the RLS bug and SC4 work has ceased to a halt for me.  I thank everyone who has offered their services.

Glenni, those props are awesome, I hope that you will keep up the good work and I will put those props to good use when RLS dies down a bit.

Diggis, I will be sending you a PM with some textures and details of what I need done.  So, your help is greatly appreciated.  Take your time with them.

Tarkus, if I send you all the straight textures, can you finish up the puzzle piece starters for me?  I have 5 or 6 sets created at the moment, including the one you've already created.

Swamper, thanks for all the behind the scenes help so far.  When I get back, I plan to start working on the T21 exemplars for the network pieces.  I think I am going to have alot of fun with these  ::).  I want to make this one of the best looking street mods out there.

So, it seems I am going to be quite busy with school work for the last 3 weeks of the summer term.  I have 2 major assignments to work on.  We will get it done though, and I will come back after school is done.

I will leave you guys with a surprise I recieved today.  Hableurg, contacted me a few weeks ago about creating some textures for the SAM.  My response was if you make the textures I will include them.  Well he made a set of textures for me for Asphalt Streets.  I hope you guys like what he's done:

(http://img67.imageshack.us/img67/7752/st8kz2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 01, 2007, 01:07:10 AM
hey they look good.  I've always disliked the textures on the streets.  The light grey seems like concrete to me, not ashphalt.  Hopefully this will fix that.  Yay.
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on August 01, 2007, 01:51:55 AM
Excellent, that particular street has deffintly been requested and wanted for a long time!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 01, 2007, 04:02:10 AM
jplumbley, I'd be more than happy to do the starter pieces for the rest of the SAM textures. 

And HabLeUrG, those are some very nice asphalt Street textures there! 

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: cammo2003 on August 01, 2007, 06:44:57 AM
Finally, asphalt streets. All we need now is potholed, poorly maintained, gutterless street textures.  :P

Might be a good idea to do a version for us ERTM users as well. And don't forget the diagonals! Otherwise things will look... um, odd for folks with the NAM.  :D
Title: Re: SAM - Street Addon Mod
Post by: Andreas on August 01, 2007, 07:06:26 AM
Hmm, wasn't someone working on asphalt streets over at ST a while ago? I haven't heard from him since a while, but the screenshots he posted were looking very promising. I hope he didn't drop the project entirely due to whatever reasons. In any case, someone should contact him (maybe via e-mail), so we don't waste our time in creating new textures that were already made.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 01, 2007, 09:11:33 AM
Cammo, Diagonals are not being considered due to the huge work load they would require.  It may be possible in the future to expand the set, should someone be willing to prepare the textures, and write the RUL's, but for the time being no.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on August 01, 2007, 10:06:39 AM
Hmm, wasn't someone working on asphalt streets over at ST a while ago? I haven't heard from him since a while, but the screenshots he posted were looking very promising. I hope he didn't drop the project entirely due to whatever reasons. In any case, someone should contact him (maybe via e-mail), so we don't waste our time in creating new textures that were already made.

I have the textures set if you need those for SC4, also I can make for diagonals too but i will need another street textures of diagonals  ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 01, 2007, 10:17:19 AM
it's not an issue of textures for the diagonals it the issue of RUL's.  I've just started helping Jason on this, and if I learn enough and can be bothered I might look at doing some diagonals, but that will be a wee way off yet.  Jason has stated that he will NOT be doing diagonals, which is fair enough given what he IS doing.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 01, 2007, 05:21:35 PM
Finally, asphalt streets. All we need now is potholed, poorly maintained, gutterless street textures.  :P

Might be a good idea to do a version for us ERTM users as well. And don't forget the diagonals! Otherwise things will look... um, odd for folks with the NAM.  :D

Why would it look funny if I "forget" the diagonals?  The original MAXIS street textures never had diagonals.  It will be a huge pain in the arse to RUL out the diagonals and not to mention the fact that you cant even draw diagonals with streets.

I dont plan to do diagonal streets, you are very welcome to do the work on the diagonals.  I have enough work as it is to do when it comes to the orthogonals.  For each orthogonal set of textures for the streets I already have well over 300 lines of RULs.  For better stability and things like rounadabouts, avenue intersections and one way road intersections this number will come much closer to 600 lines when I am done.  That gives me a total of over 5000 lines of RULs by the time I have the 9 sets I have right now for the SAM.  Diagonals alone seem like they will be atlesat twice as many lines of RULs meaning if I were to do diagonals there would be in the range of 15000 lines of RULs.

I am also giving Alex help with re-writing the RHW RULs.  It is getting totally re-organized in the RULs and the RHW will have the 2,4,6,8 and 10 lane versions all compatible when we are done that.  But again these are probably going to be in the range of thousands of lines of RULs.  Then after that there is the NWM with TLA-3,5,7, OWR-5, AVE-6,8 another few thousand lines.  And I bet you will like to see Northcountrydude's Rail textures made functional and draggable.  Meaning you will be able to drag train yards along your rail system.  What else would you like? (Please dont answer that)  This is what I plan to do, but it is going to take me quite a while to do it between school, work and other RLS.

I hope this gives you some insight into what is happening in my end of the SC4 world and how much there is left to do.  Again, I thank all the people have given me help in getting to where I am.  Id like to thank Alex for allowing me to work alongside him and giving me the chance to learn from him.  I am still learning every time I open the Reader and writing RULs although frustrating sometimes (when they dont work) are rewarding for me when I finally figure them out.
Title: Re: SAM - Street Addon Mod
Post by: cammo2003 on August 01, 2007, 06:03:42 PM
Don't get the impresssion that I'm trying to rush that at all. I'd personally be happy to see that two years from now. I'm just throwing the idea out there. CHILL.  :D I'd much rather see things done well than rushed and things done wrong. I didn't realise diagonals were THAT much more work though...  :o

The main reason I make so many suggestions is because that's about all I'm good for, unfortunately. I can't texture to save my life.  :D :D :D

The NWM is where I'm really getting enthusiastic, though, and that's what I'm really really looking forward to. Again, though, don't rush things, take your time, do the modding right, and I'll certainly be posting thanks whenever that particular addon is released, much as I already have for the CAM.

Seriously though, keep up the great work, and things will be released when they are released. And the first comment in my other post was tongue firmly planted in cheek. 'Twas a poke at the poor standard of some of the roads around here, don't mind that.  :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 03, 2007, 04:07:30 AM
Just to update you all on where we are at.  Jason has give me the textures to mess with.  I have spent a couple of hours on the bricks and got everything matching.  Now onto the wealth levels for them, and the asphalt textures.

Jason is busy with College, so hopefully when he finishes up there I will have textures finished for him.  I'm tempted not to send him anything till he's finished for the year, as I'm sure he would work on this over studying.  :P
Title: Re: SAM - Street Addon Mod
Post by: Gaston on August 03, 2007, 08:25:12 PM
Diggis said:
Quote
Jason is busy with College, so hopefully when he finishes up there I will have textures finished for him.  I'm tempted not to send him anything till he's finished for the year, as I'm sure he would work on this over studying.

That is probably a good idea.   I remember when I was in college I could get distracted by almost anything.    :D

  &dance  &dance  &dance  &dance  &dance  &dance  &dance  &dance   
Oooooo pretty... 
...What were we talking about...

---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Pat on August 03, 2007, 08:39:20 PM

LoL Gaston you are a riot lol  :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 06, 2007, 07:15:22 AM
Small teaser.

(http://img254.imageshack.us/img254/2051/fullsetzt0.jpg)
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on August 06, 2007, 07:23:12 AM
Very nice!!!! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 06, 2007, 07:47:26 AM
They came up well, although there are a few things I need to look at, like the line to stop at on the rail crossing should be bigger.
Title: Re: SAM - Street Addon Mod
Post by: bat on August 06, 2007, 12:20:36 PM
Nice new textures, Diggis! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 06, 2007, 12:28:17 PM
Awesome work Diggis!  Thank you for helping me out especially while I am in a RLS hiatus from SC4 work.  That is just another set to add.  Thank you Josefmayor for the base set you gave us, I know all the textures arent there but this is the base set that will be in the SAM - Beta after I get back.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 09, 2007, 08:06:27 AM
OK, quick query, I have 2 different textures for heavy rail and am not sure which one to use.  As I don't have the game running at the moment (Laptop died) I can't check in game.

(http://img410.imageshack.us/img410/2659/bsrcdcopyfe6.jpg)   (http://img410.imageshack.us/img410/2097/diagonalrailil3.jpg)

As you can see the asphalt one has a lot more ballast, and seems better to me, but I need them to match in game as best as possible.

does anyone out there have some basic png's of rail crossings they could email me to work off? 
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 09, 2007, 09:07:10 AM
Actually Diggis, I have been working off of a "bad" texture.  What I mean is I used on from the existing Street Mods and it turned out to be a little different from the actual rail textures.  The Brick street one you have shown there is closer to the actual rail texture than the on on the Asphalt street.

I like the Asphalt one better, but you will notice that the texture for the ballast will not line up properly for diagonals anyways, you it may be best to work with the original texture.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 09, 2007, 09:49:29 AM
So go with the one for the brick?  Excellent, as thats the ones that are done :P
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on August 09, 2007, 11:54:26 PM
Actually Diggis, I have been working off of a "bad" texture.  What I mean is I used on from the existing Street Mods and it turned out to be a little different from the actual rail textures.  The Brick street one you have shown there is closer to the actual rail texture than the on on the Asphalt street.

I like the Asphalt one better, but you will notice that the texture for the ballast will not line up properly for diagonals anyways, you it may be best to work with the original texture.

Jason, if you want me to fix this i could do it in a minute  ;D

i have done it... hope this is useful
(http://img513.imageshack.us/img513/1175/astif2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 10, 2007, 02:16:19 AM
Hableurg,  What program do you use to do these in?  If you have them with layers and transparency, can you send those through, rather than JPG's?  The JPG option reduces the quality somewhat, which I'd prefer to avoid.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on August 10, 2007, 06:40:50 PM
well everything i made is in fireworks, but at the moment i can send you only jpg pictures, thats because I work in that format when im making the textures...
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on August 10, 2007, 10:17:47 PM
wow, fantastic work all, the textures look great, and will add a fantastic variety to the game! :) keep up the great work!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 11, 2007, 01:06:46 PM
No worries hableurg, I just didn't want us to be doubling up the work, if you were doing the same thing as me.
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on August 13, 2007, 02:09:47 AM
Ahhh!! Excellent job! I can't wait to see an ingame of my textures! I'm growing more excited every day for this project!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 13, 2007, 02:26:56 AM
Ahhh!! Excellent job! I can't wait to see an ingame of my textures! I'm growing more excited every day for this project!

You'll have to give me one more week for my testing for preview pics.  Then a little bit longer for a BETA test release, which depends on whether Alex has those puzzle piece starters created for me.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 14, 2007, 08:25:06 AM
OK, present for you all.

(http://img117.imageshack.us/img117/3370/fullsetdv6.jpg)

This issues with the light edges at some of the intersections have come from the rotation and scaling of the pic, and are not really there.  you are hallucinating.  :P

Jason, I'll email these across tonight.
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on August 14, 2007, 08:47:04 AM
awesomness!
Title: Re: SAM - Street Addon Mod
Post by: Andreas on August 14, 2007, 09:13:56 AM
well everything i made is in fireworks, but at the moment i can send you only jpg pictures, thats because I work in that format when im making the textures...

Hmm, why don't you use PNG if you have Fireworks? It's the native format of Fireworks, and also for a lot of in-game stuff (UIs, icons etc.), and it doesn't suffer from compression artifacts.

Anyway, great progress so far, I'm really looking forward to this mod. :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 15, 2007, 07:30:29 AM
So anyways, I was looking at the intersections with the roads and realised that they look like the street has right of way over the road, which isn't quite right.

So I ask the following...

(http://img371.imageshack.us/img371/5582/road4wayintersectionv12ln1.jpg) or (http://img159.imageshack.us/img159/5449/road4wayintersectionv1ohc8.jpg)


Would someone be able to check for me which matches that shown in game for me, as mine is down at the moment.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on August 15, 2007, 07:54:32 AM
The left one is (more or less) right when it comes to the game, but you could add some stop lines to the street junctions (this is how it's done in the Euro Road Textures Mod). The white double-line is merely a pedestrian crossing, and not a stop line.
Title: Re: SAM - Street Addon Mod
Post by: Ennedi on August 15, 2007, 08:06:18 AM
I agree with Andreas.

The continous lane (no matter, yellow or white) means "do not cross it" and could be used on this intersection only if cars driving along the street couldn't go ahead i.e. cross the road.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 15, 2007, 08:18:30 AM
OK, about what I thought.  I knew the whites were a ped crossing, but they didn't look right there, as it seemed to give dominance to the street.  I can remove the yellow lines across the intersection as the road needs to be crossable. I just wanted to see how close I was to the mark.
Title: Re: SAM - Street Addon Mod
Post by: Ryan B. on August 15, 2007, 09:50:56 AM
Why not put crosswalks on the streets, too?  A stop line before the crosswalks on the streets would show right-of-way preference to the road, like this:

(http://img508.imageshack.us/img508/4853/streetxroadyw4.png)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 15, 2007, 11:10:37 AM
Generally speaking here an intersection with a street would not have crossings like that as they are not controlled, meaning that the cars wouldn't normally be stopping there.
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on August 15, 2007, 12:36:10 PM
I thought the cars on the street had to stop at the road crossing, since those on the road have right-of-way? And I think crosswalks aren't needed on the streets because they generally aren't as busy as the roads -- although, not all roads have crosswalks where they intersect with streets (actually, I haven't seen that many like that).
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on August 15, 2007, 04:41:28 PM
I thought the cars on the street had to stop at the road crossing, since those on the road have right-of-way?

Most of the time, cars do have to stop on the street at an intersection with a road.  Plus 99.9% of the time, the steet has a stop sign on the side of the road.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on August 15, 2007, 04:56:15 PM
well this was the original one..

(http://img132.imageshack.us/img132/340/st8ih3.jpg)

or also like this one
(http://img256.imageshack.us/img256/1479/stopiscn2.jpg)

Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on August 16, 2007, 12:51:25 AM
Streets on Kennedy Blvd in Tampa almost always have a brick cross walk even with stop signs on the street.
Although this is more for aesthetic purposes its still a case!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 16, 2007, 03:13:22 AM
well this was the original one..

(http://img132.imageshack.us/img132/340/st8ih3.jpg)

or also like this one
(http://img256.imageshack.us/img256/1479/stopiscn2.jpg)



This is what I was thinking.

Dfire - You missunderstood me, which is understandable as what I wrote wasn't clear anyways.  I meant the crossings on the road wouldn't be there as the cars on the road wouldn't be stopping.
Title: Re: SAM - Street Addon Mod
Post by: HabLeUrG on August 17, 2007, 07:06:44 PM
well I have seen some intersections like this...
(http://img329.imageshack.us/img329/4964/intdx1.jpg)
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on August 18, 2007, 01:22:59 AM
I would leave it as is, I don't see any intersections like that, atleast in Tampa.
Van Dyke Road which is a very rural road in North Tampa has a lot of tiny streets that lead to farms doesn't have any of those.
John F. Kennedy Blvd, as I mentioned before is the central blvd in Tampa and it has lots of tiny streets that run off of it (brick, asphault concrete etc) and it also doesn't have anything like that.
Highlands Ave in Tampa does have that center lane running the whole length of its 2 way ness until it becomes one way at Violet St a few blocks south of Hillsborough Ave.
I do like it though! I'm sure some cities have it
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 18, 2007, 03:32:38 AM
HabLeUrG:  I'd second JosefBrisko about leaving the texture as is (without the turn lane).  If anyone wants to add a center turn lane to the intersection, they will be able to easily upgrade it to a TLA-3 when the NWM (Network Widening Mod) comes out. 

Otherwise, those asphalt street textures are looking absolutely fantastic! :thumbsup:  They're something I've wanted for quite a long time, and I know there's many others out there as well. ;)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on August 18, 2007, 08:39:09 PM
I'm anixously awaiting for the NWM to come out. It'll be new Ideas for me when I do my first city. I just have a hard time deciding how to grow my cites lol.

Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 19, 2007, 12:49:38 PM
To all who have been waiting for SAM... The wait for me coming back is over.  I am starting work back up today on the SAM project where I was away for 3 weeks from modding.

Thanks you Diggis and Hableurg for your awesome texturing while I was "away".  I am excited about the new texture sets that have been fixed up and completed.  Today I will be re-installing SC4 and updating it.  Then down to the dirty work tomorrow.
Title: Re: SAM - Street Addon Mod
Post by: DJGspinNhitz on August 19, 2007, 06:45:39 PM
Depending where you live cross walks are painted at all intersection where a traffic control device is in place. stop sign, traffic light, yeild sign. Cross walks are also now being required at all intersection where sidewalks are present on 2 sides of a street, road, or avenue. I work as an alternative transportation planner, it is one of my jobs to ensure pedestrian and bicycle safety through properly constructed intersections, bike lanes, sidewalks, and multi-purpose trails.
Just my 2 cents.
GQ
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 20, 2007, 08:11:10 AM
Can someone do me a favour?  I would like a few in game screen shots of intersections.  What I need are the 4 types of road/street T intersections and the 4 road/street X intersections.

ie:
 S       S      S      S      S      S      R       R
RRR   RRR   SRR   SRR   RRR   SRR   SRR   SSS
 S       R      R      S

Hope they make sense.  You should be able to get them all in 1 or 2 screen shots.  Also please do it without and plugins, so I can see the default looks. (I need to know where lights and crossings will occur)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 20, 2007, 09:44:25 AM
Well.  This is the moment, I have been waiting for.

SAM is not ready for release yet so dont ask.  But, here is a picture of what I was able to achieve with the Puzzle Pieces Alex sent me last night.  Alex enjoy buddy, I know you will.

(http://img2.putfile.com/thumb/8/23110280731.jpg) (http://www.putfile.com/pic.php?img=6365095)

So, as you can see from this picture.  There are 4 different draggable texture sets somewhat completed.  This is a major step in the developement of the project.  These currently dont have any paths ready yet and there are a total of 7 texture sets slated to be released with the first release of SAM.  There will be no props (Stoplights, Stop Signs, etc.) in the BETA release.  What you see is what you will get plus 3 more texture sets.

Enjoy this teaser.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 20, 2007, 09:49:46 AM
 &apls
Title: Re: SAM - Street Addon Mod
Post by: bat on August 20, 2007, 10:19:49 AM
Great progress! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Heblem on August 20, 2007, 10:14:00 PM
excellent work  &apls
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 21, 2007, 02:11:36 AM
Glad to see they work.  ;)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on August 21, 2007, 05:35:31 AM
looking good!! &apls
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 21, 2007, 03:10:16 PM
Hello again.

Ive been playing around copying some SC4Path files.  The paths are working properly atleast they seem to be working properly more testing is required to make sure.

As you can see in this first picture there are 3 SAM texture sets.  Also the original Street Texture set is shown to be existing and has not been replaced.  Now... 2 Suburbs have grown with working Paths for the sims to get to work.  The one in the bottom uses the SAM - Cobblestone Textures.  The one on the right is the SAM - Herringbone Textures.  The last set is the parking lot.  The Parking lots are draggable and have paths, as you can see the CS has grown around the edge of the parking lot.  Unfortunately there are some sims using it as a shortcut, but that is easily stopped by the way you layout the parking lot enterances.  Sim will use the parking lots in the same fashion they use the streets, I cannot prevent "short cuts" at all.

(http://img2.putfile.com/thumb/8/23215472220.jpg) (http://www.putfile.com/pic.php?img=6379777)

In this second picture you will see there is one new texture set shown.  This is a more complete set of of PEGs Gravel Roads.  The original set only had the base 6 textures right now there are 18 textures in the set and it will be expanded to be a complete set.

(http://img2.putfile.com/thumb/8/23215472313.jpg) (http://www.putfile.com/pic.php?img=6379778)

Pictures are linked to bigger versions.
Title: Re: SAM - Street Addon Mod
Post by: RippleJet on August 21, 2007, 03:19:28 PM
This is awesome, jplumbley! &apls
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on August 21, 2007, 06:44:33 PM
has anyone looked at glenni's european road TE lots... some of those textures are screaming SAM
Title: Re: SAM - Street Addon Mod
Post by: Glenni on August 21, 2007, 07:22:13 PM
They don't have, turns, intersections, diagonal or anythings of textures though, someone would need to make those. ::)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on August 21, 2007, 08:18:18 PM
Thanks for the support everyone.

@Glenni and Mightygoose  I require a minimum of a 5 texture base set.  But I have much other work on other projects I would rather do.  So, if someone contacts me with the 5 texture base set I will give them what they need for the rest of the textures to make it of SAM quality.  The 5 texture base set includes:

End Piece
Straight Piece
90 Turn
T Intersection
+ Intersection

Off of these 5 pieces ALL other textures for intersections can be created by simple overlays.  But then of course some NAM additions like Roundabouts need to be made separately.
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on August 21, 2007, 10:14:08 PM
This is awesome, jplumbley! &apls

i couldn't say it any better! your hard work with this is truly appreciated  &apls
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on August 21, 2007, 10:34:07 PM
Excellent work, my friend! The SAM looks superb!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 22, 2007, 07:58:24 AM
Can someone do me a favour?  I would like a few in game screen shots of intersections.  What I need are the 4 types of road/street T intersections and the 4 road/street X intersections.

ie:
 S       S      S      S      S      S      R       R
RRR   RRR   SRR   SRR   RRR   SRR   SRR   SSS
 S       R      R      S

Hope they make sense.  You should be able to get them all in 1 or 2 screen shots.  Also please do it without and plugins, so I can see the default looks. (I need to know where lights and crossings will occur)

Any one able to do this?
Title: Re: SAM - Street Addon Mod
Post by: bat on August 22, 2007, 08:00:13 AM
That is looking fantastic, jplumbley! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on August 22, 2007, 08:04:29 AM
you are the man!! &apls :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on August 22, 2007, 08:50:32 AM
Excellent...Can't wait at all.
Title: Re: SAM - Street Addon Mod
Post by: Chrisadams3997 on August 29, 2007, 12:39:55 PM
Quote
Quote from: Diggis on August 20, 2007, 08:11:10 AM
Can someone do me a favour?  I would like a few in game screen shots of intersections.  What I need are the 4 types of road/street T intersections and the 4 road/street X intersections.

ie:
 S        S       S       S        S      S       R        R
RRR   RRR   SRR   SRR   RRR   SRR   SRR   SSS
 S        R      R       S



Got these as close in as I could, and I think I got them all like you wanted. The stop signs are hard to tell from some angles, so I've tried to clarify that.

in order:
(http://img210.imageshack.us/img210/4074/intersections1qc2.jpg)

(http://img405.imageshack.us/img405/6752/intersections2fx4.jpg)

Really like what yall are doing here.  Keep up the good work.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 29, 2007, 03:43:58 PM
thanks Chris.... Karma for you.
Title: Re: SAM - Street Addon Mod
Post by: Chrisadams3997 on August 29, 2007, 04:58:19 PM
No problem  ;)
Title: Re: SAM - Street Addon Mod
Post by: Yoman on August 29, 2007, 05:56:09 PM
This is quite genius and very useful to me, as I like to use redbrick only in certain parts of my cities. Thank you very much for making such a grand effort and this idea :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 03, 2007, 02:37:05 PM
Hello everyone,

I would like to announce that a pre-BETA SAM has been sent to the Testers.  Once I get the readme and the installer completed and the testers approvals there should be a BETA v1 Released.  No specific release date is set I have one in mind but they can never be set in stone as the testers may find something I missed.

I hope this excites the minds out there.

SAM BETA v1 will include:

SAM - 1 - Parking Lots
These textures were created by Pegasus.  I have updated them to be transit textures and added sidewalks and grass where applicable.

SAM - 2 - Herringbone Streets
These textures were created by Ardecila.  I have updated them and completed them for all wealth levels.

SAM - 4 - Gravel Streets
These textures were created by Pegasus.  I have updated them and completed them for all wealth levels.

SAM - 7 - Asphalt Streets
These textures were created by HableurgDiggis has updated them and completed them for all wealth levels.

SAM - 8 - Cobblestone Streets
These textures were created by xannepan.  I have updated them and completed them for all wealth levels.

SAM - 9 - Brick Streets
These textures were created by Josefmayor and ScruffyDeluxeDiggis has updated them and completed them for all wealth levels.

All Streets sets to this point include:

All Standard textures (Straight, 90 Turn, End, T-intersection and 4way-intersection)
All Road 4way and T-intersections
All Rail intersections.

Thankyou to everyone who has helped me get this far. (Hableurg, Tarkus, Diggis and all the testers).  Testers, may now post any pictures that they may have in this thread until the release of SAM BETA v1.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 03, 2007, 03:07:36 PM
Psssst.... this is awesome.....  &apls

I had a very quick play with it.  Have had a few issues arrise, which I will try to get picks for tomorrow but will describe briefly now.

1. Not sure if this is cos of SAM, but when I tried to drag a road next to another road (I was looking at SAM intersections) the road texture dissapeared.  I'll try this without the SAM tomorrow, but thought you should be aware so you can check it.

2. On the Scruffy delux set, I had some issues with turning corners, and doubling back.  Try to drag a road straight, the loop it back on itself.  I had it turning to normal streets again.

On a side note, I have emailed you the revised textures for the gravel road intersections.  Let me know what you think.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 03, 2007, 03:17:29 PM
I love what you all have done and I look forward to seeing the final result! I congratulate you on a job well done thus far! :)

Thanks for the time and effort put into this, I love it already! :)
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 03, 2007, 03:39:06 PM
I've just had a quick run through with this in SC4, have to say the who thing is so easy to use and looks brilliant. I've come across a couple of small problems, but also developed my first SAM area, which looks really nice. I even thought to take pictures so people can see.

Firstly this is the problem I am having; the puzzle piece for textures 3, 5 and 6 all look like this, and when I drag the street from them it turns invisible, as you can see in the picture. The only other issue I could see is that the paths don't seem to upgrade with the wealth level, although this could be down to it being a pre-beta, but i thought i'd best report it anyways just incase.

(http://www.stu-mcewing.com/SAM/SAM_beta_problem.jpg)

Now, with that bit of reporting out of the way, this is a small area of Stark that I just developed usings a combination of the BSC parks and the SAM.

(http://www.stu-mcewing.com/SAM/SAM1.jpg)

(http://www.stu-mcewing.com/SAM/SAM2.jpg)

I will post some more pics tomorrow as I get more of a chance to test it, but so far I love what I see.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 03, 2007, 03:45:03 PM
Very kool indeed.   I'm really looking forward to this.    I'd be happy to give it a beta test when you are ready to have it tested.    I noticed you don't have a GLR Xing yet.   is that in the works as well?


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 03, 2007, 03:59:28 PM
JPlumbey: We seem to be missing each other on MSN. Just to let you know I have opened up publisher and have started developing the readme for the SAM Beta. I will see how much I can get done within the next hour or 2 before I head out.


Simo out.


ps. Welcome to page 11  &apls
Title: Re: SAM - Street Addon Mod
Post by: TheTeaCat on September 03, 2007, 04:01:56 PM
Oh my what a wonderful job you have done.  &apls &apls

Seeing it action too is  %BUd% %BUd% %BUd% &dance &dance &dance

sorry over excited :D :D

your hard work will be appreciated by many but few will thank so I wanna say thanks now :D

kettle's going on dude you deserve a
(http://img337.imageshack.us/img337/7329/imagescuppasw1.jpg)

 :satisfied:
TTC
Title: Re: SAM - Street Addon Mod
Post by: Pat on September 03, 2007, 04:52:09 PM

OMG this is amazing to see it in alpha... congrats to you all woohoo
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 03, 2007, 06:44:37 PM
@Jimmymac...  There is no issue with those Starter Pieces you mentioned.  That proves that they are working!  The "issue" is that there are no texture sets installed for them yet.  Due to the fact that Tarkus has created all of the Starter Pieces for all of the SAM sets that will be included in the end there are "useless" Starter Pieces for now.  These Starter Pieces will come up with a Black, Green and Red texture when you are ready to place them.  These texture sets will be added in the future when they are completed.  The shear number of textures has made it the reason why this mod has not progressed further.  I can do the modding very quickly compared to the actual texturing.

Nice pics by the way!  It will be interesting what else you come up with.

For anyone wondering about other SAM intersections like OWR, AVE, El-Rail, RHW, etc....  All of these intersections will be created in time.  I hope that they can be ready for SAM BETA v2.  Only time will tell how far and how much gets done.
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 03, 2007, 06:48:09 PM
I'm waiting for the finished product... Best thing since the toaster.
Title: Re: SAM - Street Addon Mod
Post by: Vandy on September 03, 2007, 08:41:33 PM
HI, JP.

I'm really impressed with this new Mod.  It is going to be very useful and will add a wonderful new dimension to our gaming pleasure.  Thank you for sharing your talent with the SC4 community and thank you for this great mod.

Regards,

Vandy
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 01:34:55 AM
OK, you ready for this?  $%Grinno$%

(sorry about the PNG's I haven't got Photoshop again installed yet, i'll fix it if there are sufficient complaints  $%Grinno$%)

1st the issues

(http://img201.imageshack.us/img201/305/newcitydec1200118888461vw2.png)
This is without SAM

(http://img167.imageshack.us/img167/9127/newcitydec1200118888477in8.png)
This is with SAM and appears while dragging the road.

(http://img201.imageshack.us/img201/1850/newcitydec1200118888480pc3.png)
This is the end result

(http://img201.imageshack.us/img201/768/newcitydec1200118888487jc3.png)
Now using SAM (seems to be an issue with the texture on the puzzel piece)
Doubling back reverts to normal streets and stubs off T intersections create normal street end

(http://img167.imageshack.us/img167/5577/newcitydec1200118888488fz7.png)
Dragging street from it creates SAM textures once again.

(http://img201.imageshack.us/img201/1103/newcitydec1200118888492fe9.png)
Side by side creating issues.

(http://img201.imageshack.us/img201/93/newcitydec1200118888493lg2.png)
No isues with a tile between them.

Now for some pretty pictures.

(http://img201.imageshack.us/img201/6729/newcityoct1011188885949vw1.png)

(http://img201.imageshack.us/img201/1248/newcitysep2701118888593tn9.png)

(http://img201.imageshack.us/img201/958/newcitysep5011188885872vu4.png)

(http://img167.imageshack.us/img167/9702/newcitysep2901118888594gu1.png)
Title: Re: SAM - Street Addon Mod
Post by: Pat on September 04, 2007, 01:39:16 AM

well well about time you put these pics here diggis i was waiting for them as you promissed like in anther thread they would be here lol.... Great shots and love the ID  ;) Jp whats causing the glitches there is something to do with nam or unknow atm?
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on September 04, 2007, 02:00:44 AM
Looks awseome JPlumbley, Also I like the pictures, Diggis.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 06:32:57 AM
@Diggis and Patfirefghtr  To be totally honest, these are not really glitches.  Diggis for the Road side by side, the reason this is happening is because you are missing textures.  Those textures are the unreleased textures for TLA-5.

As for the SAM specific "issues".... The "side by side" textures a being reverted due to a stability issue.  This is a very rare case where you have 2 T-Intersections side by side, I have not gone through and done the Inersection beside Intersection stabilities (there are ALOT of them!).  Maybe over the next couple of days I will do them, but I am now gettting ready for some sort of public release.  So, any side by side Intersections will revert right now.  I have to update this so that the Parking Lots can be dragged much easier.

I also see a reverted texture in the SAM - 7 - Asphalt Streets there, not sure if this is due to the fact that you have a SAM - 9 texture directly below it.  Could you test this for me?  Drag a SAM set from one side of the road into a T-intersection with the road and on the otherside drag another SAM 1 tile above or below to create another T-Intersections with the road.

I am glad to see the excitement over this right now.  Thank you everyone for your interest and I hope that the interest will continue!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 07:19:06 AM
I think that reverted texture on the asphalt streets is due to me not dragging the street over the intersection.  I noticed this happened then.  I can test it tonight, but I didn't save the city.  ;D

As for the road side by sides, I can do this without the SAM installed, it's only when it is installed I have the issue. Is it because you have added something to the NAM contoroller file?
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 04, 2007, 08:41:33 AM
I've just had another blast through with the SAM, i'm finding that i'm able to create some beautiful residential areas with the red brick roads, however I seem to have found a bit of an issue with it at the same time.

Below will show the issue perfectly.

(http://www.stu-mcewing.com/SAM/SAM_beta_problem2.jpg)

Basically any building that touches the SAM street shows up without having road access, delapidates and then abandons and just repeats the cycle.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 08:46:18 AM
@Diggis,  Yes I have added something to the controller.  I actually used a base Controller sent to me by Tarkus, it has some of the TLA and RHW code in it.  This is why it happens with SAM installed.  For the release I will be removing this stuff as I forgot it was there.

@Jimmymac...  Is this happening only with the red brick?  Or is it happening with all SAM networks?  It sounds as if it is a mis-numbered IID for the Path Files.  When I get home tonight I will take a look at the Path files and see if I notice anything of hand.  All I did was copy paste and change the IIDs from the original Street Textures from MAXIS.  So, either I missed one or screwed up the IID.  Thanks for the post!  This is why we have testers!
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 04, 2007, 08:57:24 AM
It's all of them, I tested the red brick, the cobblestone, the black asphalt and the other red one (i forget it's name) and they all ultimately end up showing the same thing. I haven't tested it with commercial yet, so I cannot comment if it does it with them.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 04, 2007, 09:00:44 AM
just wondering are their any parked car prop families on the carpark streets
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 09:07:46 AM
Thanks Jimmymac!  I will get on that when I get home.  I may have made all of them with the wrong IID and mixed up a couple of textures, LOL.

@Mightygoose  Cars and props require T21s.  As this is a BETA v1, there will not be any of these yet.  In the future I hope to add alot of T21s as Jeronij did with his Street Side MOD.  Patience is a virtue!  Hopefully, Glenni is still willing to make some more props for the SAM... his street lamps look great and I want to be able to use his fences too.  BETA v1 is a functionality BETA, before I go into the asthetics I want to make sure everything is working and with this atleast the community will be given something while they wait for the rest... if you catch my drift.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 09:55:35 AM
It's interesting though, as I had not problems with access from the res lots.  I should have some time tonight to run the simulation a while longer and see what I get.

Thanks for clearing up the problem with the roads.  makes sense now.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 10:12:00 AM
@Jimmymac and Diggis  This issue is probably I put the wrong IID for one or two textures, my bet is that it will be one of the Road/SAM intersections.  What intersection is being used by these lots Jimmymac?  What you can try to do for the moment is try using a different intersection type (for example, instead of a T use a + for a test).

Just to be sure, you do have stuff growing along the sides of the SAM right?  If there is no connection they shouldnt grow.  That doesnt make sense.  Hmmm...

Thanks guys!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 10:33:11 AM
I used T intersections for all of mine I think.  Might be the +? &mmm
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 04, 2007, 12:27:27 PM
Those were really awesome updates, keep up the great work.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 12:37:13 PM
I used T intersections for all of mine I think.  Might be the +? &mmm

Hmmm thinking about it... The reason it may work for you Diggis might be the direction the Sims are leaving the area.  If I mixed up the path files for one or 2 textures then the issue will be that on the T-intersections the paths might be rotated 90 degrees meaning one path will be servicing the empty square and the empty path might be servicing a tile that requires a path connection.  Meaning the Sims can drive one way on the road but not the other.   If there are 2 of these from opposite sides going to dead end areas in the same street, then the Sims will not be able to get to where they are going.  The other situation could be that the direction that goes towards jobs there might be blocked by this rotated path... The and there are no jobs on the side that is "open".

I hope that makes sense.
Title: Re: SAM - Street Addon Mod
Post by: RippleJet on September 04, 2007, 01:50:40 PM
As for the SAM specific "issues".... The "side by side" textures a being reverted due to a stability issue.  This is a very rare case where you have 2 T-Intersections side by side, I have not gone through and done the Inersection beside Intersection stabilities (there are ALOT of them!).  Maybe over the next couple of days I will do them, but I am now gettting ready for some sort of public release.  So, any side by side Intersections will revert right now.

Not just with intersections, Jplumbley!

Dragging two parallell roads (not streets) next to each other, with SAM in the plugins folder, leads to the same result:

(http://img249.imageshack.us/img249/4958/parallellroadwithsamdrany5.jpg)

(http://img57.imageshack.us/img57/5458/parallellroadwithsambuixg3.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 04, 2007, 01:54:08 PM
I had that problem too, however I'm fairly certain that he said it's due to a missing texture, not 100% on that though as I might have misinterpreted what was said.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 02:07:23 PM
Yes, that one was due to some lurking information in the NAM controller for the RHW, or ATL-5, or someother 3 letter combination that is being created.  We are going to run out of 3 letter acronyms soon.

On another note, the gravel roads are missing the texture for crossing a rail line square on, and the grey pavers are missing the T intersection this roads.  I have images which I can upload a bit later, but I have just used the SAM in an existing city in quite a few places, and tried to mix up the textures, and have had no problem with residential access.
Title: Re: SAM - Street Addon Mod
Post by: RippleJet on September 04, 2007, 02:21:47 PM
I had that problem too, however I'm fairly certain that he said it's due to a missing texture, not 100% on that though as I might have misinterpreted what was said.

So he did... had to re-read the thread before I could find it... :-[

To be totally honest, these are not really glitches.  Diggis for the Road side by side, the reason this is happening is because you are missing textures.  Those textures are the unreleased textures for TLA-5.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 02:47:55 PM
On another note, the gravel roads are missing the texture for crossing a rail line square on, and the grey pavers are missing the T intersection this roads.  I have images which I can upload a bit later, but I have just used the SAM in an existing city in quite a few places, and tried to mix up the textures, and have had no problem with residential access.

OK.. I know what happened with the Cobblestone T-Intersection.. That was my fault, I deleted the texture for No Wealth because when I made them from PNGs to FSH files I used the Herringbone one instead... Then I forgot to redo that texture.

Gravel Roads... the Rail intersections have not been created yet.  It was something I put off and forgot to do.

OK!! I am glad to hear that Diggis about the paths.. but I dont know why this is happening for Jimmymac.  I will still investigate later.


BTW, good job on figuring this stuff out!  You guys are GREAT.  And way to go and re-read and find something I already said.. hehe I will have numerous issues with people not reading later.
Title: Re: SAM - Street Addon Mod
Post by: RippleJet on September 04, 2007, 02:53:32 PM
And way to go and re-read and find something I already said.. hehe I will have numerous issues with people not reading later.

I hope I don't have to do some re-reading once again now... :P


About the asphalt streets, depending on which direction you build them, you will or will not get them...

In the pictures below, north is up!

When laying the starter piece, it looks ok in all directions.
However, after plopping them, only the ones facing south and west are good:

(http://img405.imageshack.us/img405/2898/asphaltstreetstarterpieqa9.jpg)

Dragging from the one facing west (or south), works as it should:

(http://img69.imageshack.us/img69/6836/asphaltstreetstarterpiewl5.jpg)

Dragging from the one facing east (or north), you get the following:

(http://img206.imageshack.us/img206/1373/asphaltstreetstarterpiejh7.jpg)

with the following end result:

(http://img67.imageshack.us/img67/2057/asphaltstreetstarterpiehm4.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 02:59:07 PM
@Ripplejet  That is not something I am good at Tarkus, made the puzzle pieces for me so he has to answer that one, or Memo if he happens to stop by.  Good Catch!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 04, 2007, 03:03:14 PM
Ahh, I meant to mention this, as I was having similar problems, but not only with that, I don't think, Also with others.  I will test that tomorrow.  On the gravel, with rail, I'll sort it.  I actually though that there were some in the file you sent, but I'll check and get them done soon.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 05:04:36 PM
@Diggis  Thanks for dealing with the Gravel/Rail intersections.

@Jimmymac  I have gone through the SC4Paths for the Herringbone Textures.  None seem to be out of place or imporperly done.  I dont know what your issue is, noone else so far has reported that issue.  If you have Buggi's DLL Cheats, would you mind taking a picture of the area with the ShowPaths cheat on?  That would tell us if the paths are there and lining up for you.
Title: Re: SAM - Street Addon Mod
Post by: ssc4k on September 04, 2007, 06:08:42 PM
this is kinda random but is it possible to use htese pieces for well.... heres an example

have a normal one way 2 lane road then plop one of these and make it a functional 3 lane one way???
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 04, 2007, 06:39:58 PM
OK, the good news is I just ran the game again and rebuilt the area (game crashed before i could save before, not SAM or SC4 related, i forgot to set the affinity to processer 1) and the pathing is working fine, i ran the drawpaths cheat and it worked perfectly. I have no clue what caused it before, it may have been a bit of a bug due to my forgetting the affinity.

Sorry to have wasted your time with that one.
Title: Re: SAM - Street Addon Mod
Post by: beskhu3epnm on September 04, 2007, 07:38:26 PM
I tried the SAM under differing circumstances. I get a mixture of the same problems the other users are speaking of when doing what they are doing...

During normal residential and light commercial development, however, everything seems to be working fine. It's just those weird combinations I guess that are tripping it up right now.

As I can see, you have the best modders and testers here hammering it out!! From a basic user perspective, it works pretty well.

I hope to get pics up by the morning on some slopes... see how it handles those.

Excellent progress!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 04, 2007, 08:11:40 PM
this is kinda random but is it possible to use htese pieces for well.... heres an example

have a normal one way 2 lane road then plop one of these and make it a functional 3 lane one way???

If you are talking about a Puzzle Piece Starter, then yes it is 100% possible to make the 3-Lane Roads like what Tarkus has shown in another thread.  That mod plus a few others have been slated for addition to the NWM.  NWM is making use of multiple RUL Override methods to add ne networks and SAM is just the first release in a line of releases that will make use of this new technology that has evolved quite quickly over the past 9 months.

@Beskhu3epmn  Thanks for the update.  All the "errors" I have seen are not unexpected.  I look forward to your pics tomorrow!

@Jimmymac  Glad to here the paths are working!  I couldnt find anything wrong and my test earlier this week didnt show anything wrong.  Thanks for the info!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 05, 2007, 03:49:42 AM
Tage, it looks like the issue you might be facing has something to do with the type of "false intersection" I used to initiate the puzzle drag override in RUL 0x10000001.  If I change the false intersection setting, that should solve the problem. ;)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 07, 2007, 07:33:23 AM
have you considered the PEG scenic drive kit, i assuming thats where you got the parking textures from but what about as a thin street without pavements... for parks and stuff...

[linkie] (http://www.simtropolis.com/stex/index.cfm?id=12581)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 07, 2007, 08:11:35 AM
Yes, Mightygoose.  I would definately like to get those into the SAM eventually.  I did the parking lots first because I cannot have two textures for the same network piece.  I am thinking it may be suitable to make some of these pieces into puzzle pieces rather than draggable.  I havent decided what the best course would be yet.  Eventually, in one shape or another the PEGs Scenic drive will be somewhat draggable and functional.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 07, 2007, 09:08:28 AM
also maybe of not i did a set of industrial versions of the kit, nothing major just change in base texture and props.... people complained that they werent functional....
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 07, 2007, 09:14:06 AM
Please either send me a PM regarding any new texture sets you wish to add or provide me a link to the texture DAT in which I can review.  If you are willing to fix up the textures to be to the SAM standards I have put in place there will be no problem in adding them to the project.  Obviously, they will not be in the first release adn will have to wait until SAM BETA v2 release.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 07, 2007, 10:50:55 PM
Attn Beta Testers:
Im asking you guys if you can take pics of the SAM when used with other mods such as the euro texture mods. I will be using the pics for the SAM readme I am developing. The pics i need are SAM intersections, network transitions such as street to road, etc. with the euro mod or any other texture mods. Post them on here if you can.
Thanks for all your guys help in testing.
A karma treat for the first person that posts these requested pics up  :thumbsup:
Ryan
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 07, 2007, 11:33:32 PM
Hope the testing is going well, everyone! I'm eager to see some development, but of course, no rush!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 08, 2007, 03:45:13 AM
Attn Beta Testers:
Im asking you guys if you can take pics of the SAM when used with other mods such as the euro texture mods. I will be using the pics for the SAM readme I am developing. The pics i need are SAM intersections, network transitions such as street to road, etc. with the euro mod or any other texture mods. Post them on here if you can.
Thanks for all your guys help in testing.
A karma treat for the first person that posts these requested pics up  :thumbsup:
Ryan

Sorry normal old road textures for me.  (do we support the Euro Mod yet?)
Title: Re: SAM - Street Addon Mod
Post by: beskhu3epnm on September 08, 2007, 08:09:18 AM
I finally had some snaps of the SAM in game. As I promised the other day.... (OK so it's tough to get around to!!)

(http://img182.imageshack.us/img182/1855/slope1xz6.jpg)
I focused on implementing the SAM on some slopes, to see if that affected anything. This is a 10 slope (from the ground level highway with slope mod).

(http://img409.imageshack.us/img409/8673/slope2ci4.jpg)
Most times the mod was implemented with perfection.

(http://img405.imageshack.us/img405/3396/slope3np5.jpg)
Of course, sometimes you need to make some changes...

(http://img405.imageshack.us/img405/8996/slope4pa9.jpg)
In which case all hell would break loose... I tried later to grow on the reverted textures and they remained reverted. I think this was addressed already? Nevertheless, the mod is fully compliant with the slope mod I have installed (to which I modified further). There was also an instance where Jeroni's Street mod interfered with the SAM by reverting to that mod (and standard textures) when next to certain buildings? I only caught a glimpse of it briefly (I was in the process of bulldozing the road... so I didn;t get a good view. I am 100% sure that this happened), but I was never able to replicate that instance.

(http://img260.imageshack.us/img260/5051/slope5ld2.jpg)
This shows the variations in sidewalks, and the fact that it supports *my* buildings without dilapidating. Hmm...

Anyways, overall, this well finally change the game with regards to the streets. I'm already making plans for it, especially once it is fully released...

Great Job!
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 08, 2007, 09:25:49 AM
Awesome Updates, keep up the great work and keep-em coming!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities OF Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 08, 2007, 09:28:53 AM
Cool. Diagonals?

I am looking forward to old downtowns with brick streets. And brick streets in rich areas and slums without brick streets :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 08, 2007, 09:34:53 AM
No, no diagonals, for the moment at least.  Jason went into the reasons earlier in the thread.  I am hoping to learn enough from him in the process to give them a go, but that will be after the first set is done.
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 08, 2007, 09:41:42 AM
Well... The straights are good in themselves.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 08, 2007, 11:25:40 AM
Sorry normal old road textures for me.  (do we support the Euro Mod yet?)

No, Euro MOD is not supported.... (sorry to the Euro MOD Curator.. There will be alot of textures to play with.)
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 08, 2007, 03:37:20 PM
hey diggis do ya mind taking pics of the intersections with the SAM with the euro road textures? also if anyone can also take pics of the SAM with the other sidewalk mods and tree mods. Im setting up a compatibility section in the read me and i need screenies..whoever can post me some pics karma for youuu!  :thumbsup:  keep it up guys!
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 08, 2007, 03:46:35 PM
Just Curious, will we be albe to have different types of streets in a city with the new SAM Mod?

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 08, 2007, 04:39:24 PM
Starman, to answer your question, yes. :)  The whole purpose of the SAM is to allow one to utilize multiple street textures within a city.  They can all co-exist thanks to the puzzle drag technology.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on September 08, 2007, 08:01:53 PM
amazing, can't wait to get my hands on this one! great work everyone :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 08, 2007, 10:43:36 PM
A quickie SAM Readme has been added to every page.  No excuses now for not looking for the answer or not reading the readme.  It is now right in front of you on every page.
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on September 09, 2007, 01:31:10 AM
Great job SAM team!  :thumbsup:

Thanks for all your hard work and I'm looking forward to Beta 1.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 09, 2007, 03:59:31 AM
hey diggis do ya mind taking pics of the intersections with the SAM with the euro road textures? also if anyone can also take pics of the SAM with the other sidewalk mods and tree mods. Im setting up a compatibility section in the read me and i need screenies..whoever can post me some pics karma for youuu!  :thumbsup:  keep it up guys!

If you can post a link for me, I can install it and post some pics for you.  I don't have time to hunt for it right now sorry.
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on September 09, 2007, 06:21:19 AM
search for eurotex on the LEX, you'll find it there ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 09, 2007, 07:00:39 AM
Except the Lex doesn't have a keyword search.  :thumbsdown:
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 09, 2007, 07:03:18 AM
Sorry for not being able to post any more pics for the last few days, I've not had as much time as I thought I would in which to test. I've spent a few hours in it today however and I am pleased to report that I haven't had the zots come up again, so we can rule that out as a rogue problem.

I've been going through testing the SAM on some gradients today in Bedford and I can happily report that it works fine, even better I can show you that it works fine.

Here is a pre-SAM picture of the area

(http://www.stu-mcewing.com/cj/update22/pic8.jpg)

and now, some post-SAM pics of the same area, using the MTP gravel street texture.

(http://www.stu-mcewing.com/SAM/SAM3.jpg)

(http://www.stu-mcewing.com/SAM/SAM4.jpg)

As you can see it accepts the gradient perfectly. It even re-textured half the area when i simply connected the SAM portion to the existing street, all I had to do was re-draw over the existing street parts and it re-textured them just fine, very simple and looks great.

Now, here is a couple of other pics from tests done in Stark, first using the red brick street texture.

(http://www.stu-mcewing.com/SAM/SAM6.jpg)

And finally with the black asphault street.

(http://www.stu-mcewing.com/SAM/SAM5.jpg)

Now in this picture I noticed that the texture reverts on this street when it connects with the avenue, but not with the street where it connects with the road on the other side (just outside of the picture). I'm not sure if this has been reported or not, but I figured it wouldn't hurt to mention it anyways.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 09, 2007, 07:10:08 AM
We don't support avenues, we think they are ugly.  :P

Actually, we just haven't done the work for them yet, someday hopefully.
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 09, 2007, 07:22:17 AM
I figured that might be the case, but at the same time i thought i'd report it just in case  :)
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 09, 2007, 08:09:28 AM
I think I said this before but ...
   If you need another tester for this, just let me know.   I'd be happy to give it a go for ya.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 09, 2007, 09:48:02 AM
@Gaston  Thank you very much for your offer.  Testing has gone very well and all the "issues" I expected were the ones that were reported.  Essentially, we are down to the final stages before "release" Readme, minor fixes, package then Release.  So, dont fret you will have a copy... sooner than later.

@Jimmymac and Diggis  Diggis, thanks for your response, you are totally correct.  My goal is to have SAM BETA v2 with AVE and OWR intersections along with SAM - 3 - PEGs Dirt Roads, SAM - 5 - Torolca's Dirt Streets and hopefully SAM - A - BSC Park Paths.
Title: Re: SAM - Street Addon Mod
Post by: dedgren on September 09, 2007, 10:19:44 AM
I've got some time set aside late today to do the beta test thing with these- I'm in awe based on what I've seen thus far.


David
Title: Re: SAM - Street Addon Mod
Post by: threestooges on September 09, 2007, 01:09:22 PM
Sorry I have commented here in a while, but I had to stop in and say how great this all looks. This is something the game "needed" for a long time. If you still need another beta tester, please let me know. I would be happy to put it through its paces.
Title: Re: SAM - Street Addon Mod
Post by: Shiftred on September 09, 2007, 02:39:22 PM
SC4 is over four years old and just now one of the greatest mods is coming to light.  Everyone involved in SAM your efforts are much appreciated.
Title: Re: SAM - Street Addon Mod
Post by: Heblem on September 09, 2007, 02:51:55 PM
great  &apls
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on September 09, 2007, 02:55:58 PM
SC4 is over four years old and just now one of the greatest mods is coming to light.  Everyone involved in SAM your efforts are much appreciated.
i second this!! &apls
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 09, 2007, 02:57:40 PM
SC4 is over four years old and just now one of the greatest mods is coming to light.  Everyone involved in SAM your efforts are much appreciated.

QFT.

This game keeps getting better.

SC4 is really just a general idea and a title rather than the game itself
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 09, 2007, 04:10:13 PM
Since I had some time today and I know you guys will be asking about AVE intersections.... I got a little bit done in that respect.

Right now I dont have the Paths for these, I just have to find them in the SC DATs and copy them.... Then there is a small issue with the Diagonal AVE/SAM T-Intersection and then on stability issue to RUL for teh SAM/AVE 4way.  But that will have to wait till atleast tomorrow.

Heres a picture though:

(http://img2.putfile.com/thumb/9/25117065471.jpg) (http://www.putfile.com/pic.php?img=6555593)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 10, 2007, 01:08:03 AM
Great, although I would suggest the centre crossing be in a similar texture to the avenues.  I think it looks a little funny being this random patch of brick.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 10, 2007, 05:29:39 AM
jplumbley [Yesterday at 09:48:02 AM]
Quote
@Gaston  Thank you very much for your offer.  Testing has gone very well and all the "issues" I expected were the ones that were reported.  Essentially, we are down to the final stages before "release" Readme, minor fixes, package then Release.  So, dont fret you will have a copy... sooner than later.
   LOL   Okay,   I'll stop buggin ya.  LOL     I'm havin a hard time waiting for this one.     This is deffinately something that SC4 should have had in the very beginning.     ;D

Diggis [Today at 01:08:03 AM]
Quote
Great, although I would suggest the centre crossing be in a similar texture to the avenues.  I think it looks a little funny being this random patch of brick.

    I have to say that I agree with you.   That little patch of brick looks a bit odd.   It is funny because I don't think gravel or dirt would look as odd as the brick.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 10, 2007, 07:32:45 AM
if anything the brick should go across the entire avenue, thats what they would do in the UK and call it traffic calming around a junction, don't know how it would look in sc4 though....
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 10, 2007, 07:51:02 AM
if anything the brick should go across the entire avenue, thats what they would do in the UK and call it traffic calming around a junction, don't know how it would look in sc4 though....

For a road maybe, but not a major avenue.  We have them in places for the roads.
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on September 10, 2007, 09:07:40 AM
JP! I will look into making the brick intersection for my set and send it to you! I need the avenue base thing could you perhaps provide that for me?
Title: Re: SAM - Street Addon Mod
Post by: bat on September 10, 2007, 09:33:18 AM
That's a great looking new intersection, jplumbley! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 10:54:27 AM
JP! I will look into making the brick intersection for my set and send it to you! I need the avenue base thing could you perhaps provide that for me?

Already done Josef...  It is comprised of a crosswalk and the straight piece with the AVE overlaid.  What I have said before is all I need is the Base 5 pieces:

Straight
90 Turn
End Piece
T Intersection
+ Intersection

With these 5 pieces I can extract all of the existing Intersections and make the proper overlays to create the SAM pieces at a much quicker rate.  I am good at this with the SAM Street Pieces, but I think Diggis, I am going to ask you to do the Gravel and Dirt roads for the intersections (you seem to have a talent at making good on these).

Josefbrisko - What would be REALLY, REALLY helpful! Would be a template for the Roundabouts and the Corner Roundabout thing.  Roundabouts will require 4 textures that I can think of offhand:

Roundabout Quarter Circle
Roundabout/Road Intersection
Roundabout/OWR Intersection
Roundabout/Street Intersection (this will be the texture for what ever SAM set it is)

I would like to attempt a test of the inter-SAM inetsections as well.  I dont know if I can get these intersections to stablize, but it will be interesting to attempt atleast anyways.

Info on SAM BETA v1 is getting closer to release.  I got a bunch done on the weekend, but we will have to see how much time I have during the week this week.  If RL goes well... Maybe this weekend...  If RL doesnt like me, then we will have to wait again for a release.  Lets just say its close enough with the recent stability additions I made to the code this weekend to be released sooner than later.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 10, 2007, 11:19:12 AM
Cool, if you send me through the ave and owr bases I'll have a crack sometime this week hopefully (I keep getting meeting scheduled during my lunch hour  :angrymore:)

How did you go with the Diagonal textures extraction?

Oh and did you have a good chat with my missus last night?  :P
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 10, 2007, 11:38:05 AM
I like the latest photos on the SAM project. Keep Up the Great Work.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities OF Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 10, 2007, 11:44:07 AM
Things seem to be moving quite well on this front! Fabulous work, everyone! I look forward to seeing more development!
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 01:09:44 PM
Ok, i did some more testing today and came out with an interesting issue. I have been able to recreate the zot issue I was previously having on every single SAM texture. I even have pictures to show the path that I took in doing it.


(http://www.stu-mcewing.com/SAM/prob1.jpg)
First i dropped the puzzle piece between an avenue and a one way street. Note the building on the left of the prospective street is fine.

(http://www.stu-mcewing.com/SAM/prob2.jpg)
Connect it up and boom a few seconds later the building has no road access, nothing else has changed apart from drawing in the SAM street to the left of it.

(http://www.stu-mcewing.com/SAM/prob3.jpg)
Delete the SAM and the zot remains for a few moments before....

(http://www.stu-mcewing.com/SAM/prob4.jpg)
dissapearing completely.

I don't know if this is going to shed anymore light on this issue, but I spent close to 30 mins recreating this on every texture and the outcome was the same each time. I have no clue if it is an issue with the one way street or the avenue, but something is causing it to happen.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 01:58:09 PM
 &apls Interesting find Jimmy!!!

From what I can see is that is happening with a One Way Road connection.  It looks like it is breaking the Path for some reason...  But why?  It is holding the original Street Texture as it should... What if you were to make a normal Street connection, it should work fine.  I dont get that... its a simple RUL override and the paths should line up as they are the same Path files as the vanilla streets.  Maybe, I will have to put off the release until the OWR intersections are done or if we figure out why this is messing up.

Thank you, Jimmy.  BTW have you experienced this issue with AVE Intersections?  If not can you please test this out for me.
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 02:02:24 PM
I'll go back in and have a look at avenue intersections now. Will also draw in a normal street and just check that it is running ok too, I'll make sure to get pics of both.
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 10, 2007, 02:31:05 PM
it would be great if someone could post on this issue with the drawpaths cheat on. I could imagine the owr paths in the intersection reversed for some reason
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 02:33:46 PM
That is a very good thought Olasz.  I did not think of it, would you happen to know how to make sure it is drawing properly?  &sly
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 03:05:13 PM
OK, this issue seems to run much deeper than the SAM and anything else, it seems tied into the NAM itself.


I ran the same area over and over again with varying things removed. Firstly I pulled my SFBT street tree mod, no avail the same thing was happening, next I pulled out the SAM and the new NAM controller file that came with the SAM beta. I then replaced that with the controller from the last NAM release (which i had backed up before beta testing) and it was still there. I then pulled out my dirt streets mod to see if that was conflicting and finally I ran a drawpaths and got this as the outcome:

(http://www.stu-mcewing.com/SAM/prob5.jpg)

To me this looks perfectly normal. However I don't really know much about pathing. As you can see from the above image the street mod and the SAM are both off in that picture.

Now comes the interesting part of it all. Next i pulled the entire NAM from loading and the issue went away completely.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 03:37:52 PM
Well, I am please to hear that it is not SAM's fault for one.

Now, let's dig deeper!!  From this view, the paths seem fines....  Can you take a closer zoom with lesss traffic in the area with the draw paths on?  Also, it would be good if you gave us a picture with just the Zones, no buildings.  The issue seems to be that the paths are not connecting at the begining of that tile.  But the Paths are there...??  Anyone have an idea?  The paths arent backwards, they are there, its from the original NAM.  But it works in Vanilla SC.

Also, I need to know, does this issue happen with a Street only intersecting one side of an Avenue?
Something kinda like this ---->    || ||--
The reason I ask is it is essentially the same setup a one way tile with a street T-intersection.

Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 04:03:25 PM
OK, with regard to the avenue here is a picture that will answer that, they seem to work just fine.

(http://www.stu-mcewing.com/SAM/SAM5.jpg)

Will quickly jump in game now and grab a picture at closer zoom for you
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 10, 2007, 04:11:26 PM
OK, this issue seems to run much deeper than the SAM and anything else, it seems tied into the NAM itself.
...
Now comes the interesting part of it all. Next i pulled the entire NAM from loading and the issue went away completely.

If I had the privilege I would you give you a karma of "being an accurate tester"
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 04:12:56 PM
Sorry, Jimmy....

I had one other thought.  Can you tell me if there is ANY traffic using the OWR after that intersection a few months after the intersection was created (you will have to sim for a couple months for the Pathfinding engine to update).  I see cars (a bunch of cars) this generally means that traffic is using the road, but if there is no connection how can the cars be using the road?
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 10, 2007, 04:16:45 PM
UDI being a good proof of the pudding  :D
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 04:25:14 PM
When i offered to do the testing i intended to give a thorough check over, I just wish it hadn't turned up something like this.

Here are the 2 zoomed in shots of the pathing.

(http://www.stu-mcewing.com/SAM/prob6.jpg)
The top end of the street connecting with the Avenue

(http://www.stu-mcewing.com/SAM/prob7.jpg)
The bottom end where it connects to the now infamous OWR, complete with deleted building so you can see the zone.

As for the use of the OWR it continued on as normal, but the building finally abandoned, reportedly due to commute time. It should be noted that at no time during the zot showing did the building actually say anything in the query about having no road connection.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 10, 2007, 04:51:32 PM
Hmm, that makes me wonder what happens if you put a regular street in the place where you tried the SAM. Does it work properly then?

EDIT: Wow, that was a pretty "impressive" 500th posting, eh? ;)
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 10, 2007, 04:59:14 PM
The last picture was using the vanilla streets, I've currently uninstalled the SAM in an attempt to rule out what is causing the issue. I just tested the Nov 2004 NAM with it and the issue still existed then. ()what() I'm confused now

EDIT: Sorted. After lots of checking and discussing with jplumbley over MSN this came to light. There seems to be a pathing issue with the NAM OWR onramp, you can see it in the picture below, indicated by the arrow.

(http://www.stu-mcewing.com/SAM/solved.jpg)

That piece has no pathing at all. Once I delated the on-ramp, relaid the OWR over that area and relaid the onramp everything worked fine. It seems to be an issue with just that one onramp piece as you can see another piece in that picture that also has no paths just below it to the right.
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on September 10, 2007, 06:46:17 PM
Already done Josef...  It is comprised of a crosswalk and the straight piece with the AVE overlaid.  What I have said before is all I need is the Base 5 pieces:

Josefbrisko - What would be REALLY, REALLY helpful! Would be a template for the Roundabouts and the Corner Roundabout thing.  Roundabouts will require 4 textures that I can think of offhand:

Roundabout Quarter Circle
Roundabout/Road Intersection
Roundabout/OWR Intersection
Roundabout/Street Intersection (this will be the texture for what ever SAM set it is)
Can I get the base textures for those listed and I can put my texture on them.
Did you do them with my brick cross walk?! =) Hope ya did cos it would look bad ass!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 10, 2007, 07:19:22 PM
Can I get the base textures for those listed and I can put my texture on them.
Did you do them with my brick cross walk?! =) Hope ya did cos it would look bad ass!

I did my very best to use your original textures.  Unfortunatly I am on the wrong computer and cannot post a picture of the actual texture ATM.  Maybe later.  I havent updated the ALPHA texture for your texture base with the AVE intersection.  I choose to leave that for the moment as I was exhausted of textures after 3 hours and decided to go into something more interesting (to me) the RUL coding....

Man I am wierd aint I?  Liking RULing better than texturing....  I guess I just get a kick out of making things work..
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 10, 2007, 08:04:28 PM


Man I am wierd aint I?  Liking RULing better than texturing....  I guess I just get a kick out of making things work..


Not weird... useful.
Title: Re: SAM - Street Addon Mod
Post by: jgehrts on September 10, 2007, 08:16:36 PM
Kudos to the testers... you're doing some phenomenal work.  The folks who are just going to use the finish product (such as myself!) are all quite appreciative, I'm sure.   ;D
Title: Re: SAM - Street Addon Mod
Post by: figui on September 10, 2007, 10:01:00 PM
we are  ;)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 11, 2007, 02:52:30 AM
@jimmymac: Thanks for the extensive research on this - I'm sure one of the transit modding guys can look into the issue. :)

@jplumbley: So that means I can dump some of my workload on you, hoping that you can do it ten times faster than me? ;)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 11, 2007, 05:04:08 AM
@jplumbley: So that means I can dump some of my workload on you, hoping that you can do it ten times faster than me? ;)

Hehe, and what workload might that be?...
Title: Re: SAM - Street Addon Mod
Post by: jimmymac on September 11, 2007, 07:17:54 AM
Here's another little teaser pic for the beta.I hadn't seen anyone else attempt this so I decided to attempt something and see if it would work, and it most certainly did.

First I drew in a single SAM street, the red brick street between an avenue and OWR. The I drew the black asphalt SAM street to connect with the red brick street. Everything worked fine, except that the 2 asphalt tiles that connected to the red brick street turned red brick. You can see the example in the picture below.

(http://www.stu-mcewing.com/SAM/doubleSAM.jpg)

So you can indeed mix and match the SAM streets together, this mod is simply amazing.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 11, 2007, 12:55:00 PM
that'll be cool.. cause I can rebuild all my Streets of Steven's Point lol And Keep Up the Great Work, love those updates!

Your Friend;
Mayor Of Steven's Point & Maxiston!
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 11, 2007, 02:04:36 PM
Here's another little teaser pic for the beta.I hadn't seen anyone else attempt this so I decided to attempt something and see if it would work, and it most certainly did.

First I drew in a single SAM street, the red brick street between an avenue and OWR. The I drew the black asphalt SAM street to connect with the red brick street. Everything worked fine, except that the 2 asphalt tiles that connected to the red brick street turned red brick. You can see the example in the picture below.

So you can indeed mix and match the SAM streets together, this mod is simply amazing.

This is something cool that happens when crossing SAM Texture Sets.  I wish I could make it stable enough for them to work together and create something like the Road to Street connection... But I cannot do this, the textures when drawing them revert to the Vanilla textures and then overrides them with the new SAM texture upto 3 tiles or so away from the end of your drag.

I may, be able to make something that will mimic the Road to Street for SAM to SAM straight connections.  But the way I would be forced to do this is have back to back Street to Road straight pieces and the conversion texture would be 2 tiles long.  It should be possible, but it would be a tricky thing to get the hang of at first.

Also, the inter-SAM intersections.  Again these will be diffcult to RUL, I have already made a similar override using the Lakeyboy Slip Lanes.  The inter-SAM intersections will be very similar, and hopefully I can keep the stability with them.  The main difference between the two RUL sets is that SAM will have the same network as a base where as Lakeyboy's Slip Lanes are an intersection between 2 Avenues and a One Way Road.  We will see what happens, this stuff will not be ready for BETA v1... I am still working on some of the stability issues and the Avenue intersections.
Title: Re: SAM - Street Addon Mod
Post by: pvarcoe on September 11, 2007, 02:33:23 PM
Excellent looking mod jplumbley.

I am really looking forward to it.

I have immediate uses for it in Teton, so I can't wait.

And thanks for your work, much appreciated!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 11, 2007, 02:50:14 PM
(http://img2.putfile.com/thumb/9/25315424735.jpg) (http://www.putfile.com/pic.php?img=6579121)

@JosefBrisko  I havent forgotten to extract the Roundabout pieces... yet.  But I havent had a chance too.  Above is the texture I used for the SAM/AVE 4 way intersection for your mod.  I hope that it is upto specifications :)  I think it looks fine!

I will get those Roundabouts for you as soon as I can!
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 11, 2007, 03:00:02 PM
Great test work, jimmymac! I love how the two textures go in to each other! I can't wait to see more testing!
Title: Re: SAM - Street Addon Mod
Post by: Madeira aka Constantina on September 11, 2007, 03:02:15 PM
wow big progress in your project.  :)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 12, 2007, 01:55:57 AM
I've managed to take a few screenies from my test.  I have been going crazy replacing the Maxis streets with SAM streets the past few days, and I'd have to say, from my tests thus far, the mod seems to be very reliable in most circumstances.

The one main issue I ran into was with certain instances with stubs, 90-degree bends and intersections being placed adjacent to one another in various combinations.

(http://img386.imageshack.us/img386/34/samissue1yt8.jpg)

(http://img530.imageshack.us/img530/1053/samissue2kg2.jpg)

(http://img386.imageshack.us/img386/9571/samissue3zn8.jpg)

Also, an interesting little thing I've discovered with my various starting piece experiments.  If the false intersection initiating the override remains in place, it greatly increases stability, even over shorter stretches.

Here's the starter piece.
(http://img384.imageshack.us/img384/7554/samstarter1sm6.jpg)

After bulldozing, the "shell" (the intended override textures) disappear, leaving this displaced diagonal Road.  (For those that don't know, this is what creates the "false intersection", initiating the override).
(http://img386.imageshack.us/img386/1055/samstarter2hl5.jpg)

Here's the override being initiated with the "false intersection" still in place.  (You can still see the Road stub below the highlighted SAM texture).
(http://img386.imageshack.us/img386/138/samstarter3ia8.jpg)

In addition, I still want to adjust the starter pieces to solve the issue Tage (RippleJet) ran into with the rotations.

And jimmymac, that's a great find there! :thumbsup:  Further proof of how useful the DrawPaths cheat is.  I know it's saved me a few times.  I'll see if I can find the piece and repair the path file on it.  From the looks of it, there's a path number that's off somewhere (that causes the paths to not show up in DrawPaths).

Excellent work as always, Jason, and thanks to everyone testing.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 12, 2007, 07:13:26 AM
Now that is a nifty trick there Alex!!  I didnt know that would work, but now that I think of it, it should work just fine as you have shown it did.

As for the Stability issues.  I knew they were there and I actually had time on Sunday to work on a few things.  I showed that I got some of the AVE/SAM intersections working, but I dont have all the textures done yet.  There AVE/SAM intersections for teh Cobblestone, Herringbone, Asphalt and Brick Streets will all be ready.  If I have time to send Diggis the Gravel one, that one will be ready aswell.  But what I didnt show was that I have worked on the stability issues as well.  I have now added the stability for the 90 turn beside intersections, end pieces and 90 turns, so now you may double back, make S-turns, etc with the 90 Turns holding the stability of the SAM textures.  That one T-intersection beside T-intersection is probably the only common setup for something like that, I will have to add the stability for that one... its a quickie.

Alex, it would be GREATLY appreciated, if you could get those Starter Pieces fixed up for Friday or Saturday.
Title: Re: SAM - Street Addon Mod
Post by: bat on September 12, 2007, 09:26:44 AM
Wonderful pictures of your tests, jimmymac and Tarkus! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 12, 2007, 11:15:44 AM
I agree with everyone here, those photos are great. Looking forward to using the new streets in Steven's Point.
Keep Up The Great Work!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: Madeira aka Constantina on September 12, 2007, 03:09:04 PM
i like to have the mod soon  :)
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 12, 2007, 03:35:07 PM
It looks like your testing is going quite smoothly, Alex! Great job!
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 12, 2007, 08:50:19 PM
Okay gang, I was just wandering around looking at new forums that I haven't seen yet and stumbled into a seriously kool one.   I thought ya'll might wanna take a look at it so here is the link.   [ linkie (http://sc4devotion.com/forums/index.php?topic=2352.0) ]  It is the RRP (Rural Renewal Project).    Yup another 3 word acronym.    :D

I was thinking that the textures being used would be very kool as SAM textures as well.   I know we had said that there most likely not be any more but, these are really sweet my friends.     Check it out.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 12, 2007, 09:42:16 PM
@Gaston  To be totally honest with you, I have stated that there is potential of 16 SAM Texture sets.   I have set aside 10 texture sets (6 of which will be used in SAM BETA v1) that are known for use right now, leaving 6 future additions.  I have seen this earlier today and have considered this.  I have not contacted the creator as of this point but if you would like to point him here that would be cool too.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 12, 2007, 09:50:02 PM
I will be most happy to provide the RRP folks with a link to the SAM folks.    I guess I am just a man on the streets today.   LOL


Gaston
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on September 13, 2007, 12:15:46 PM
this is very exciting, excellent job everyone! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on September 13, 2007, 12:48:52 PM
(http://img2.putfile.com/thumb/9/25315424735.jpg) (http://www.putfile.com/pic.php?img=6579121)

@JosefBrisko  I havent forgotten to extract the Roundabout pieces... yet.  But I havent had a chance too.  Above is the texture I used for the SAM/AVE 4 way intersection for your mod.  I hope that it is upto specifications :)  I think it looks fine!

I will get those Roundabouts for you as soon as I can!
I want to add a red brick cross walk across the pedistrian crossing where they intersect, I can do that with my photoshop and repost it and could you use it?
Thanks.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 13, 2007, 03:06:30 PM
@Josefbrisko  I can repost the texture.  To be honest, the reason I did not use the Red Brick crosswalk was because this is for the Avenue piece.  In my imediate area Streets that cross Avenues dont get Stoplights let alone crosswalks.  Only streets that would be classified as a "Road" would get this honor.  My intention later is to add stop signs for the Streets but have the Avenue take precedence over the Street.

What are your thoughts on this? Maybe this is something we can get general user input on.  Would the Avenue/SAM intersections be better with:

Stoplight and Crosswalk

OR

Stopsigns only on the Streets and through traffic on the Avenue with no crosswalks.
Title: Re: SAM - Street Addon Mod
Post by: figui on September 13, 2007, 03:35:48 PM
i think this intersections should NOT include stoplights..
in montevideo (where i live) most street/ave intersections only have stop signals, only roads of more hierarchy do have stoplights at intersections
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 13, 2007, 03:36:10 PM
Personally, I think it would be better to go with option B--only have stop signs. You could run into having too many red lights if you go with option A. Just my opinion!
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 13, 2007, 04:04:05 PM
Okay just my opinion but...
     Deffinately stop signs.       Afterall, these are streets.   Small, less traffic, generally not as busy.    When I drive around Dubuque, Iowa what I consider a "street" (for the most part) has a stop sign.     A few perhaps where they intersection with a road have lights but not too many.   I set up cities in SC4 based on that knowledge, actually.    Just my opinion.    ::)


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: jgehrts on September 13, 2007, 05:17:50 PM
Okay just my opinion but...
     Deffinately stop signs.       Afterall, these are streets.   Small, less traffic, generally not as busy.    When I drive around Dubuque, Iowa what I consider a "street" (for the most part) has a stop sign.     A few perhaps where they intersection with a road have lights but not too many.   I set up cities in SC4 based on that knowledge, actually.    Just my opinion.    ::)


---Gaston

(Good to see a local... I'm from Galena.)

I totally agree.  Avenues get total precedence over streets and ought to be controlled with only stop signs on the streets.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 13, 2007, 06:01:06 PM
jgehrts said:
Quote
(Good to see a local... I'm from Galena.)


Wow, just around the corner practically.    Nice to meet ya.   ;D


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: beskhu3epnm on September 13, 2007, 06:06:50 PM
I'll say go with the stopsigns. Where I am is a little more rural, so that's what I see. To me, it could go either way though!

Great job...!
Title: Re: SAM - Street Addon Mod
Post by: JosefBrisko135 on September 13, 2007, 07:55:02 PM
@Josefbrisko  I can repost the texture.  To be honest, the reason I did not use the Red Brick crosswalk was because this is for the Avenue piece.  In my imediate area Streets that cross Avenues dont get Stoplights let alone crosswalks.  Only streets that would be classified as a "Road" would get this honor.  My intention later is to add stop signs for the Streets but have the Avenue take precedence over the Street.

What are your thoughts on this? Maybe this is something we can get general user input on.  Would the Avenue/SAM intersections be better with:

Stoplight and Crosswalk

OR

Stopsigns only on the Streets and through traffic on the Avenue with no crosswalks.
In Tampa all of the brick streets that intersect avenues all have the brick crosswalk even if they don't have a stop light. Its in order to pedestrianize the city.
Its also so when it rains people don't slip in the intersection and get hurt.
Its also to bring a sense of history, since all of the brick streets are in the historic districts.
But now that I think about it, it doesn't cross the ave, the only thing that does are those with lights.
Is it possible for me to make those and somehow have them included? Ave/ave, ave/road etc.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 13, 2007, 08:32:41 PM
@Josefbrisko   This can be added as a separate addition as an Alternate Texture mod to the Road and Avenue intersection.  All you would have to do is take the original IIDs and use those IIDs for the intersections.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 14, 2007, 12:52:05 AM
Jason,

I still have reservations about the red in the centre of the avenue.  Back home, that would be part of the road surface of the avenue, not the street.

Also, have you done one without the centre piece at all.  If you only drag a street onto one side of the avenue you will not get a turing area at all in the centre. (Kinda like the road T)

If you send me the Ave textures I can do up the gravel roads for you.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 14, 2007, 10:19:47 AM
Jason,
Id like to let you know that the SAM Readme Beta is now finished and ready for proofreading and verification....I will email you it before I leave for work. Let me know if any changes need to be made. Talk to ya soon!
Ryan
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 15, 2007, 10:10:14 PM
SAM has just been released to the LEX and the STEX.  I hope everyone enjoys the BETA version of this MOD.  I would like to say a big thank you to all those who have helped me get this far.

Special thanks goes to Diggis and Tarkus for their great contributions to this point with the textures and the Puzzle Pieces.

Thank you to all of the original Texture Creators:

Hableurg - Asphalt Streets
Pegasus - Parking Lots and Gravel Roads
Xannepan - Cobblestone Streets
JosefBrisko and ScruffyDeluxe - Brick Streets
Ardecila - Herringbone Streets

Thank you Andreas Roth and Filisamo for help with the Readme and Installer.

Also to Swamper77 for all the brain picking I did to you since I have started with this mod.

And of course who can forget all the people who have be waiting patiently for this mod, thank you all and I hope you enjoy it!
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 15, 2007, 10:13:06 PM
Sweeeeeeeeet!   Guess I'll have to re-datapack my plugins again.   LOL    ;D


---Gaston  (OFF TO THE LEX I GO)
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 15, 2007, 10:14:39 PM
Everyone lets give Jplumbey and the rest of the people who helped him a round of applauses..
 &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls

I raise my glass to you Jplumbey!

and Andreas: thanks for sprucing up the readme that i made i did not have time to add the other stuff but the main parts  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Chrisadams3997 on September 15, 2007, 10:44:19 PM
Wow, I guess I'll have to make time to actually play the game just to use this...

Great job guys, I know this has been a long time coming, maybe yall can actually get a break in now(yea right, like we'd actually let yall do that,
&cry2(http://www.pushupstairs.com/images/emoticon/exinpro/aie.gif))

Anyway, there goes any plans of sleeping tonight ;D.

Chris
Title: Re: SAM - Street Addon Mod
Post by: iamgoingtoeatyou on September 15, 2007, 10:47:03 PM
just used it in my city and it works like a charm, i love the cobblestone texture :D! you guys deserve a huge round of applause !  &apls &apls &apls amazing job! :)
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 15, 2007, 11:02:45 PM
OUTSTANDING! Excellent work and many congratulations to everyone! Your work is truly appreciated!
Title: Re: SAM - Street Addon Mod
Post by: Travis on September 15, 2007, 11:09:41 PM
It's here!!!!!!!!!

(http://img526.imageshack.us/img526/5268/smiley3la4.gif)
(http://img526.imageshack.us/img526/5268/smiley3la4.gif)
(http://img526.imageshack.us/img526/5268/smiley3la4.gif)
(http://img526.imageshack.us/img526/5268/smiley3la4.gif)

Although I never say it often enough, I really appreciate all the hard work than goes into this. Well done.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Heblem on September 15, 2007, 11:14:10 PM
Excellent work!!!  &apls &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on September 16, 2007, 02:51:44 AM
Fantastic work, I wish I could download it so much.
 &apls &apls &apls

When I do get to download it is there another Essentails file to download as well?
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 16, 2007, 03:02:11 AM
Wow, I guess I'll have to make time to actually play the game just to use this...

Yeah, I know the feeling...  &mmm


@Warrior: For the time being, an updated NAM Essentials file has been included in the SAM. The installer will make a backup of the original NAM Controller, and if you use the uninstall feature of the SAM, the original NAM Controller will be restored. Please keep in mind that the SAM is still in BETA, so things are subject to change.

@Filasimo: Well, your effort in compiling the readme contents is much appreciated, all I did was importing the data to my readme template and applying a proper formatting in order to get rid of that horrible Word HTML. ;)
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on September 16, 2007, 03:07:11 AM
Cheers for the hard work!  &apls
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 16, 2007, 03:10:18 AM
@ Andreas: no problem my friend and I would gladly like to do more future readmes if you guys would like its something less that you guys have to mess with, and yes HTML can be a PITA sometimes!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 16, 2007, 03:40:51 AM
@Warrior: For the time being, an updated NAM Essentials file has been included in the SAM. The installer will make a backup of the original NAM Controller, and if you use the uninstall feature of the SAM, the original NAM Controller will be restored. Please keep in mind that the SAM is still in BETA, so things are subject to change.

One other quick thing to add to that--since the new NAM Essentials is included in the SAM file right now, it changes some things with the RHW installation, if you plan on doing that for the first time.

If you're installing the RHW and SAM:
After installing the main Network Addon Mod file, instead of the NAM Essentials file from June, just install the SAM.

If you're installing the RHW, SAM and any of the Additional Bridges:
After installing the main Network Addon Mod file, install only the Bridge Controller update from the June NAM Essentials (that option exists ;)), then install the RHW and finally, the SAM.

-Alex (Tarkus)

PS--Ryan (Filasimo), that readme, in addition to being informative, is highly amusing. :D  I was rolling on the floor laughing.  Anyone who doesn't read the readme is missing out on some really funny stuff.   ;)
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 16, 2007, 03:49:36 AM
 &apls
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 16, 2007, 03:56:21 AM
@ Tarkus: LOL i wanted the readme to be as fun to read and enjoy and down to the point im glad ya like it and i do hope that people will read it too bc they dont know what they are missing out!
Title: Re: SAM - Street Addon Mod
Post by: JoeST on September 16, 2007, 03:58:44 AM
I just downloaded it especially to read the readme, LOL its good, unfortunately my plugins are playing up, and so are my graphics so I cant play
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 16, 2007, 03:59:49 AM
@Tarkus: Thanks for the explanation regarding the RHW/NAM Essentials. The NAM Controller won't stay in the SAM, of course, and I can only stress to use the SAM BETA uninstaller before installing the final version of the SAM. The SAM BETA was released mainly due to popular demand, so please keep in mind that you use it on your own risk at the moment.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 16, 2007, 04:31:21 AM
btw my inspiration for the readme  :D http://www.youtube.com/watch?v=C1Q_yZeXkOY
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on September 16, 2007, 08:05:51 AM
Woohoo, it's finally released! Great job everyone, and I can't wait to try it out in the game. And what a great birthday present. :P

-- John
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 16, 2007, 09:03:21 AM
Thank you everyone for ALL of the support!  This has been a great success.

Unfortunately, as it turns out I missed a couple path files for the newest textures the AVE Intersections.  Probably picked the wrong SAM Path Files as I have multiple copies of everything.  I will find the right ones and make an update to the file!  Thank you Tarkus for the warning.

ABOUT the NAM Essentials (NAM_Controller) file.  In this BETA release of SAM it has been determined due to the small size of it (if you want to call it small) that the NAM_Controller will be updated with the SAM installation.  But in the future when SAM is more complete, like it will be in BETA v2 the updated NAM_Controller will be in the NAM Essentials and need to be updated as a separate download.
Title: Re: SAM - Street Addon Mod
Post by: Madeira aka Constantina on September 16, 2007, 09:42:48 AM
its very attractive although the first thumbnail is bit plain.
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on September 16, 2007, 09:52:32 AM
Umh is it possible to "end" the sam texture and make an intersection with the regular maxis street? I want to make the gravel dirt street the "main rural street" and the dirtroadmod "side roads". However the problem is when I make an intersection with the gravel dirt street, all of them turn into gravel dirt streets :(
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 16, 2007, 10:09:12 AM
its very attractive although the first thumbnail is bit plain.

Im not sure what you mean by this.  Are you talking about the Menu Icon?  If so, it kinda small to do anything flashy with it.

Umh is it possible to "end" the sam texture and make an intersection with the regular maxis street? I want to make the gravel dirt street the "main rural street" and the dirtroadmod "side roads". However the problem is when I make an intersection with the gravel dirt street, all of them turn into gravel dirt streets :(

Due to the limitations of the SAM technology, it is not possible to volunarily "stop" a texture and revert it to the original MAXIS streets.  The way that SAM works is that it is an override of the MAXIS Street network, meaning it essentially replaces the textures of the MAXIS Streets.  We have been able to separate these textures so that it is possible to "activate" them with a ploppable starter piece.  Unfortunately, once you start it you cant stop it in the same line.  There is no way around it, it is a limitation.  I may be able in future BETA versions get Inter-SAM intersections to work, but I still wont be able to get the original MAXIS Streets to intersect with a SAM intersection due to the fact that the network being overriden is the MAXIS Streets.

The best way to do this right now is by offsetting the MAXIS Street by 1-tile in either direction or have a Gravel to Road before the intersection, with the MAXIS Street leaving the intersection.
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on September 16, 2007, 10:31:53 AM
I found a way to get around the issue. I made a 4x1 TE:d lot with dirt-street textures. It seems that the te'd lot works as an end lot for SAM

(http://img519.imageshack.us/img519/1499/transitionjh6.jpg)

With an asphalt fading to dirt texture, it could look really smooth
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on September 16, 2007, 11:15:11 AM
Sorry for double posting but I made a transition texture (not perfect obviously) but it looks kinda good to me

(http://img259.imageshack.us/img259/2840/transition2fh5.jpg)

So by making a 4x1 ted lot we could make transitions from all sam streets to every kind orginal maxis street.
Title: Re: SAM - Street Addon Mod
Post by: flame1396 on September 16, 2007, 11:19:16 AM
Metasmurf. wouldnt the dirt be smeared onto the pavement in a streaking pattern from cars?
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on September 16, 2007, 11:20:33 AM
Dunno but it's common around where I live. Maybe the asphalt could go into the lot 1 tile deeper.
Title: Re: SAM - Street Addon Mod
Post by: jgehrts on September 16, 2007, 11:22:54 AM
Looks great so far!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 16, 2007, 11:29:14 AM
@metasmurf  There are better ways to do this.  I will confer with Alex (Tarkus) and see what we can do with Puzzle Pieces.  We ,may be able to edit the existing Puzzle Piece Starters and add a MAXIS Street Stub at the begining of the Starter Piece and have the Starter Piece as the Transition to the MAXIS Streets.

This is a link to my opinions and the opinions of many senior Transit Modders around the community on TE Lots being used for Network Pieces: http://sc4devotion.com/forums/index.php?topic=2361.msg71057#new (http://sc4devotion.com/forums/index.php?topic=2361.msg71057#new)



Quote
As to the status of TE Lots.  TE Lots are NOT good for transit networks.  I will tell you why:

1.   The intended purpose of a TE lot is for Transit Stations (Bus stops, Subways, etc.)

2.   TE Lots with SC4Path files theoretically work.  But in actual usage they dont work properly 100% of the time.  The biggest issue with these is that the Sims can "jump" paths.  This is relevent in many cases, most of the time when a TE Lot is placed between two networks of the same type, like Road/TE Lot/Highway.  You will notice that the Sims will use the TE lot as a shortcut from the Road to the Highway and it will seem as if they float through the air.  This is a very bad thing, it screws around with commute times and pathfinding.

3.  These lots can NOT be placed next to each other.

4.  TE Lots are a major component of the well known and well documented NAM puzzle piece CTD.  Remember when GLR was all puzzle pieces?  You would be placing a Station and hold it over a GLR piece by accident, or you would be placing a GLR track puzzle piece and you'd have a CTD.  The biggest reason this happened was because you would have touch a TE Lot when placing GLR Puzzle Pieces.

Now imagine having these TE Lots ALL over your city at the intersections or where you wanted the texture of the Road to be a little different.  Your # of CTDs will sky rocket when using puzzle pieces.

5.  There are better ways to do what these people are trying to do!  They want to add variety to the game.  There are 2 ways to add a variety of intersections:
          A)  T21 Exemplars - These are essentially lot files to networks.  They are just as easy as lots to make and are tied to certain Network Textures.  

          For example Aznoverdrive has made a variety of extra stop lights.  IF he took these stoplights and made lots for them he could easily copy the appropriate LotConfig Properties from the Lot Exemplar to the T21 Exemplar.  Then in the property that references the Road 4way Intersection's Texture all he would have to do is put in the IID of that Texture.

          The way T21s work is that there can be upto 256 different "Lot" variations of a Network Texture.  When the intersection is drawn the game randomly selects a T21 "Lot" variation to place.  So, IF Aznoverdrive had made these TE Lots as T21s it would not override the original stoplights (unless he made the new stoplight have the same IID) and it would allow for the game to randomly select the type of stoplight chosen.

          B)  The other way would be to make a puzzle piece.  Puzzle pieces are MUCH safer.  They do not in have quite as many issues with path jumping as TE Lots.  In fact that number is very close to 0.  The only time it has been documented is Path jumping from 15m to 0m in intersections like Raised Road over Road.  Each puzzle piece could have its own set of stoplights and they would not have such a texture difference (Brightness) which you see in many of the TE Lot uploads.  This gives you the choice of which stoplights are placed where and they are much safer, and are calculated in teh path finding and commute time properly as they works as if they were a part of the network, unlike TE Lots.

          C)  For those TE Lots that have overhanging textures use to change the look of a network.  This is one of the worst applications of textures I have ever seen.  If you want to see the proper way of adding texture variations to networks goto SC4Devotion and check out the Street Addon Mod (SAM, a link is in my signature), other great projects that are in production that are "adding" networks are the Turning Lane Avenues (TLA), Rural Highway (RHW), Wider Avenues, One Way Road - 5, etc.  All of these projects are not replacements of the vanilla networks they are alternate texture variations which are draggable from a puzzle piece drag starter.  These projects will change the way we play the game and I guarentee they will not take the shortcuts used by the people here who are creating TE Lots.

I hope these modders will finally stop making these TE Lots.  They are very bad lots and modding applications from a technical standpoint.  I would not recommend to anyone that these lots be downloaded because they simply are just not good for the pathfinding system and they certainly are not upto the standards of NAM.  
 
Title: Re: SAM - Street Addon Mod
Post by: Sim Shady on September 16, 2007, 12:52:05 PM
nice to see SAM out to the public  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: SimNation on September 16, 2007, 03:21:05 PM
jplumbley

Fantastic Mod and great idea..have different types of streets aka more then just asphault/brick/dirt is one hell of thing that shoulda been in the original game(but thats why modders always make vanilla games better :P) Was wondering if you could incoroprate a street texture that just about every person should know about. One that has the cracklines running through them at different intervals. You know the ones you typically see in just about every suburban/urban lightly asphaulted neighborhood.
Cracks Like These

(http://http://img503.imageshack.us/img503/3886/crackedconcreteroad0000lm2.jpg)

P.S. I got a few other textures you could use for streets that Ive seen no one give. Let me know if you want them.
I got 3cracked textures,1 unique shaped stone texture,and one used asphault one
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 16, 2007, 03:33:58 PM
SimNation,  At the moment we are working on getting the 7 or 8 textures done up and working.  I think they have allowed room for something like 12-15, meaning there is room for expansion, but only once the first set is done.  We still have 4 more to finish up. 

Jasons strength isn't in the textures, and I think once he has the first few sets working adding new textures isn't a massive hassel, but someone will need to provide him with a straight, T intersection, + intersection, 90 turn and.. um... one more...

Oh end piece.
Title: Re: SAM - Street Addon Mod
Post by: gn_leugim on September 16, 2007, 03:47:46 PM
hi there..

fist of all, let me say that i love SAM.. I'm using it all over the place :) congrats

now.. i would like to propose two ideias, but one is allready being done, dirt streets :)

the other is this one:

(http://i93.photobucket.com/albums/l79/gn_leugim/ideia.jpg)


is just a change on the parking one already done :)

once again, congratulations :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 16, 2007, 03:57:45 PM
REMINDER

I do not create textures.  I take old textures and make them compatible for Sidewalk Mods and use copy/paste techniques to complete intersections for a set of textures.  I CANNOT edit textures as I am very untalented at it.

I will accept ANY set of textures for consideration into the SAM project.  I have room for 16 sets of textures in total, currently there are 10 occupied.  If you would like to contribute a set of textures please PM me with a base set of textures.  The bare minimum has been outlined by Diggis in his previous post (Thank you Diggis).


@gn_leugim  Those textures are the same texture used in the PEGs Scenic Drive, I do not have the right to edit them.  If you have the talent you can edit these textures yourself and I can help you in making them an "override DAT" of the original ones.  The "override DAT" would work in the same fashion the Euro Textures MOD works, by adding a z- to the file name and having it load with the same IIDs as the original textures.
Title: Re: SAM - Street Addon Mod
Post by: jeronij on September 16, 2007, 05:23:52 PM
I am so glad to see this mod released that I could not resist to join the party  ;D

Side Street Mod for Asphalt Streets
(http://img260.imageshack.us/img260/136/ssmsamasphaltml7.jpg)

Side Street Mod for Brick Streets
(http://img260.imageshack.us/img260/8939/ssmsambrickcl9.jpg)

Side Street Mod for Gravel Streets
(http://img260.imageshack.us/img260/32/ssmsamgraveltq3.jpg)

Side Street Mod for PEG's Parkings ( I would use this mod only for medium or high density areas)
(http://img182.imageshack.us/img182/3820/ssmsampegparkingnw1.jpg)

And the first four modifications working togheter....
(http://img260.imageshack.us/img260/5051/ssmsamfirstfourpv3.jpg)

I hope to have all the versions ready during this next week. I hope you like the idea. It will come in a modular way, so you can decide which mod you want to install.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 16, 2007, 05:37:35 PM
jplumbley,
   This is a great new mod.   I love being able to switch street types in different neighborhoods.    It is fantastic.

Jeronij,
   I thought this mod would be the ultimate.   But, you are taking it even farther.    Simply fantastic.


---Gaston 
Title: Re: SAM - Street Addon Mod
Post by: Heblem on September 16, 2007, 08:02:10 PM
Jeronij that was exactly I was talking about to Jason, many thanks for making this  ;)  &apls &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 16, 2007, 08:32:38 PM
see how you all rock!!  &apls &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: dmscopio on September 16, 2007, 09:31:54 PM
JP, just awsome!so many variation on the street now and added more fun to the game &apls
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 16, 2007, 10:03:32 PM
I may have to restart Steven's Point in prepartion for the new modd. Now I'll be able to use different types of Streets when rebuilding  &apls. Great Work on these project and updates!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: bakerton on September 16, 2007, 10:49:53 PM
I have downloaded SAM, but only get a red arrow. I have followed the readme to the letter and still get a red arrow no matter what. I even tried to put the file in the NAM folder and still the same thing. What is my solution? Otherwise, awesome job folks. JKB
Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 16, 2007, 11:09:50 PM
I have downloaded SAM, but only get a red arrow. I have followed the readme to the letter and still get a red arrow no matter what. I even tried to put the file in the NAM folder and still the same thing. What is my solution? Otherwise, awesome job folks. JKB

I have the exact same problem here as well..  ???
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 16, 2007, 11:30:55 PM
Well, if I had any doubt about how great the SAM was going to be, it's been quelled by those pictures, jeronij! Fantastic job!
Title: Re: SAM - Street Addon Mod
Post by: figui on September 16, 2007, 11:55:56 PM
just downloaded, can't wait to try it! :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 17, 2007, 12:55:01 AM
Bakerton, dioangle, could you please post some pics to show us what you mean?  Also, could you try it with an empty plugins folder so we know it's not a clash with another plugin.

Oh, and Jeronij...    &apls excellent.
Title: Re: SAM - Street Addon Mod
Post by: Prens on September 17, 2007, 01:36:11 AM
Just trying out all the street types and found this
(http://img518.imageshack.us/img518/7977/samglitchdz1.th.jpg) (http://img518.imageshack.us/my.php?image=samglitchdz1.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 17, 2007, 01:37:09 AM
Thanks Prens, hopefully jason will see this shortly
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 17, 2007, 03:54:34 AM
We may be able to edit the existing Puzzle Piece Starters and add a MAXIS Street Stub at the begining of the Starter Piece and have the Starter Piece as the Transition to the MAXIS Streets.

That's just what I was thinking, actually.  It would be no problem whatsoever. ;)

And jeronij, that new SAM Street Side mod looks fantastic! :thumbsup:

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 07:15:25 AM
@Jeronij  Simply stunning!  Is that the quick copy/paste/re-IID thing I was planning to do?  I like it alot!  I am hoping in the future to get special ones for the Parking Lots and Dirt/Gravel Streets.

@Prens  Thank you for showing me this.  As it would seem I have the texture rotated 180 degrees (oops)  &sly I will get right on this alone with about 3 other small things that I have been rmade aware of.  There will be an update to v1.1 in the coming days to fix the minor issues I missed in this version.

Known JPlumbley screw ups:
- Backwards End Piece Textures on the 4-way Intersections
- Missing Path files for the AVE/SAM Intersections (I overwrote the wrong files  ()sad() tisk tisk...)
- Missing End Piece Texture for PEGs Gravel

I am totally embarassed now...

I have downloaded SAM, but only get a red arrow. I have followed the readme to the letter and still get a red arrow no matter what. I even tried to put the file in the NAM folder and still the same thing. What is my solution? Otherwise, awesome job folks. JKB

I am not sure why this is happening, I need more information.  Can you please post a picture of what you mean?  Is this happening when you place the SAM Puzzle Piece or after the SAM Puzzle Piece?  Is it preventing you from dragging from the SAM Puzzle Piece?  Is it preventing you from placing the SAM Puzzle Piece?

Please, show a picture of you Plugins Folder, did you download the regular version and use the installer or did you use the MAC version and copy/paste from the Zip?  I have had MAC players have no problem installing the Mod so far and there are hundreds of people that its working for on PCs using the installer.  There shouldnt be any, real conflicting mods unless you've updated the NAM Essentials since installing SAM, or the NAM Controller didnt get updated.  If you used the MAC zip where you copy/paste the files into you plugins, make sure they are put into the NAM/SAM directory and then make sure that the new NAM Controller either overwrites the old one or is atleast loaded afterwards (preferably overwrites).

I hope this answers your question.  Please if you find out what the answer is tell me what the issue is so I can update the mini Readme at the top of the thread.
Title: Re: SAM - Street Addon Mod
Post by: jeronij on September 17, 2007, 07:42:09 AM
@Jeronij  Simply stunning!  Is that the quick copy/paste/re-IID thing I was planning to do?  I like it alot!  I am hoping in the future to get special ones for the Parking Lots and Dirt/Gravel Streets.

Well, if when you say quick you mean +/- 45 minutes per street texture, then yes  :P ¡¡¡

To All, thanks, I am glad you like the new mod versions ( which are not new in fact, this is the same old SSMod  ::) )
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 07:52:36 AM
Well, if when you say quick you mean +/- 45 minutes per street texture, then yes  :P ¡¡¡

To All, thanks, I am glad you like the new mod versions ( which are not new in fact, this is the same old SSMod  ::) )

Hehe, yes I mean quick as in +/- 45 mins each texture set.  It would take about 10 to 15 mins for each texture if did it from scratch...  So, in essence its quick campared to the hours you could be spending redoing all the T21s for all the different SAM additions.
Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 17, 2007, 10:30:23 AM
Bakerton, dioangle, could you please post some pics to show us what you mean?  Also, could you try it with an empty plugins folder so we know it's not a clash with another plugin.


tried taking a picture of the red arrow like bakerton and I descrided. It won't show on the pictures.. ()sad()
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 17, 2007, 10:36:00 AM
can you do a screen capture rather than a photo in SC4?

or maybe some more information like when it appears?  Are you able to tab through the different textures?  do any of them work?
Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 17, 2007, 10:45:57 AM
all I know is...

1. I don't know how to screen cap the sc4 game.. even when I press control + shift + S.

2. I tried tab through the textures but nothing appears in the game.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 17, 2007, 10:56:29 AM
About the screen capture...

Press the Print Screen button (usually, or at least on mine, the PrtSc or PrntScrn button), and paste the result in your image editing / imaging application.  :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 17, 2007, 10:57:45 AM
if you have image editing software (photoshop etc) press print screen on the keyboard then open photoshop and create a new drawing and use paste to put the screen capture in.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 17, 2007, 11:07:40 AM
Yes, I'm sorry if I didn't get that quite right... :P
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 17, 2007, 11:15:11 AM
hehe, yup didn't see that.   :thumbsup: looks about right
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 17, 2007, 11:22:22 AM
dioangel and bakerton:  It sounds to me like there may be some sort of conflicting high-level transit mod in your Plugins (containing a RUL file).  If the SAM button is showing up and you're just getting red, I'd give it about a 99% chance that's what the issue is.  Do any of the new NAM components (draggable GLR, etc.) work for you?

Hope that helps some.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 12:28:54 PM
dioangel and bakerton:  It sounds to me like there may be some sort of conflicting high-level transit mod in your Plugins (containing a RUL file).  If the SAM button is showing up and you're just getting red, I'd give it about a 99% chance that's what the issue is.  Do any of the new NAM components (draggable GLR, etc.) work for you?

Hope that helps some.

-Alex (Tarkus)

Ha.. I was getting there Alex.  You just beat me to the punch.

I think you guys should either re-install the NAM and then all the NAM plugins (RHW, GLR, bridges) you are adding and then finally the SAM last.  The issue which Alex has pointed out, probably is that you have an overriding NAM Controller file.  The SAM updates the NAM Controller file so if you have it installed anywhere in your plugins folder where the SAM loads before the NAM you may be overriding the new Controller with an old one.  Please make sure that the SAM is installed properly into the:

:My Documents\SimCity 4\Plugins\NAM\SAM

Then make sure your NAM_Controller.dat has been updated.  If you have used the PC Installer it will do it for you and there will be a second NAM_Controller.bak as a backup from the old one, just in case.  If you have the MAC zip folder you will have to do this Manually.

Title: Re: SAM - Street Addon Mod
Post by: jeronij on September 17, 2007, 12:38:11 PM
Before I release anything, I used the following ID for the T21 exemplars in the new SSM versions:

5E540NNN
5E541NNN
5E542NNN
5E543NNN
5E544NNN
5E545NNN

and I keep

5E546NNN
5E547NNN
5E548NNN
5E549NNN
5E54ANNN
5E54BNNN
5E54CNNN
5E54DNNN
5E54ENNN
5E54FNNN

I hope this is ok. If not, please let me know asap  ;)

Thanks in advance  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 12:47:20 PM
@Jeronij   I have been talking with Swamper77 about how to organize the T21 IID structure.  The best solution we have come up with has been using the first 6 digits of the Texture IID the T21 is referencing.  This allows for upto 256 different variations of all the T21s for a network texture.  This is also good for future modders when they want to edit, add or replace T21s and textures.  If everything has the same IID you know which texture it belongs to.

I have a Word Document that outlines all the IIDs I have used for the SAM Project.  But I am at work right now and do not have it handy to post for you.

But for example, the straight piece is IID = 0x5e54bVWZ
Where:
V = Texture Variation
W = Wealth
Z = Zoom

My suggestion for this T21 would be to make it 0x5e54bVNN.  This will give us full potential to keep everything together and know where to find everything when we look back on it in the future, or when someone new comes along and is trying to learn from what we have done.

I know for us now to go back and look at the earlier NAM additions we definately would have a hard time figuring where everything is for a certain group of things and learn from them.

Thanks Jeronij... I hope I didnt cause you too much trouble.   $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: jeronij on September 17, 2007, 01:02:17 PM
Well, this means that all the work done is lost, and the work to do is even longer, because this way I have to change completely lots of exemplars ID.
The way I decided to go allowed me to change only the exemplars ID's roots, and not rename them.... doing it the way you mention means that I will have several exemplars duplicated, and  instead 45 minutes per set, I'll new double time or more.

So I dont know when I will be able to do this...   &mmm in the meantime I will use the ones that I made for my personal use  ;)

Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 17, 2007, 01:17:40 PM
diggis - I don't have photoshop... where can I find it?


Tarkus and jplumbley - I thinking it could the problem, but I'll try it out when I get home.. for now I'll re download the the nam stuff.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 01:26:46 PM
diggis - I don't have photoshop... where can I find it?


Tarkus and jplumbley - I thinking it could the problem, but I'll try it out when I get home.. for now I'll re download the the nam stuff.  :thumbsup:

Dioangel... Photoshop is an expensive program in the range of $500 to $1000 depending on verison.  But you can take screen shot all the time by pushing "Print Screen"... then TAB to the desktop and open MS Paint (the standard image editor for Windows) then push CTLR+V (to paste) then save the image.

@Jeronij  Im sorry, if you want to send me what you have, it probably wont be too much trouble for me.  I have gotten quick with the TGI Editor in iLive Reader.  Send me a PM and I will send you my email address.  Thanks again for this!!
Title: Re: SAM - Street Addon Mod
Post by: dioangel on September 17, 2007, 01:36:07 PM
Yikes... that expensive?? Oh god that's crazy.. I'll try to use the print screen. thanks  :thumbsup: I'll keep you posted..  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jeronij on September 17, 2007, 02:01:16 PM
@Jeronij  Im sorry, if you want to send me what you have, it probably wont be too much trouble for me.  I have gotten quick with the TGI Editor in iLive Reader.  Send me a PM and I will send you my email address.  Thanks again for this!!

The TGI editor wont help you much. The real hard work is to change the exemplar ID property, which must be done manually. Each set of the mod contains 194 lots, so, 194 time copy the exemplar ID and paste it into the property Exemplar ID ... per set ....  ::) I hope you are a patient man  :P  I will send you the actual files asap  ;)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 02:06:09 PM
@Jeronij This is how I made the SC4Path Files, I made one template set and edited the Exemplar IIDs each time.  When I have one set done, it will save some time on all the rest.  When I have all the SC4Paths extracted and put into one file I then copy and paste the DAT and edit each DAT separately.

I understand I have to edit a property each time but, I am good a redundant tasks, hehe.  Another Redundant task that I have been good at is editing the RUL 10000002.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 17, 2007, 02:08:29 PM
is it possible to use renders from 3dsmax to create the textures.... because im hopeless with photoshope but if i model the intersection then use a vertical down render appropriately sized....?? if i did that could you use them....
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 02:21:06 PM
is it possible to use renders from 3dsmax to create the textures.... because im hopeless with photoshope but if i model the intersection then use a vertical down render appropriately sized....?? if i did that could you use them....

Im sorry, Mightygoose, I do not have that ability.  I only take original textures and complete the sets using photoshop.  I am hopeless when it comes to creating something new, I can only copy/paste/overlay... I wish I could tell you how to do it.

What if you were to take the actual 3DS texture and open it in photoshop and create a 128x128 base of it by resizing the texture to that size.  If you were to do this you could take an existing street texture and overlay the grass and curb over top of the base street texture that you are thinking of.  This is my best solution unless someone else knows a better way to do it.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 17, 2007, 03:51:17 PM
i was talking about me using 3dsmax.... only trouble is i cant make alpha maps....
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 17, 2007, 04:04:46 PM
I had the same "red arrow" problem after using the installer.   I took the files and moved them to my plug-ins file AFTER I compressed my files using Data Packer.   I have an odd set up where I have my main plug-ins compressed plus a compressed file for BSC stuff as well as a compresses file for my CAM stuff.    After I rearranged it this way it works just fine.  For that mater so does everything else, and it still loads fairly quick.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: flexxmatthews on September 17, 2007, 04:09:30 PM
I have downloaded SAM, but only get a red arrow. I have followed the readme to the letter and still get a red arrow no matter what. I even tried to put the file in the NAM folder and still the same thing. What is my solution? Otherwise, awesome job folks. JKB

Unfortunately I am suffering the same dilemma as bakerton and dioangel.  ()what()No matter what I do, with both plugins folders empty except for the latest NAM installation, I only get the red arrow when I click the icon in the roads menu. I understand that if the arrow is placed in the ideal spot in the game ,it should turn green with the desired starter puzzle piece. It does nothing, even if cycled with the Home/End or Tab keys. Just remains red. I don't have a means to take photos of the instances in the game, as I also tried it with the ingame camera function. Any suggestions would be helpful at this point, as I am very excited to try out this mod... :) %confuso
Title: Re: SAM - Street Addon Mod
Post by: Travis on September 17, 2007, 04:15:30 PM
I experienced the same problem, and solved it rather quickly. What I did was remove everything related to the NAM from my plugins folder,
(which I needed to do anyway, since the Rural Highway wasn't working either) and then re-installed all of it, ending with the SAM. Both problems
were resolved.  :)

Just throwing that out there for folks that had the same issue.  ;)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 04:33:54 PM
Those experiencing the RED Tile while trying to place the SAM Puzzle Pieces:

TO SOLVE this issue:

Please REMOVE ALL of your transit related mods: NAM, RHW, Additional Bridges and SAM.

Now after removing ALL existing mods, go and download them again in this order:

1.  NAM
2.  RHW
3.  Additional Bridges
4.  NAM Essentials
5.  SAM

Then install them in the same order stated above!

The issue is somehow you have a 2nd NAM_Controller file loading AFTER the SAM one.  SAM is based off of the JUNE 2007 NAM and if you have a previous NAM you are going to have this issue due to the changes of the NAM File names in the JUNE 2007 NAM.

If this does not work, there is a file somewhere that you have that is loading AFTER the NAM_Controller and is overriding the update that I have made for the NAM_Controller in the SAM.  And you will have to find that file as it is outdated and will conflict with ANY future addition to NAM, RHW, Additional Bridges, SAM, etc.

EDIT:  This has been added to the SAM mini Readme above.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 17, 2007, 04:36:39 PM
@jplumbley: I made some quick additions to your posting. ;)
Title: Re: SAM - Street Addon Mod
Post by: bakerton on September 17, 2007, 05:42:41 PM
Everyone, thanks for the solutions. I will try it as soon as I get done here. Again, Thank you for all the help. JKB

Got it working. It works great and I love it.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 17, 2007, 07:38:30 PM
here comes abit of feedback from me, having downloaded the beta....

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SAMbeta1.jpg)

the first image shows the crazy nature of the overides that i encountered trying to get SAM set 9 to end at a street intersection. it spreads seemingly randomly at least a city block in each direction at the junction. this is even after i destroy the starter piece. trying to redrag streets over them doesnt work for obvious reasons... in the end i had to destroy all affect streets until sections of four tiles or less auto reverted back to normal.

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SAMbeta2.jpg)

this image shows the various road intersections of SAM set 9, also two adjacent and opposing T junctions where the overrides stayed in place.... i thought this woul lead to reversion.

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SAMbeta3.jpg)

here you can see my first experiment with set 1. doubling back doesnt seem to cause an issue here or the adjacent t's? dont know if the RUL's have been done for these yet?? the street roundabout was necessary to prevent spreading as mentioned before.

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SAMbeta4.jpg)

in this carpark i had to leave the starter piece in place. it was the only way to maintain the doublebacks. as soon as it is demolished much of this are a reverts back to original streets.

(http://i193.photobucket.com/albums/z124/mightygoose_2007/SAMbeta5.jpg)

and finally some good news. contrary to the readme it seems that LHD version installations have no problem with these two sets, cannot speak for the others as this is as far as i got before i CTD.... dont worry the crash had nothing to do with the sam, it was a scroll out...

now if only jeronij would get his streetside mod to work on the sets other than set1.

hope this helps...



Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 17, 2007, 08:16:52 PM
@Mightygoose  Thankyou for your report. 

About the issue where the SAM Streets are "overtaking" the MAXIS Streets.  This is what they are designed to do.  I cannot prevent this unless I prevent SAM from working, this is one of the limitations of this technology.  You cannot have the "base set" (MAXIS Streets), intersecting with any of the SAM additions.  The only way to overcome this issue is by creating puzzle pieces that create the transition between SAM and MAXIS Streets.

Now, the double-back and the side by side Intersections, I have added to the RULs since the pre-BETA testing.  I have made these intersections stable and it now allows for these options.

It is good to know the LHD version works.  I have not had a chance to test with this and noone I had testing had LHD installed either.  I put that clause in because I was not sure and I didnt have the time to investigate.

As Jeronij, has shown his mod can be adapted to the SAM networks.  I will be looking at it shortly to see what can happen.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on September 17, 2007, 08:19:35 PM
ok but the double back issue was very much still present in the parking set.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 17, 2007, 08:57:06 PM
jplumbley, I really love those new streets, what I did with my streets is this. I destroyed my original city Steven's Point. and then I rebuilt from scratch again. Only this time. I had added those new SAM Streets to my city. I'll give full updates when my city of Steven's Point has all its rewards back in MD ok.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: flexxmatthews on September 18, 2007, 12:01:41 PM
Just wanted to stop playing for a moment and say thanks for all the help you gave to resolve my red arrow issue. :thumbsup: This is truly an awesome  mod and it adds even more depth to the game. Kudos to all who are overseeing this very necessary project. &apls ;D
Title: Re: SAM - Street Addon Mod
Post by: Crissa on September 18, 2007, 01:51:58 PM
Hey, has anyone made a tree-centered avenue or road?  That'd be a good one that we see out here alot...

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on September 18, 2007, 02:06:29 PM
That's not really on topic, Crissa, but it would be possibl using Type 21 exmplars, which the reader is needed for.
Title: Re: SAM - Street Addon Mod
Post by: yoshiisland2 on September 18, 2007, 03:18:48 PM
Great job you guys!  Good work! ;) &apls
Title: Re: SAM - Street Addon Mod
Post by: Crissa on September 18, 2007, 05:57:36 PM
Well, I was asking before I start making a green-centered street texture.  I was going to do it very similar to the one-way GLR pieces... Figured it'd be an easy start, assuming someone hadn't done it yet.

If SAM streets always overtake MAXIS streets, wouldn't it be easier to make SAM streets out of the base Maxis ones?  Or are puzzle-piece intersections to break up the flow better?  Trying to think which one seems more logical from a user pov... I have no idea which is better for your coding ^-^;

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 19, 2007, 01:10:05 AM
Crissa, I'm not sure what you are asking with regard to making SAM textures out of Maxis ones.  What we have done is made a whole range of streets to replace the maxis ones when the puzzel pieces were put down.  We didn't intend to replace the Maxis Street, but add extra stuff.  Unfortunately one side effect is that the Maxis streets will not intersect with the SAM streets, however we are looking at the possibility of adding intersections of the others textures in the set in the long run. 

However, people kept asking for the ability to Mix Maxis and SAM streets, and the only way to do that is with puzzel pieces.
Title: Re: SAM - Street Addon Mod
Post by: Dexter on September 19, 2007, 10:57:20 AM
This is a great modd, The way Maxis should have made it from the start.

Just a quick question -

Could this override technology be used in the furture to create differing textures for roads, avenues, highways, and rail .etc? So like for example, brick avenues or concrete rail. I may be able to make some textures up if it is.

EDIT: The dirt road textures that were created on ST around 4 years ago that replaced the streets don't appear to be included as an option in this mod? Are they planned to be added in the furture?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 19, 2007, 11:16:50 AM
yes this technology is able to be used like that.  I think the goal is to get to that stage eventually, which is exciting.  If you are willing and able to texture, I'm sure your help could be used.  But first we need to finish SAM.

At present there are 4 or 5 more textures to finish for the SAM Beta V2, one of which is Peg's dirt roads.  I need to extract and work on the textures for this to happen, along with some more work on the RUL's.  Unfortunatly this isn't a fast process, if you look at the start of this thread, you will see how long we have been at this to get where we are.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 19, 2007, 11:23:11 AM
also keep in mind that the SAM is expandable up to 16 sets so anything is possible given that there are textures provided for consideration to delve deeper into the rabbit hole.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 19, 2007, 06:12:39 PM
just think- SAM and SAM2: 32 different skins for the streets.  :thumbsup:

of course, not even the most fanatical modder would want to do 3000+ lines of coding.  /wrrd%&
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 19, 2007, 06:59:01 PM
just think- SAM and SAM2: 32 different skins for the streets.  :thumbsup:

of course, not even the most fanatical modder would want to do 3000+ lines of coding.  /wrrd%&

Try 3000+ for when I finish the first 10 sets.  I have written about 350 to 400 lines per set right now.  My IID structure for "new networks" supports upto 16 new sets for each network.  Of course IF there are more texture sets made for a network than 16 there will be ways around it, but 16 is a good number to attempt to stick to.


Thank you everyone for your support.  To those wanting Dirt Streets, they are coming.  Dirt Streets are not as simple for "completing" the sets as new ALPHA textures need to be created for each one adding more time.

@Crissa  If you would like to create a SAM Texture set, please do so and submit it to me for consideration into the SAM project.  When you have a set of textures ready send me a PM and then I will send you my contact information so you can send me the textures.  Textures MUST be in PNG format.

For those wondering what the other SAM sets are going to be.

SAM - 3 - PEGs Dirt Roads
SAM - 5 - Torolcas Dirt Streets
SAM - 6 - GLR in Street
SAM - A - BSC Park Paths
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 19, 2007, 08:23:09 PM
Isn't the name Trolca, not Torolca?
if you search the STEX, Trolca will get answers, but not torolca.
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on September 19, 2007, 10:36:32 PM
I have the original Trolca street mod files on my HD. If you need them let me know.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 20, 2007, 11:17:30 AM
I have the original Trolca street mod files on my HD. If you need them let me know.

Cheers,
Kevin

All of the above stated texture mods are already in hand.  Thanks for the offer Kevin.

I am now going to take a step back for a week or so from modding.  I have been busy, busy pounding out the final details for the past month or so on SAM.  I am not abandoning the project by any means, in fact Diggis is working diligently away on the textures while I take a breather.  I will aslo be still around to stick my nose into the forums, I will be present just not as vocal in the coming days, but I am not gone.  I will answer questions about SAM as they come but it seems the Readme has done its job.  I am quite happy with the way things have unravelled.

As for release of SAM BETA v2?  I dont have any plans of when it will arrive, it depends on how far we get on the other texture sets.  I will be testing some theories with the RULs I have and we will find out if we can have Diagonals or not, inter-SAM intersections or not and expand all sets to include AVE Intersections, OWR Intersections and Roundabouts.

For those "worried" about the SAM overriding the SAM/MAXIS Street intersections....  I cannot fix this.  I have an idea that may tickle your fancy that can "fix" the solution.  I can take the MAXIS Street textures and make them into a SAM network where to plop the starter piece.  This will make the MAXIS Street have SAM IIDs and this will allow the MAXIS Street Textures to function the same way as a SAM set.  This is the only way for this to work, and if you dont like this idea then you have no other possibility and you are stuck with what you have.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on September 20, 2007, 12:27:50 PM
As others have said it would be possible to have a puzzle pieces for street/SAM intersections,
The street/GLR SAM may not work as I was thinking about making Ave/GLR I asked memo if it was possible, he replied no, but I'm not sure on all the details as I accidently deleted all my PMs a while back. Hopefully memo can repeat it.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on September 20, 2007, 01:22:58 PM
For those "worried" about the SAM overriding the SAM/MAXIS Street intersections....  I cannot fix this.  I have an idea that may tickle your fancy that can "fix" the solution.  I can take the MAXIS Street textures and make them into a SAM network where to plop the starter piece.  This will make the MAXIS Street have SAM IIDs and this will allow the MAXIS Street Textures to function the same way as a SAM set.  This is the only way for this to work, and if you dont like this idea then you have no other possibility and you are stuck with what you have.

...That's what I suggested... Assuming the SAM/street interface puzzle pieces aren't an easier solution.

I'll get onto the textures soon, I've been sketching some ideas, mini roundabout about looking things, etc.

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 20, 2007, 02:22:57 PM
@Jason: By all means, take a break, you really deserve it! :)

About intersecting Maxis streets with the SAM: Well, this is basically the same problem that occurs when intersecting draggable GLR and regular el-rail: One will convert into the other, so you have to use a puzzle piece for the intersection. Personally, I think we could live with the problem and avoiding it by a creative road layout, using the in-game roads as "dividers" between the individual SAM styles. After all, this looks better anyway; the patchwork of different street looks is mainly caused by lack of finances, when the community builds a particular street with bricks, but the rest is still asphalt or concrete.

My only big request would be to create Euro textures for the SAM as well - which surely is quite some task due to the variety of different textures, but I'm sure it would be much appreciated by the entire European folks here. :)
Title: Re: SAM - Street Addon Mod
Post by: TheTeaCat on September 20, 2007, 02:55:59 PM
My only big request would be to create Euro textures for the SAM as well - which surely is quite some task due to the variety of different textures, but I'm sure it would be much appreciated by the entire European folks here. :)

Ooh now that would put the icing on the cake so to speak :D

A magnificent piece of work you have produced which will be enjoyed by many. thank you very much :thumbsup:


@Jason: By all means, take a break, you really deserve it! :)
Worth a (http://img337.imageshack.us/img337/7329/imagescuppasw1.jpg)definately

regards
TTC
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on September 20, 2007, 07:02:04 PM
I will be testing some theories with the RULs I have and we will find out if we can have Diagonals or not, inter-SAM intersections or not and expand all sets to include AVE Intersections, OWR Intersections and Roundabouts.

Don't forget about the RHW-2. ;)  I can make the textures for the SAM intersections very quickly once I get the default RHW-2/Street intersection created. ;)
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 20, 2007, 08:15:50 PM
hey jplumbey glad the readme has helped everyone understand the SAM better! that was my intended goal: to not give you a headache hehe. well enjoy your break you most definitely deserve it!  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 21, 2007, 01:53:11 AM
My only big request would be to create Euro textures for the SAM as well - which surely is quite some task due to the variety of different textures, but I'm sure it would be much appreciated by the entire European folks here. :)

If you show me what the Euro ones looks like I can do them up easy enough.  Although we should also finish up those we have.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 21, 2007, 10:17:36 AM
LoL @ Diggis, yeah dont take up more than you can chew buddy hehe  :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 21, 2007, 10:29:35 AM
Hehe, textures are the easy part.  I was worried about Jason.  :P
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 21, 2007, 10:33:13 AM
hehe im sure by now hes a RUL-aholic and is now in RUL Anonymous classes along with Alex hehehehe imagine how those would go.. ()what()
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 21, 2007, 10:56:13 AM
Hehe.. RUL Annonymous is going well Alex and I have started a thread to talk about our addiction.  &Thk/(

Then of course instead of talking about how to stay off the juice or how we can embrace Jesus to save us from our addictions, we turn the discussion into a "I wonder if this would work."  ()what() "Or hey, thats a pretty cool idea."  ??? Or we'll just... Post the code itself.  &hlp
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 21, 2007, 11:41:37 AM
 :D
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 21, 2007, 12:44:54 PM
As others have said it would be possible to have a puzzle pieces for street/SAM intersections,
The street/GLR SAM may not work as I was thinking about making Ave/GLR I asked memo if it was possible, he replied no, but I'm not sure on all the details as I accidently deleted all my PMs a while back. Hopefully memo can repeat it.
(http://img229.imageshack.us/img229/9950/glronstsmallgb6.jpg)
this was posted last year
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 21, 2007, 01:14:39 PM
For those wondering about GLR in Street or GLR in Avenue.  These networks are possible, just not with the current Traffic Simulators in NAM.  The Traffic Simulator will need to be edited which means with an update for these type of draggable networks, it would require an update of the NAM Core files and the NAM Essentials files.  With these new GLR in Street and others, there will need to be new SC4Path files drafted to include the Subway Paths on the tile for a whole set, it may take a few weeks just to path the set.  Then there will need to be extensive RULs to write for this set, obviously you will have the SAM RULs but then there will be other RULs that are for intersections with the GLR intersections which I will have to RUL from scratch.  There will need to be multiple Puzzle Piece Starters and Enders so that you can have the GLR split off of the street or the street 90-turn away from the GLR, etc.  This one texture set will be almost as complex as the SAM itself and this is why it will be the last one added to the SAM.

With some experimentation we may be able to add new paths to the subway system allowing for "separated" Subway traffic which will allow us to keep Car Traffic from things like Boston Big Dig to turn into Subway Traffic and exit at subway stations.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on September 21, 2007, 02:06:21 PM
Olasz: I understood that was puzzle pieces?
Jplumbley: I don't understand why there would have to be subway paths on Street/GLR network, anyway I'll leave it to you.
Title: Re: SAM - Street Addon Mod
Post by: Olasz on September 21, 2007, 03:15:14 PM
@Warrior: indeed they were
@jplumbley: this is complete plan  :)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 21, 2007, 04:23:50 PM
If you show me what the Euro ones looks like I can do them up easy enough.  Although we should also finish up those we have.  &mmm

Well, the best suggestion would be to install the Euro Road Textures Mod and have a look yourself. Basically, you'd only need to copy & paste the dashed white lines into your textures, replacing the US double yellow lines. For the majority of textures, it's not very hard to do once you have a template, but it's just very time-consuming...
Title: Re: SAM - Street Addon Mod
Post by: Crissa on September 21, 2007, 06:35:07 PM
I've offered to do the time-consuming part of blending textures:  PM me and be ready to send me sample textures and I can mix them up and output proper PNGs.

Someone else will have to compile dats of them.

I haven't been able to compile the reader on my mac, but I don't know if it's because I don't know what I'm doing or if it's not possible.  It looks possible, but I'm not versed on xcode.

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Heblem on September 22, 2007, 03:48:22 AM
i have tested this mod and let me tell you.... very well done!!! amazing this is soo useful, i ploped the streets and found an error when i bullzone it, a piece of rail appears, but doesn't matter  ;)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 22, 2007, 03:59:33 AM
i ploped the streets and found an error when i bullzone it, a piece of rail appears, but doesn't matter  ;)

Actually, that's not an error. ;)  That's the "false intersection", which is enabled through RUL 0x10000001 to initiate the puzzle drag override--in other words, it's what makes the SAM work.  It pops up when you bulldoze the starter piece, but if you drag a street over it, it'll convert to the SAM texture.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 22, 2007, 04:04:45 AM
Well, the best suggestion would be to install the Euro Road Textures Mod and have a look yourself. Basically, you'd only need to copy & paste the dashed white lines into your textures, replacing the US double yellow lines. For the majority of textures, it's not very hard to do once you have a template, but it's just very time-consuming...

Ahh you are talking about the intersections.  I think I can do that easy enough.  I thought you meant a Euro Street texture.  :P  Would it not be best as part of the Euro Mod?  I can do the textures easy enough and send them to who ever for packaging.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 22, 2007, 05:03:54 AM
Since I'm in the process of updating the Euro Road Textures Mod right now, it would be awesome to have a SAM plugin as well. :) And yes, I mean the intersections that have the yellow US road textures. After a quick browse through one of the texture DATs, I think there's about a dozen intersection textures that need to be edited (for all wealth levels, of course) in one set. Once you have a template, it should be a rather easy process, though - it's "just" the manual work of compiling all the different textures. If you could send me the texture templates for one texture set, I could change them to Euro textures, so you can use those for compiling the other textures.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on September 23, 2007, 02:29:13 PM
Almost perfect.  There are a few bugs, but I don't think they will be hard to fix.
Good work... &apls  I like it... :thumbsup:  Amazing... :o   Wow... :shocked2:
Lots of people orking on and talking about this... ()meeting()

And just cause i like these emoticons...

 %bur2$  ()testing()
Title: Re: SAM - Street Addon Mod
Post by: ssc4k on September 25, 2007, 05:56:13 PM
its amazing !!!!

one problem for me though i cant make roundabouts with most the textures.... darn
oh and one texture doesnt even have an end piece but i dont use tha one anyway

GOOD JOB!!!!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 26, 2007, 12:56:45 AM
SSc4k, how about you read the readme.  :angrymore:

if you had, you would know that this is a beta (heck, it's even called Beta V1) and that we still have a lot of work to do on it.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on September 26, 2007, 01:22:45 AM
I will have to agree with diggis here. I did not make the read me just for eyecandy. It even has the word beta on the download.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 26, 2007, 10:06:44 AM
its amazing !!!!

one problem for me though i cant make roundabouts with most the textures.... darn
oh and one texture doesnt even have an end piece but i dont use tha one anyway

GOOD JOB!!!!

Thanks for the support.

Please, take the time to read the readme, both at the top of every page in this thread and the one that comes with the file.  There are ALOT of textures to edit, replace, create and RUL.  Not everything was done for the first release, hence the fact it is BETA v1.  The SAM is a work in progress, in fact the 6 texture sets you have is just the begining, there are 4 more for streets to come, 2 for Rails, 2 for Roads, then the entire NWM and RHW, which I am also a consultant on.

For the existing SAM networks already there is a pile of work to be done.  Roundabouts, more AVE Intersections, OWR Intersections, HSR, EL Rail Monorail overpasses, etc.  All of these things will be added before the "full release" along with NAM added Street intersections.  Please everyone dont ask about diagonals, I still dont even know if they are going to be feasible, I guess we will find out eventually.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on September 26, 2007, 02:10:44 PM
I have noticed that with the black asphalt and the gray cobblestone textures that do have avenue intersection textures completed the avenue cannot be used by any traffic at all except UDI that is not "snapped to roads."  I don't know if texture sets that do not have avenue intersection textures completed have this problem.  The avenue intersection tiles show up like they usually do if the Traffic data view is active, instead of being the color indicating the amount of traffic.

There is a simple, easy solution for the black streets that doesn't look strange:  just make it a road intersection, that changes back to streets shortly before and after the avenue.  For other textures, it doesn't look perfect, but it works.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 26, 2007, 02:18:15 PM
I have noticed that with the black asphalt and the gray cobblestone textures that do have avenue intersection textures completed the avenue cannot be used by any traffic at all except UDI that is not "snapped to roads."  I don't know if texture sets that do not have avenue intersection textures completed have this problem.  The avenue intersection tiles show up like they usually do if the Traffic data view is active, instead of being the color indicating the amount of traffic.

There is a simple, easy solution for the black streets that doesn't look strange:  just make it a road intersection, that changes back to streets shortly before and after the avenue.  For other textures, it doesn't look perfect, but it works.

Thank you Nerdly_dood.

I have also been made aware of this recently.  It turns out after some investigation I forgot to add the Avenue Intersection Path files... oops.  This will be fixed along with the missing End Piece for the Gravel Textures and another one I have forgotten off the top of my head.

This is a good solution to this issue Nerdly.  In due time you will be able to make all the base intersections.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 26, 2007, 02:33:42 PM
Diggis, that's a cool logo you have on SAM network.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: JoeST on September 26, 2007, 02:50:12 PM
yeah Diggis your sig is just hilariously funny... and its looking good

Joe
Title: Re: SAM - Street Addon Mod
Post by: ssc4k on September 26, 2007, 03:41:35 PM
i thought that i made it clear i liked this project and was just saying a few thigns to make sure  you new that the problems existed. i know that its beta because these problem exist,and there are only 6 of hte amazing pices of work you amazingly did.

you guys do a wonderfull job and im sorry if i made it seem like i was complaining i never ment anything that way, and again, NICE WORK!!!!
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 26, 2007, 04:14:07 PM
quote from jplumbley :
Quote
This will be fixed along with the missing End Piece for the Gravel Textures and another one I have forgotten off the top of my head.
   Hmmm, I didn't even think about this till you mentioned it.    LOL   I've just been plopping gravel parking lots, (PEG's I think.) Or even street end parking (can't remember who made um) at the end of my streets.     They look pretty good and finish the SAM streets off very nicely.  I never even missed um.   Now I guess I will notice it.   LOL


---Gaston   
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 27, 2007, 01:06:34 AM
OK SSC4K, but most of that stuff, especially the roundabouts, was covered in the Readme.  Sorry to snap, but the way you worded it it sounded like a TM complaint, not a Beta tester Note. 
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on September 27, 2007, 09:53:50 AM
I already Love the SAM, I have some areas of my city's Street updated with them. Will show you some photos over at MD soon ok.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Pround to be cities of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on September 27, 2007, 03:24:57 PM
Apart from the problem I mentioned, the SAM is really good.  It has a few bugs, and if only diagonal streets could be done (i have been instructed not to pester anyone about it so this is the first and last time I will mention it) I would love it even more...  I think i have used all the texture sets except the parking lots...and i haven't used the herringbone either.
Title: Re: SAM - Street Addon Mod
Post by: ssc4k on September 27, 2007, 07:13:06 PM
well i shodve read the whole read me, that is true. i will in the future :D

by the way can someone tell me what a Tm complaitn is :P
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 27, 2007, 07:32:08 PM
i dunno, but i think it has something to do with the TM Propellant MEGA lot.

Trademark, maybe?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 27, 2007, 07:49:00 PM
well i shodve read the whole read me, that is true. i will in the future :D

by the way can someone tell me what a Tm complaitn is :P

A TM is a generalization in which some people call those who do not read a readme when the answer is there or the answer is found a page or two back in a thread in which they are asking a question.  Generally, these questions posted on the spot with no thought as to looking for the answer when it is right in front of their faces.  The letters stand for Typing Monkey (since monkey's dont think very hard).  It is frowned upon by modders/batters that they put the time and effort into making their creation and then writing a readme about it, then someone comes in and asks questions that have already been answered.

But, lets leave that be.  $%Grinno$%  This is the developement thread for SAM, not a place for worrying about TMs.  ::)
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 27, 2007, 11:05:37 PM
huh, i was wondering about that, once i got a park from "the BSC" as a "reward" for using cheats. note that this was ingame and not through a dl. i think it was made by DEDWD. shame that the city was accidentally destroyed not long after. the statue looks like a monkey in the thinker position sitting on a typewriter.

back on topic now! yay!
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on September 27, 2007, 11:31:15 PM
'shardz-

While completely off topic, the TM is included in a BSC Park Pack from what I am able to tell. I've it gotten several times myself for using "moolah" cheat.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: poporo on September 28, 2007, 05:56:53 AM
Nice to meet you, and I am a manager of the data base where BAT of Japan has
been brought together and.

http://kamurai.sakura.ne.jp/editbbs/lev-bbs.cgi?bid=SC4=&style=0
I want to describe it to the data base though Japanese version SAM is open to
the public here.
Please can you approve it?
---------------------------------------------------
Data base address
http://wiki.poporo-x.com/

Translation machine that used it
excite Translation:http://www.excite.co.jp/world/english/


Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 28, 2007, 07:05:29 AM
@Poporo  Thank you very much for spreading the word about the SAM!  I support anyone from foreign language sites sharing this mod with anyone in which I cannot.
______________________________

@Poporo  SAMに関して、話しを広めてくださってありがとうございます! 私はそうすることができないだれともこのモッズを共有する外国サイトからだれでも支持します。
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 28, 2007, 07:17:55 AM
jplumbley,
   I'll copy poporo's post to the Japanese forums.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: poporo on September 28, 2007, 07:33:14 AM
@jplumbley
Thank you for having you consent!

Then I will mention it in a database at once.
I really thank you.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 28, 2007, 08:13:08 AM
@poporo
   
日本のフォーラムを見たか。私はそれらにあなたのポストをコピーした。私達に日本に興味がある多くの人々が非常にある。

Have you looked at the Japanese forums?   I copied your post to them.   We have alot of people very interested in Japan.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Glenni on September 28, 2007, 07:54:23 PM
Just so you know,  a lot of the models i showed you are still un-rendered ,when will you need them them for the next stage? &mmm
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 28, 2007, 09:22:34 PM
Glenni, if you can render them and send them to me I will use them when I get a chance :P
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 29, 2007, 03:00:37 PM
Well, I thought I'd let you guys know... I was playing around today to see if I could get the RULs to functionally override the Roundabout textures with SAM Roundabouts.  I have been successful with what I have written so far.  This is a picture in which this was only a RUL test there are no paths done yet and it seems to have worked for what I have written. 

One issue I still have to "solve" would be that currently I cannot drag from the a SAM Roundabout and continue the SAM texture, I can only drag into the Roundabout to turn it into a SAM Roundabout.  I dont know if I can get around this, not yet atleast.

Here is a teaser:

(http://img338.imageshack.us/img338/6186/roundabouttest1of3.jpg)
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on September 29, 2007, 03:44:13 PM
Wow! That's really cool, jplumbley.   &apls

And  :thumbsup: :thumbsup: for the NAM Team as a whole for...well, you all know what it's for.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: Flo8472 on September 29, 2007, 03:54:02 PM
 :thumbsup: it's really nice Mod.
My Sims love'in it :)
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 29, 2007, 06:29:49 PM
I don't know if anyone has come across this issue, or have mentioned it before, but I didn't pick it up and it wasn't mentioned in the first post.  &mmm

So, my issue is this:

(http://i202.photobucket.com/albums/aa30/Elytheria_Reloaded/Lot_Editor/Oops.jpg)

That, I believe, is the railway texture replacement mod (by NOBB?), and it is not functioning properly with the SAM.
I started testing the SAM a few minutes ago (I just LOVE the asphalt textures!), and apart from the red and black tiles, dark brown end tiles and all the regular issues that have been common (and addressed), this one bugs me a bit because that railway texture is my favourite.  &mmm

Any suggestions?

It seems as if it reverts back to the Maxis original (I can't even remember if that's what it looks like :P).
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 29, 2007, 10:44:20 PM
Hey M, the issue is I dont have the textures for NOBBs Rails or NCDs Rails, so currently I cannot make them compatible.  I do in the future want to make a "RAM" Rail Addon Mod which makes both of these texture sets into Draggable Texture Variations like I am doing with SAM.  But that is a ways down the road.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 30, 2007, 02:53:11 AM
So I'm going to have to stop using the SAM?  &mmm
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on September 30, 2007, 03:09:26 AM
Quote
Hey M, the issue is I dont have the textures for NOBBs Rails or NCDs Rails, so currently I cannot make them compatible.

Try loading Nob's rail textures mod after the SAM. It'll override those textures, but may actually require a fix to allow compatibility with that particular set, since the rail crossings will default back to the normal asphalt crossing.

And if there are any ordinary rail textures in the SAM, I'd recommend removing them entirely (exceptions are the road/rail crossings) when the finished version is released. The reason why it's showing the default Maxis textures is because Nob, when making those pieces, actually edited the rail pieces rather than the base texture underneath.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 30, 2007, 03:12:04 AM
Thanks! I'll try that a.s.a.p.  and let you know. :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 30, 2007, 03:26:09 AM
Okay, I'm double posting, I know, but...

It worked!  :thumbsup:

(http://i202.photobucket.com/albums/aa30/Elytheria_Reloaded/Lot_Editor/Oops-No-More.jpg)

Thank you!  ()stsfd()
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on September 30, 2007, 03:33:15 AM
That's good to hear!

No problem.

JPlumbley, that means that NOB and PEG's rail mods are indeed compatible with the SAM.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 30, 2007, 03:36:43 AM
There are no rail textures other than the crossings included with SAM (Unless jason says otherwise.:P)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 30, 2007, 10:43:32 AM
Thanks SA.... I am a bit confused now, not sure why it is working... I guess I should go look at what NOB did to get his to work.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 30, 2007, 11:46:02 AM
I too have now fallen in love with the SAM and decided that I would like to contribute.  :thumbsup:

I've done the Standard textures, Road intersections and Roundabout textures already. I still have a bit more to do though as I need to create the rail crossings and different wealth levels for it all then, still.  ;D

Here's just a glimpse at the Sandstone texture.  ()stsfd()

I think the basic texture is a bit clean, but I don't know how to properly manipulate it in PS CS2 to look 'worn'.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: figui on September 30, 2007, 01:24:50 PM
looking good M4346!
just think the "stones" should be placed (don't know exactly how to say this in english, so i'll attach this scheme -very schematic, done in mspaint in about 1min.- of what i mean, hope its undersandable)
and also, on curves, the "stones" should "follow" de curve.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on September 30, 2007, 01:31:59 PM
and also, on curves, the "stones" should "follow" de curve.

That is harder than you think...

Nice Work M!  Keep it up and send them to me.. It can be added to BETA v2... Whenever that is released.
Title: Re: SAM - Street Addon Mod
Post by: figui on September 30, 2007, 01:42:44 PM
That is harder than you think...
I supposed so..
anyway, they look good :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: M4346 on September 30, 2007, 01:45:46 PM
I'll look at it...  :) Thanks for the feedback!  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on September 30, 2007, 08:36:51 PM
Quote
Thanks SA.... I am a bit confused now, not sure why it is working... I guess I should go look at what NOB did to get his to work.

It works because Nob's rail textures a) are loaded after the SAM, b) the overlay textures were edited... nothing else changed.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on September 30, 2007, 10:41:19 PM
I gotta tell ya I am seriously addicted to SAM now.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 30, 2007, 10:42:42 PM
Me too, Gaston.  Particularly Heblem's Asphalt Streets.  I don't know that I can build another Maxis street again. :)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 01, 2007, 12:44:41 AM
M, if you send me the base textures we can do up a set.  I'll PM you my email.  There are a couple of issues with what you have done so far, to do with getting it to join seamlessly at the intersections.  As Figui pointed out, the texture has to follow the corner so that the pattern matched the straight at all joins.  The same applies for the T and X intersections.  I like the texture and can do up the set for you.  I also have all the overlays done so that everything will just fall into place with a little PhotoShopping.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on October 01, 2007, 07:04:11 AM
Yes, of course, I see what you mean... :P

Attached is the basic texture. If you could just do the standard textures and the roundabouts I would do the rest.  ;D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 01, 2007, 08:18:54 AM
Yeah no worries.  I can send you the basics, plus the road, ave and OWR overlays.

I haven't looked into the roundabouts just yet, but I will.
Title: Re: SAM - Street Addon Mod
Post by: delta9 on October 01, 2007, 09:02:44 PM
Great, great mod.  I hope some day the Street Side Mod is expanded to include this, and parking on the parking lot tiles like the alley mod()stsfd()
Title: Re: SAM - Street Addon Mod
Post by: M4346 on October 07, 2007, 11:53:43 AM
Okay ladies and gentlemen! In my endeavours and escapades with the SAM I have discovered another little issue, which is no biggy, and I thought I'd mention it here, if it has not already been discovered or touched on. If it has, then I'm sorry, but I haven't been keeping up with the whopping 25 pages this has turned into!  :D

Anyway, enough small talk. :P I have found that the SAM negatively affects the Dirt Street Add-On (available here on the LEX). It makes the T-junctions and four-way intersections of the Dirt Streets revert back to the original. This was, however, solved by placing the dirt street add-on in a zzzz'ed folder so that it loads after the SAM.  ;D

I'm loving the Asphalt Streets though!  ;)
Title: Re: SAM - Street Addon Mod
Post by: simzebu on October 07, 2007, 12:26:42 PM
I, too, am a SAM addict, especially the asphalt streets.

However, I noticed that the paths (But not the textures) for asphalt streets intersecting avenues are missing. The intersections do not show up in DrawPaths or traffic data view.

Great work, though!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 07, 2007, 12:48:47 PM
Simzebu, Thanks for reporting that.  I think jason was aware of that one, but will confirm with him.

M, what addon is that?  We are adding Peg's and Trolca's dirt road mods to the next version.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 07, 2007, 01:06:43 PM
500th Post for SAM

Well, this is definately a milestone for sure.

@simzebu  Yes, this has been reported before thank you for your support.  I made the mistake of overwriting the wrong file with an older file and unfortunately I didnt realize this until after it was uploaded.  I have it fixed for BETA v2 which will be released eventually.  Along with, Roundabouts and a few new Texture Variations.

@M  Thank you for that notice.  I did not know that this issue was occuring, although I think you pointed out already that it was causing the same type of issue for other rail textures aswell.  Soon enough you wont need that dirt road textures as they will be included as part of the SAM itself.
Title: Re: SAM - Street Addon Mod
Post by: M4346 on October 07, 2007, 01:55:16 PM
Diggis, I'm using this one -> Click! (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=128)

Like I said I managed to work around it, and it's also good to hear that it would be included with the SAM!  ;D However, I'm a bit concerned about the loss of diagonal dirt streets then?
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on October 16, 2007, 02:22:09 PM
SUGGESTION:
To remove the ugly dirt that shows up on SAM streets in medium/high density, I think the textures should be edited to remove the dirt/grass/mud that shows up on no-zone SAM streets.  I know that low density zones do not show the dirt, but gras instead, so I think the dirt is unneccessary, but it doesn't really matter for dirt and gravel streets--just ones with a rigid surface.
Title: Re: SAM - Street Addon Mod
Post by: ssc4k on October 16, 2007, 06:29:25 PM
well if your not going to zone them why use them??? your only going to see the "ugly dirt" for a minute anyway :p
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 17, 2007, 12:38:27 AM
Diggis, I'm using this one -> Click! (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=128)

Like I said I managed to work around it, and it's also good to hear that it would be included with the SAM!  ;D However, I'm a bit concerned about the loss of diagonal dirt streets then?

OK, I looked into your issue, and it makes sense that it works that way, as the Mod you had is an override for Trolca's dirt road mod, meaning all your default (ie non sam) roads will be Trolcas textures, with Euro intersections, and all your others will be SAM textures with standard intersections. (there will be an addon for Euro roads done)

As for the loss of the diagonals, if you keep that mod installed you will still have dirt roads where out textures aren't yet (ie the diagonals and other intersections)
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 17, 2007, 04:15:00 AM
Quote
well if your not going to zone them why use them??? your only going to see the "ugly dirt" for a minute anyway :p

They still appear in medium-density areas. This still has to be fixed.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 17, 2007, 05:34:13 AM
Sorry, can someone post a pic of this issue?  There should be a dirt base for no wealth, a light grass for low, and niceish grass for med, and a really nice grass for high.  If this isn't showing up right, we have an issue with the textures.
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 18, 2007, 12:11:00 AM
Quote
There should be a dirt base for no wealth, a light grass for low, and niceish grass for med, and a really nice grass for high.  If this isn't showing up right, we have an issue with the textures.

No wealth should not have a base at all. That's because it's used for medium and high density situations. On the other hand, the other wealth levels work just fine. Wealth level 0 needs to be edited. The others are fine.

There are no modding issues with the textures, it's just a visual issue that can be resolved by cutting out the grass/dirt entirely from no wealth. This applies to the Trolca brick streets, Heblem's asphalt streets and the cobblestone streets.

By the way, the SAM version of the controller file may cause minor issues with the RHW (missing textures for the transition between RHW and OWR).
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on October 18, 2007, 12:12:38 AM
Now this I can find a lot of uses for in Solaria

Will give this a whirl and post CJ pics of it soon

But first register at LEX  &Thk/(
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 18, 2007, 12:39:58 AM
SA, thanks.  When I said should, I was refering to what is in the set as it stands.  Jason mentioned the other day that he wants to remove the base out of the no wealth, which is easy enough.  I was just concerned that the no wealth texture was showing up in Med and High.
Title: Re: SAM - Street Addon Mod
Post by: Serkanner on October 18, 2007, 02:42:28 AM

But first register at LEX  &Thk/(

Be careful ... you might be won over by the Bright Side
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on October 18, 2007, 06:10:16 AM
By the way, the SAM version of the controller file may cause minor issues with the RHW (missing textures for the transition between RHW and OWR).

I was going to say something about that myself.  Was doing some testing of some ideas and came across this problem.  Hope Alex sees this so it will be fixed with the next release of the nam controller.
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on October 21, 2007, 06:07:35 PM
Be careful ... you might be won over by the Bright Side

Ummmm no comment on that one  $%Grinno$%

As for SAM, I thought I might showcase here the gravel version of it being used in East Solaria to congratulate the workers on this and as an Independent Advertisement for SAM

(http://i124.photobucket.com/albums/p5/Palpatine001/Waitakare-SAMcrossing.jpg) (http://i124.photobucket.com/albums/p5/Palpatine001/Waitakare-SAMcrossing.jpg)
Picture width reduced to 1000 and linked to the original one. /RippleJet

Going through the Eastern Solarian Forest from State Highway One to a windmill farm

(http://i124.photobucket.com/albums/p5/Palpatine001/Waitakare-SAMRHWandRestStop.jpg)

It being used at State Highway One



Again  &apls to the SAMers here for making this possible

Other SAM textures have been used in Solarian City
Title: Re: SAM - Street Addon Mod
Post by: Haljackey on October 22, 2007, 04:24:20 PM
Wow.... Have I been out of it.

I only recently knew of this project, and thus I decided to check out this thread.  After looking at this project, All I have to say is this:

This is some amazing work!  &apls I mean, absolutely amazing!  Give yourselves a pat on the back everyone, you truly deserve it! ()stsfd()

This is just so fantastic that I may have to start making streets again! (I've always disliked the street texture, so I just used roads instead) :D

Excellent job!
-Haljackey
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 23, 2007, 12:48:44 AM
Cheers guys, and Palpatine, looking good.  We're still working on texturing up the final sets of textures, and have done some retexturing of the first released sets that sufferered from being 1 pixel to small so they didn't meet when you rotated them. 

This is something Maxis did ()what() on the original sets, and took some fixing.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 23, 2007, 06:59:45 AM
Thank you guys for your support!

For the time being we are working on getting 2 Dirt Roads finished up.  Diggis has already sent me the textures for PEGs Dirt Roads which will be part of the next release.  We will also have Roundabouts ready for the next release, although it may not be for all sets.  The Avenue intersections will be fully functional and OWR Intersections may get done.  We will have to see what we get done by the time we build the next release of NAM.

As Diggis has stated recently we have found that there was an issue with the original MAXIS textures, as to being 63 pixels wide for the Street Surface.  Thanks, to Rickmastfan for noticing this!  &apls  Unfortunately, this means all the original sets will be fixed too wasting valuable time and probably not all of it will be fixed before the next release as there are over 150 textures already.  The reason this needs to be fixed is because if you flip or rotate one of the pieces will look as if it is shifted and will look funny.  If anyone looks at some of my early pictures in-game you will notice I made a few mistakes on the Herringbone set which I have since fixed that will show a more exagerated view of what I mean by shifted textures.

Once again, thank you for the support everyone!  There will be more to add in the next Version of SAM and I hope you have been enjoying what we have released to this date.  Dirt Roads are on the way, maybe I will finally have time to get those textures in game and show a picture sometime this week, like I told Diggis I would over a week ago.
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on October 23, 2007, 07:07:08 AM
As Diggis has stated recently we have found that there was an issue with the original MAXIS textures, as to being 63 pixels wide for the Street Surface.  Thanks, to Rickmastfan for noticing this!  &apls

Glad to be of service. ;)
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 24, 2007, 09:25:37 AM
Quote
Unfortunately, this means all the original sets will be fixed too wasting valuable time and probably not all of it will be fixed before the next release as there are over 150 textures already.

At least it was caught now, as opposed to later on down the track, say, when you've had all 16 sets filled AND diagonals added. Then it'd be an absolute b*tch to do then. :P

EDIT: Added emphasis to a certain word.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 24, 2007, 10:26:48 AM
Yup, amen to that.

and for a tease, I've edited the cobblestone set to reinstate the edge detail, and granite (looking) kerb from the original.

(http://img70.imageshack.us/img70/1001/straighttw6.png)
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 24, 2007, 10:33:17 AM
Love the detail, it looks good.

Not sure if it will show up clearly in game, though?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 24, 2007, 10:39:10 AM
I'll know it's there...  :P
Title: Re: SAM - Street Addon Mod
Post by: Andreas on October 24, 2007, 11:13:28 AM
Love the detail, it looks good.

Only "good"? ;) I think it looks excellent.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 24, 2007, 01:02:03 PM
HOLY CRAP!!!

Shaun I just saw the textures you submitted to me.  Jesus man you went ALL OUT!  They are freaking awesome!  Dont you ever dis yourself again by saying that they are only good... THEY ARE SWEET!  Keep up the awesome work.  :thumbsup:

Now I have two sets to get from PNG to SC4 lol... man I am getting behind on stuff.  Better get my butt in gear or I will miss the 2nd Birthday Bash next year...  Hopefully I will be able to make it before next Christmas.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 24, 2007, 02:48:46 PM
You're embarassing me.... I enjoyed doing them, and I think they will become one of my favourite sets.

What sets still need PNGing with the grasses?  I think I sent you Pegs Dirt and Gravel, which you were going to do, but don't think I sent you trolcas dirt?  What about the asphalt and herringbone Ave and OWR?  I've done the overlays, and can do up the Grass PNG's tomorrow.  I only have the BSC Parks to do, and the brick street Ave and OWR.
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 25, 2007, 02:27:30 AM
Only "good"? ;) I think it looks excellent.  :thumbsup:


Okay, okay. :P But seriously. It's an excellent job. I love the detail on the edges. :P
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 25, 2007, 02:57:01 AM
I have been thinking, and the textures are very customisable.  It would be easy enough to release a replacement for any of the textures, to override one of the sets.

It was the inclusion of the 2 red bricks, and the 2 dirt roads that got me thinking how to replace one with another texture, also from discussions about the BSC parks, and how if I do up a set for each texture, then it's easy enough to change to the one you want.  So once this is all up and running I will take requests.
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on October 25, 2007, 07:30:27 PM
So what you're saying diggis is that there would be a radio button next to the options for each category in the installer?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 26, 2007, 12:49:45 AM
Nah, more like you can download the original set, but then if you decide you don't want a set, you can download a replacement which will override the textures and possible the T21's for the set, to get another set.  Not sure quite how if will work, as you would need to have the correct IID's for the set you want to replace.  It was just a thought.  As I said, I'd be open to Texturing requests, which would mean you get to replace the set that the requester wants.  I'm not onto T21's but will hopefully learn when it comes to doing them for the first set.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on October 26, 2007, 02:38:18 PM
Open to requests, eh?  Like a request for a street with a single yellow line down the middle?  (There are some of those around where I live...roads have a double line)  It shouldn't be too hard to do that for the default gray streets and the black ones in the SAM.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 26, 2007, 02:48:33 PM
Nah, more like you can download the original set, but then if you decide you don't want a set, you can download a replacement which will override the textures and possible the T21's for the set, to get another set.  Not sure quite how if will work, as you would need to have the correct IID's for the set you want to replace.  It was just a thought.  As I said, I'd be open to Texturing requests, which would mean you get to replace the set that the requester wants.  I'm not onto T21's but will hopefully learn when it comes to doing them for the first set.

Luckily... I have organized SAM in such a way that we could have ALL sets with them having the same IIDs in separate DATs then you can go into each DAT and select all the textures and then TGI Edit the 6th digit to be the corresponding texture set.  Now, obviously, Im not making 16 DATs for each set so you can pick and choose which order in the TAB ring and which sets you want... But, I cant make a quick tutorial on how to change the organization of a set and how to replace an older set with a newer one, etc.... I dont see a need for this until we reach beyond 16 sets, which we are only at 10 or 11 right now (lots of room for expansion).  But even then, there are work arounds and we can find a new IID range to expand SAM into, I would just prefer not to get that far as my IID structure will be used for ALL the NWM when it is released.  RHW is already 3/4 converted and when released will be under the revised IID Structure to allow for more expansion and make it easier to control the expansion without potentially running into problems later.

Organization is the key to success!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 26, 2007, 04:03:51 PM
Open to requests, eh?  Like a request for a street with a single yellow line down the middle?  (There are some of those around where I live...roads have a double line)  It shouldn't be too hard to do that for the default gray streets and the black ones in the SAM.

I said once the rest of SAM is complete.  We are a wee way off that yet.

Jason, I was just throwing round ideas.  I think I get what you mean, but as you said, thats a wee way off yet.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on October 27, 2007, 11:41:13 PM
It'd be really complex to say X works with Y but not Z...

...But on the other hand, it might be really easy to have 'classes' of roads that might be swappable for another, if people think the slots are sufficiently scarce.

But personally, unless we're limited to less than a dozen, I don't think it'll be an issue.  Do you really think we'll have too many road textures?

-Crissa

(Still working on mine ^-^  Not sure on the ability to scale things appropriately.)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 28, 2007, 12:56:20 AM
Crissa.. Obviously, since I am the "curator" so to speak.  I have the final word on what goes in and what doesn into the SAM.  I right now would like to hold a couple spots open just in case, but to be honest I havent seen anything different enough to warrent a new addition to the SAM other than what I have so far.  I dont want to do too many of the same kind of texture.

We already have:
A Gravel Road Texture
Two Dirt Road Textures
Two Red Brick Textures
A Grey Cobblestone Texture
Ashpalt Streets

What else is there to do?
Maybe a yellowish Sandstone Texture
Hable has another Red Brick in hexagons
Maybe another gravel and dirt texture
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 28, 2007, 12:57:39 AM
Pegasus's dirt texture's going in, isn't it?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 28, 2007, 01:00:38 AM
Yes it is SA... I actually have them here in PNG format ready to be made into FSH format for SC4... I just have to get around to plugging them in.  They will be ready for the next consolidated release of NAM/SAM/RHW.  The other Dirt Roads are the Torolca's Dirt Roads.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 28, 2007, 04:59:59 AM
The other one that sticks out to me would be Pegs scenice drive. 

Also, what road type would Ped Malls come under?
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on October 28, 2007, 05:04:31 AM
The Ped Malls will probably be assigned a "Misc Network" tag.

The puzzle pieces for the ped malls are definitely Misc. Network.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 28, 2007, 06:10:44 AM
OK, it was just to make them draggable.  I know jason is planning on making the BSC paths draggable, which means that the Ped malls should also be doable.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on October 28, 2007, 07:08:39 AM
The SFBT had some discussions about draggable ped-malls a few days ago - it certainly would be a nice change from the puzzle pieces, and make things a lot easier. We could make several starter puzzle pieces with the individual texture styles, and it would be nice to create some T21 exemplar files for random props (pedestrians, benches, lampposts etc.) that could appear automatically. :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 28, 2007, 07:29:38 AM
I'd be more than happy to offer my texturing services should they be needed. 
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on October 31, 2007, 02:21:31 PM
Oh ok, that request of mine isn't urgent bc that kind of street isn't common.

Still, a very &apls job so far :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 31, 2007, 02:40:06 PM
@Andreas...  I know we have talked in the past a bit about a SAM addition of Ped Paths briefly once or twice.  There is a bit of experimentation that needs to be done still for this, as I have found if there are no car paths you will get No Connection Zots and Abandonment for residential zones, I have not attempted this for commercial zones yet.

I would like to get further in the developement of a few other things I have been working on before I get into more testing of the Draggable Ped Malls, so textures would be a great help, but I wont have time until probably X-mas to test those out.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on October 31, 2007, 07:56:47 PM
@Andreas...  I know we have talked in the past a bit about a SAM addition of Ped Paths briefly once or twice.  There is a bit of experimentation that needs to be done still for this, as I have found if there are no car paths you will get No Connection Zots and Abandonment for residential zones, I have not attempted this for commercial zones yet.

I would like to get further in the developement of a few other things I have been working on before I get into more testing of the Draggable Ped Malls, so textures would be a great help, but I wont have time until probably X-mas to test those out.

Yes, residential zones would need car paths as well, otherwise you'll get no job zots. For commercial and industrial zones, I assume it's similar to the NAM ped-malls: You need a TE lot to connect the road network with the ped-mall tiles. ArkenbergeJoe said that a puzzle piece would be needed that has pedestrian paths which connects the ped-mall tile with adjacent networks (I'm not sure if this is possible, though). Ideally, the ped-mall starter puzzle pieced could have such paths at the "non-draggable" side. Anyway, I would like to see a SAM texture set that has the look of the sand path textures that I sent to you some time ago - no need to hurry, though. :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on November 01, 2007, 01:40:37 AM
Anyway, I would like to see a SAM texture set that has the look of the sand path textures that I sent to you some time ago - no need to hurry, though. :)

Send em to me, and I'll texture them up.  No guarantees as to whether Jason adds them, but at least they are an option.  I also have to do the one from M too.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on November 01, 2007, 06:49:25 AM
@diggis: Ok, will do. :)
Title: Re: SAM - Street Addon Mod
Post by: toxicpiano on November 01, 2007, 07:48:49 AM
The other one that sticks out to me would be Pegs scenice drive. 

Also, what road type would Ped Malls come under?
Scenic drive sounds like a very good idea  :)
Title: Re: SAM - Street Addon Mod
Post by: Kellydale2003 on November 24, 2007, 03:50:25 PM
My SAM will only stay Red, it doesn't go green. Why is this?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on November 24, 2007, 03:57:41 PM
Please read the Mini Readme posted at the top of every page.  You should be able to find your answer in there.  Make sure you have installed it correctly.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on November 24, 2007, 06:58:40 PM
My problem is that the CURSOR stays red, no tile shows up. It's either a conflicting mod (i think i know which one it is) or the "red tile" part...
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on November 25, 2007, 02:12:51 AM
My problem is that the CURSOR stays red, no tile shows up. It's either a conflicting mod (i think i know which one it is) or the "red tile" part...

It definitely sounds to me like you have an outdated NAM Controller sitting around somewhere.  If you re-install the SAM, you should be good to go.  Make sure there's not a file with the central RULs (either another copy of the NAM Controller, or an outdated transit mod) loading after the NAM folder.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Toichus Maximus on November 25, 2007, 11:11:22 AM
I had that trouble for a while, and just reinstalling SAM didn't cut it. I backed up all the bridges and then ran cleanitol on the NAM, then reinstalled everything; it all works perfectly now.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on November 25, 2007, 12:06:13 PM
turns out that the uninstall/reinstall thing did the trick, had to do it twice though. accidentally got a copy of the 06 NAM from the front page and then did it all over again with the june 07 NAM from ST.

someone needs to fix those links on the front page to give us the june 07, not the last 2006 NAM.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on November 25, 2007, 02:49:53 PM
turns out that the uninstall/reinstall thing did the trick, had to do it twice though. accidentally got a copy of the 06 NAM from the front page and then did it all over again with the june 07 NAM from ST.

someone needs to fix those links on the front page to give us the june 07, not the last 2006 NAM.

That's rather odd.  I just tried it and it links right up with the June NAM on the LEX (from the "NAM 2007" link on the front page).  I know that page had been previously linked to the old NAM, but it was changed the early part of June.  Unless there's some other link I haven't found. ::)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: jeronij on November 25, 2007, 05:12:25 PM
That's rather odd.  I just tried it and it links right up with the June NAM on the LEX (from the "NAM 2007" link on the front page).  I know that page had been previously linked to the old NAM, but it was changed the early part of June.  Unless there's some other link I haven't found. ::)

-Alex (Tarkus)

It seems there was an issue with half of the links in that page. The images were linking to the June version, but the links were pointing to the December 2006 ones  ::)  This has been fixed  ;) .


Btw , if you cant see the changes, reload the page ( Ctrl+F5) or open it in a new browser window.
Title: Re: SAM - Street Addon Mod
Post by: Luc on December 11, 2007, 09:44:20 AM
@jplumbley, @Tarkus,

 :thumbsup: With SAM you created a very nice MOD!  :thumbsup:

Here's a suggestion to avoid further compatibility issues with the NAM:
Force the NAM team to update the NAM Essentials download. NAM Essentials as of June 2007 ship with NetworkAddonMod_Controller.dat(file date 2007/05/30; file size 221kB) whereas SAM installes (an updated ?) NetworkAddonMod_Controller.dat(file date 2007/09/13; file size 249kB). Or, at least, add a notice to SAM ReadMe that reinstalling NAM after SAM might run into conflicts. ;)

Luc
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 11, 2007, 10:02:25 AM
@jplumbley, @Tarkus,

 :thumbsup: With SAM you created a very nice MOD!  :thumbsup:

Here's a suggestion to avoid further compatibility issues with the NAM:
Force the NAM team to update the NAM Essentials download. NAM Essentials as of June 2007 ship with NetworkAddonMod_Controller.dat(file date 2007/05/30; file size 221kB) whereas SAM installes (an updated ?) NetworkAddonMod_Controller.dat(file date 2007/09/13; file size 249kB). Or, at least, add a notice to SAM ReadMe that reinstalling NAM after SAM might run into conflicts. ;)

Luc

 :thumbsup:

We are part of the NAM Team.  SAM is an official NAM Product.  The reason the NAM Essentials file was not updated was due to the fact that this was the only planned release in between NAM Essentials updates and that it was a BETA version.  SAM BETA v2 will be fully integrated into the NAM Essentials and will be updated the same time as the NAM.  All in due time.

The conflicts are coming from OLD files from previous June 2007 NAM, those who are using the June 2007 NAM have not had the problem because the SAM NAM_Controller, overwrites the JUNE 2007 NAM_Controller.  I, nor anyone else on the NAM Team can help the fact that some people dont know what they have in their plugins and that they have a conflicting previous version of NAM, RHW, etc.  There is a Cleanitol file released with the June 2007 NAM which will remove all the old files from previous NAM releases, but if someone has something that is pre-NAM or a non-NAM supported transit mod that has changed the NAM_Controller (the RUL files) then there will be a conflict which we cannot anticipate.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 11, 2007, 05:00:11 PM
and that's why organizing your plugins folder is important.
Title: Re: SAM - Street Addon Mod
Post by: High5Tower on December 12, 2007, 04:34:47 AM
I had the dreaded RED arrow.
The cause was because all my plugins are data packed and the new Sam folder was not yet data packed.
After running many different tests and getting it to work I then thought about what has been said about loading order.
So I put the Sam folder in my  Modds folder packed it and now everything works great. :thumbsup:
I thought that since I have 2.75gb of plugins that I may have had conflicts but no I just needed to finish filling thing s in the right spot. :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on December 12, 2007, 09:04:23 AM
When Sam Beta V2 becomes available, Should Sam Beta V1 be removed from our computers?

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 12, 2007, 09:28:04 AM
When SAM BETA v2 becomes available it will be included as a full NAM Plugin.  It will be a separate download like RHW, but the NAM Conrtoller will not be included in SAM BETA v2, it will be updated in the NAM Essentials download.  Of course, no release date has been set, but like we have been saying it will be sooner than later (but then it may be held off untill 2021 like Tarkus was saying).

Right now what is intended to be included: (New stuff only)

Roundabouts for non-Dirt streets
OWR Intersections for all sets
Avenue Intersections fixed and updated for all sets
________

SAM - 3 - PEGs Dirt Roads
SAM - 5 - Torolcas Dirt Roads


So, who is excited for an updated SAM?  
 

If enough people show enthusiasm and excitement it might make me and the team work a little harder to get it ready.
Title: Re: SAM - Street Addon Mod
Post by: rooker1 on December 12, 2007, 09:31:50 AM
 &apls &hlp &apls &hlp &dance %BUd% &dance %BUd%

I am sooo excited, please hurry.

Robin   :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jgehrts on December 12, 2007, 09:44:30 AM
I have to say, I'm really looking forward to the dirt roads.  Those will be a nice touch.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 12, 2007, 09:46:40 AM
Oh oh, yes very excited.  :P

I suppose this means I should start work.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: Andreas on December 12, 2007, 09:51:04 AM
I suppose this means I should start work.  &mmm

Good idea.  :thumbsup:

/me gets excited as well and tells Barby to crack her whip ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 12, 2007, 10:04:39 AM
Good idea.  :thumbsup:

/me gets excited as well and tells Barby to crack her whip ;)

Now I'm really excited.
Title: Re: SAM - Street Addon Mod
Post by: bat on December 12, 2007, 11:10:05 AM
Also looking forward to "SAM BETA" v2!
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 12, 2007, 02:21:12 PM
Aren't we all?   &apls
Title: Re: SAM - Street Addon Mod
Post by: Heblem on December 12, 2007, 02:48:39 PM
wow can't wait for the version 2  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 12, 2007, 05:14:59 PM
 %BUd% %BUd%

Can we say that I am glued to the forums, waiting for updates.

Excited? You betcha!
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 13, 2007, 02:54:36 AM
Version 2?

Ah nuts does that mean I have to replace everything from version one?

[Damn that's 750km of streets across 17 tiles -  :'( ]

Anycase am looking foward to version 2

Just a quick show of SAM and the Addon that went with it

IGNORE the intersection  $%Grinno$% :P

(http://i124.photobucket.com/albums/p5/Palpatine001/Auckland-Yintersection.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 13, 2007, 03:12:52 AM
No palpatine, I don't think you will have to redo anything.  V2 will address any bugs in V1, plus add in a couple of extra textures, and intersections with Avenues and OWR.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 13, 2007, 03:51:57 AM
Ya know, Palpatine, there's an intersection like that near here.  ???   They just mowed down the Phillips CRT dev facility there and replaced it with a Lowes...

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 13, 2007, 06:13:25 AM
Little teaser of the updated cobble stone textures  :P

(http://img210.imageshack.us/img210/9293/4wayintersectiondc3.png) (http://img261.imageshack.us/img261/2853/straightyp1.png)
Title: Re: SAM - Street Addon Mod
Post by: rooker1 on December 13, 2007, 06:17:37 AM
 &dance %BUd% &dance %BUd%

I'm still very excited and that teaser pic looks awesome.
Great work.

Robin   :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: JoeST on December 13, 2007, 06:23:59 AM
that looks ace Diggis. but what about when the curve of the street is the opposite way? or is that just too complicated... i guess it is...

BTW Amazing stuff going on here, thank you all

Joe
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 13, 2007, 06:33:45 AM
It's been taken care of.  :thumbsup:  Joins up nice see:

(http://img338.imageshack.us/img338/3773/4wayintersectionexamplycl6.png)
Title: Re: SAM - Street Addon Mod
Post by: JoeST on December 13, 2007, 06:36:25 AM
wow you guys think of (nearly) everything.. thats amazing... and thanks for the fast reply

Joe
Title: Re: SAM - Street Addon Mod
Post by: figui on December 13, 2007, 08:30:41 AM
i love those cobblestone textures Diggis!

mauricio.
Title: Re: SAM - Street Addon Mod
Post by: bat on December 13, 2007, 10:00:42 AM
yes, very nice teasers! Great textures there.
Title: Re: SAM - Street Addon Mod
Post by: bakerton on December 13, 2007, 05:05:02 PM
I am waiting for v.2 just like the RHW/MIS and other projcts. Good work people. JKB
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on December 14, 2007, 08:02:08 AM
Diggis- nice work on the cobblestone textures  :thumbsup: (i never really cared for the old ones)
I am excited as well, especially for the dirt textures.  &dance
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 14, 2007, 09:52:36 PM
SAM BETA v1 has been locked.  Thank you to all who have downloaded the mod from both the STEX and the LEX, combined we reached over 3500 downloads between the two sites in 3 months.  Not too bad may I say for a BETA v1.   :thumbsup:

SAM BETA v2 will be ready sometime in the near future.  Not tomorrow, thats for sure.  It will be ready when it is ready, I am just taking a initiative to prevent as many conflict issues as possible for when it is uploaded.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 14, 2007, 10:20:47 PM
Whew! good thing I already downloaded it!

Here's to beta 2!!  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 14, 2007, 10:38:56 PM
[sits twiddling his thumbs]

LOL, ah well now it is the waiting game that is for sure.

 :P
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on December 15, 2007, 02:25:39 PM
Now I'm excited, I'll have to update all my roads lol in Steven's Point!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 16, 2007, 03:18:58 AM
Thought I might give a teaser of what I built in Auckland using the SAM plus Add On

(http://i124.photobucket.com/albums/p5/Palpatine001/Auckland-SAM2.jpg)

(http://i124.photobucket.com/albums/p5/Palpatine001/SouthSolaria-SAM5.jpg)

Have to say the Palpatine 4 thumbs up  :thumbsup: :thumbsup: :thumbsup: :thumbsup: for the creators for giving Solaria a more realistic look

More here http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=78422&STARTPAGE=6
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 03:18:15 AM
OK, Little gift for you all.  Sorry I don't have better pics at the moment, still packaging stuff up, but here is a teaser.  Hopefully I will have time tomorrow to get some more up.

Roundabouts

(http://img174.imageshack.us/img174/2826/newcitydec1200119804866ml3.jpg)

Avenues

(http://img174.imageshack.us/img174/3622/newcitydec1200119804871oo9.jpg)
Title: Re: SAM - Street Addon Mod
Post by: bat on December 19, 2007, 03:21:07 AM
Great teasers there! Looking forward to it.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on December 19, 2007, 04:27:04 AM
Don't waste your time with teasers, this will only lead to heaps of malfunctioning keyboards due to excessive drool exposure. ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 04:34:17 AM
Jason specifically asked me to post some.  I'm hoping to compile the DAT for the cobblestones tomorrow and that will make you all drool!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 06:46:52 AM
Hehehe... no stopping with the teasers!!  Teasers are the best way to make sure everything works, shhh dont tell anyone else though we did find a small mistake last night.  I gave Diggis the wrong IIDs for a couple of pieces  &mmm  Thats ok fixed now!!  &sly
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 06:52:45 AM
A couple of pieces!?!

8 bloody pieces, 4 wealths a piece and 5 zooms each!  Thats 160 textures with the wrong IID, times the 2 sets that are finished!  :P
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 19, 2007, 06:54:11 AM
Easily fixed with SC4Tool, Diggis. All you actually needed was 8x4x2 :P
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 06:55:56 AM
Even easier to fix with iLives Reader....  TGI Editor, edit two digits, select the 4 wealths and and 5 zooms of the texture and click apply... BAM, 20 textures modified to have the proper IID.
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 19, 2007, 06:59:58 AM
Speaking of iLives' Reader, I'm stuck with 087 (and as such, no TGI editor), because 093 won't work on my computer. :P
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on December 19, 2007, 07:14:02 AM
FIGHT!!!! :P
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 07:26:04 AM
Really... well then that just sucks SA.  :thumbsdown: The Path Files I created for SAM I copied from the original SC4Paths editted the IIDs to suit one of my sets, then I copy/pasted the file for each set and then editted the Texture Variation value in each set.  It took me a whopping 20 mins to do all the Paths with the first 10 mins spent on the first set.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 08:25:27 AM
I've had problems with adding letters into the IID.  I've emailed you the files, but I couldn't change the IID's for the OWR intersections.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 10:00:43 AM
Letters must be written in CAPITALS only... lower case letters are not acceptable for the TGI Editor.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 10:17:15 AM
Ahh, ok.  Thanks will try that.  :thumbsup:

Edit: Appears to work.  Funny it only accepts capitals when it only displays lowercase.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 10:34:46 AM
I know that is a little silly.  But hey, thats the way is has to be.  It seems as though progress has been coming along quite well, I will get onto the other textures when you send them to me and I get home from work.  Thanks for all the help buddy, without you we wouldnt be this far, Id still be fumbling around with getting the textures together.

BTW... SAM has just past 16,000 views today!!   :thumbsup:  &apls  &apls  &apls
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 19, 2007, 10:41:06 AM
BTW... SAM has just past 16,000 views today!!   :thumbsup:  &apls  &apls  &apls

And 600 posts!!!  Fitting it was yours.  I've sent you the textures for Pegs Gravel roads.  I'll do the other dirt ones tomorrow.   Then it's just FSHing (tomorrow mornings job) the cobbles and then the asphalt ones.  We should be all good to go soon, although after christmas I will go through the textures and make sure I am happy with how all of them look.  I think there are some that are larger than the Alphas we are using.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on December 19, 2007, 12:21:25 PM
great job guys!  :thumbsup: jolly bells are ringing and folly snears were hearing  ::) keep it going all!
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 19, 2007, 02:19:32 PM
Great guys! SAM beta v2: closer than you think.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 19, 2007, 02:33:12 PM
Ive been bored this afternoon at work so I did something useful.  I put together the SAM BETA v2 Upload picture:

(http://img84.imageshack.us/img84/401/sambetav2mp5.jpg)

Coming Soon!
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 19, 2007, 02:45:34 PM
WHOA!!!   roundabouts!!!!

major &apls
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on December 19, 2007, 07:01:23 PM
thanks for the update jplumbley, Looking for to using SAM BETA V2. Keep Up The Great Work. And I agree with Nerdly_dood make that

Double Major:  &apls &apls.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Steven's Point
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on December 19, 2007, 07:13:52 PM
Ooh, I can't wait for the next beta to be released. I hope you remembered to include the ending for the gravel streets this time. ;)

-- John
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 20, 2007, 12:28:52 AM
Hey, looking at the SAM textures; there seems to be four ground textures plus a tile sidewalk used in the basic tiles?  Does anyone have the plain textures that belong to these?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 20, 2007, 12:47:23 AM
OK, the long awaited Dirt roads.  These are Pegs.  I haven't packaged up Trolcas yet.

(http://img150.imageshack.us/img150/9489/dirtba9.jpg)

And finally, in game, for the first time ever the new and improved cobblestone textures.  (while I say new and improved I actually mean I've reverted to the original textures with the granite kerbs because I liked them much better  :thumbsup:)

(http://img444.imageshack.us/img444/1745/cobblesda8.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 20, 2007, 01:50:55 AM
I know this is dumb, but where's the dirt spread onto the pavement by the truck?  The road needs to be dirty there.  So needs to be dirty.

-Crissa

PS, does anyone have a shot of the paths over a piece of street?  I wouldn't want to offer my set with a planter or curb in the wrong place.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 20, 2007, 02:50:53 AM
Crissa, what truck are you talking about?  The one in the pic? It's just the one that travels down the roas as it's laid.

It's not possible get the Automata to spread the texture around.
Title: Re: SAM - Street Addon Mod
Post by: bat on December 20, 2007, 04:11:34 AM
These new pictures are looking really great!
Nice!
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 20, 2007, 04:23:47 AM
No, I think Crissa means like as if it's being used by traffic... dirt just stays there most of the time.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 20, 2007, 04:31:50 AM
I did try to represent that.  Once I have the rest done I will revisit them somewhat.
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 20, 2007, 09:21:51 AM
Well, personally, it really doesn't bother me.


But I love those cobblestone streets, man!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 20, 2007, 09:23:16 AM
I know Andreas will be happy with the Cobblestone Streets!!  He's the one who asked me for them in the first place.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on December 20, 2007, 11:31:17 AM
Oh, I am very happy about those indeed. :) The dirt roads look a bit funny because there aren't any transitions, but I guess there's no fix for that. Now we only need those sand street textures, and I'm in heaven.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on December 20, 2007, 01:25:27 PM
The cobblestone & dirt street look awesome. Keep'em Coming guys.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 20, 2007, 03:04:12 PM
Great work people!

I thought that roundabouts would have the same situation as the diagonal streets, this is :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 20, 2007, 03:37:35 PM
Looking great there indeed, yes a shame transition pieces for dirt roads to concrete roads couldnt be done but I am not complaining on

Such execellent work  &apls  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 20, 2007, 05:49:33 PM
Yeah, I meant the traffic leaves tracks.  At least we could make the transition tile dirty.

Also, the ground texture... Or should I just send in my streets with alpha where grass should be?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Shingure on December 20, 2007, 08:08:34 PM
Im sorry about sounding inconsiderate , Oh yes this is my first post at SC4Devotion but the SAM seems to have a problem. When I click on the tool the arrow is red. Nothing happens. Then Im wondering what is wrong. I have read the Readme before I installed it and was cautious as possible. Can someone please help me figure this out.  
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 20, 2007, 08:22:25 PM
Read the post at the top of the page (it's on every page), it tells you how to fix it. Especially look at Question 6 of the FAQ.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 20, 2007, 10:48:18 PM
@Shingure

As outlined above.  In FAQ #6 you should re-install using the predetermined installation order.  It may save you some time and agravation though to wait a few more days...  Im not sure why but it just might be easiet to wait a few more days...  If you really, really have to have it before the end of the weekend, you could follow the directions of FAQ #6.  The issue is you have an old NAM_Controller somewhere loadinng after the one that includes SAM.  Easiest temporary fix would be open you plugins and find the NAM_Controller.dat file, then rename it  zz_NAM_Controller.dat and then put it in the root Plugins directory.  But, in a few ore days you might have to delete that file and replace it with a newer one... or not.
Title: Re: SAM - Street Addon Mod
Post by: Shiftred on December 20, 2007, 11:27:21 PM
jplumbley, I detect a secondary and implicit idea in your last post &idea
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 21, 2007, 01:01:38 AM
Oh, I am very happy about those indeed. :) The dirt roads look a bit funny because there aren't any transitions, but I guess there's no fix for that. Now we only need those sand street textures, and I'm in heaven.  :thumbsup:

Looking great there indeed, yes a shame transition pieces for dirt roads to concrete roads couldnt be done but I am not complaining on

Such execellent work  &apls  :thumbsup:

Eh? 

(http://img407.imageshack.us/img407/8586/newcitydec1200119821970lr0.jpg)

and before anyone says anything about the 1 pixel shift, it's not our fault:

(http://img412.imageshack.us/img412/658/newcitydec1200119821971nt9.jpg)
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on December 21, 2007, 01:22:44 AM
Do I smell Christmas NAM?  $%Grinno$%

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 21, 2007, 01:25:42 AM
It will be released when it's released  :D

On another note here is a pic for you all:(cos it's been sooooo long since I posted my last one  :P)

(http://img402.imageshack.us/img402/7618/newcitydec1200119822135bj7.jpg)
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on December 21, 2007, 05:00:34 AM
Do I smell Christmas NAM?  $%Grinno$%

Cheers,
Kevin

You're way off Kevin.  **COUGH** March 21st, 2008 **COUGH** $%Grinno$%

Plus, it would be a cold day in hell before SAM v2 got released before the RHWv20. ;) :P
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 21, 2007, 05:13:21 AM
You're way off Kevin.  **COUGH** March 21st, 2008 **COUGH** $%Grinno$%

Plus, it would be a cold day in hell before SAM v2 got released before the RHWv20. ;) :P

I hear the devil was spotted shopping for snowboards last week.  :P
Title: Re: SAM - Street Addon Mod
Post by: bat on December 21, 2007, 06:52:13 AM
Great work on that roundabout- texture! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 21, 2007, 08:35:30 AM
When I heard that it would be a few alpha versions until RHW20 was released, I was thinking somehting along the lines of a release in February, or something thereabouts, and then I get wind that SAMv2 is going to be released VERY soon, and now you're telling me that RHWv20 will be released LONG before SAMv2?? It's a :'( shame that my other computer is in need of repair, it might be even as much as a month until I get a chance to try RHWv20. (This computer has Internet; the other one has SC4 and some related programs)
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 21, 2007, 12:09:40 PM
*drools on Dad's keyboard*

great, he's gonna kill me. Those textures are beautiful, guys. It may not happen, but I'm hoping for a Christmas RHW v20 and a New Year's Day SAM Bv2
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 21, 2007, 01:12:17 PM
@Nerdly_dood

When did I say SAM v2 was coming out VERY soon?  ::)  Shhhh....  All in time.  If RHW v20 was coming out well before SAM v2, now wouldnt you think that RHW would be out already if what Kevin's prediction was of Christmas.

Priorities man!!   ?$%kar&%h Gotta knock them out before they knock me out LOL.  ()testing()

EDIT: wait a second... who said RHW v20 at Xmas... now Im really getting confused.  I thought SAM and RHW were going to be released together  ???  Alex?  Whats going on?  I thought we had planned a April Fool's release for both.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on December 21, 2007, 01:57:14 PM
while you guys eagerly wait have a banana courtesy of your local SC4D banana farmer  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on December 21, 2007, 06:16:29 PM
I thought the new SAM was coming way before the new RHW.  Or was that the TLA? ???  We really don't know what's going on, I guess. $%Grinno$%
Something was supposed to come out on 4/1/08, though. :D  Either that or we're just screwing with everyone.  We wouldn't do that now, would we?  ::)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 21, 2007, 11:37:02 PM
All right, who confuzzeled the executive team here? Come on put your hand up...

The   ?$%kar&%h is waiting to dispense your punishment

Anycase with all the  ()meeting() and  %BUd% around here god knows what else is gonna be flying around.

Anycase the transition shots, ok you got me there, I wunder though what Andreas thinks though?

Btw will sign props be added or am I going to be having another  :discuss: session in getting NZ made signage done for Solaria?

And as always for SAM  :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 22, 2007, 01:50:26 AM
Hey!  I'm not done with my streets yet ^-^;  School just ended...

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 22, 2007, 03:11:30 AM
I thought we decided to keep all the good stuff to ourselves and just show off.  ()what()
Title: Re: SAM - Street Addon Mod
Post by: ardecila on December 23, 2007, 05:11:13 PM
Wow...  I have some free time now that I'm on Christmas break and I want to try out all the cool new stuff you guys have been working on in my absence, and I come here to find that I can't get any form of RHW, SAM, or Bridge mods.

Wouldn't it have been a lot smarter and less painless (for me) if you waited for the new versions to be ready before locking the old ones?

 :thumbsdown:

Can somebody at least email me the old versions so I can enjoy them before putting my nose back to the grindstone at school in January?
Title: Re: SAM - Street Addon Mod
Post by: Andreas on December 23, 2007, 05:13:57 PM
Well, you won't have to wait that long, I think. ;)
Title: Re: SAM - Street Addon Mod
Post by: bwatterud on December 23, 2007, 05:24:11 PM
Just a little nit-pick (don't kill me ()testing()), but there's no reason to have the inner lane on the brick street roundabout. 
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 23, 2007, 07:49:28 PM
I should never have said anything; such a degree of confusion REALLY is a :angrymore: problem that results in a :'( combination of ()what() and ()borg() and %bur2$
Title: Re: SAM - Street Addon Mod
Post by: j-dub on December 23, 2007, 10:02:39 PM
Speaking of confusion, I want to ad stopsigns to some of the texture varients or know how. This is the thing, whats the family for stopsigns and how would I edit this- Num220 type7ab50e44 group1abe787d instance5e557734 and another example- num315 same type same group, instance5e527704 ?  ??? are these allowed to be changed?
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on December 23, 2007, 11:10:16 PM
Love the brick roundabout, my friend! Things are looking great around here, I can't wait to see more development!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 24, 2007, 10:18:44 PM
@Jdub You can make your own set of T21s for SAM if you like.  Im just not going to help you after I tried to help you once already.

@bwatterud   I did not make these textures, but... we probably could have done without them.  They still look good in my opinion so Im not going to request they be changed.  And they definately wouldnt be changed before BETA v2
________________________________

Well, I know this is far from even being started, but I have been thinking I want to play with the Bridge Controller a bit, maybe I can twist Jeronij's arm and get him to help me out a bit by making an experiment into making some SAM Bridges, if they are even possible.  Im not a modeller, but if we were to skin the models with a different SAM texture variation, we may be able to build a set of basic SAM bridges.

EDIT:

So the testing begins.

As you can see from the following picture, SAM Roundabouts, Intersections with OWR and new Cobblestone textures are in effect ready.

(http://img180.imageshack.us/img180/1593/samdec1ip7.jpg)

Other testers who have the files may start showing pictures IF you have the latest version of the NAM_Controller updated by Alex this afternoon on the NAM Private exchange.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 25, 2007, 12:17:41 AM
 :'( i want it for a christmas present :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: default on December 25, 2007, 01:48:24 AM
Amazing work as always. Can't wait for this to be released.
Title: Re: SAM - Street Addon Mod
Post by: Dexter on December 25, 2007, 04:09:27 AM
Looking great! I love the new cobblestone textures, they look much better  :thumbsup:.

Roundabouts look great, I have been waiting for them for ages  ;D.

Also, a small question: For some reason when using PEG gravel streets, the dead end textures don't show up and also the end tile goes opaque when dragging. Is this fixed in v.2, or am I missing something?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 25, 2007, 05:48:22 AM
Yes that should be fixed.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 25, 2007, 05:54:04 AM
Just a little nit-pick (don't kill me ()testing()), but there's no reason to have the inner lane on the brick street roundabout. 

How right you are.  Once V2 is done and dusted I plan on going back and updating the entire set (don't tell Jason) and that will possiby be one of the changes. 

Jason, Great Pic, I do love that texture!
Title: Re: SAM - Street Addon Mod
Post by: bat on December 25, 2007, 07:12:52 AM
Yes, a really nice pictures there! Also like the texture! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 25, 2007, 08:28:45 AM
By the way, guys, Jason's pic of the cobblestone textures do not do it justice. You have to see it in game to admire the work Diggis has done.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 25, 2007, 01:26:13 PM
IDEA:  I just got an idea for diagonal SAM streets!  If some appropriate overhanging props are made, diagonal SAM streets can be made on flat ground (but this won't work on hills)

Great work so far
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 25, 2007, 02:09:56 PM
PLEASE DO NOT ask about Diagonal Textures.  If it is possible then they may get done.  The original MAXIS Streets were not equipt with diagonal capabilities.  The Diagonal Streets are an addon made for the NAM, but due to the way they have been created there may be stability issues with making Diagonal Streets for SAM networks.  I am not promising anything about this.
 

Nerdly_Dood.... Read the readme!!
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 25, 2007, 04:02:57 PM
Tsk tsk for not reading the Readme...  ()sad()

Anycase the additions to the roundabout are lookin great and will be a finishing touch to cities with SAM in them.
My favourite being the bricks with the centre line and the black surface for industry.

 :thumbsup: :thumbsup: :thumbsup: :thumbsup: as always



Ummmm I noticed that coming back in for a look

The  :thumbsdown: was a pure accident - was meant to be as it is now the signatory Palpatine 4 thumbs up - hence the  :thumbsup: :thumbsup: :thumbsup: :thumbsup:

My most humble regrets for any offense caused durring that error of mine



Forgot when hitting Save on a reply here it takes you back to the menu and not the thread like in other sites  :-[
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on December 25, 2007, 04:11:00 PM
i'm not saying that the actual textures themselves for diagonal SAM streets could be done, and that's not what i'm saying.  overhanging props are well known and , well, i think i would have been better off not saying anything.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 25, 2007, 05:43:30 PM
We probably should include diagonal or soft-curves for SAM submittals just in case, tho.

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Andreas on December 25, 2007, 05:52:03 PM
Eh, you really should read that readme file.  "$Deal"$  It doesn't say that it's not possible to make them, but that there are certain technical limitations. The NAM doesn't use fake stuff like overhanging props, but only functional items. Apart from that, new items need time to develop, and time is something that isn't available in huge amounts...
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 26, 2007, 01:17:30 PM
Please don't talk about diagonals as everytime I swear a fairy dies! ::)
Title: Re: SAM - Street Addon Mod
Post by: Sir Charles of Dunlap on December 26, 2007, 02:53:01 PM
Okay, I am only saying anything because it's been brought up, and I am not suggesting, I am asking, and yes, yes the readme does say don't ask, but I must ask if it is possible to make puzzle piece diagonals like are included in the current NAM for regular street. Just a question...

-Charlie
Title: Re: SAM - Street Addon Mod
Post by: rickmastfan67 on December 26, 2007, 03:30:55 PM
Okay, I am only saying anything because it's been brought up, and I am not suggesting, I am asking, and yes, yes the readme does say don't ask, but I must ask if it is possible to make puzzle piece diagonals like are included in the current NAM for regular street. Just a question...

-Charlie

From the README on top of every page:

PLEASE DO NOT ask about Diagonal Textures.  If it is possible then they may get done.  The original MAXIS Streets were not equipt with diagonal capabilities.  The Diagonal Streets are an addon made for the NAM, but due to the way they have been created there may be stability issues with making Diagonal Streets for SAM networks.  I am not promising anything about this.

This is our standard answer on this subject.  It will not change unless Jason says it should.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 26, 2007, 04:45:37 PM
Hum, that makes me wonder if eased curves would be easier for streets to code than diagonals?

Either way, I still say we should probably think ahead of time so the textures are available if the technique becomes possible.  What do we have to lose, right?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on December 26, 2007, 04:53:13 PM
crissa: feel free to take a stab at it but we probly wont get to it til later on our things to mod list  ;)
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 26, 2007, 06:42:41 PM
Diagonals may come, they may not. Those of us who are not NAM Team (myself for one) will just have to wait and see!

Not a big deal, I really don't use diagonal streets anyhow!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on December 26, 2007, 07:20:13 PM
Hum, that makes me wonder if eased curves would be easier for streets to code than diagonals?

Either way, I still say we should probably think ahead of time so the textures are available if the technique becomes possible.  What do we have to lose, right?

-Crissa

There are textures available to use as a base guide for making diagonals.  It is not a question of can it be done anymore.  It is a question of whether I have the time to RUL them.  Some of you may remember last time I had in the range of 450 lines of RULs from BETA v1.  This time I am pushing 1000 lines (just for one set of SAM).  There are still "stability" issues that need to be addressed.  What I mean by "stability" is when there is two intersections side by side, or a 90 turn beside an intersection, etc.  This stability work is MUCH more demanding than  one may think, I could probably do an entire update just for stability and not adding any "new" material and noone would really know the difference when I write an extra 1000 lines of code for each set.  Yes, I did say an extra 1000 lines of code for each set just for "stability". 

EDIT:  The BETA v2 RULs for SAM are currently 96 or 99 pages in Word.  Each page is 66 lines.  The Parking Lots set requires not even a third of a normal set and is not really considered a set..

When I started this project I knew it was big, I knew there would be 100s or 1000s of textures to edit and create.  Each SAM set is approximately 44 textures in size (176 with the 4 wealths).  Most sets were only completed to exist on one possible wealth meaning the other 3 wealths needed to be created.  That alone is 75% of the textures and some sets only had the base 5 piece set that is required to make everything else.  Lets just say currently, there was work on over 1300 textures.  There are still another 5 or so sets in the planning stages.  SAM will be pushing 2000 textures easily.

Diagonals will at my current estimate take another 15 to 20 textures at minimum per set x 4 wealths x maybe 13 sets by the end..  Approximately another 1000 textures.  RULs for diagonals are a little bit different.  And may take a bit more to get them working, but once I get them started it will be easy to continue.  It will take probably 6 months at the very least to do diagonals, maybe more.  I am not ready to put that type of effort into Diagonals yet.  There are other projects I would like to get off the ground before I even go into Diagonals with SAM.

What would I like to do instead of diagonals?  Here is a short list:

- Continue work on my Optional Turning Lanes Plugin.  This will include optional Left AND Right hand turn lanes for many networks, RHW-2, RHW-4, AVE, TLA-3, TLA-5, Road.

- Work with Tarkus on the Turning Lane Avenue Project.  I have worked on TLA-5 intersections and have the major ones setup.  More textures are required.

- Rail Addon Mod.... Well, this is a SAM-like mod I would like to start.  It will give you the option to drag, NCD Rails, NOB Rails, ArkenbergeJoe's El-HRail system (all 3 variants), all within the same city with only Starter Piece Puzzle Pieces.  For Inter-RAM Intersections it will require a puzzle piece due to limitations on RULing.  Much safer overall than puzzle pieces.

To be honest, I feel that these are much bigger and important projects to work on than diagonal Streets for the SAM.  If I work on Diagonals for TLA-3, I may be able to transfer some of the RULs from that project to SAM since SAM was the base set of RULs used for TLA-3.  I would like to use my free time in the most opportune way possible for the good of our great game, and unfortunately I cannot survive if I did this as a full time hobby.  I simply dont have the time to give to the community as much as it wants, I can only give what I have to give and so far you have seen how SAM has come along in the past 7 months.  I hope you guys can understand why I am so reluctant to start RULing Diagonals.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 27, 2007, 02:29:35 AM
Okay, I am only saying anything because it's been brought up, and I am not suggesting, I am asking, and yes, yes the readme does say don't ask, but I must ask if it is possible to make puzzle piece diagonals like are included in the current NAM for regular street. Just a question...

-Charlie

Hum, that makes me wonder if eased curves would be easier for streets to code than diagonals?

Either way, I still say we should probably think ahead of time so the textures are available if the technique becomes possible.  What do we have to lose, right?

-Crissa

Thats 2 more faries you killed!  :thumbsdown:
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 27, 2007, 02:30:44 PM
Diagonals or eases aren't high on my 'need' list for fancy streets; as long as they're available at all, I'm fine.

But I'll have to go begging for copies of the diagonals so my textures will match up.

On that note, who do I send textures to?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on December 27, 2007, 02:39:12 PM
Diggis: One more for your dead fairy count.

JPlumbley:6535 approx. lines?? Wow I knew it was a lot but that many  :shocked2: :o
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 27, 2007, 03:48:14 PM
@jplumbley: I understand perfectly. I am willing to live w/o Diagonal SAM.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on December 27, 2007, 07:22:59 PM
so moving on anyone ever seen that old 70s show CHiPs??
http://www.youtube.com/watch?v=BOD53VKBWPM
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on December 27, 2007, 09:11:02 PM
Nope.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 28, 2007, 01:09:50 AM
What does CHiPs have to do with SAM?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on December 28, 2007, 01:19:11 AM
It could be a chip off the old block.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on December 28, 2007, 01:29:11 AM
What does CHiPs have to do with SAM?

Well, they are the California Highway Patrol . . . they may be a little bit more relevant to the RHW, though. :D

But we do have a quadruple fairy homicide . . .

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on December 28, 2007, 02:12:43 AM
Well, they are the California Highway Patrol . . . they may be a little bit more relevant to the RHW, though. :D

But we do have a quadruple fairy homicide . . .

-Alex

Oh dear...  ()sad()

Ah well send in the CSIs... errr then again maybe not  $%Grinno$%

Btw what was the Bets running at for release day?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on December 28, 2007, 02:55:55 AM
Diagonals or eases aren't high on my 'need' list for fancy streets; as long as they're available at all, I'm fine.

But I'll have to go begging for copies of the diagonals so my textures will match up.

On that note, who do I send textures to?

-Crissa

What textures are you sending?  Are these ones you have done up for inclusion?  I guess thats my department. 

You can beg for diagonal textures all you want but they do not exist so you will not get them. 
Title: Re: SAM - Street Addon Mod
Post by: simzebu on December 28, 2007, 07:11:48 AM
Btw what was the Bets running at for release day?
I got 20 cookies on January 18, 2038, at about 10 PM EST.  ;D
Now let's see how many people get it...
Title: Re: SAM - Street Addon Mod
Post by: Crissa on December 28, 2007, 05:28:51 PM
Well, I can't tear the diagonals from the NAM so I'm kinda up a creek there o-o;

okay, Diggis, I'll message you when I'm happy with them.  Park blocks away ^-^

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 01, 2008, 01:17:59 AM
SAM Beta v2 has been released to the SC4D LEX and the STEX.

Link to the SC4D LEX: Linkie (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1426)

MAC Versions will be uploaded eventually, been having internet issues and I was lucky to even get this far.

Thank you everyone for your support throughout the project and I hope that this version exceeds your expectations.  Have fun with it!
Title: Re: SAM - Street Addon Mod
Post by: Ennedi on January 01, 2008, 07:47:07 AM
Thank you very much, I will test it next few days  :thumbsup:

I'm sure it will be something really special  :)
Now relax please after this all hard work, best wishes for all SAM team for 2008!
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 01, 2008, 11:11:10 AM
I have kind of a goofy question. How do I STOP the variations? hehe. I used the parking lots along a street front and everytime I try to connect to them they convert all my connection stuff to parking lots.. which I don't want.
Thanks.
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 01, 2008, 11:17:57 AM
I dont think you can.... I believe this is something to do with the stability  ()what() But what works is dragging a 2 tile stretch of road between them, thats the only way I think.

Joe
Title: Re: SAM - Street Addon Mod
Post by: Lollo on January 01, 2008, 11:20:39 AM
I've just downloaded the SAM and I've to say that it is great! Thank you SAM team! I hope the technology you found can be useful for the creation of addons such as a hypotetical "Rail Addon Mod" or even a "Avenue/Boulevard Addon Mod".
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 01, 2008, 01:41:02 PM
would it work if I deleted the "starter strip"? I note something is mentioned about deleting those.. My experience is from the LAST version, not the new release.. I haven't used the new one yet except a quick test in a sandbox
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 01, 2008, 01:49:10 PM
uh... you ARE supposed to delete the starter piece anyway, lol. but you have to drag a certain amount of tiles before it is stable without the starter piece, and no deleting it doesnt affect the problem you are having unfortunatly

Joe
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 01, 2008, 03:58:51 PM
 ()sad() it doesn't work.
just blank, tab or home/end still blank  ()sad()

(http://img126.imageshack.us/img126/9220/snag0001wh9.jpg)
see? it's blank.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 01, 2008, 04:11:05 PM
Have you installed the NAM update right?
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 01, 2008, 04:15:39 PM
Have you installed the NAM update right?

yes all of them
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 01, 2008, 04:17:15 PM
in what order?
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 01, 2008, 04:23:12 PM
You have removed SAM v1?
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 01, 2008, 04:26:20 PM
You have removed SAM v1?
i don't have it. this is first install of sam.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 01, 2008, 04:33:35 PM
So you installed NAM June 2007 core, then June 07 essentails, then January 2008 update, then SAM?
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 01, 2008, 04:35:08 PM
yes, that step.
Title: Re: SAM - Street Addon Mod
Post by: recyclerman on January 01, 2008, 04:38:50 PM
First, let me say I don't as a rule comment too often about the work being done on the NAM.  I prefer to quietly wait and observe, but I have to speak up now.  I ave downloaded the SAM and have absolutely fallen in lust with it.  BRAVO!! &apls &apls &apls to the SAM team!!  At first, I didn't really think it was something I wanted, but having followed the progress with it, I am thrilled with it.  My farming communities now look like farming communities!  However, I have run into a minor glitch.  I seem to be getting some rendering snafus when I use the SAM in the vacinity of the RHW.  THe following links show what I am talking about.

http://home.comcast.net/~recyclerman/pic1.JPG


http://home.comcast.net/~recyclerman/pic2.JPG


The herringbone streets are the main issue.  I have used the others with the only problem being the approach tile to the RHW is rendered backwards.  I suspect it is one of my other mods and am working to identify the exact cause.  It hasn't stopped me from graveling all of my rural paths though!

Again, BRAVO!!

Recyclerman
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 01, 2008, 04:43:25 PM
mr.v: It sounds like ti should be working I don't know ask JPlumbley or Tarkus
recyclerman : The exact cause is actaully not a mod conflict but an IID with the wrong texture in the SAM files, I''m sure JPlumbley will sort it out soon.
EDIT: I don't think I answered right.
The RHW bug is normal, and not a bug.
The SAM issue is in the thread star.tortuer linked to above
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 01, 2008, 04:47:48 PM
the second picture of recyclemans isnt anything to do with the SAM I dont think... i got that with just the RHW, and as Warrior says its just a missing texture. and the other obvious fault in the first picture was pointed out here (http://sc4devotion.com/forums/index.php?topic=3370.0) and figured out there after

Joe
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on January 01, 2008, 05:16:26 PM
Thanks for the new sam beta v2 guys. This is a great way to begin 2008 season! KEEP UP the GREAT WORK!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: recyclerman on January 01, 2008, 05:47:50 PM
Thanks Warrior and star.torturer.  I am thinking that the RHW issue may be solved soon.  I am getting crosseyed changing sooo many streets!!!  New life into this game - the modders are the best!

Recyclerman
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 01, 2008, 07:58:38 PM
I have kind of a goofy question. How do I STOP the variations? hehe. I used the parking lots along a street front and everytime I try to connect to them they convert all my connection stuff to parking lots.. which I don't want.
Thanks.

You cannot.  This is one limitation of SAM, once you start a texture variation you cannot stop it.  Another limitation is SAM/SAM Intersections are impossible unless they are made into puzzle pieces.  This may or may not happen some time in the future, but not any time soon.

Once you start a texture varitation it overrides the original textures for the Street set.  Since there is only one set of textures for the original set, there can only be one override of it.
()sad() it doesn't work.
just blank, tab or home/end still blank  ()sad()


see? it's blank.

I have never seen this problem before.  Can you show a picture of your Plguins folder where SAM was installed.  Id like to see both your NAM Folder and the NAM\SAM Folder.

First, let me say I don't as a rule comment too often about the work being done on the NAM.  I prefer to quietly wait and observe, but I have to speak up now.  I ave downloaded the SAM and have absolutely fallen in lust with it.  BRAVO!! &apls &apls &apls to the SAM team!!  At first, I didn't really think it was something I wanted, but having followed the progress with it, I am thrilled with it.  My farming communities now look like farming communities!  However, I have run into a minor glitch.  I seem to be getting some rendering snafus when I use the SAM in the vacinity of the RHW.  THe following links show what I am talking about.

http://home.comcast.net/~recyclerman/pic1.JPG


http://home.comcast.net/~recyclerman/pic2.JPG


The herringbone streets are the main issue.  I have used the others with the only problem being the approach tile to the RHW is rendered backwards.  I suspect it is one of my other mods and am working to identify the exact cause.  It hasn't stopped me from graveling all of my rural paths though!

Again, BRAVO!!

Recyclerman

SAM Error 1
As it would seem and has been noted in a few PMs and a couple times already we have missed a IID mix up.  I will have to make a patch for this, but will wait a few days to do it since there could very well be another error pointed out.

SAM Error 2
This is a "Texture Revertion"...  The issue is that it is a Vanilla texture and SAM/RHW Intersections have not been created yet.  That in itself is another version of SAM.  As we all know SAM is a Beta version for this very reason, it is not 100% finished.  We have gotten some of the most major components finished so far and I have to say I am proud of how far we have gotten.  There is always more that can be done.

In the future, SAM will be intergrated to include RHW, TLA, Wider Avenue, RAM (Rail Addon Mod) intersections.  There are some other things from the Vanilla game that need to be added still such as Monorail and El-Rail underpasses, El_Highway underpasses, etc.  I know people want diagonals, but that will be another endevor on its own.
______________________________________

Thank you everyone for your support.  I have sorted out my internet issues and should be getting the MAC version and Patched version updated.  I hope everyone is enjoying this version so far.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on January 01, 2008, 08:15:44 PM
Woo hoo!

go SAM!
Title: Re: SAM - Street Addon Mod
Post by: High5Tower on January 01, 2008, 09:23:02 PM
Yes I have to say I am enjoying the SAM very much. Love the new dirt roads. This is a fantastic improvement for SimCity. I can easly put it with the little imperfections that crop since we are getting to use it during advanced development stage. Thank you for your fine inventions here.  &apls
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 01, 2008, 11:49:45 PM
it's not work for me.
don't know how to do it. maybe uninstall and forget it is the last answer


here is the plugin folder

(http://img160.imageshack.us/img160/3835/snag0001su3.jpg)

(http://img131.imageshack.us/img131/8066/snag0000dy1.jpg)
Title: Re: SAM - Street Addon Mod
Post by: High5Tower on January 02, 2008, 12:51:24 AM
Mr.V one thing I noticed from in the NAM folder that I removed from my folder was the
"Network Addon Mod_Individual dat 31kb"
Now when I remove old important stuff I put them in my quarantine file with the date of removal. That way its always availible for replacement or in this case just reference as to what has been removed.
This stuff can get harry at times and so just take it one step at a time. You will get there.
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 02, 2008, 01:11:03 AM
thank you for help. ;)
it because i didn't check Network Addon Mod Essentials by the NAM Team - Version June 2007 update in download history.
i've just update nam jan 2008.
now it work perfectly. :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 02, 2008, 04:04:55 AM
@mr.v: By any chance, did you install the NAM Essentials in that "essentials" folder within your NAM folder? You shouldn't do that, the NAM Essentials contain the "NetworkAddonMod_Bridges_Plugin_Controller.dat", the "NetworkAddonMod_Controller.dat" and the "NetworkAddonMod_IndividualNetworkRULs.dat" (which are also included in the latest NAM Update). Those should always be in your NAM root folder, and there can only be one instance of those files, otherwise they will override each other (and causing malfunctions when an older version is overriding a new one).
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 02, 2008, 06:39:30 AM
@mr.v: By any chance, did you install the NAM Essentials in that "essentials" folder within your NAM folder? You shouldn't do that, the NAM Essentials contain the "NetworkAddonMod_Bridges_Plugin_Controller.dat", the "NetworkAddonMod_Controller.dat" and the "NetworkAddonMod_IndividualNetworkRULs.dat" (which are also included in the latest NAM Update). Those should always be in your NAM root folder, and there can only be one instance of those files, otherwise they will override each other (and causing malfunctions when an older version is overriding a new one).
i install that essentials and update it today .
i manage lot or bat or mod into folders by category because it is easy to find and delete when not want it or update or modify.

now...
i've got a new problem like recyclerman.
as see on picture

(http://img246.imageshack.us/img246/9985/sambugtl1.jpg)
messy street :-[ what's that  &Thk/(
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 02, 2008, 06:51:38 AM
Yes that is a known error (found after release) Just an IID with the wrong texture. Not a massive fix so I'm sure there will be a fix soon.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on January 02, 2008, 11:16:52 AM
I've got no real problems, just a funny menu error.

Everything new from the NAM has two icons instead of one. However, it's no real problem and I'll live.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 02, 2008, 05:21:32 PM
Everything new from the NAM has two icons instead of one. However, it's no real problem and I'll live.

Most likely, you have copies of the NAM files (or older versions) somewhere hidden in your plugins folder. Try to find them and remove the doubled (or outdated) files.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 02, 2008, 07:07:06 PM
i install that essentials and update it today .
i manage lot or bat or mod into folders by category because it is easy to find and delete when not want it or update or modify.

now...
i've got a new problem like recyclerman.
as see on picture

messy street :-[ what's that  &Thk/(

This is an error I made while inputting the textures.  Of the 1000 or so textures I put into the Texture DATs I screwed up the IID on 2 of them.  The End Piece and the Straight Piece.  I need to make a patch which will take about 5 seconds to fix and 10 mins to package and upload with a description.  But, I am waiting until tomorrow to fix it just to make sure that there are no more errors reported.
Title: Re: SAM - Street Addon Mod
Post by: Bluebeard on January 02, 2008, 07:18:09 PM
Well I gave in and tried this Mod.Besides having the same problem as Mr. V it's a excellent Mod adding a different spin to our cities. :thumbsup:
    Looking foward to the fix. :)
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 02, 2008, 08:46:54 PM
All the other street textures work great. I'd like to see some construction roads, and access roads as well. Do you need to remove the starter pieces?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 02, 2008, 09:01:05 PM
All the other street textures work great. I'd like to see some construction roads, and access roads as well. Do you need to remove the starter pieces?

You dont *need* to remove them.  But it is highly advisable.  The Starter Pieces are Puzzle Pieces...  It is well known that Puzzle Pieces have a bug in them from the Vanilla Game which causes a Crash to Desktop.  We cannot fix this as it would require MAXIS to send out a new Patch, but they are too busy with new things and SC4 is not in thier to-do list anymore.  So, you can keep it but be aware that it is there and that you may have a problem if you accidentally hit the Puzzle Piece with a TE Lot (Station Lot) or another Puzzle Piece.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 02, 2008, 11:19:41 PM
AS of January 3, 2008 at 12:00am EST.

SAM - Street Addon Mod v2 PATCH 'A' was released to the LEX and the STEX.  Anyone who has downloaded the Windows installer before this time will be required to download the patch and overwrite the file within the Plugins\NAM\SAM folder.

PATCH 'A' Includes an update to the SAM - 2 - Herringbone Texture DAT to fix the issue with the wrong texture being displayed for the Herringbone Straight section.  The file included MUST overwrite the old file from the installer.

Anyone who is downloading the Windows installer after this date will NOT need to download PATCH 'A' because the installer has been updated.
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 03, 2008, 12:00:28 AM
Mouses over text to find hyperlink.. hmmmm :(

Be my guest: The patch link (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1434)
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 03, 2008, 06:20:01 PM
Just letting you know, it is working fine now.
Title: Re: SAM - Street Addon Mod
Post by: frdrcklim on January 04, 2008, 08:54:59 AM
I suddenly had a problem with SAM so I won't use it know. But I will. In the meantime, is this right

Is there a NAM Essentials for Dec 07? Can I get a link?
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 04, 2008, 09:01:38 AM
I suddenly had a problem with SAM so I won't use it know. But I will. In the meantime, is this right

Is there a NAM Essentials for Dec 07? Can I get a link?

click link on top at fileexchange
on the left panel select nam and click search
go to page3 and you'll see that.
Title: Re: SAM - Street Addon Mod
Post by: mr.v on January 04, 2008, 09:05:48 AM
i found something lost in sam.
i think you known it.


(http://img301.imageshack.us/img301/5456/samsidestreetlr6.jpg)
there's no prop on side walk
(right is maxis street with light tree or flowers left is sam's street, it is flat clear  :P)
that's it
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on January 04, 2008, 09:17:14 AM
hang on i thought you couldnt have normal maxis streets and sam streets connected....
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 04, 2008, 09:37:19 AM
Don't you folks read the thread before posting?
A. They know there are no props, and are working it.
B. Normally you can't have SAM streets and Maxis streets touching each other (at least it is hard to control). however, there are currently no diagonal SAM textures, so a diagonal street acts as a stop point (makes my farming district look a little funny with some dirt roads, and some paved, but I can live with it till it is fixed).
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on January 04, 2008, 12:17:29 PM
Of course, if you did want props on your SAM streets, jeronij did release a version of his Streetside Mod for SAM v1 (but it will still work for SAM v2).  It's on the LEX--I don't have the link on me at the moment, though.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on January 04, 2008, 03:02:51 PM
I don't think anyone else has posted this, but I found another problem with the herringbone texture variation. Here are the pics:

(http://i6.photobucket.com/albums/y228/DFire870/B3-JAN1.jpg)

(http://i6.photobucket.com/albums/y228/DFire870/B3-JAN2.jpg)

The roundabout texture reverts back to the regular texture, but when you drag a street out from it then it becomes the herringbone texture. And you have to drag the street out from the part of the roundabout that has the herringbone texture, not the part that has the regular texture. I've also seen the texture revert back in other configurations, but this was the first instance I saw it.

-- John
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on January 04, 2008, 03:43:45 PM
There has been an update released that fixes problems with the SAM.  It is on the LEX now.
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on January 04, 2008, 04:27:16 PM
There has been an update released that fixes problems with the SAM.  It is on the LEX now.

I have that update installed. Besides, It's only for the herringbone texture, and only for the problem that people reported before.

-- John
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 04, 2008, 08:28:27 PM
I can't get roundabouts in the new textures, at all (they always revert to the old texture). I have all the updates, as far as I know.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 04, 2008, 09:08:39 PM
I don't think anyone else has posted this, but I found another problem with the herringbone texture variation. Here are the pics:



The roundabout texture reverts back to the regular texture, but when you drag a street out from it then it becomes the herringbone texture. And you have to drag the street out from the part of the roundabout that has the herringbone texture, not the part that has the regular texture. I've also seen the texture revert back in other configurations, but this was the first instance I saw it.

-- John

I know this is there...  I have played around with it before the release and in most cases the Roundabouts draw fine, but there are a few instances where there is a texture revertion.  After my investigation I've determined I will have to write about the same amount of RULs as I did for the whole Roundabout Setup and didnt have the time in RLS to do it before the release.  So, I have released it and it will be fixed for the next version of SAM, but due to the fact that this is a RUL Stability issue it will require an update to the NAM Essentials.  Unfortunately for the time being you will just have to find ways where the Roundabouts work properly and avoid the ones that are causing revertions.

i found something lost in sam.
i think you known it.


there's no prop on side walk
(right is maxis street with light tree or flowers left is sam's street, it is flat clear  :P)
that's it

Thats called a texture revertion when you are working with Diagonals.  If you notice that T-Intersection is from the Diagonal addon in NAM.  I have not even looked at Diagonals so, obviously anything where diagonal textures appear you will get a revertion for that intersection and any areas where you drag off of the diagonal.  Maybe, one day I will have the ambition to do diagonals, unless someone else comes along to do it.
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on January 04, 2008, 10:25:40 PM
Oh, okay, that's fine... I was just playing around with the new stuff in the latest version, and I don't use roundabouts that often in my cities so I doubt it'll be a problem. Just making sure you knew that was there. ;)

-- John
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 05, 2008, 08:32:30 AM
Interestingly enough there is a slight error with the asphalt roads that I though was fixed.  They shouldn't have the grass beside them.  This is an easy texture fix which I'll look into next week and get to jason.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 05, 2008, 05:58:48 PM
Just wondering ... Would it be possible to to with powerlines, what is being done with the SAM, and draggable GLR?
Title: Re: SAM - Street Addon Mod
Post by: memo on January 05, 2008, 06:13:31 PM
No. Neither puzzle pieces for power lines can be made, nor do the Rules apply to them, nor do IDs of powerlines comparable to transit IDs exist.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 05, 2008, 06:44:56 PM
No. Neither puzzle pieces for power lines can be made, nor do the Rules apply to them, nor do IDs of powerlines comparable to transit IDs exist.

Had a feeling this was the case ... what a shame.
Title: Re: SAM - Street Addon Mod
Post by: freedo50 on January 06, 2008, 07:54:19 AM
This is a question I posted over at ST some considerable time ago (before SC4D existed  ???); is it possible to "transit-enable" lots for powerlines, so that you aren't required to have the final pylon right next to the building you're connecting (e.g. a substation BAT or power plant)? I'm not gonna pretend this would be ground-breaking stuff, but it would be nice :).

Fred
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 06, 2008, 08:21:04 AM
Well, all lots conduct power by default, so there's not need for "transit enable" them. If you don't want to drag the powerlines right up towards your city (or wherever), you could create some blank lots with no textures and make an invisible powerline by plopping them every four tiles (that's the distance the power is transmitted beyond the lot borders).
Title: Re: SAM - Street Addon Mod
Post by: memo on January 06, 2008, 08:24:59 AM
As far as I know, it is not necessary to "transit-enable" a Lot for that. You can place a Lot onto the power line, so that two powerpoles are built next to it. Afterwards you have to bulldoze these two powerpoles and redrag the powerline, for example starting two powerpoles in front of the Lot or something like that. Then it is possible to build the powerline through the lot. It seems to be working for ploppables only though.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on January 06, 2008, 08:53:32 PM
With the new beta version, can roundabouts be made bigger? the what we see here?

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 06, 2008, 09:36:58 PM
With the new beta version, can roundabouts be made bigger? the what we see here?

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)

SAM Roundabouts are the exact same as the original NAM Street Roundabouts.  There is no functional or physical difference other than the Street surface texture.  So, what you had before is what you have now.
Title: Re: SAM - Street Addon Mod
Post by: MinGraphics on January 08, 2008, 02:26:53 PM
When I updated my SAM to beta v2 I now have white squares on my starting piece does anyone know why and how I can fix it.  Link to a picture:  http://i3.photobucket.com/albums/y96/MinGraphics/Picture6.jpg
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 08, 2008, 02:29:46 PM
delete the starter piece, that should help. but be sure to drag enough of the SAM texture for it to be stable, about 5 tiles? I think

Joe
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on January 08, 2008, 05:08:40 PM
yes, but that becomes a problem when the area you need the SAM street in ISN'T 5 tiles long. so you leave the starter piece in. It look sbad, but a lot better than crossing a road and having it revert to vanilla street.
Title: Re: SAM - Street Addon Mod
Post by: MinGraphics on January 08, 2008, 06:20:40 PM
Thank you, I always left that piece.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on January 09, 2008, 07:49:38 PM
Just thought I let u know that the reinstallion of Sim City worked. All new modds works now. Which is a good thing LOL, now I can try out them modds. And Keep'em coming!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 10, 2008, 05:25:03 AM
I'd like to request something for future updates.. I don't see it mentioned anywhere, and my previous enquiry indicated it does not exist now and no mention was made of it being planned for the future...

I'd like EITHER a STOP piece that looks like the texture (so it doesn't look weird when you stop it.. I use road pieces to stop it now and it looks pretty bad) OR a function that works so that when I delete the "starter pair" that it stops the strip from being "auto generating".

I don't know what is required for this "STOP SIGN" but it sure would make life a lot easier for working the special textured roads into our cities.. I hope its possible.

Thanks for the great work..
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on January 10, 2008, 03:20:09 PM
I'd like to request something for future updates.. I don't see it mentioned anywhere, and my previous enquiry indicated it does not exist now and no mention was made of it being planned for the future...

I'd like EITHER a STOP piece that looks like the texture (so it doesn't look weird when you stop it.. I use road pieces to stop it now and it looks pretty bad) OR a function that works so that when I delete the "starter pair" that it stops the strip from being "auto generating".

I don't know what is required for this "STOP SIGN" but it sure would make life a lot easier for working the special textured roads into our cities.. I hope its possible.

Thanks for the great work..


I was kind of wondering about this myself.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 11, 2008, 03:19:41 AM
Nope, no can do.  As soon as you have 5 or more tiles of the texture all streets touching it will be converted.  If you have two textures applied and try to join them you will get one affecting the other.  We cannot stop the texture except by intersection with another network.
Title: Re: SAM - Street Addon Mod
Post by: Shingure on January 12, 2008, 07:32:46 PM
Im sorry for bugging once again. But I am still having difficulties.

Is it perhaps Iam using Vista. Also since I re-installed everything in the order you alloted the Ave. roundabouts are also having the red arrow. I dont know what to do to deal with the situation and I repeated the process a dozen times. Is there anything else I can do to get this to work.  
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on January 12, 2008, 07:36:33 PM
Vista has nothing to do with it. I am running vista and it works fine.

most likely you have a conflicting file in your plugins folder somewhere or have forgotten the 2008 NAM Update.

if it is the former, take out everything transport related, check how it runs, and slowly add in the files you removed.

if it is the latter, the DL is available on the LEX.
Title: Re: SAM - Street Addon Mod
Post by: simplaya1234 on January 12, 2008, 07:44:57 PM
guys i ahve a question, when i put on a SAM texture, somehow theres a white background texture. What is the problem? and also, is it possible to control where you can have the SAM texture to stop at. Like at a intersection of all sorts (T-int. and 4way int.), you can stop the SAM texture at one end of the intersection.
Title: Re: SAM - Street Addon Mod
Post by: Filasimo on January 12, 2008, 08:00:27 PM
Welcome to SC4D simplaya! please get accustomed to this guide for the SAM it explains that you need to demolish it after 5 tiles

http://sc4devotion.com/forums/index.php?topic=3355.msg107511#msg107511

also reading the readme that came with the install should help as well and also the mini readme on the top of the page. enjoy your stay!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 12, 2008, 09:10:16 PM
Im sorry for bugging once again. But I am still having difficulties.

Is it perhaps Iam using Vista. Also since I re-installed everything in the order you alloted the Ave. roundabouts are also having the red arrow. I dont know what to do to deal with the situation and I repeated the process a dozen times. Is there anything else I can do to get this to work.  

Its kinda hard to read your text.  I tend to reserve the glow feature for something that is a large text size.

If you have done everything correctly during the installation, then you MUST have some sort of high-level Traffic Mod that is conflicting.  Since I do not know what is in your plugins folder I dont have the answer.  You will have to go through your plugins and find it because any new release of NAM, SAM and RHW will not work or have the new features.

The conflicting mod can be a previous version of RHW, NAM or any other Network Mod that contains the RUL files from the NAM.  Due to the structure of the game only one of these files can exist in your plugins folder at a time.  This file MUST be loading after the NAM so, if I were you, I would be starting by removing everything but the NAM.  If the SAM works with ONLY the NAM in it, start adding all your plugins again folder by folder until you find the folder that is causing the problem.  Then narrow down to the file your looking for.

This ia ALL I can do to help you.

guys i ahve a question, when i put on a SAM texture, somehow theres a white background texture. What is the problem? and also, is it possible to control where you can have the SAM texture to stop at. Like at a intersection of all sorts (T-int. and 4way int.), you can stop the SAM texture at one end of the intersection.

The white background has been left on purpose.  The reason for it is so that it gives you incentive to remove it after you have stabilized the new texture.

There is NO way to stop the texture once it is started.  Due to the way that this mod had to be made it is IMPOSSIBLE to stop the texture unless its a puzzle piece is made.  This has not been made and wont be made for quite some time due to other things that need to be done first.  As stated before in this thread the best way to "Stop" a texture is by creating a road connection between the 2 tiles where you want a conversion.

Once again, transition pieces will not be made for quite sometime due to other things that are higher on the priority list.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on January 12, 2008, 10:28:51 PM
I havent had any problems with the new Sam Beta V2. since my reinstallion of sim city 4. Everything works perferctly. Keep Up The Great Work work Nam team. And thanks for assisting me with my problem with the new nam version.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 13, 2008, 09:40:48 AM
Random SAM pic - guess what's special about it! :)

(http://img170.imageshack.us/img170/6884/sammodrx6.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on January 13, 2008, 09:54:00 AM
lightpoles!!!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 13, 2008, 10:15:05 AM
T21s!!!   Andreas, your my hero right now!  It looks much better right now, keep up the surprises.  :thumbsup:  :thumbsup:  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 13, 2008, 10:49:44 AM
Correct! :) Only for this texture variation so far, and only a copy of the in-game Maxis T21's, but it's a start...
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 13, 2008, 10:52:07 AM
I thought it was the "flat roof mod" ;)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 13, 2008, 11:06:07 AM
Correct! :) Only for this texture variation so far, and only a copy of the in-game Maxis T21's, but it's a start...

Did you use the IID scheme you and I were talking about the other day?
Title: Re: SAM - Street Addon Mod
Post by: paroch on January 13, 2008, 11:29:33 AM
I recently downloaded the SAM, got all excited then read the readme and I think I'm right in saying that SAM is not compatible with Left Hand Drive.

I appreciate the SAM team have plenty of other things on their list - just wondered if Left Hand Drive is likely to be worked on?

And for the other Brits and Left Hand Drivers - have you found a way round this?

Thanks,

Paul
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 13, 2008, 11:39:30 AM
I had LHD (I'm now playing in swedish which I cant read) and had no problems, did you read that in the readme or have you tried it in game?
Title: Re: SAM - Street Addon Mod
Post by: JoeST on January 13, 2008, 11:42:42 AM
i cant see how it is affecting it... as it is just a texture overlay...???

Joe
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 13, 2008, 12:03:59 PM
Did you use the IID scheme you and I were talking about the other day?

Yes, I did. The first six digits of the instance ID are the same as the ID of the texture the T21's are associated with, and for the last two digits, I simply started from 0 and counted upwards - there are about 45 T21's for the straight street texture, and a couple for the intersections. In order to create T21's for the other texture variants, I "only" need to copy the T21's and change all related IDs. Most likely, the dirt roads don't really need any treatment, and the parking lots could be left out as well (maybe apart from some lampposts). I will create additional mods for the other brick street, the cobblestones and the asphalt streets, though.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 13, 2008, 12:14:54 PM
Yes, I did. The first six digits of the instance ID are the same as the ID of the texture the T21's are associated with, and for the last two digits, I simply started from 0 and counted upwards - there are about 45 T21's for the straight street texture, and a couple for the intersections. In order to create T21's for the other texture variants, I "only" need to copy the T21's and change all related IDs. Most likely, the dirt roads don't really need any treatment, and the parking lots could be left out as well (maybe apart from some lampposts). I will create additional mods for the other brick street, the cobblestones and the asphalt streets, though.

Awesome, that makes life easier for me in the future!  It will take a few seconds to make a new set of T21s for additional SAM sets.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 13, 2008, 12:21:49 PM
Well, more like a few minutes, since you have to edit all Exemplar ID and kPropertyID_LotConfigNetworkTileId properties manually (changing the instance ID is easy, though) - or is there a "search and replace" feature for those that I'm not aware of?
Title: Re: SAM - Street Addon Mod
Post by: paroch on January 13, 2008, 12:28:23 PM
@Warrior:

It was in the read me, so I didn't then actually install and play it.

And playing in Swedish - that's brave!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 13, 2008, 12:39:39 PM
Well, more like a few minutes, since you have to edit all Exemplar ID and kPropertyID_LotConfigNetworkTileId properties manually (changing the instance ID is easy, though) - or is there a "search and replace" feature for those that I'm not aware of?

Your right, I forgot about that... LOL.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on January 13, 2008, 12:46:55 PM
i cant see how it is affecting it... as it is just a texture overlay...???

Joe
The SAM just a texture overlay?
Each texture is effectively a seperate network in the terms of LHD and RHD, the RHW-4 which uses the same technology as the SAM had some problems with LHD before release, but the RHW-2 which is just a texture change of the ANT didn't.

@Paroch: I've pretty much memorised the UI, so I don't read it even playing it in English.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 13, 2008, 12:57:33 PM
I recently downloaded the SAM, got all excited then read the readme and I think I'm right in saying that SAM is not compatible with Left Hand Drive.

I appreciate the SAM team have plenty of other things on their list - just wondered if Left Hand Drive is likely to be worked on?

And for the other Brits and Left Hand Drivers - have you found a way round this?

Thanks,

Paul

I have had reports that LHD works perfectly fine.  I have not tested this because, frankly, I dont use LHD.  My other testers aswell do not have LHD.  Due to the fact it hasnt been tested I put that into the original readme, because I dont really know if it works.  I forgot it was in there during BETA v2 and probably could have taken it out, because I have had reports that it does work.

I am not sure, therefor, you should try it.  If it works for you, I will remove it from the Readme and LHD will be fully compatible.
Title: Re: SAM - Street Addon Mod
Post by: Glenni on January 13, 2008, 01:51:31 PM
(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/blah/SAMprops21.jpg)
Here's 12 of the props rendered, most of them got a little raped by the BAT renderer though... &mmm
Title: Re: SAM - Street Addon Mod
Post by: memo on January 13, 2008, 02:01:41 PM
@Jplumbley: LHD should be working fine except for the rail crossings, since those require extra paths. However, I didn't test it though.
Title: Re: SAM - Street Addon Mod
Post by: paroch on January 13, 2008, 02:03:36 PM
I have had reports that LHD works perfectly fine.  I have not tested this because, frankly, I dont use LHD.  My other testers aswell do not have LHD.  Due to the fact it hasnt been tested I put that into the original readme, because I dont really know if it works.  I forgot it was in there during BETA v2 and probably could have taken it out, because I have had reports that it does work.

I am not sure, therefor, you should try it.  If it works for you, I will remove it from the Readme and LHD will be fully compatible.

Thanks for that, I'll give it a go and let you know how I get on.
Title: Re: SAM - Street Addon Mod
Post by: Paris on January 14, 2008, 07:55:57 AM
I have read and reread the FAQ's, but I am still at a loss...

Quote
AS of January 3, 2008 at 12:00am EST.

SAM - Street Addon Mod v2 PATCH 'A' was released to the LEX and the STEX.  Anyone who has downloaded the Windows installer before this time will be required to download the patch and overwrite the file within the Plugins\NAM\SAM folder.

Anyone who is downloading the Windows installer after this date will NOT need to download PATCH 'A' because the installer has been updated.

I downloaded the SAM 14/1/2008 today and still get the Herringbone Textures problem. If I understand the above correctly I shouldn't have to get the patch; is this correct?

The date stamp on the Herringbone Texture from the installer is 21/12/2007 which is older than the patch date.
The installer's date stamp is 29/12/2007.

Any help would be most appreciated.
Title: Re: SAM - Street Addon Mod
Post by: schm0 on January 14, 2008, 12:07:54 PM
Is the SAM compatible with Jeronij's dirty streets? In the heading post, it says that the SAM is compatible with several sidewalk mods, but no mention of this specific mod.

Thanks for your response in advance.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 14, 2008, 12:29:06 PM
Is the SAM compatible with Jeronij's dirty streets? In the heading post, it says that the SAM is compatible with several sidewalk mods, but no mention of this specific mod.

Thanks for your response in advance.

Jeroni's dirt street mod merely replaces the street textures in rural and as an option in undeveloped zones. It doesn't alter the street tool itself in any way, and it won't affect the SAM either.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 14, 2008, 03:47:11 PM
Is the SAM compatible with Jeronij's dirty streets? In the heading post, it says that the SAM is compatible with several sidewalk mods, but no mention of this specific mod.

Thanks for your response in advance.

If I am not mistaken, Jeronij's Dirty Streets are an extention of the Torolca's Dirt Streets.  Unless I am think about a different mod.  And if this is the case then, the bulk of that mod was made into a SAM Variation in BETA v2.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 14, 2008, 03:53:06 PM
Well, one advantage of Jeroni's mod is that it also works with diagonal streets, which are not covered by the SAM (yet). It is indeed based on trolca's old dirt street textures (like the SAM texture variation), but as a wealth-/zone-dependent texture mod for the in-game streets (including NAM diagonal streets), it shouldn't have any impact on the SAM.
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on January 14, 2008, 04:36:17 PM
A quick question for the SAM savvy: Is it an eventual plan to do something like this for roads? Sometimes streets just don't have the capacity and speed you want. I'm also looking for a way to have rural shoulders like in PEGs Rural mods so I can place houses without sidewalks showing up, but still have some in town.

Also, I've heard that intersections with other networks are supposed to stop the SAM from spreading, but that doesn't seem the case with Road + intersections. Am I missing something?
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on January 14, 2008, 04:43:20 PM
I can attest that Jeroni's mod that uses trolca's streets does not conflict with SAM. SAM simply overrides the textures, just like it does with the standard streets.

I had somehow missed the SAM streetside mod release, which may lead me to abandon trolca's mod.

Cheers,
Kevin
Title: Re: SAM - Street Addon Mod
Post by: Pat on January 14, 2008, 04:54:56 PM
you know i was rather skepitcal with SAM but you know since I played with it and learning the the benifits of it, I love it and thank you all for this wonderful tool!!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on January 14, 2008, 06:33:57 PM
Also, I've heard that intersections with other networks are supposed to stop the SAM from spreading, but that doesn't seem the case with Road + intersections. Am I missing something?

Well, the Road Intersections are coded so that the SAM texture variant will carry through the intersection.  It won't for Avenues (at the moment).  There's also certain combinations of intersections, etc. that haven't been coded yet that will cause a reversion to Maxis Street textures.  (I know at least in SAM v1 that putting a Street/Street T-Intersection next to a Street 90-degree bend caused this.)

As far as transitioning from one SAM texture to another, that would be nearly impossible until some special transition pieces are built, or an override were put in place such that the transition would be draggable.

In the interim, though, you could make a 3-tile transition, going from SAM Texture, to Road, to Street/SAM Variant, which is a foolproof method of breaking off a SAM Variant.

Hope that answers your question.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: simplaya1234 on January 14, 2008, 10:07:50 PM
The white background has been left on purpose.  The reason for it is so that it gives you incentive to remove it after you have stabilized the new texture.

There is NO way to stop the texture once it is started.  Due to the way that this mod had to be made it is IMPOSSIBLE to stop the texture unless its a puzzle piece is made.  This has not been made and wont be made for quite some time due to other things that need to be done first.  As stated before in this thread the best way to "Stop" a texture is by creating a road connection between the 2 tiles where you want a conversion.

Once again, transition pieces will not be made for quite sometime due to other things that are higher on the priority list.

Okay, to make sure I completely understand, what you're saying about the white texture is that I can bulldoze it once I plopped to how I want...... Right?

Also, about "stopping" the texture to some certain intersection in the game, you mean right now the only option I have is to use the road instead of the street plop. Is that correct?
Title: Re: SAM - Street Addon Mod
Post by: Paris on January 16, 2008, 07:36:17 AM
Quote
Also, about "stopping" the texture to some certain intersection in the game, you mean right now the only option I have is to use the road instead of the street plop. Is that correct?

It's late in the land down under, so I'll be breif and if anyone is interested I will elaborate tomorrow evening after work.

In the current release of SAM there are a couple of ways to stop the texture exactly where you want and begin another without the bleeding. There is also a way to have textured roads of 3 and 4 tiles long, no external Mods involved  ;D
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 16, 2008, 07:52:33 AM
It's late in the land down under, so I'll be breif and if anyone is interested I will elaborate tomorrow evening after work.

In the current release of SAM there are a couple of ways to stop the texture exactly where you want and begin another without the bleeding. There is also a way to have textured roads of 3 and 4 tiles long, no external Mods involved  ;D

Please explain!
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on January 16, 2008, 08:22:25 AM
i hope this aint a clone of one other guy who said he had awesome things....
Title: Re: SAM - Street Addon Mod
Post by: Paris on January 17, 2008, 07:00:46 AM
Hi  Meastro444 - no clone here. I've seen some of the posts you refer to, but unlike him I deliver.

Hi jplumbey - First up, thanks for the amazing add-on. I've been playing SimCity since it was first released in '89 on the Amiga. One thing I always wanted was to recreate the country town where I grew up and thanks to your work I am closer than ever. When Chris Adams releases his rural set the dream will be achievable  :)

I spend hours testing new additions I download for the game seeing what I can and can't achieve. I have a collection of buggy lots that do things they are not supposed, but perfectly meet my wants and I refuse to relinquish them when the designer updates to fix strange behaviour. It's only been a week or so, but I must say, SAM if full of wonderful surprises.

1)

Image "3-4 Tile SAM" shows the steps to get SAM streets less than 5 tiles long.

Lay starter piece
Bulldoze anchor tile, leaving road/rail tile section.
Drag street from one side to the other, it doesn't matter which side you start the result is the same, 3 or 4 tile stable SAM streets.

The downside, depending how you want to use the short street, is at 3 tiles long you cannot start a connection from the middle tile it is still a reserved tile, both the ends, however, are fine. At 4 tiles in length only one of the 2 centre tiles is reserved so T intersections are no problem.

The 3 tile SAM street is where parking lots come into their own, especially behind shops and in small alleys. And if you want 2 different SAM textures, say asphalt and parking lot to meet (great for freight areas and shopping centres), then the next section explains how to make it happen.

2)

Stop SAM textures bleeding

Image "Stop Texture" shows the steps involved. They are basically the same as short streets, except the direction you start dragging a street from is important to achieve stability and impede bleeding.

Lay 2 starter pieces, with a empty tile between, facing away from each other.
Bulldoze anchor tile, leaving road/rail tile section.
Starting from each of the tiles you bulldozed drag a street away the centre, making sure both are the same length for better stability. The minium lenght you can have is 3 tiles and making them longer doesn't seem to make a difference.
To fill the remaining centre tile drag a street over one of the existing ones towards the centre. It is important to start form the far side of the piece that remained after you bulldozed the initial anchor tile; If you don't, expect disaster.

Sure, the transition is somewhat abrupt, but as you noted elsewhere on these pages a puzzle piece would solve this and while they are on the drawing board it will be a while before they become reality.

All transit paths, buildings etc that I tested work as they should with either of the above methods.

So far I haven't been successful at getting this method to work for crossroads, but end to end, T sections and left and right turns are no problem, occasionally fiddly but achievable; sometimes 2 starter pieces of the same texture work best at intersections starting either side of the second texture they are to overlay, the method is the as a straight join with the second texture replacig the blank in the posted images.The second texture should be layed first for the sake of stability.

Images "T Texture and T Texture2" are some examples from my test city. After reading your main post and FAQ's again, I can't help think you have achieved more than you realised.

Hopefully this answers you "Please explain!" post.

Cheers and thanks again for you time and effort,
Paris
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on January 17, 2008, 07:17:28 AM
I am going to back up what Paris is saying, because I have experimented with a similar approach, and it works. It depends on the situation you've put it in, though.
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on January 17, 2008, 08:00:30 AM
Nice investigating Paris ;D

Very helpful!
Title: Re: SAM - Street Addon Mod
Post by: freedo50 on January 17, 2008, 09:52:16 AM
Good work Paris! I'm going to say sorry, on behalf of the community, for you being accused of being a clone, but the NAM boards are the boards that the certain someone generally frequents when he/she manages to get another clone. Thanks for being understanding and sharing some of your knowledge.  :thumbsup:

Fred
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on January 17, 2008, 03:46:42 PM
yay, no clone  :D

now, i am not able to follow it completetly, si it possible to have pictures with it?
i know, you have them attached, but use Photobucket (http://www.photobucket.com) or Imageshack (http://www.imageshack.com) to upload pictures ;). then you can place the pictures where you want it.

regards

Meastro444
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 18, 2008, 05:26:10 AM
Nice work Paris.  It's amazing how people manage to take what others do and head in an unforseen direction.  Nice work!
Title: Re: SAM - Street Addon Mod
Post by: Paris on January 18, 2008, 07:05:41 AM
Thank you Fred.

And thanks all for the kind words, &ops glad I am able to help.
Sorry Meastro444, thanks for pointing me to Photobucket & Imageshack I will certainly use them in the future. 
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on January 18, 2008, 08:50:00 AM
oh, dont feel bad ;) i am just giving constructive critisism ;)

keep it up though! &apls
Title: Re: SAM - Street Addon Mod
Post by: schm0 on January 19, 2008, 09:06:47 PM
Paris: Your tutorial was very handy, but I've found a situation where the new textures do not stop where they are meant to, and that is when they meet up with any normal Maxis network.

Note below that the texture reverts to a normal street at the intersection.

(http://i49.photobucket.com/albums/f277/schm01978/texturestop.png)

The leadup to a T-intersection with a Maxis network should look like it does when you stretch the SAM across the road, as seen below:

(http://i49.photobucket.com/albums/f277/schm01978/road_offset.png)

Also, the texture here is slightly off base and the street signs are missing, but the leadup to the road looks very nice.

Paris, in this way, I would say that "controlling where the texture stops" is not entirely supported in the current version. Have either of these two issues been covered already?
Title: Re: SAM - Street Addon Mod
Post by: SC4BOY on January 20, 2008, 12:50:31 AM
1) Image "3-4 Tile SAM" shows the steps to get SAM streets less than 5 tiles long.

2) Stop SAM textures bleeding

Thanks! Can't wait to try out your hints!
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on January 20, 2008, 10:27:13 PM
Interesting work indeed Paris

Will try these hints out for sure with the SAM  :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 21, 2008, 04:30:06 AM
Thanks Schm0.  The texture stopping is a slight error in the code, will be updated next time, as it's a major redownload.  The texture offsetting like that is a maxis error, due to the road being an odd number of pixels.  If you drag the street in the other direction it will fix it.

As for the lack of signage, we haven't added T21's to the mod.  Not sure when these will come about although there are some in the works.
Title: Re: SAM - Street Addon Mod
Post by: Crissa on January 21, 2008, 04:57:09 AM
jp, howcome the thread header doesn't link to the files?

-Crissa
Title: Re: SAM - Street Addon Mod
Post by: j-dub on January 29, 2008, 06:40:01 PM
Lots of times I play with Cntrl R to get streets, and R to get roads, without the icon menu. So Accidentally, I found a shortcut for SAM. Without going to the icons menu, it seems the SAM variations can be "dragged" by themselves with certain combinations of angling roads to streets.
(http://thebestfilmakerever.googlepages.com/draggablesam.jpg)
Is that what was originally intended? Maybe someone else can try this, to see if it works for them, as you can see there are other angles I didn't approach here that seem possible.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on January 29, 2008, 07:51:16 PM
@crissa  ... I have nothing better to answer other than I am lazy?

@Jdub  This is a simple side effect of the SAM.  These are intersection options that have not been activated because in many cases it would be impossible or very rarely created.  You "could" start a SAM variation this way, but I think its easier just to use the puzzle piece.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on January 29, 2008, 09:11:45 PM
Honestly, I don't even remember, it was a complete accident when I was in the middle of trying to figure a new layout for a neighborhood. I have no further intention to use it that way, but I just like to discover new things. I don't really use sam until the nieghborhoods fully built, for example, more low, go dirt, more high, go brick. Thats the beauty of your wonderful mod. Of course doing it the way I found out wouldn't work when you have something built up, so yes the menu is a better way.
Title: Re: SAM - Street Addon Mod
Post by: Rabbyt on February 02, 2008, 03:30:11 AM
So what Tarkus converted into starter pieces are essentially a few unusual diagonal intersections between streets and roads or rails? I was just reading some of the older Wiki material at sim2wiki <http://www.sims2wiki.info/wiki.php?title=RULE> and was wondering about the possibility of the puzzle starter combinations which could not be generated naturally by dragging networks. In effect dropping in street piece with a median next to another street piece with a median to initiate texture changes. Two pieces could create 16 combinations through the various rotations/sides where the median was placed. Now this may just create an error because the network engine will take exception to something can not occur naturally but it may also work if there is no error checking for these in the programming. Then again I may be way off in loopy land due to my lack of knowledge. &Thk/(

One other thing, do the rules allow a piece to check the IID or impossible pathing arrangements when seeking for required adjacent squares before placing a piece? Thus allowing for transitioning within the network? By impossible pathing I mean trying numbers outside the normal [0,1,2,3,4,11,13] range used for adjacencies. I guess what I've really been trying to think of, without the testing ability (Mac OS here), is the means to develop or support new intersections. &mmm

Larry
Title: Re: SAM - Street Addon Mod
Post by: memo on February 03, 2008, 03:19:33 AM
By impossible pathing I mean trying numbers outside the normal [0,1,2,3,4,11,13] range used for adjacencies.

Sorry, I didn't understand everything of your post. But unfortunately, what you suggested is not possible. For intersections, it's not even possible to use the numbers 11 and 13 but only 0,1,2,3,4. Though, there are certain other numbers (if I recall correctly 21,23 and some others), but these are only used for rail based networks and won't work for intersections either. &mmm
Title: Re: SAM - Street Addon Mod
Post by: Rabbyt on February 06, 2008, 02:04:01 AM
I was looking at the diagram of neighbouring tiles. Would a tile arrangement of this nature crash the game if there were no network tiles beside the two shown? I know the rules say the numbers will be the same when two tiles adjoin each other. Now consider these defined as street tiles. Normally street tiles will not form medians like avenues. So what happens if we don't have place these two side by side but on top of each other as shown. have we defined a new form of quasi intersection which will support texture generation, or even better, permit transition from one street texture to another without road sections?
+---------+
 l     2      l
 l            l
 l 0       4 l
 l            l
 l     2      l
+---------+
 l     2      l
 l            l
 l 4       0 l
 l            l
 l     2      l
+---------+
remember 0 = no connection, 2 = straight connection, 4 = median connection, plus the others.
Rabbyt
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 07, 2008, 06:16:05 AM
Rabbyt, I have no idea what you are talkign about... :P

However I have been working on some texures.  Here is a small teaser of whats to come...

(http://img292.imageshack.us/img292/6845/topsecretcr5.jpg)


Diggis, youre so naughty! -Filasimo
Title: Re: SAM - Street Addon Mod
Post by: JoeST on February 07, 2008, 02:04:53 PM
mmmmmmmmmm for magic... WOW

now ... ??? grrrr

Looking brilliant there Diggis

Joe
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 08, 2008, 02:46:10 AM
Not good enough for you eh?  Want more?

How about this one?

(http://img530.imageshack.us/img530/9632/hazchemyg0.png)

 :D
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on February 08, 2008, 10:13:47 AM
I always use the puzzle piece for starting a different street in Steven's Point. I love the new Sam Puzzle pieces. Keep Up the Great Work Nam Team!
and Keep those updates coming.
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on February 08, 2008, 07:33:59 PM
Nice Diggis, great way to keep the fans really guessing there  :D

Shall be another great addition to Solaria  ()stsfd()
Title: Re: SAM - Street Addon Mod
Post by: Pat on February 08, 2008, 07:56:39 PM
The intersection is looking real good there Diggis!!!  I cant wait for SAM update to get the intersection
Title: Re: SAM - Street Addon Mod
Post by: bat on February 09, 2008, 07:07:33 AM
Yes, that's looking very nice, Diggis! Nice textures.
Title: Re: SAM - Street Addon Mod
Post by: Paris on February 10, 2008, 06:26:54 AM
Diggis,are you taking applications for Beta tester? I would sooooooo love to be one of the first to try them out.
Title: Re: SAM - Street Addon Mod
Post by: Rabbyt on February 11, 2008, 12:55:57 AM
One item I've forgot to mention from using the mac version. There are two two tab(?) buttons to choose from in the transit menu. They work identically and have the same set of textures to choose from. Both disappear when I remove the SAM folder. I've not seen any readme in the Mac version to suggest that I shouldn't be installing all the files contained in the zip.

Larry
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 11, 2008, 02:52:26 AM
Hmm that is weird.  It sounds more like you have a double up of the NAM controller. (I know because it's the same thing that happened to me :P)

Paris, seeing as the SAM is still in Beta go download it.  We release it when there is enough work to warrant a new release and let you all test it for us.  This was done due to the high interest in the package.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on February 11, 2008, 12:44:33 PM
Diggis is right - the current SAM at the LEX is still a beta version indeed, and we caught quite a few bugs since the release. Most of them are fixed by now, hopefully, but maybe someone finds another problem - esp. when it comes to issues that occur in zoned areas with various wealth and density levels (this is rather hard to test).
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on February 11, 2008, 08:26:33 PM
Diggis is right - the current SAM at the LEX is still a beta version indeed, and we caught quite a few bugs since the release. Most of them are fixed by now, hopefully, but maybe someone finds another problem - esp. when it comes to issues that occur in zoned areas with various wealth and density levels (this is rather hard to test).

Might be able to help you there as the SAM continues its phased roll out in Solaria, will try and get pics up if I don't keep forgeting there  &Thk/(
Title: Re: SAM - Street Addon Mod
Post by: Rabbyt on February 11, 2008, 10:23:28 PM
NAM folder:

NAM_Traffic_Plugin_A_Medium.dat
NetworkAddonMod_Controller.dat
NetworkAddonMod_Locale_english.dat
NetworkAddonMod1.dat
NetworkAddonMod2.dat
NetworkAddonMod3.dat
NetworkAddonMod4.dat
NetworkAddonMod5.dat
NetworkAddonMod_IndividualNetworkRULs.dat
NetworkAddonMod_Bridges_Plugin_Controller.dat
NAM_Congestion_Data_View.dat

NAM Plugins folder:

NetworkAddonMod_TurningLanes_Avenues_Plugin.dat
NetworkAddonMod_Roundabouts_Roads_Plugin.dat
NetworkAddonMod_Roundabouts_OneWayRoads_Plugin.dat
NetworkAddonMod_Roundabouts_Avenues_Plugin.dat
NetworkAddonMod_Rail_Viaduct_Style_Red.dat
NetworkAddonMod_Rail_Viaduct_Style_Brown.dat
NetworkAddonMod_Light_URail_Puzzle_Plugin.dat
NetworkAddonMod_GroundLightRail_Plugin.dat

That's it for NAM stuff
Then there are a couple of models, props and SuburbanGLRSet
Not much really.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 12, 2008, 04:29:28 AM
What about the SAM folder?  Did you install beta V1?  It had a seperate NAM file if I remember correctly.
Title: Re: SAM - Street Addon Mod
Post by: Rabbyt on February 12, 2008, 10:41:15 PM
SAM_Beta_v2_MAC:

updated_SAM_icon_and_exemplar_file.dat
StreetAddonMod_Locale_english.dat
SAM - Core.dat
SAM - 1 - Path Files.dat through to SAM - 9 - Path Files.dat excluding #6
SAM - 1 - Parking Lots Textures.dat through to SAM - 9 - Brisk Street Textures (Josefmayor ScruffyDeluxe).dat excluding #6

Note the incorrect spelling of #9 is from the actual download and I believe persists into the actual texture name for the starter puzzle piece.

This is everything in my SAM folder. I essentially unzipped the file/folder and placed it into the plugins folder of SC4.

[EDIT 080213] Thanks for the solution.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on February 12, 2008, 11:18:16 PM
Rabbyt... the file:

updated_SAM_icon_and_exemplar_file.dat is the culprit for causing the duplicate icon.  The Icon is contained in the SAM - Core.dat and you should remove the "updated" one.  That update file will be included with the next release, it just has a better picture.
Title: Re: SAM - Street Addon Mod
Post by: alexr19 on February 17, 2008, 08:00:56 PM
OK, I can't see the images that Diggis posted, but were they pics of a new street/road intersection that allowed traffic on the road to keep driving and forced traffic on the street to stop?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 18, 2008, 02:27:18 AM
Alex,  the textures in SAM at the moment show the traffic for the road - street 4 way and T intersection where the road goes straight through in the manner you descripe.  The simulator may not however.  The textures don't tell the traffic where to stop.
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on February 23, 2008, 08:15:19 AM
I apologize if I've overlooked this subject somewhere (I did actually look), but I have just discovered that the PEG Dirt road texture seems to be the only one without a rail crossing texture. Is this true, or did I miss something when installing? 
Title: Re: SAM - Street Addon Mod
Post by: Andreas on February 23, 2008, 08:30:54 AM
I haven't looked at the textures, but it's quite possible that some textures are still missing (esp. for the dirt road textures). But no worries, the NAM Team is working on it. :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 25, 2008, 02:43:51 AM
It is there.  I'm pretty sure it workes for me.  Have you updated to SAM V2?  I think it was missing in an early version.  I think we have all the intersections for ground networks done.
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on February 25, 2008, 06:57:09 AM
yes, I am using SAM v2. I've reinstalled all NAM components just to make sure I have the latest of everything. If it's just me, then any help trying to identify what I'm missing would be appreciated. (I get a totally blank square where the crossing should be.)
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on February 25, 2008, 08:14:36 AM
It seems to me I noticed that one RR crossing texture was missing as well, will have to go back and double check.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 25, 2008, 08:22:40 AM
I've just checked the files and it appears that the new textures are missing from this set...  ()what()

It looks like we haven't updated that set when we released V2.  &mmm  The are done... I think....

*wanders off to check*


Edit:  Yes they do exist.  Will be in the next update, promise.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on February 25, 2008, 09:20:54 AM
No worries, just wanted to make sure we were all on the same page :)
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on February 25, 2008, 09:33:22 PM
Thanks guys for verifying that it wasn't just me.  :)
Title: Re: SAM - Street Addon Mod
Post by: j-dub on February 28, 2008, 11:24:57 AM
Question. I just got a new street mod from Heblem. Just like SAM it added a new network, but not puzzlepieces, but also not dragging. When you plop a default road down, and don't drag, its a parking lot, then more can be plopped next to each other that traffic will travel across it. It was amazing that cars actually go across and turn into the parking spaces, similar to the ATL when theres commercial around. So the ? is would it be possible if  PEG's spaces could do that as well with simulating the parking, now that this other mod has been made?
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on February 28, 2008, 02:50:10 PM
 ??? I don;t really get your meaning...but i could probably say SOMETHING helpful if i knew what it was you wanted to say... ()what()
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on February 28, 2008, 03:31:29 PM
Question. I just got a new street mod from Heblem. Just like SAM it added a new network, but not puzzlepieces, but also not dragging. When you plop a default road down, and don't drag, its a parking lot, then more can be plopped next to each other that traffic will travel across it. It was amazing that cars actually go across and turn into the parking spaces, similar to the ATL when theres commercial around. So the ? is would it be possible if  PEG's spaces could do that as well with simulating the parking, now that this other mod has been made?

In short, Yes, however, you would only be able to use one mod at a time (to my knowledge).
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on February 28, 2008, 04:13:32 PM
Question. I just got a new street mod from Heblem. Just like SAM it added a new network, but not puzzlepieces, but also not dragging. When you plop a default road down, and don't drag, its a parking lot, then more can be plopped next to each other that traffic will travel across it. It was amazing that cars actually go across and turn into the parking spaces, similar to the ATL when theres commercial around. So the ? is would it be possible if  PEG's spaces could do that as well with simulating the parking, now that this other mod has been made?

I dont understand what you are asking about...  We could make custom paths for the Parking Lot Textures, but it wont physically make the cars stay in the parking spots, they will disappear when they get to thier job.  By using T21s you can make randomized parked cars, they wont be the ones you see "pulling into" the spot using the custom paths, but its the closest your will get.

Once again we get into the function before asthetics business.  I would rather have something functioning properly and let others deal with the asthetics, so at this current time I will not be doing something like this, because it is too much physical time to do with no in-game progress on functionality.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on February 28, 2008, 05:03:42 PM
yeah jp, you can always release an update with T21 cars on the parking spots AFTER everything works CORRECTLY.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on February 28, 2008, 05:08:22 PM
You could wait until everything is finished (bugs and all) and release it in 10 years like EA does :)

You know I am kidding right?
Title: Re: SAM - Street Addon Mod
Post by: j-dub on February 28, 2008, 06:38:15 PM
My SAM already has aesthetics, so t21s are not the issue here, I just never saw cars turn off a path by themselves before, Heblems new parking lot network, they just turn off the path and drive into the buildings. Now, if you look at the pic, this is NOT a lot, nor puzzle piece, but as you can see the cars are coming off the parking tile, its hard to tell from the jam, they will turn off the parking tile to whatever. I don't know what Heblem did here exactly to do this, I just thought it was interesting.
(http://jrp4sc4.googlepages.com/parkinglottoroad.jpg)
Title: Re: SAM - Street Addon Mod
Post by: DFire870 on February 28, 2008, 07:07:35 PM
If I'm not mistaken, I think all Heblem did was reskin the road/street tile to look like a parking lot. It still functions the same way as before.

-- John
Title: Re: SAM - Street Addon Mod
Post by: j-dub on February 28, 2008, 07:58:01 PM
So wait, traffic could travel across the default tiles With Out being connected to each other before? THAT i have to see. I thought they talked about it, and it accepts traffic now, the way its modded. I didn't think that was the case before.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 29, 2008, 04:05:51 AM
If I recall correctly heblem retextured the single tile road (or street i forget...) to show the parkign lot texture.  I don't know about the functionality of it, but seeing as there is a texture set in SAM for this I don't see the point really.
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 01, 2008, 02:45:29 AM
What has happend there is a complete whoopsie but it works as it is, I do agree with Diggis why would they duplicate a parking texture they allready have for SAM??? The only diffrence is Heblem used Walkingsnake and SAM used Peg i think?
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on March 01, 2008, 01:27:24 PM
The point of it is because its there and it makes use of something that had no (graphical) use before, I use for variety and just filling in gaps where it is not possible with the SAM
Title: Re: SAM - Street Addon Mod
Post by: Meastro444 on March 01, 2008, 05:05:40 PM
the reason i think the cars turn into a parking lot is because that one tile is pathed like an X intersection i think you can have entire single tile networks like that.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on March 01, 2008, 05:54:04 PM
All you are really seeing, as far as I can tell, is cars making uturns.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on March 02, 2008, 04:09:01 PM
J_dub, just remove that road and rebuild. That will close up the exit.  :)
Title: Re: SAM - Street Addon Mod
Post by: soulstealer on March 09, 2008, 02:26:47 PM
Love this MOD it's simply genius!

On future releases would it be easy for someone who knows about texturing to add new roads of his own? I'm thinking of dirty concrete paved roads without sidewalks and only tire markings to fit in seaports, airports and industrial areas. But really the possibilities are endless and instead of you having to do all the work people will be able to texture and make their own and even release it on LEX.


Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on March 09, 2008, 05:38:24 PM
I've been thinking of attempting to throw together some T21s for the Parking Lot variation, and was wondering: Can T21s for the SAM variations be exclusively used for only one texture, or will all be affected? jeronij's side street mod works great for regular streets, but not the parking lots, and I thought I might give it a whirl since the T21 tutorial seems pretty strait forward.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 09, 2008, 06:19:10 PM
All SAM texture variations have different IDs, so you can create a set of T21's for just one texture variation without any problems. :)
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on March 09, 2008, 06:35:39 PM
Good to know, now if only I could get everything to play nice with Swamper's tutorial....
Title: Re: SAM - Street Addon Mod
Post by: sffc on March 13, 2008, 10:49:09 PM
Hello,

What do you have to do to submit texture sets to the SAM?  I am a texture-maker and I am interested in making a set of dashed-street textures for the SAM.  My personal specialty in SC4 development happens to be traffic textures.  Here is a complete prototype about what the texture set may look like:

(http://www.filenanny.com/files/44f7b9c9f14e0/street_example.gif)

Again, this is a complete prototype just to show you what I was thinking of.  This "sample image" took me about two minutes to create, and I will start over and make a set with the correct proportions if textures like this are wanted in the SAM.

I do not know much about pathing, but this shouldn't be an issue as the streets I am hoping to make will use the same paths as the vanilla streets, so one can just copy over the same path file.

Also, what ID should I export the textures to?  I can use the SC4Tool to find the last few letters so they correspond with the correct type of intersection.

Thank you for your consideration.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 14, 2008, 04:32:20 AM
I think there are still some texture slots available for the SAM (jplumbley drafted the project with a total of 16 different textures in mind), so go ahead and create a new set, if you want. There is a very strict ID scheme that needs to be followed, this is necessary to adapt the SAM RULs to a new set without too much unnecessary work. But before creating a texture DAT with the proper IDs, you will have to create all textures that are required for one set (about 50 textures for each of the four wealth levels, plus about 50 alpha maps).
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 14, 2008, 02:22:59 PM
Also, what ID should I export the textures to?  I can use the SC4Tool to find the last few letters so they correspond with the correct type of intersection.

I have no problem with including extra texture sets.  As Andreas pointed out, I have designed this so that there is an intended maximum of 16 sets of textures because of the way the IID structure is set up to make things easier.  Just a warning though, it may take a bit of time for the textures to make it into SAM due to the other things I have been owrking on.  I currently have 1 and a half sets that are proposed to go into the SAM, one from Hableurg and one from the SFBT.  A couple other ideas have also popped up as well, which will be investigated at a later time, such as draggable Ped Paths.

SAM v3 is the priority at the moment and we are currently almost doubling the size of the texture DATs with the new work.  I cannot tell you what right now, it will be a surprise.  The earliest time for a new texture set will be SAM v4, so keep that in mind, and take your time.

My suggestion when making the original set, is that you create the 5 main base textures first and then post them here.  That way we can have a bit of feedback on them before they are expanded.  The 5 main pieces are:

Straight
90 Turn
End Piece
T-Intersection
4way Intersection

From these 5 pieces we can make all the orthogonal textures.

As for the IIDs for the pieces.  I would prefer that you do not package the textures in a DAT file, I would prefer to do that one myself or have Diggis do it if he had the time.  What I need from you is the PNG files them selves.  On the texture, you are going to have to put a couple things.

Grass base... Each texture has 4 wealths, one with no grass, and 3 with a different grass base for each wealth.  I have posted a PSD (photoshop) file with the 3 grass bases on different layers in the TLA thread.  Sorry, no time for a link ATM.
Curb... At the edge of the Road Surface you are going to have to show a curb, there isnt one in the prototype you have shown.  I know it is a prototype but I dont know what your intentions are.
Road Surface...  Anything that would be considered the surface of the road must be on the texture.

There is one important thing when it comes to sidewalks now... do NOT put the sidewalk on the texture.  When you create the Road Surface overlay it onto the grass and save each wealth separately.  The sidewalk is applied by using an Alpha Texture in SC4Tool.  Alpha Textures are black and white (Black = sidewalk, White = texture).  Sidewalks are different, they are essentially a "base" texture for networks and the road surface is essentially an "overlay" texture.  Textures that have the sidewalk in the main texture are not compatible with Sidewalk mods such as Jeronij's Street Side Mod.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on March 14, 2008, 03:41:57 PM
Oh man, sffc, that would be an awesome addition with the yellow striped lines down the streets. @soulstealer, bet your dirty concrete would be a great addtion as well. 
Title: Re: SAM - Street Addon Mod
Post by: soulstealer on March 14, 2008, 06:23:07 PM
I'll try and submit the basic png's they will be full tile wide since I don't them to have sidewalks nor grass. Only some faded markings with tire markings on a dirty cracked concrete.

I also want to make one example of a connecting piece used to connect the street to the black road(s) where the black texture of the road dissolves into the concrete street instead of the clean cut you get today.

Is that ok?
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on March 15, 2008, 10:43:56 AM
Not a problem Jp, I always Love Surprises, Just anxious for the next release of SAM V3. Patiently!! Keep Up The Great Work!!

P.S. I just noticed I've been promoted to Mayor! It's Official LOL, I'm a mayor of SC4 Dovotation and Steven's Point! :D $%Grinno$%.
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 15, 2008, 10:57:06 AM
Are my spiddey senses tingling here with the thought of some new textures???  Sweet and I do hope that Sffc and Soulstealer yours could be worked with and Im awaiting to see how this turns out....
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 15, 2008, 11:35:19 AM
Sorry, I've just seen this.  Been away.  I planning on making a tutorial for people who wish to make SAM sets.  It will cover the IID's and Alpha maps for each set.  It will also contain a set of base textures for you to use to create new ones.  As Jason said it will be a while before he can add a new set in I would suggest waiting for this as it will make life much easier.

Additionally as these are kept in seperate dat files it's easy to set these to replace an existing set by removing the set you want to replace and use the same IID's.  I'll cover this in my tutorial as it will allow more flexiibility in the creation of the sets.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 16, 2008, 12:49:28 AM
For those who are wanting to learn how to Transit Texture... I have made a basic tutorial to read before you get too deep into it.  Follow this link:

http://sc4devotion.com/forums/index.php?topic=4140.msg129985;topicseen#msg129985 (http://sc4devotion.com/forums/index.php?topic=4140.msg129985;topicseen#msg129985)
Title: Re: SAM - Street Addon Mod
Post by: Palpatine001 on March 20, 2008, 07:37:08 PM
Thanks for that J

Might have a crack at creating some now  :P :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: penguin007 on March 31, 2008, 03:29:15 PM
I know this has probably been asked a hundred times but does SAM work with left hand drive sim city or not. The first one didn't but Im not sure about this one

Thanks

Will
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on March 31, 2008, 03:31:43 PM
Yep
Title: Re: SAM - Street Addon Mod
Post by: godjcjk12 on April 09, 2008, 07:14:01 PM
I've been having problems with the asphalt texture. There are missing textures for some of the intersections - diagonal road and street, diagonal one-way and street, and road and street. Is this normal or can the problem be reversed. It's weird how its only this Sam texture that doesn't work.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 10, 2008, 01:39:45 AM
Could you post some screen shots.  It's possible that there is an error.  I have been going over all the textures fixing up errors that I have found, but it's very time consuming.  If you can post a Pic we can check that they will be fixed for the next version.

Actually, I think at least one of those is an known error that I found.  I got a number wrong in the diagonal road and street texture.  The others we'll check.
Title: Re: SAM - Street Addon Mod
Post by: godjcjk12 on April 10, 2008, 07:52:07 PM
(http://img338.imageshack.us/img338/4826/vannuysshermanoaksjun40if3.png)

(http://img502.imageshack.us/img502/4358/vannuysshermanoaksjun40er6.png)
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on April 10, 2008, 09:07:15 PM
ah, yes was going to bring this up. Also on the last picture, the sidewalk area sometimes shows up black and sometimes white. The first picture is, I think, just a glitch and can be fixed by dragging the SAM Texture one tile along the affected roadway.

~~Dragonshardz~~
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 10, 2008, 09:50:48 PM
Picture 1

This is a RUL Stability issue.  There are many cases of this and is most noticeable around the intersections.  I have not gone through and done every last piece of stability RULs, just the most very common ones, such as an intersection next to a Striaght piece or a 90 Turn piece.  So, this is technically not a glitch because we havent told the game to change that particular combination of textures to SAM textures.


Picture 2

This is a texture error that was missed and is fixed for SAM v3 which may not be too far away from release.  That particular texture used the wrong "Alpha Map" when inputted into the DAT.  You will also notice that there are 4way textures with SAM/Road intersections that show the wrong texture.  This is a Texture IID issue that was missed when inputting the textures.  A couple of those textures were given the wrong ID and they show up in the wrong position.
Title: Re: SAM - Street Addon Mod
Post by: Heblem on April 10, 2008, 10:00:22 PM
thats a texture glitch in my road texture mod for to be sure
Title: Re: SAM - Street Addon Mod
Post by: superhands on April 11, 2008, 09:35:26 AM
hey jplumbley and co. i was in LE the other day and stumbled across a great combination of road/street textures.
aka; the road textures  used in jes philips fertilizer plant:
(http://www.sc4devotion.com/csxlex/images/beximg/thumbs/FertilizerPlant_s.jpg)


the new "texture" is composed of a wide road base texture with a narrow road overlay texture  found in BSCTexturePack JES Vol01 (i think i'm correct)

(http://i293.photobucket.com/albums/mm50/bighead99999/newtexture.jpg)

0xfb770405  base texture

0xd4c0408a  overlay text

I propose that the set be part of the sam.
with jestarr's permission of course :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on April 11, 2008, 08:08:37 PM
Not a bad idea, bighead!

But that'd look more like a RHW-2 for the Euro mod, if you get my drift ;)

Anyway, what's missing would be the narrow streets that can be used for alleyways, etc.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 12, 2008, 04:16:17 AM
We have a couple of new textures up our sleeves for V4 (sorry not this time round) and we will be aiming to round out a few more with some help from the community.  Watch this space...  ()stsfd()
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 12, 2008, 11:31:38 AM

the new "texture" is composed of a wide road base texture with a narrow road overlay texture  found in BSCTexturePack JES Vol01 (i think i'm correct)

(http://i293.photobucket.com/albums/mm50/bighead99999/newtexture.jpg)

0xfb770405  base texture

0xd4c0408a  overlay text

I propose that the set be part of the sam.
with jestarr's permission of course :thumbsup:


Very cool idea.  We currently have about 3 slots left for SAM Street sets, so if this texture meets the minimum criteria for being turned into a SAM set then of course it can be if Jesstar would approve (I doubt that would e a problem though).  I see you have shown the Straight Piece for this set.  What I would like to know is there 4 more pieces.  What the minimum reqirement for a SAM set is:

Straight Piece (as shown)
90 Turn
End Piece
4way Intersection
T Intersection

If all 5 of those pieces exist it is definately possible to convert to a SAM set.
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on April 12, 2008, 12:40:26 PM
that texture looks cool Jp, Looking forward to using it in my cities.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on April 12, 2008, 12:40:40 PM
I dont think it looks realistic enough personally, if we are running out of slots i think we should be morepicky in our selections...
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on April 12, 2008, 01:00:02 PM
I dont think it looks realistic enough personally, if we are running out of slots i think we should be morepicky in our selections...

Or we could just expand the number of slots ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 12, 2008, 01:03:37 PM
Or we could just expand the number of slots ;)

Don't.  For the love of god, don't...  $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on April 12, 2008, 01:56:16 PM
what is the absolute macimum number of slots attainable for the SAM??
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 12, 2008, 02:13:30 PM
SAM Structure:

SAM - 0 - unreserved
SAM - 1 - Parking Lots (will be moved to SAM Pedmalls, so this becomes unreserved)
SAM - 2 - Herringbone Streets
SAM - 3 - PEGs Dirt Road
SAM - 4 - PEGs Gravel Street
SAM - 5 - Trolocas Dirt Road
SAM - 6 - Hableurgs Hex Brick Streets
SAM - 7 - Hableurgs Asphalt Streets
SAM - 8 - Cobblestone Streets
SAM - 9 - Brick Streets
SAM - A - SFBT Sand Streets
SAM - B - Sandstone Streets
SAM - C - Cracked Streets
SAM - D - unreserved
SAM - E - Reserved for Pedmalls
SAM - F - Reserved for Pedmalls

Therefore after laying everything out, it seems there are 3 available sets left for use. Sets 0, 1 and D.  Sets E and F are being reserved for upto 16 possible sets of Pedmalls.  We have yet to start work on the Pedmalls and they will not be ready until SAM v4 or SAM v5, not sure how long it will take to get those up and running.  SAM sets 6, A, B and C are expected to be available for SAM v4.

SAM v3 is currently in testing and will be available when the next release of NAM is available.  We have a few major surprises that we are keeping under wraps for everyone.  Its a birthday present for the NAM Team, since April 2008 is the 4 year anniversary of the NAM.  So... be aware there will be no progress pictures for SAM v3 because of what has been added it a surprise to the community.

So everyone dance, be happy and lets celebrate the 4th Anniversary of NAM together!


Oh ya... EDIT:

The following link is to a new thread to discuss the final 3 sets of the SAM that are available.  We are going to allow the community to vote on the final sets.  We will not be doing the texture work on these sets, we've kinda had enough of the texture work as it is LOL.  So if you would like to contribute, post your idea for your own SAM texture set and the rest of the community will vote on which 3 will be included.

Of course, in the future if someone wants to replace a texture set it is completely viable.  Each set is in its own DAT file so it is easy to replace just the textures themselves.  You just will have to make sure you have the right IIDs.

Linkie = SAM - The Final Choices - Submission (http://sc4devotion.com/forums/index.php?topic=4369.msg138022;topicseen#msg138022)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 12, 2008, 03:07:20 PM
Just on a side note, SAM is very customisable.  You will easily be able to create new textures to over write an existing set.  I've got a tutorial basically written which I will be uploading soon.
Title: Re: SAM - Street Addon Mod
Post by: mightygoose on April 12, 2008, 04:10:58 PM
Just on a side note, SAM is very customisable.  You will easily be able to create new textures to over write an existing set.  I've got a tutorial basically written which I will be uploading soon.

now thats what i wanted to hear...
Title: Re: SAM - Street Addon Mod
Post by: Starmanw402007 on April 12, 2008, 06:04:01 PM
I'll have to agree with mightygoose and also say well done jp. Keep the great work. I'll sure will be using these in my newest city of Maxiston City.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on April 12, 2008, 06:41:41 PM
Keep up the great work.
Title: Re: SAM - Street Addon Mod
Post by: Pat on April 12, 2008, 07:50:21 PM
Sweetness and a well deserved Happy Birthday to our favorite group NAM!!!! I cant wait to see what the community as whole comes up with for textures...
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 10:45:29 AM
Small teaser for you all...

(http://i302.photobucket.com/albums/nn110/Diggis/Kerrysville-Mar6021209022245copy.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 10:52:10 AM
Ooooo... I love surprises.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on April 24, 2008, 11:08:41 AM
Near the top of that picture... Is that what I think it is??
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 11:15:09 AM
Sorry, where?  I took this a while ago, so I'll have to have a look when I get home.  ()what()
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on April 24, 2008, 11:16:41 AM
Half hidden by the two brown buildings
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 11:17:52 AM
I see the two brown buildings... but... Im just not seeing it...  %confuso
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on April 24, 2008, 11:19:36 AM
The street hidden behind
Title: Re: SAM - Street Addon Mod
Post by: BigSlark on April 24, 2008, 11:19:45 AM
I think I see DIAGONAL SAM TEXTURES! Whoa!

Nicely done, guys!  &apls

Cheers,
Kevin

- Sorry Kevin, I cant read that! But yes SAM TEXTURES... hehe -JP
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 11:22:48 AM
Ahhh, Actually I think that might be normal diagonal street.  I see where you mean.   &ops Sorry to get your hopes up.
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on April 24, 2008, 11:27:33 AM
Yep definatley the same old boring normal diagonal streets, no diagonal SAM here.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 11:32:36 AM
All we need to do is hit the page flip and it will all be hidden away behind the page flip... right?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 11:33:14 AM
Sure, I can manage that.  How short are we?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 11:34:20 AM
Hehehe, I think we need 6 more posts total to hit the page flip.

SAM is rocking up the latest post list... oops.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 11:34:57 AM
Cool, well 5 more.  ;)
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on April 24, 2008, 11:49:59 AM
And so, the posting promptly stops...
Title: Re: SAM - Street Addon Mod
Post by: Ennedi on April 24, 2008, 11:57:56 AM
Hello guys, here you have one  :D

I must say I'm a big fan of the SAM  :thumbsup:
This set together with the Jeronij's Street Sidewelk Mod are fantastic tools to arrange many areas, I use them more and more.

Unfortunately I have neither time nor experience to prepare a new texture for you in the near future, but I have a suggestion:
- There are more and more excellent industrial stuff, from Jestarr and T1 new creations to newly projected seaport lots. I think it would be very useful to prepare a special texture for industrial areas - concrete surface and sidewalk, to blend with typical concrete textures in industrail areas, especially if we use TE lots.
- I didn't look at Jeronij's Streetside Mod for SAM carefully, so I don't know if there are separate kinds of sidewalk for verious kinds of the SAM surface. If yes, it would be great to prepare a special sidewalk for such kind of streets (without trees of course).

What do you think?  ;)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 12:14:51 PM
Those are some good suggestions. We have some extra textures planned and then the poll for the additional 3 there will be good variety. It's also easy enough to swap in new textures so the possibilities are endless.

Have we flipped pages yet? :D
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 12:24:00 PM
No we havent flipped the page yet.

But...

Ennedi,

What is possible for a specific set is not include ALPHA maps for the textures of the set and force Diggis to make up a special case sidewalk for the "industrial streets".  We have a cracked street mod planned for low wealth areas and that might just be a good idea for it for sure!  In fact I really like that idea so we dont get high wealth sidewalks alongside a cracked low wealth street.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 12:28:40 PM
Force diggis?! Do it yourself!
Title: Re: SAM - Street Addon Mod
Post by: sithlrd98 on April 24, 2008, 12:37:21 PM
Does this help?
Can't wait till the next version!
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on April 24, 2008, 12:45:43 PM
Flipped yet?
Title: Re: SAM - Street Addon Mod
Post by: Andreas on April 24, 2008, 12:55:35 PM
I've been away for a few hours, and half of the NAM Team is spamming this thread! I should ban you all... Well, but I guess I'll have some more important things to do.  :satisfied:
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on April 24, 2008, 01:08:25 PM
...And the moral is, never be away for a few hours. ;)
Title: Re: SAM - Street Addon Mod
Post by: j-dub on April 24, 2008, 01:09:59 PM
I agree it gets irritating when someone makes irrelevant comments, especially about post status, but how would anything get done by banning? As for this cracked streets, I wouldn't put those in high weath, but what about if it was a variation that it goes from low into high wealth, just the dashed yellow are still there, no cracks. I just thought that might be a interesting way to do it.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 01:15:01 PM
I've been away for a few hours, and half of the NAM Team is spamming this thread! I should ban you all... Well, but I guess I'll have some more important things to do.  :satisfied:

Its not spamming until you get banned.  Where is David anyways?  ::)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 01:45:11 PM
OK, this isn't spam.  I've just got home and taken a pic of the area behind those brown houses.  Sorry guys, normal street. No diagonals.  :'(

(http://i302.photobucket.com/albums/nn110/Diggis/Kerrysville-Jan16031209061609.jpg)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 01:49:04 PM
Man... I cant believe you guys thought we would do diagonals..
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on April 24, 2008, 02:11:22 PM
Yeah man, i mentioned using 2-dimensional overhanging props as a way to get SAM on diagonal streets and got flamed for it...Don't expect diagonal SAM anytime soon.  (It would be a ROYAL PAIN to get all the textures that involve diagonal streets put together properly)
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on April 24, 2008, 02:12:08 PM
I figured out the teaser:

New T21's for the SAM streets :P

-Swamper
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 02:13:37 PM
I figured out the teaser:

New T21's for the SAM streets :P

-Swamper


Shhhh, you'll give the game away  :P :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on April 24, 2008, 02:25:21 PM
Silence is golden. ::)  At least that's the saying . . .

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 02:58:22 PM
OMG, OMG, OMG.... Im so excited.  All this activity today what can it all possibly mean?
Title: Re: SAM - Street Addon Mod
Post by: JoeST on April 24, 2008, 02:59:44 PM
/me waits calmly and paitiently...


what am I saying¿ im jumping up and down over here... LOL

seriously cant wait for whatever it is ;)

Joe
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 03:06:49 PM
Me too! These NAMites must have something their sleeves.  :satisfied:
Title: Re: SAM - Street Addon Mod
Post by: Pat on April 24, 2008, 03:07:19 PM
WOW talk about some major Buzzzzzzzzzing going on around here lol  OK diggis what are you doing to us all???  :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 03:12:12 PM
Don't look at me! I'm in a T-shirt, no sleeves to hide anything up. $%#Ninj2
Title: Re: SAM - Street Addon Mod
Post by: JoeST on April 24, 2008, 03:16:29 PM
LOL... well ok, you could always shut your eyes, cause then nobody would beable to see you ;)

and I still cant wait to see what u got...

Joe
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 03:17:24 PM
Ive just made some minor changes to the stickied post.
Title: Re: SAM - Street Addon Mod
Post by: Pat on April 24, 2008, 03:18:12 PM
LoL Diggis you are soo terrible  $%Grinno$%  btw aint that called a sleeve-less t-shirt then lol


Jason you are the meanest one of them all lol  :thumbsup: :thumbsup:  But god dangit man you rock!!!!!!!!!!!!!!!!!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 24, 2008, 03:28:27 PM
OK then... I guess you may have realized now that SAM version 3 is released.  You may also be wondering why in the readme it says you need the APRIL 2008 NAM and APRIL 2008 NAM Essentials files....  Well... Check your download history on the LEX  ::)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 24, 2008, 03:44:16 PM
:D :D :D
Title: Re: SAM - Street Addon Mod
Post by: DeatzoSeol on April 24, 2008, 05:52:42 PM
Great! Wonderful! Especially that 'secret' function of Memo and Diggis :thumbsup: It's so much easier now to lay enormous SAM networks (hell, and even *diagonal* !!!)  $%Grinno$% $%Grinno$%!! :thumbsup: :thumbsup: :thumbsup:
Keep up the good work !
Title: Re: SAM - Street Addon Mod
Post by: mong0ose on April 24, 2008, 07:16:15 PM


  It's Wonderful !!  :thumbsup:

  Thanks - !!
Title: Re: SAM - Street Addon Mod
Post by: catty on April 24, 2008, 07:19:58 PM
Thanks, its great both the new NAM  &apls and also the SAM  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on April 24, 2008, 09:48:07 PM
Yay! Diagonal SAM! They said they weren't going to but they did! Hurray! Diggis and Memo, you guys ROCK!

 
8) 8) 8) 8) 8) 8)

 ()flower() ()flower()  :thumbsup: :thumbsup:

~~Dragonshardz~~
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on April 25, 2008, 12:26:42 AM
Awesome! You guys are sneaky, but great job to all the -AM teams!

Should we remove the side street mod that jeroni made for the SAM?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 25, 2008, 12:31:02 AM
Awesome! You guys are sneaky, but great job to all the -AM teams!

Should we remove the side street mod that jeroni made for the SAM?

You dont *need* to.  Its not a conflict, just will add more varitions to the Network Props.  If you dont like a certain set having the MAXIS props you can remove the SAM - # - Type21 file.
Title: Re: SAM - Street Addon Mod
Post by: dedgren on April 25, 2008, 01:25:36 AM
The installation of the new SAM was followed by the first big 3RR aw-sh-t since my almost demise on the 12th of last month.

(http://img99.imageshack.us/img99/5971/lamppostszk8.jpg)

The $#@&! lampposts showed back up.

I have suppressed them in the past where zero wealth lots butt up against a street along with sidewalks with the two small .dats.  They are "load lasts"- that didn't change with respect to the updated SAM, which went the same place the old one did.

Any thoughts?  Shouldn't we just eliminate the lampposts and sidewalks as a matter of general common sense in rural areas?


David
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 25, 2008, 01:44:50 AM
Yay! Diagonal SAM! They said they weren't going to but they did! Hurray! Diggis and Memo, you guys ROCK!


A big thanks to Memo for working hard on the RUL's for that. 

And just to vindicate AJ and Bigslark yesterday, Yes that was diagonal SAM behind the buildings.  You picked up on it a little quick and I had to rearrange the furniture a little to take a second pic with the SAM off that street.  If you look carefully above the cathedral there is another SAM diagonal.   $%Grinno$%

Also if you go back to my last pics of the intersections I was working on with the warning signs, they are both diagonal intersections.  :P
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on April 25, 2008, 01:58:58 AM
David, if you look in your Network Addon Mod\Street Addon Mod\Textures folder, there should be a file called "SAM 4 - Type 21.dat".  If you remove that file, the streetlights should be gone.

Hope that helps!

-Alex
Title: Re: SAM - Street Addon Mod
Post by: dedgren on April 25, 2008, 03:22:31 AM
Worked like a charm- I actually wound up just eliminating the 0x2A580000s (those pesky lampposts) from the no wealth exemplars and saving the modified .dat back with a -3RR at the end.

Thanks, Alex!


David
Title: Re: SAM - Street Addon Mod
Post by: Andreas on April 25, 2008, 04:18:08 AM
That's even better indeed, David. :) Unfortunately, the game cannot distinguish ploppable lots like it can do with the various wealth levels for the zones. For the dirt and gravel streets, I changed the streetlights to the wooden pole ones for all wealth levels, including ploppables. I thought this makes sense if somebody wants to create a rural community. We'll have to see if people prefer streetlights next to ploppables, of if they rather like to get rid of them (as in your case). Maybe we could create a small mod that overrides the current T21's, in the same fashion like you did.
Title: Re: SAM - Street Addon Mod
Post by: memo on April 25, 2008, 06:59:20 AM
Yeah, but thanks a lot to you for your great work with the textures. That was probably the more difficult and more tedious part. ;)
Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on April 25, 2008, 07:24:20 AM
 %BUd% &dance ()flower()  yay!
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on April 25, 2008, 08:04:21 AM
And just to vindicate AJ and Bigslark yesterday, Yes that was diagonal SAM behind the buildings.  You picked up on it a little quick and I had to rearrange the furniture a little to take a second pic with the SAM off that street.  If you look carefully above the cathedral there is another SAM diagonal.   $%Grinno$%

Sorry :D I didn't know i wasn't supposed to notice it :P

I didn't notice the diagonal SAM behind the cathedral though ::)

You guys did an awesome job!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 26, 2008, 02:31:49 AM
Sorry :D I didn't know i wasn't supposed to notice it :P

I didn't notice the diagonal SAM behind the cathedral though ::)

You guys did an awesome job!

It's not that you weren't supposed to notice it, just not that fast.   $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on April 26, 2008, 02:56:50 AM
Haha. My bad :P
Title: Re: SAM - Street Addon Mod
Post by: DeatzoSeol on April 26, 2008, 05:47:26 PM
A question:
How can I combine two different SAM-streets (not separated by a road)? Whenever I try to combine two different textures, one of the two textures (which one is seemingly random) becomes unstable ... So yeah, is combination possible or not?

Thank you
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 26, 2008, 05:56:54 PM
A question:
How can I combine two different SAM-streets (not separated by a road)? Whenever I try to combine two different textures, one of the two textures (which one is seemingly random) becomes unstable ... So yeah, is combination possible or not?

Thank you

This is a limitation of the mod.  I cannot fix this, we are currently discussing possibilities to work around this issue and there are a couple of methods we can use, but they also have their pros and cons.  Hopefully, something will be worked out for SAM version 4 but I cannot gaurentee that for obvious reasons.
Title: Re: SAM - Street Addon Mod
Post by: DeatzoSeol on April 26, 2008, 06:09:46 PM
Okay, thanks, I guess I'll hope for the best ;D

BTW, you should update your introductory post ...
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on April 26, 2008, 06:30:00 PM
So far, love the new SAM .. keep up the great work.
Title: Re: SAM - Street Addon Mod
Post by: Cosmic on April 26, 2008, 10:15:04 PM
Awesome.
(http://i27.tinypic.com/2lupb15.jpg)

This makes this already sweet mod even sweeter! Nice job guys! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: CaptCity on April 27, 2008, 07:37:41 PM
Great work on this and thanks to all involved.

One question... Was the issue with Rail crossing PEG's dirt road supposed to be fixed in Version 3? It's still not working for me.
Title: Re: SAM - Street Addon Mod
Post by: ScottFTL on April 28, 2008, 12:18:44 AM
Great work on this and thanks to all involved.

One question... Was the issue with Rail crossing PEG's dirt road supposed to be fixed in Version 3? It's still not working for me.

I noticed the same thing.  There is no texture for the orthogonal or diagonal rail intersections for PEG's Dirt Roads.  Just a blank tile where it should be.  I have not checked if the intersection is functional or not.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on April 28, 2008, 12:35:27 AM
I noticed the same thing.  There is no texture for the orthogonal or diagonal rail intersections for PEG's Dirt Roads.  Just a blank tile where it should be.  I have not checked if the intersection is functional or not.

I personally cannot confirm this at the moment (no access to SC4 for one more week).  But they may have been forgotten or lost in the massive Texture update for all the Diagonals.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 28, 2008, 07:15:00 AM
Ok, so for some weird reason this was missed out of the pack.  I have attached a patch for this.  We are planning on updating the SAM 'soft' textures with some new alphas etc so this won't be released on the LEX, but they will be in the update, honest.  ;D

Just unzip this into your SAM folder and you should have everything again.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Pat on April 28, 2008, 02:24:30 PM
Thank you Shaun for being right on top of this and I see the SAS has rescued you lol.....
Title: Re: SAM - Street Addon Mod
Post by: ScottFTL on April 28, 2008, 04:43:06 PM

Thanks for the quick fix, Diggis!   ;D

Title: Re: SAM - Street Addon Mod
Post by: EDGE4194 on April 28, 2008, 09:07:29 PM
thank you thank you  &bis& i've have been waiting for this fix!
Title: Re: SAM - Street Addon Mod
Post by: CaptCity on April 28, 2008, 11:54:41 PM
Likewise... Very much appreciate the quick response and fix  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on April 30, 2008, 02:29:10 PM
now THAT'S what i like in a mod team!  Cool, now i don't hafta deal with little splinters in my hand like that! &apls :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: MarkSP2 on April 30, 2008, 02:55:04 PM
Hey all,

Sorry for asking this, but I really don't get the description of the Street Addon Mod. I've read it in English and German, but don't get any of them. Who can explain it to me in an easier way? I feel sorry for this  :(

Thanks!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 30, 2008, 03:09:23 PM
What do you want to know Mark.

Simply put, download the NAM and SAM.  Install both.

Go into the game and in the basic transit networks menu (where the streets, roads etc are) will be a SAM icon.  Click this and press TAB to go through the different textures.  Find the one you want and plop it.

It will cause a 2 tile piece of street to be created, one with a nasty white background.  Use the street tool and drag it from the non-white piece and you should get a street with the texture you chose.  Once you have a lot of the new street (5 or more) bulldoze the white piece.
Title: Re: SAM - Street Addon Mod
Post by: MarkSP2 on April 30, 2008, 03:18:34 PM
Mmm, I think the thing of TAB. I don't get anything when I push TAB. You mean the TAB key on my keyboard?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 30, 2008, 03:20:32 PM
Yes the TAB key on the keyboard should change the puzzle piece before you plop it
Title: Re: SAM - Street Addon Mod
Post by: MarkSP2 on April 30, 2008, 03:30:27 PM
I removed my older post because it works now. I deleted the older NAM files, and now it works. Thanks for helping me!

Maybe I may ask another question here? How can I get those roads in my game? I installed the file that is showed under the first picture on the page, but I don't see them in my game-menu by roads. Could someone help me? Thanks  :)

http://www.simcityplaza.de/content/view/406/172/
Title: Re: SAM - Street Addon Mod
Post by: Andreas on April 30, 2008, 06:16:48 PM
That's the Rural Highway Mod, which is a separate NAM Plugin download.
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on May 01, 2008, 12:57:52 AM
A question: Are GLR intersections planned in future releases? And will they only work for draggable GLR?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 01, 2008, 01:14:21 AM
Ummm, I'm not sure as Jason does RULs the SAM (pun intended) but I would like to think so.  And yes I think it would have to only be for the draggable.  Otherwise we would have to make another series of puzzle pieces for each SAM set.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on May 01, 2008, 04:51:31 AM
Just doing some estimates here...  And I am estimating SAM version 4 will reach approximately 40 mb installed if we just go with those sets that are going to be added.  There is another thing we are working on that will probably add another 12 mb installed and then there is the Pedmalls that will when all sets are filled will add a total of about 20 mb on the low end.

It is looking that Version 4 will be 40 mb installed, (11mb installer).. It could easily become 52 mb installed (15mb installer)..

At the end of the SAM, we are projecting to be somewhere around 80 mb and up installed with an installer being close to 20 mb and up.

YIKES!
Title: Re: SAM - Street Addon Mod
Post by: Alfred.Jones on May 01, 2008, 06:04:20 AM
 :o

It will be worth it in the end though ()stsfd() ::)
Title: Re: SAM - Street Addon Mod
Post by: Zack on May 02, 2008, 11:55:55 PM
Very nice work. but I have question. How can I get the StreetSide Mod to work with the SAM. I read the readme but has no info on how to do it though
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on May 03, 2008, 12:12:17 AM
Zack, there's a separate Street Addon Mod for the SAM [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364).

Hope that helps!

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Zack on May 03, 2008, 01:09:10 AM
Much thanks Tarkus. :thumbsup: and keep on roving that armadillo tank. :P
Title: Re: SAM - Street Addon Mod
Post by: pilotdaryl on May 07, 2008, 10:03:54 PM
Here's a request for all you SAM modders:
http://www.simtropolis.com/modding/index.cfm?p=details&id=379 (http://www.simtropolis.com/modding/index.cfm?p=details&id=379) This link leads to a download in ST's modds & downloads section.  The street cul-de-sac mod was created on August 29, 2004 and replaces standard street endings with cul-de-sacs.  However, with the recent creation of the SAM, no street end textures were as such based on cul-de-sacs nor was there an option to convert the standard street endings to cul-de-sacs.  I'd like to request this for each of the textures.  I've always been using this mod in my cities and to have cul-de-sacs on SAM endings would be great! ;D
Thanks
-Pilotdaryl
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 08, 2008, 12:41:54 AM
Good point Daryl (may I call you daryl?)

I use/used that mod a lot.  I'll take a look.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on May 08, 2008, 02:28:27 PM
Here's a request for all you SAM modders:
http://www.simtropolis.com/modding/index.cfm?p=details&id=379 (http://www.simtropolis.com/modding/index.cfm?p=details&id=379) This link leads to a download in ST's modds & downloads section.  The street cul-de-sac mod was created on August 29, 2004 and replaces standard street endings with cul-de-sacs.  However, with the recent creation of the SAM, no street end textures were as such based on cul-de-sacs nor was there an option to convert the standard street endings to cul-de-sacs.  I'd like to request this for each of the textures.  I've always been using this mod in my cities and to have cul-de-sacs on SAM endings would be great! ;D
Thanks
-Pilotdaryl

That's a great idea. If it isn't too much trouble to implement, I wouldn't mind seeing something like this, either!
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 08, 2008, 02:32:38 PM
Actually, the red brick streets and the PEG gravel streets are based on the Cul-De-Sac mod.  The others , however, are based on Maxis' rather unrealistic end textures.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on May 08, 2008, 03:09:59 PM
Actually, the red brick streets and the PEG gravel streets are based on the Cul-De-Sac mod.  The others , however, are based on Maxis' rather unrealistic end textures.

Actually... I have to believe you are wrong about the MAXIS texture being "unrealistic"...

In my area atleast Streets do come to a dead end, especially at parks.  But instead of the kerb going right around to the other side at the end... the kerb simply stops at the end of the road and then grass and dirt over time creep up on the end of the street.  Generally on these dead end streets, they have barriers to prevent cars from travelling into the park or where they are not supposed to go.  The barriers are made of a 2x4 or 2x6 piece of wood about 10' in length with a pattern such as:

/ / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \   

They are painted strips that are alternating Black and Yellow, or Black and Orange.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on May 08, 2008, 03:14:10 PM
They are painted strips that are alternating Black and Yellow, or Black and Orange.

Actually, here in Oregon, they're always Red and White, except for construction ones, which are Orange and White.  Same basic concept, though.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on May 08, 2008, 09:36:05 PM
I have such a model built for my own use, but it has three boards and "Road Closed" signs on it. I've set it to only appear in unzoned areas at the ends of streets and roads. I'll consider making a less robust model with only one board for use in some project of the NAM/SAM.

-Swamper
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on May 08, 2008, 10:08:33 PM
They just plop down a couple 3 foot high concrete barriers if a street is dead ended here.

Surprisingly, that is all that is seperating the Canadian/American Border in some residential areas (See: Tsawwassen/Point Roberts). The street keeps going, but this easily walked over/around barrier sits in the middle of it.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 09, 2008, 02:26:44 PM
Where I live, if they want to end a street without an intersection, they give you either a parking lot which is usually paved with parking space lines, but it may be gravel, or they give you a smallish cul-de-sac like in the mod available from the ST Modds & Downloads section.  Either way, the curb ended, along with the sidewalk, a long time ago because this setup is ususally used in suburban or semirural areas.
Title: Re: SAM - Street Addon Mod
Post by: un1 on May 09, 2008, 07:29:29 PM
I have one question... Is it worth getting the SAM?? Or is just something if you want you should get...???
Title: Re: SAM - Street Addon Mod
Post by: Pat on May 09, 2008, 07:37:14 PM
UN1 I thought the same thing about SAM if I should or shouldn't get... You know what I got it during V2 and I will never get rid of it!!!! I love it as it gives your streets that feel and yes I think you should get it!!!
Title: Re: SAM - Street Addon Mod
Post by: sffc on May 09, 2008, 10:25:19 PM
UN1 I thought the same thing about SAM if I should or shouldn't get... You know what I got it during V2 and I will never get rid of it!!!! I love it as it gives your streets that feel and yes I think you should get it!!!

I got it in V2 also, but I have to admit that I didn't used it very much :( However, with the diagonal streets and increased number of intersections in V3, I am actually finding myself using it :) I would rank V2 as a 6/10 and V3 as a 9/10.  So, yes, I would definitely get it.  It adds realism to both urban and rural areas.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 10, 2008, 01:41:38 AM
I have one question... Is it worth getting the SAM?? Or is just something if you want you should get...???

I may be biased but why don't you have it already?  $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on May 11, 2008, 05:36:32 PM
To SAM or not to SAM ... SAM adds no extra functionality to the game (at present), but it does add a lot of variety, and helps make the game a little more interesting. I think it is well worth it, considering the price :)
Title: Re: SAM - Street Addon Mod
Post by: Cosmic on May 11, 2008, 07:36:12 PM
Variety is GOOD!!! ;D
Just because a game was made (about) 6-7 years ago, doesn't mean it has to be dull and boring! That's basically what this mod does; it breaks up the repetitive, boring look of just solid, plain concrete. A nice touch IMHO. ;D
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 12, 2008, 03:07:25 PM
Plus, you can make the streets blend in better with Hableurg's black streets, that looks a lot better...and if you can't see the difference between a road and a street, just look for the double yellow (or dashed white) line.
Title: Re: SAM - Street Addon Mod
Post by: FrankU on May 18, 2008, 08:03:30 AM
The SAM is fabulous!
I use it since two weeks and I already can't work without it.

A question though:
Because short streets are not stable it is hard to make short dirt streets up to my farms. Is it perhaps possible to make puzzle pieces of all the textures in the same way there are puzzle pieces for the GLR?
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on May 18, 2008, 05:04:35 PM
A question though:
Because short streets are not stable it is hard to make short dirt streets up to my farms. Is it perhaps possible to make puzzle pieces of all the textures in the same way there are puzzle pieces for the GLR?

It is possible to make short stretches. Bulldoze the slightly off-color part of the starter piece. It should leave a one tile bit of either road or rail, and dragging across that one tile will allow you to start the same texture on just a 3 tile stretch.

Also, and correct me if I'm wrong, but using two of those stubs side-by-side allows you to stop one texture and start another. I'm not sure on that, though, since I haven't tried myself.
Title: Re: SAM - Street Addon Mod
Post by: Unassigned on May 19, 2008, 05:05:26 AM
Is it possible to make a straight piece of vanilla SC4 street continue onwards as a PEG Dirt Road? If so, how can it be done? My problem is that when I connect the dirt road and the vanilla street, a stretch of street changes into dirt road (I have an example where 8 tiles change and the change even jumps over a street/road intersection).

(Disclaimer: Yes, I did try to check if this issue has already been discussed)
Title: Re: SAM - Street Addon Mod
Post by: xxdita on May 19, 2008, 05:22:34 AM
Nope. You can't have street/SAM intersections, or SAM/SAM for that matter.
Title: Re: SAM - Street Addon Mod
Post by: Unassigned on May 19, 2008, 05:38:18 AM
Thanks for answering, I'll work around it using a bit of road instead of a street.

IRL minor asphalt roads changing into dirt roads happens in many rural settings in my bit of the world.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 19, 2008, 06:30:25 AM
Thanks for answering, I'll work around it using a bit of road instead of a street.

IRL minor asphalt roads changing into dirt roads happens in many rural settings in my bit of the world.

Here too, and we are looking into the situation.   ;)
Title: Re: SAM - Street Addon Mod
Post by: SimsReporter on May 19, 2008, 02:53:53 PM
Yippee, 50th Page, Way To Go SAM  :satisfied:
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on May 22, 2008, 08:53:51 PM
btw, for those interested, I encountered on the STEX a set of TE lots that are labeled as "texture transition lots" for the SAM.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 23, 2008, 07:44:03 PM
Those have already been discussed, and a consensus was reached that the NAM team does not approve of them because they are of the loathed transit-enabled lot  variety.  Also, the transition from SAM street to plain ol' Maxis street is too abrupt and unrealistic.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on May 23, 2008, 09:15:19 PM
@n_d: I know that they are TE-lots, I was just posting that for the sake of people asking about SAM-Maxis street transitions. I know also that the NAM Team does not like TE-lots, however this was one person's solution for a problem so don't diss it.

~~Dragonshardz~~
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on May 23, 2008, 11:01:43 PM
It is good as a temporary situation, at least until steps can be taken to have compatibility between SAM pieces.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 24, 2008, 12:05:18 PM
Right, i'm not dissing or flaming, but still, that's just what the NAM team has said in past discussions.  (personally, I think they get a 6/10 - not truly horrible, but not really great either - a temporary fix)
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on May 24, 2008, 05:27:38 PM
Which is what I suppose the creator intended them as.   :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: sgt on May 29, 2008, 05:53:08 PM
HI,
I'm new, and I'm from italy so excuse me for my bad english...

I've a problem with SAM, you see it in this pics:
(http://img91.imageshack.us/img91/1843/sc4samkz8.jpg)

the orange/brown box when I try to "T" connect road with Herringbone Streets

In the plugins folder I've only the newest version of NAM and SAM, no other mods.
any suggestion?
thank you!
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on May 29, 2008, 06:54:22 PM
HI,
I'm new, and I'm from italy so excuse me for my bad english...

I've a problem with SAM, you see it in this pics:


the orange/brown box when I try to "T" connect road with Herringbone Streets

In the plugins folder I've only the newest version of NAM and SAM, no other mods.
any suggestion?
thank you!


That brown box means there is a missing texture...  There was a patch released a pageoro back by Diggis, Im not sure if it addressed this missing texture, but I remember it addressed some missing textures.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 30, 2008, 01:55:02 AM
Hmmm, I don't recall that one being a problem.  I'll look into it.
Title: Re: SAM - Street Addon Mod
Post by: sgt on May 30, 2008, 01:15:06 PM
Hi,
there's an update,

the problems show only if there is a building in front of the "T" connection like in the pic under

(http://img219.imageshack.us/img219/6863/sc4updxa9.jpg)



Title: Re: SAM - Street Addon Mod
Post by: Tarkus on May 30, 2008, 07:14:12 PM
sgt, I've found out what was causing your problem.

The textures for that intersection in SAM Set 2, 0x5e551200-0x5e551204 were set to the Overlay Texture GID (0x0986135e) instead of the Transit Texture GID (0x1abe787d). 

Attached here is a patch--I would recommend placing it in your Plugins\Network Addon Mod\Street Addon Mod\Textures folder.  Thanks for spotting that!

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 31, 2008, 06:31:06 AM
Cheers ears.
Title: Re: SAM - Street Addon Mod
Post by: sgt on May 31, 2008, 01:23:11 PM
Thank you so much,

now it works well!  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 31, 2008, 07:12:52 PM
I didn't even know about that problem!  Well, now I won't have to find it and figure out how to avoid it... :p


 &apls
Title: Re: SAM - Street Addon Mod
Post by: bakerton on May 31, 2008, 10:27:33 PM
I never had any problems with SAM at all; even with that texture and intersection. To me, it works great. If I do get the problem, I know here to download the fix. JKB
Title: Re: SAM - Street Addon Mod
Post by: schooner2 on July 15, 2008, 02:19:39 PM
Hi,

I have been playing around with the SAM, latest version, and noticed it does not work with Swamper 77 No Palm Mod.  I was wondering if this can be worked out in the next version of the SAM?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on July 15, 2008, 04:17:58 PM
Hi,

I have been playing around with the SAM, latest version, and noticed it does not work with Swamper 77 No Palm Mod.  I was wondering if this can be worked out in the next version of the SAM?

Actually, that would be something that would have to be addressed by Swamper77.  The "No Palm Mod" is a mod that works the same way as Jeronij's Street Side Mod and new Tye 21s will be required to be added for the SAM Textures.  This would be a HUGE job to undertake, considering the number of textures included in the SAM currently.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 15, 2008, 04:26:40 PM
schooner2, I'd take a look at c.p.'s Palm to Lodgepole mod and a couple similar ones he did (on the LEX).  I'm using that one myself, and it does work with the SAM, and it also changes Palms on any Lots, too.  I haven't looked at the file in much detail, but it more or less replaces the Palm prop with one at the same Instance ID.

(Oh, and JP, congrats on the SAM thread reaching 1000 posts!)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: schooner2 on July 15, 2008, 07:47:41 PM
schooner2, I'd take a look at c.p.'s Palm to Lodgepole mod and a couple similar ones he did (on the LEX).  I'm using that one myself, and it does work with the SAM, and it also changes Palms on any Lots, too.  I haven't looked at the file in much detail, but it more or less replaces the Palm prop with one at the same Instance ID.

(Oh, and JP, congrats on the SAM thread reaching 1000 posts!)

-Alex (Tarkus)

Thanks for the advice, Alex (Tarkus)!  I'll have to check into the CP mod.  I cannot stand the Palm Trees while I am trying to make a New England village!   BTW, Prog rock is great!  I listen to it all the time! :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: sithlrd98 on July 19, 2008, 05:00:13 PM
Hello , great work with the mod to all involved &apls I've got a question and wasn't sure which tread to post in (SAM textures or this one). Any way , I understand that there are limited spots and that I think that with this being modular in nature , some texture groups with the same ID's can be used instead of another with the same ID,so you can have more variety. The question is , if you have a texture mod that doesn't fit in well in a major city(Pegs rural roadways)  , using reader , can you just copy the  entry IDs from one of the SAM dats that you are trying to change  over the individual files of the texture you are trying to import, kinda like with the sidewalk mods? Also , if this is possible , is there any easier way to figure out the groupings inside of these to figure out which texture you are trying to change (straight , curve etc..) without clicking each FSH file? Sorry again if this is the wrong spot  and for any confusion.  ()what() 

Jayson
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 20, 2008, 04:44:06 AM
Jayson, if you download the texture creation set on the LEX it has the textures listed with correct IID's except for the Set number which is how you can alter which set shows up.
Title: Re: SAM - Street Addon Mod
Post by: Sorengaard on August 14, 2008, 04:09:12 AM
Hi All,

I have just downloaded SAM v.3 into my C:Program Files\Maxis\SimCity Deluxe\Plugin folder where I also have my NAM file.  The problem I have is that when I try to use SAM v.3 it simply shuts the game down.  My NAM file is the most recent. so I don't have any idea where to check next.  I moved the SAM folder into the MyDocuments\Plugin file to see what that would do but it continued same as before.  Any suggestions as what I can check to correct this problem would be greatly appreciated.  It looks like a great Mod so hopefully I can solve this problem. 

Steve
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 14, 2008, 08:26:23 AM
Steve,

Please don't post the same question twice.  We will get back to you sooner or later.

Can you please do some more testing.  It sounds like you have a conflicting file somewhere.  Move everything out of your plugins folder, reinstall the NAM and then the SAM only into their default locations.  Start the game and see if it works in an empty region.  If so, then slowly move bits of your plugins back into your folder untill you have a crash.  Check the conflict trouble shooting tutorial linked in my sig for a good method.
Title: Re: SAM - Street Addon Mod
Post by: carling on August 18, 2008, 09:58:09 AM
hi

I was wondering were to download the latest version of the SAM as i can not find it anywhere.

Thanks in advance.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 18, 2008, 09:59:30 AM
It's available on the LEX.  Search either Jplumbly or NAM and it should come up.  You need to register first.
Title: Re: SAM - Street Addon Mod
Post by: carling on August 18, 2008, 10:22:54 AM
Hi Diggis i have found thanks for pointing me in the direction
Title: Re: SAM - Street Addon Mod
Post by: j-dub on September 04, 2008, 03:42:48 PM
Quote from: Diggis
J-Dub, did you ever post that in the SAM thread, and if not, please do.  That was excellent!
Back by request, SAM returns home on the big screen.
http://www.youtube.com/v/xCGxve_-CXY
Title: Re: SAM - Street Addon Mod
Post by: Simpson on September 12, 2008, 12:26:56 PM
Very fine vidéo  &apls
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on September 26, 2008, 04:10:42 PM
[BUMP]

I'm sure many of you remember the problem that involved a Herringbone T intersection texture having the wrong Group ID and therefore being listed as a lot texture rather than a transit texture. Well what did I find today...but that very texture! (I opened a random lot to show it BTW)
(http://i220.photobucket.com/albums/dd138/nerdly_dood/sam.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 26, 2008, 04:34:28 PM
I just checked my files, and you're right - I wonder why I didn't notice this earlier.  %confuso
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on September 26, 2008, 06:55:59 PM
A fix was released for that long ago, though - no major problem.
Title: Re: SAM - Street Addon Mod
Post by: supercity124 on September 26, 2008, 11:51:51 PM
Sorry for the bump, but how's this?

(http://i80.photobucket.com/albums/j179/Glenni91/BAT%20pics/telephonepole.jpg)

That is a nice power pole, can you use that as a prop to have it appear along streets, roads, avenues on sidewalks and release it on the STEX??
Title: Re: SAM - Street Addon Mod
Post by: thundercrack83 on September 26, 2008, 11:59:02 PM
supercity: Did you check the date from the post you just quoted? It's from July of 2007. You've been told about stuff like this before, but please refrain from digging up old stuff like this and then making demands with it. If you're that interested in the pole, send the person who made it a PM and ask them about it, and if you can do something on your own with it.
Title: Re: SAM - Street Addon Mod
Post by: sim-al2 on September 27, 2008, 12:08:09 AM
just to point out FOR THE LAST TIME, it's nearly impossible to get what you want. If it were even possible, the T21s would be so numerous and complex nobody would do it. Just wait for the plopable poles at 3RR.
Title: Re: SAM - Street Addon Mod
Post by: gn_leugim on September 27, 2008, 11:04:00 AM
Hi there.. I don't know if this was already asked before, sorry, but I hadn't time to search, but I was wondering this thing:  ::)

is it possible to assign new paths to the new textures created with SAM right? I mean, my texture (just for instance, it's not like this)  could be wider or thinner, or its curves be different, and so need a different path from the usual..  &Thk/(

I also read that you are wondering in putting ped mals as part of SAM (which would be great) (once again stating that we can change the paths widely)  "$Deal"$

so I wonder, if it is not possible to make one way streets with SAM?   &idea
Title: Re: SAM - Street Addon Mod
Post by: Patricius Maximus on September 28, 2008, 06:14:27 AM
Well, I was thinking about making some power poles modelled after the one near my house. This gives me a little incentive.

But as I know nothing about T21 exemplars, it'll be ploppable. Ploppable poles will give you greater control of the location of the poles.

Hmm.. I think I'll start a thread about it soon.
Title: Re: SAM - Street Addon Mod
Post by: sim-al2 on September 28, 2008, 09:16:28 AM
oh uh... This could end badly.

Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 29, 2008, 01:03:02 PM
At j-dub's suggestion, I've moved some of the recent posts to a new topic, Powerline Discussion (http://sc4devotion.com/forums/index.php?topic=5815.0).

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: gn_leugim on October 08, 2008, 05:03:35 AM
Hi there.. I don't know if this was already asked before, sorry, but I hadn't time to search, but I was wondering this thing:  ::)

is it possible to assign new paths to the new textures created with SAM right? I mean, my texture (just for instance, it's not like this)  could be wider or thinner, or its curves be different, and so need a different path from the usual..  &Thk/(

I also read that you are wondering in putting ped mals as part of SAM (which would be great) (once again stating that we can change the paths widely)  "$Deal"$

so I wonder, if it is not possible to make one way streets with SAM?   &idea
hello? ^^ :P
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 08, 2008, 06:05:39 AM
I think the answer is yes, although I don't know how to do it sorry.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on October 08, 2008, 12:49:38 PM
It is possible, though it would greatly complicate the process of making the set functional.  It would particularly complicate any intersections between different SAM sets, should those ever be made. 

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: gn_leugim on October 08, 2008, 02:59:50 PM
the end of the dream  /wrrd%&  :D
Title: Re: SAM - Street Addon Mod
Post by: un1 on October 20, 2008, 05:54:13 PM
Bumping this thread...

Sometime ago, somebody said to deathtopumpkins, will the Road Textures ever be SAM like? So today me and DTP got the idea to do it. The only thing is, is it okay to do it? Do we have permission to edit the NAM .dats since we aren't NAM Team members?

Thanks,
-un1
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on October 20, 2008, 06:44:15 PM
I wold like to see something like this, but keep in mind that it will be excessively difficult to integrate such a road addon-mod so that it is compatible with the SAM (although you could make the street intersections nonspecific so they could work with any of the SAM streets - I'll show a picture of that if requested)
Title: Re: SAM - Street Addon Mod
Post by: j-dub on October 20, 2008, 07:02:19 PM
I can't answer if it is okay, but heres the situation futhering Nerdly_Dood. A SAM for the other networks,would be great, but one of the major issues now is RULs. There is a problem of taking another network's RULs, causing to loose an additional network, if it is done without that prior knowledge. What you are asking is kind of what is going on in the works with some NWM road based networks. I guess before this gets started, the question is range of RUL's availble.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on October 20, 2008, 07:23:04 PM
un1, that's a good question.  jplumbley and I have talked about the possibility of doing something like that for some time, as it is a rather nice idea, but we eventually came to the conclusion that it was unfeasible.  This is mainly due to how frequently the Road network gets used--it'd be very difficult to keep the overrides apart from each other and stable.  

In addition, you'd run into issues with the NWM, which, apart from the Wider One-Ways, all the networks (TLAs, MAVEs, AVE-2/6) are all Road-based.  The NWM in and of itself is actually kind of a "Road Addon Mod".

As far as modifications the NAM .dats, it's perfectly fine to mess around with them on your own.  It's how all transit modders get their start. ;)  

But in any situation in which you're modifying any RUL files (which you'd have to for something like that--3 of them, in fact) and you plan to distribute your work publicly, you'd need to submit the RULs to the NAM Team so they could be included in the next NAM Controller build.  Otherwise, there will be serious, serious issues with file compatibility, which would have disastrous community-wide effects.  Having gone through the infamous NAM/RHW incompatibility issue  a couple years ago, back before I took over the RHW project, I speak from experience. ::)

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on October 20, 2008, 07:54:20 PM
Here is my original post we were editing before un1 made this one, as it elaborates on the idea:

Quote
In regards to the SCRT's Transit Retexturing Project, someone the other day expressed desire for seperate texture sets for roads, which evolved into specific brainstorming about making a SAM for roads. The specific textures possibly to be included at this point are:
  • Touched up Maxis road textures (or original Maxis road textures if the TRP roads are released as a default-replacement)
  • Concrete road textures
  • A Canadian set of road textures
  • and possibly some others, such as river rock, cobblestone, brick, etc., differing from the similar SAM textures in that these would be slightly wider and have the double yellow lines characteristic of roads.

Current members signed on: DTP and un1. I would contribute textures and help with some of the modding, and un1 would do the bulk of the modding (he has modding experience and says he knows how to create puzzle pieces and do RULs, etc.) and a few textures.

I am here on behalf of both of us to ask the NAM team's endorsement on this project, and also permission, as un1 informs me that this would entail modifying some of the NAM files, including the controller file. I am also asking that anyone wishing to help with this undertaking please step forward and volunteer.

Lastly, this is not a very high priority project for us, as that would be the aforementioned TRP, and if there prove to be too many difficulties associated, please let us know before we go too far!

Alex: So essentially this is impossible to keep compatible with the NWM? If that is true, and there is absolutely NO way to get around it, then I guess this project would be futile...

Thanks for the answers.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on October 20, 2008, 08:35:24 PM
So essentially this is impossible to keep compatible with the NWM? If that is true, and there is absolutely NO way to get around it, then I guess this project would be futile...

It's not impossible, but it could potentially prove very difficult--the intersections, mainly, since they have to interact with other Road-based Override Networks (which isn't the case with the SAM).  That's part of the reason the NWM has taken so long to put together, aside from jplumbley and I being heavily involved in other projects. 

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on October 20, 2008, 08:44:10 PM
It's not impossible, but it could potentially prove very difficult--the intersections, mainly, since they have to interact with other Road-based Override Networks (which isn't the case with the SAM).  That's part of the reason the NWM has taken so long to put together, aside from jplumbley and I being heavily involved in other projects. 

-Alex (Tarkus)

Hmmm... so it would have to be able to intersect all the NWM networks... That would be quite an undertaking... If it's still possible we might attempt it then, but possibly not support NWM intersections at first, just have a warning that intersecting a NWM network with an overridden road with cause conversion to only one network, at least until we could sort that out, which wouldn't really be a problem for most people as the NWM won't be out for a little while.
Does that make sense, and if so, would it be possible?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 20, 2008, 09:31:36 PM
Hmmm... so it would have to be able to intersect all the NWM networks... That would be quite an undertaking... If it's still possible we might attempt it then, but possibly not support NWM intersections at first, just have a warning that intersecting a NWM network with an overridden road with cause conversion to only one network, at least until we could sort that out, which wouldn't really be a problem for most people as the NWM won't be out for a little while.
Does that make sense, and if so, would it be possible?

It would probably take you as long to make the "Road"AM as it would for us to get some sort of Alpha Released... Maybe even longer...  NWM may not be as far away as you might think it is.
Title: Re: SAM - Street Addon Mod
Post by: XiahouDun on October 20, 2008, 09:49:22 PM
"Road"AM
ROAM maybe?

Sadly I don't have much to add to the current conversation as I don't have nearly the knowledge on the situation as others obviously do, but I did want to praise everyone involved in the project(s) for all their amazing work and dedication :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Diggis on October 21, 2008, 01:14:44 AM
As much as I hate raining on peoples parades I can see millions of problems with a road mod.  Firstly is that the SAM works because it's easy to isolate an area of them with roads so that you can change between the different textures. If you check one of your cities you will probably find that all the roads in your city are connected in some way.  Which would mean having to add in bottle necks or something to break them up.

The second is the sheer amount of work to do.  It takes me 2 hours just to package a single DAT file of textures for SAM, thats after I have made them all in Photoshop.  And there are far less street options that there are with roads.  This would be a huge undertaking and I would talk to one of the guys who worked on the Euro Mod and see how long it took them to do the 1 set.

Thirdly, you would have to RUL for each of the SAM intersections too, effectivly forcing 7 or 8 (at the moments) extra textures for EACH Street intesection.  Just more work.

Good luck if you go ahead with this, but I see it full of pitfalls.   &mmm
Title: Re: SAM - Street Addon Mod
Post by: Andreas on October 21, 2008, 03:54:35 AM
Having compiled some network textures myself, I have to agree that it would be quite a tedious adventure. Frimi was able to build a basic Euro Road Textues Mod in about two weeks, but he was working like 24/7 on it, generating about 7500 (!) FSH files - and that was just the basic set (Maxis and some NAM stuff). The full ERTM has more than 10000 files, I think - this means about 2000 different textures that have to be processed - of the files that are available now, not counting any new stuff that will be released in the future...
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on October 21, 2008, 05:59:59 AM
It would probably take you as long to make the "Road"AM as it would for us to get some sort of Alpha Released... Maybe even longer...  NWM may not be as far away as you might think it is.
You've got a point there... I guess that's probably true.

Diggis: But hasn't someone made SAM "stoppers?" I believe I saw somewhere lots or something that converted streets back to the default textures. Couldn't something like this be possible for roads?
And oh yes, I know how long it would take. This isn't rhe first time I've retextured a whole network... (though not one as extensive as roads).
So I'll talk to un1 and see if he still wants to go ahead with it.

Andreas: OK, you got me there! That is a LOT of textures... So multiply it a couple times, and add in SAM intersections, and you've got probably at least 10000 textures. And I wouldn't be able to work on it that much either, so it looks like this is not gonna happen any time soon.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on October 21, 2008, 07:36:53 PM
Well then if what Diggis said is the case, what makes a RAM any different from the NWM road based networks. How come either using end pieces, or starter pieces on both ends to prevent the variation wouldn't work? With SAM, I just carefully position another starter piece the other direction, so the same street has two variations. I didn't see the need for the SAM stopper lots.
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on October 21, 2008, 07:43:34 PM
Well then if what Diggis said is the case, what makes a RAM any different from the NWM road based networks. How come either using end pieces, or starter pieces on both ends to prevent the variation wouldn't work? With SAM, I just carefully position another starter piece the other direction, so the same street has two variations. I didn't see the need for the SAM stopper lots.
That should work too, though I wasn't sure if those starter pieces allowed traffic through them? I usually just converted to a road briefly to switch...

Anyway, after talking with un1, we have decided that this project will not be our primary priority, and will not be done in the foreseeable future. We may still consider it a little ways down, but for right now we've moved on to other things. Some of you NAM Team members should already know what I'm talking about.  ;)
Title: Re: SAM - Street Addon Mod
Post by: j-dub on October 21, 2008, 07:49:53 PM
Well, I don't know if its a simulator thing, but they pass through on mine. In my case some areas have to keep the starter pieces, because they can't stretch long enough with out it.
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on October 21, 2008, 07:53:48 PM
Well, I don't know if its a simulator thing, but they pass through on mine. In my case some areas have to keep the starter pieces, because they can't stretch long enough with out it.
Then I guess it does work.. I'll have to try it.
And in that case I bulldoze the first tile so that little stub of road is left, as it acts as the starter, and drag over it.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 21, 2008, 08:17:51 PM
Hello you three. I think I will just ask you in PM's instead of posting in the SAM thread again.

Is a highway version of the SAM interfere with anything or will it be difficult?

Thanks,
-un1

Hello Un1,

SAM is a special "beast"...  It is possible to apply the work and theories of SAM to other networks and actually quite easily but there are limitation of the mod that make it less inviting.  A "SAM" of a large scale network for that of Highways, Avenues and the mass transit networks would suffer these limitation to a greater extent than the Street Network.

The biggest drawback of SAM is it is very difficult to the extent of virtually impossible to have multiple variations of the same network intersecting each other.  It is possible to an extent but not the most stable thing to work with and only the most skilled RULers would be able to accomplish such a feat.  Alex and I had the worst troubles with networks that have 2-tiles such as TLA-5 (those intersections were rediculous to RUL).

Why cant multiple variations intersect?

I has to do with the way the RULs work, they override the base network (in SAM it is the Street Network).  When there are two "variations" they are essentially conflicting RULs since they are the exact same RUL just a different end result.  This means they will fight with each other for "real estate" and one of them will win and override the other one in the end.

So, why is this issue more evident in larger scale networks?

Well, with Streets it is "easy" to isolate one variation from another.  With other networks they are intended in many cases to travel longer distances and the "want" for them to intersect with another variation is much higher and much more likely but would not really be feasible on such a scale.

RHW...  Is a mod that is in essence a replacement for the Highway Tool with something much more flexible.  What may be a possibility in the future is complete redevelopement by someone to make two "new" 2-tile networks to replace the El and Ground Highways.  The only problem with this is that these two networks are not "lot friendly" and will not allow growth along their edges.  Now, the "SAM" technology has been greatly expanded by us to instead of allow fleibility in "texture variations" but highway widths and the MIS and the way we have been required to do it has made it not very feasible to add variations.

With RHW what is recommended will be texture variations being released as a custom replacement of the entire set.  There are other options for things such as T21 Props for El-RHW systems that might be feasible for creators to make new models easily and traditionally for the RHW and MDists could mix and match their favorite pylon with their favorite road deck but have the same RHW texture.

I am going to copy this PM into the SAM Thread because it is a good question and the answer as to why it is not in the works.  Thank you for your interest, I definately appreciate the interest and like when people send questions by PM such as this.

JPlumbley
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on October 21, 2008, 09:02:37 PM
Would it be possible to make a SAM-type puzzle piece drag setup so that when you start with a "base network" such as street, and intersect it with another one such as road or OWR or avenue, the other one changes to a more beefed-up version of the street texture, as well as the street changing? (as in, wider, double-yellow line or white dashed line... but matching the street one as far as pavement material goes))
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on October 21, 2008, 09:20:58 PM
Would it be possible to make a SAM-type puzzle piece drag setup so that when you start with a "base network" such as street, and intersect it with another one such as road or OWR or avenue, the other one changes to a more beefed-up version of the street texture, as well as the street changing? (as in, wider, double-yellow line or white dashed line... but matching the street one as far as pavement material goes))

Im a bit confused as to your question its not 100% clear to me.

What ever the network tool you are using the tile has the properties of that specific network.  You cannot define that texture variation A has a different capacity, speed, etc than texture B.

IF you are asking about are asking about simply the SAM/Road intersection textures... Yes it is possible to replace the texture included in the SAM to look a little more flashy but Im not entirely sure what you are asking for.

IF you are asking about a SAM-like "RoadAM" for different paint stripes etc, yes it is possible, but like I said in the PM to Un1 (posted in my previous post) these are much more difficult to "contain" and can cause a good chunk of headaches.  Streets are the easiest network to work with for a "variation" mod such as SAM.  Also other issues that will occur will be conflicts with the NWM for the Road network in the furture.
Title: Re: SAM - Street Addon Mod
Post by: bwatterud on October 22, 2008, 01:08:42 AM
I think he's asking if the overrides started by a SAM puzzle piece on a street could carry over into other networks.  So, for example if you started a gravel SAM street, would it be possible to have roads dragged off of the street have a non-default texture as well? 
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on October 22, 2008, 01:33:59 AM
I think he's asking if the overrides started by a SAM puzzle piece on a street could carry over into other networks.  So, for example if you started a gravel SAM street, would it be possible to have roads dragged off of the street have a non-default texture as well? 

Well, if you were to do that, it'd make it impossible to have normal Maxis roads intersect Gravel SAM streets. They'd all get changed.

-Alex (Tarkus)
Title: Re: SAM - Street Addon Mod
Post by: justatest on January 16, 2009, 07:08:03 AM
Has anybody else noticed a worse behaviour of SAM v3 together with the latest NAM (January 2009)?
When drawing short SAM streets (only one grid box long), the end section texture of the street is rotated. This is the case for all textures (parking lot, Tolca dirt road, brick street, ...).

Is it just me or has there been some changes to the rule file of the NAM? I have still the old NAM (April 2008) in a backup folder. If I revert to this, everything works as intended.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 16, 2009, 07:24:44 AM
Did you redownload the SAM?  There is a fix for this attached to a post in this thread I believe.  Otherwise I will try and take a look this weekend.
Title: Re: SAM - Street Addon Mod
Post by: justatest on January 18, 2009, 08:52:46 AM
I used to same SAM folder for the new NAM as for the old NAM of April 2008. However, I did not install the fix "z-SAM-2-TextureFix-05302008.dat" at that time, just the fix "SAM - 3 - Rail Textures.dat".

I tried today with all fixes I could find for version 3.
Unfortunately I still have the same problem with e.g. textures 1 and 9 (especially with no. 9), which seem not to be covered by the above mentioned fixes. The end pieces are flipping,if the road is just one grid segment long.
And I could not see this problem with the NAM April 2008.

Thanks for helping, Diggis.

(BTW, I will have no internet access until next friday, but if you have another suggestion what to try, I can do it then)
Title: Re: SAM - Street Addon Mod
Post by: Dexist on January 27, 2009, 06:12:45 AM
how do i instal this one??

i dont see any install file unzipped
Title: Re: SAM - Street Addon Mod
Post by: Nique on January 30, 2009, 02:18:48 AM
Hi,

Is this kinda project also possible for normal roads? (bike lanes ;) )
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on January 30, 2009, 03:01:52 AM
Given the complexity of the Road network RULs, making a SAM-like mod for roads would be a RUL nightmare and very hard to implement. For adding bike lanes to roads, you're best off modifying the game's T21 exemplars to place a prop of the bike lane onto them.

-Swamper
Title: Re: SAM - Street Addon Mod
Post by: simzebu on January 30, 2009, 03:52:30 PM
I have a question, which I've been meaning to ask for a while but never gotten around to.

Anyway, is it possible to "swap" a SAM texture with the default texture? For example, the street I drag will be asphalt, until I use a starter piece to switch it to the original concrete? If so, how would this be done? Could I do it myself?

The reason I ask is, I use the asphalt streets almost constantly. With the exception of industrial, very high-wealth, and a few rural areas, I almost never use anything else. I still want to be able to use the other variations, but just have it be asphalt by default.

Thanks for your help!
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 30, 2009, 04:14:32 PM
Well, what you could do is making a copy of the Maxis street textures and give them the IDs the SAM asphalt textures have. Then change the IDs of the asphalt textures to the Maxis IDs. Obviously, you would also have to check if there are street textures that are not covered by the SAM; i. e. you'd have to modify all NAM textures that involve street intersections as well.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 31, 2009, 04:59:59 AM
you would also have to check if there are street textures that are not covered by the SAM;

How dare you suggest I haven't covered everything!  &hlp  hehe, I think most of them are there, but there are a few of the diagonal textures that may not be done. 

What you are proposing Simzebu is a fair amount of work, but pretty simple, just mindnumbingly dull.  I will check my files and see if I have any original textures extracted, but I think I have edited them all.  I can send you the textures for the asphalt streets.  I would be very interested in this personally as I also use the asphalt streets more than the others.
Title: Re: SAM - Street Addon Mod
Post by: Pat on February 05, 2009, 01:29:06 AM
Hey Shaun I got a question since now I am understanding texture creating a little more... I reopened my SAM set the gravel road and what I was wondering if all I got to do to finish it off to get it in game is use the base stuff and the alphas that you gave in the creation set??? If that is what I am understanding correctly... I still think I am way in over my head but I am going nuts lol hehehee  :D
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 05, 2009, 03:16:06 AM
You have 2 options there Pat.  You can finish them up and then create the texture DAT using one of the existing SAM numbers which will replace and existing set with yours. (ie replace Pegs gravel)

The other option is to use one of the numbers that aren't part of the current set and then bug someone who knows RULs to add in the ones for you.  I think Jason has a grand plan, but he's on a break from the game at the moment.  I would suggest in the short term make yours as a replacement as it's simple enough to change that later.
Title: Re: SAM - Street Addon Mod
Post by: Pat on February 05, 2009, 03:23:24 AM
OK I will do a replacement set on Pegs Gravel set and see what damage I can do from there  ;) So I am correctly guessing that the textures included in the devolpment kit all I would have to do is add my texture to them to finish them up?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 05, 2009, 03:41:32 AM
Not quite sure what you are asking there Pat, but every texture included in the development kit needs to have a texture done for it and they should all have a number which is the IID to be put into the SC4Tool when converting it to a FSH file.
Title: Re: SAM - Street Addon Mod
Post by: LE0 on February 09, 2009, 04:24:48 PM
Is the SAM development dead?%wrd i just posted here to say thanks for this awsome mod.

 PS GLR-in-street sounds more like T-RAM than SAM.
Title: Re: SAM - Street Addon Mod
Post by: Pat on February 09, 2009, 10:49:57 PM
Hey Shaun I must have missed your reply gaah I am slacking lol... Anywho OK so I need to use SC4Tool to convert the textures to a FSH file?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 10, 2009, 05:25:30 AM
Hey Shaun I must have missed your reply gaah I am slacking lol... Anywho OK so I need to use SC4Tool to convert the textures to a FSH file?

Correct.  Can I suggest you read the readme included with the development set?  :D  You need to do everything in there.  :thumbsup:

Is the SAM development dead?%wrd i just posted here to say thanks for this awsome mod.

 PS GLR-in-street sounds more like T-RAM than SAM.

The development is on hold at the moment due to Jason and I having serious RL issues.  Hopefully we will be able to get back to it some time soon.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: smoncrie on February 14, 2009, 10:00:33 AM
I noticed that some people don’t like the dirt texture you get near farms when using SAM-3 (PEGs Dirt Road), so I made a little mod to change this to the low wealth grass texture. I did not have time to do the intersections between dirt roads and ordinary roads, so these are unchanged.

The mod is attached to this post. I hope you like it.

smoncrie
Title: Re: SAM - Street Addon Mod
Post by: j-dub on February 14, 2009, 12:40:31 PM
That is well appreciated Smoncrie. While I don't have a dirt problem, this well help alot of people that do.
Title: Re: SAM - Street Addon Mod
Post by: Zelgadis on February 15, 2009, 10:20:52 AM
Hmmm...  I did a lot of digging around and it's looking like my problem is unique...  Yay, figures, don't it?    &Thk/(

Well, anyways, here's what I got:

NAM Apr. 2008
SAM Beta v.3

A few things aren't working properly.  The main thing I'm interested in is diagonal streets.  On all of my SAM textures, it reverts back to concrete whenever I try to use diagonal streets.

Left turn road/SAM transitions also retain the original Maxis textures.  Though I think I read about that earlier in this thread as a known issue.

Monorail overlaps also revert to original street textures, though given the readme, I'm thinking that this issue hasn't been addressed yet.  I notice nobody pays any attention to monorail ever since HSR came out.  :P  (One of these days, I'm going to learn how to make a bridge skin so that I can do something about that horrible, awful, ugly, nightmare, what-the-hell-were-they-thinking, default Maxis monorail bridge  ;D )

One more bizarre little niggle.  Whenever I make a SAM street, construction starts, of course.  But the construction noises never, ever stop unless I save the game.  But this is probably too small of a thing to devote resources to looking into.  :P

ISF
Title: Re: SAM - Street Addon Mod
Post by: Jonathan on February 15, 2009, 10:38:08 AM
You should probably download the latest NAM, Jan 2009, you can get it here on the LEX and at the STEX. The reverting back to concrete sounds like a controller issue, otherwise you'd get blank textures, so I think you SAM version is correct. Hopefully downloading the new NAM will work :)

Jonathan
Title: Re: SAM - Street Addon Mod
Post by: smoncrie on February 16, 2009, 11:29:10 PM
I have another mod that is very similar to the one I made available in my previous post, but for SAM-5 (Trolcas Dirt Streets).  This mod also puts low wealth grass on the sides of the dirt road when it is near a farm.  I have attached the mod to this post.

In making this mod I found the there are some missing textures in the SAM:  0x5e577510-0x5e577514 (the wide “U”).   This means that the dirt road wide “U” will look like it is on pavement, if it is near a low wealth + low density lot.  My mod does not fix this problem but I made sure that the corresponding farm textures were NOT missing.

I hope this is useful.

smoncrie
Title: Re: SAM - Street Addon Mod
Post by: homefryes on March 03, 2009, 01:34:31 PM
Hi, no screenie to accompany my post, but I think I can describe it without.
Diagonal street, SAM-3 texture, at a diagonal railroad crossing (standard 2-track with the updated rail textures); I get two blank squares (no textures at all) at the crossing. I don't know if this is the case with other SAM textures. Am I missing a file/files or an update somewhere? I don't have this issue with streets in standard texture. Thanks, all!

— Don.
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 04, 2009, 09:40:08 AM
Those are in fact missing textures, Don.  I discovered that situation too making Set 3 crissing textures for the STR.  There is no time left to make the current update- I have fixing that as a high priority to-do for the next one, though.


David
Title: Re: SAM - Street Addon Mod
Post by: homefryes on March 04, 2009, 11:47:46 AM
Ahh, very well. Thanks for the response, David. I was thinking I was missing something, and that I would have to try to figure out what it was. I also noticed the texture for the transition from diagonal road to diagonal SAM-3 (straight line, not an intersection) is also missing, so you know. I have not noticed any issues with other SAM textures, but am only playing with -3 and -4 right now. Thanks again!

— Don
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 05, 2009, 03:25:58 AM
Hmm, I might need to look and see what textures are missing and do a patch as I'm pretty sure they are all done.   It's just a case of including them with the right IID.
Title: Re: SAM - Street Addon Mod
Post by: LE0 on March 05, 2009, 08:33:29 AM
Before my computer broke I noticed the Ortho SAM 3 X Ortho Dual Rail showed a brown square and was missing. &mmm
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 05, 2009, 01:17:30 PM
Here are the textures (surface and alpha) for the SAM3 over dual track.  I looked for them everywhere, Shaun (Diggis), and didn't see them.

(http://img26.imageshack.us/img26/4173/oxosam3dualtracklevelcr.png)  (http://img23.imageshack.us/img23/4173/oxosam3dualtracklevelcr.png)

The PNGs are attached to this post for your convenience.


David
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 05, 2009, 01:31:27 PM
Here are the textures (surface and alpha) for the SAM3 over dual track.  I looked for them everywhere, Shaun (Diggis), and didn't see them.

The PNGs are attached to this post for your convenience.


David


Possibly because you don't have access to my external hard drive.  I would be very surprised if you had of found them :P
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 05, 2009, 01:39:08 PM
Yes, that capability is one I don't have yet.

So, now you can do a patch in stereo, my friend.


David
Title: Re: SAM - Street Addon Mod
Post by: CaptCity on March 06, 2009, 01:02:15 AM
Maybe I'm just being dense and misunderstanding the issue, but wasn't there a 'fix' for the dirt crossings attached here (http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773)?


(http://i448.photobucket.com/albums/qq206/CaptCity/Centerburg-Aug1001236323928.jpg)

Please forgive my denseness if I totally missed the point.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 06, 2009, 05:47:55 AM
Looks like it yes... see I am onto this  :D

I'm surprised it was still missed out of the last version though.  I blame Jason, cos he's not here to defend himself.
Title: Re: SAM - Street Addon Mod
Post by: z on March 07, 2009, 04:56:39 AM
The RTMT Team is beginning the design of RTMT Stations for SAM, and we would like your input.  An initial proposal can be found in this post (http://sc4devotion.com/forums/index.php?topic=6933.msg228211#msg228211) on the RTMT board; if you are interested, please read the post and respond in that thread.  Thank you!
Title: Re: SAM - Street Addon Mod
Post by: homefryes on March 07, 2009, 12:13:44 PM
Maybe I'm just being dense and misunderstanding the issue, but wasn't there a 'fix' for the dirt crossings attached here (http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773)?
CaptCity, thank you for the link. This is what happens when I am away for so long!

I did, however, find a couple of other missing diag SAM3-to-diag road textures:
(http://i59.photobucket.com/albums/g290/homefryes/SimCity%20Projects/2009%20-%20Issues/MissingdiagSAM3-diagroad-1.jpg)
(http://i59.photobucket.com/albums/g290/homefryes/SimCity%20Projects/2009%20-%20Issues/MissingdiagSAM3-diagroad-2.jpg)

While they may seem relatively unuseful connections, I stumbled on this issue while creating a rural tile and I wanted to reduce the number of "roads" until development grew to support upgrading. These transitions are so I can use FAR where needed, and eventually the dirt road would be upgraded to road.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 07, 2009, 01:58:16 PM
CaptCity, thank you for the link. This is what happens when I am away for so long!

I did, however, find a couple of other missing diag SAM3-to-diag road textures:
(http://i59.photobucket.com/albums/g290/homefryes/SimCity%20Projects/2009%20-%20Issues/MissingdiagSAM3-diagroad-1.jpg)
(http://i59.photobucket.com/albums/g290/homefryes/SimCity%20Projects/2009%20-%20Issues/MissingdiagSAM3-diagroad-2.jpg)

While they may seem relatively unuseful connections, I stumbled on this issue while creating a rural tile and I wanted to reduce the number of "roads" until development grew to support upgrading. These transitions are so I can use FAR where needed, and eventually the dirt road would be upgraded to road.

Picture 1
There is no RUL written for that specific texture and probably there is no texture for it.  When you see a reversion to the original "Street" textures like that, generally there are no RULs written for that situation.

Picture 2
The RUL was written but no texture was included.  The texture Artist may not have known of that texxture needing to be done.  Diagonals were kind of a surprise when Memo came out of nowhere with the RUL set so Shaun was scrambling to catch up.

I'm surprised it was still missed out of the last version though.  I blame Jason, cos he's not here to defend himself.

Well you were the on who compiled the latest version of the textures in SAM v3, the release the textures in question were released I believe.  There was no update to those textures on the LEX or STEX as far as I am aware since then.  So, maybe we should get a couple extra sets completeed to make a noteworthy release for a v4 sometime.
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 07, 2009, 02:15:04 PM
hey Jason welcome back!!! I would be willing to give you what I have for my gravel road set for V4  ;)
Title: Re: SAM - Street Addon Mod
Post by: LE0 on March 07, 2009, 03:08:42 PM
I would love to see pics of these please ;D

Planned future additions:
SAM - 6 - SFBT Sand Streets
SAM - 10 - Mexican Brick Streets by Hableurg
SAM - 11 - BSC Park Paths
SAM - 12 - pegs (http://sc4devotion.com/forums/index.php?topic=7066.0) Scenic Drive
SAM - 13 - GLR in Street by Olsaz (this is possible with limitations, limitations may prevent full scale implementation.)

 :)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 07, 2009, 03:30:11 PM
I would love to see pics of these please ;D

Planned future additions:
SAM - 6 - SFBT Sand Streets
SAM - 10 - Mexican Brick Streets by Hableurg
SAM - 11 - BSC Park Paths
SAM - 12 - [url=http://sc4devotion.com/forums/index.php?topic=7066.0]pegs (http://sc4devotion.com/forums/index.php?topic=7066.0)[/url] Scenic Drive
SAM - 13 - GLR in Street by Olsaz (this is possible with limitations, limitations may prevent full scale implementation.)

 :)

I have just editted that portion.  It was last updated before we had the "Additional SAM Textures Proprosal Thread" last year.  I will be looking at some of the texture sets from that thread and trying to put together a release eventually.  I do not have a timeframe as I *just* installed Photoshop again today.  It will take me some time to evaluate what we have from those proposed sets, create some of the textures and find someone to help with the diagonals on these sets.  I am looking at adding new texture sets for ID sets, 0, 1, 6, A, B, C, D... which would be a total of 7 new sets.  Parking Lots will be moved to another texture range which I intend to reserve for a future project of mine.

Also, I need to re-evaluate the RUL set and see if there is any new features I could add for a version 4 release.  Maybe you guys have some ideas on what you would want from new features to the SAM sets.

Additions of new sets will increase the file size of the SAM and will most likely exceed the 10mb download limit.  For upload to the STEX, it will need to be broken into 2 separate files for download.  I may be able to work out something with the LEX Admins here to get it uploaded in one file, but we shall see later when we have some sort of release closer to reality.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on March 07, 2009, 05:11:06 PM
I'd kinda given up on my own cracked-asphalt  SAM set - what I've gotten done so far is available for download as an attachment to a post that I'll link to soon here (http://sc4devotion.com/forums/index.php?topic=4369.msg161764#msg161764) - I still have the files available though. If anyone wants to finish it for me I could send it to them, and if anyone wants me to finish it for them I might try to.

I also have a somewhat unrelated ambition to add variety to the number of crosswalk textures available for road, OWR, etc intersections but I can't make any guarantees on that.

EDIT: I figure i should mention that this SAM set I've made replaces the Herringbone street set because I feel that the brick streets look better (IMO)
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 07, 2009, 05:34:50 PM
Jason, Shaun- I'm more than happy to work with you on a v4.  Please consider the Set 3, 4 and 7 wide radius curves and STR crossings I did yours to use as you please.  As always, I have ideas for more.


David
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 08, 2009, 10:17:21 AM
Picture 1
There is no RUL written for that specific texture and probably there is no texture for it.  When you see a reversion to the original "Street" textures like that, generally there are no RULs written for that situation.

Picture 2
The RUL was written but no texture was included.  The texture Artist may not have known of that texxture needing to be done.  Diagonals were kind of a surprise when Memo came out of nowhere with the RUL set so Shaun was scrambling to catch up.

Well you were the on who compiled the latest version of the textures in SAM v3, the release the textures in question were released I believe.  There was no update to those textures on the LEX or STEX as far as I am aware since then.  So, maybe we should get a couple extra sets completeed to make a noteworthy release for a v4 sometime.

Yeah, I did pull them together.  I'm pretty sure there is a texture done for the diagonal dirt transition as well.  Will have to take a look.

I'm up for finishing up a few more sets.  Will talk to you about it.  David, thanks for your offer.  The files in the STR can stay there, only really need them in one place. I'll send you the PNG's for the additional sets as we do them.
Title: Re: SAM - Street Addon Mod
Post by: homefryes on March 08, 2009, 11:46:53 AM
To all of you: I just wanted to say a big THANK YOU for all of your tireless work on the newest release, in particular (here in this thread) the SAM filler and wide-radius curve pieces!  &apls I did, however, notice one piece missing, and that's the Rural Road SAM4 ortho filler piece. I am looking forward to using these new pieces and am off to get started!! Thanks again!!

— Don
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 08, 2009, 11:53:19 AM
I did, however, notice one piece missing, and that's the Rural Road SAM4 ortho filler piece. I am looking forward to using these new pieces and am off to get started!! Thanks again!!

Yeah, we are aware of that. The piece is there, but apparently, the RUL got lost somehow. Hopefully, we can retrieve it soon, then all you need is to download the NAM Essentials again. :)
Title: Re: SAM - Street Addon Mod
Post by: j-dub on March 08, 2009, 12:27:11 PM
Guys, not to sound smart, but I don't have no such gap between the dirt street and the road. Granted there is no exact road to dirt texture transition written for this yet, but I don't have no missing texture problem. Why? There is a work around to this, BUT you must have open space to allow the road to break off so it has a false connection to nothingness. You do this by having first drawing a rail 2 tiles, then placing rail over diagonal road, delete the excess rail, the viaduct dissappears, then you have a left over diagonal road. Only continue the diagonal road away from the street. Then you use the diagonal street starter, where the one side of the road is connected to nothing, the diagonal starter will go into the road, then have the diagonal street eventually lead into a curve to a ortho street so you can place the dirt SAM starter, and you get this.
(http://img22.imageshack.us/img22/286/wheatlandoct11051236532.jpg) (http://img22.imageshack.us/my.php?image=wheatlandoct11051236532.jpg)
I thought I did see some SAM roads already diagonal transition, but for those that don't, this works for any variation. Momentarilly while it won't be a diagonal transition, this substitute without the vanilla in between is better then a missing gap.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 08, 2009, 01:44:38 PM
Alright.. so I have started playing around with some textures I had been given months ago as part of the SAM Additional Textures Sets Proposal Thread, way back when.

The base set of textures were created by Squidi and these are probably my favorite textures that came out of the Proposal thread.  Here are a couple samples of what I have started doing to complete the set.  Id like some feedback on the way I have done the transitions from Squidi's Brick Streets to the Road and OWR.

(http://img17.imageshack.us/img17/6301/90turntoroad0x5e591x00.png)    (http://img25.imageshack.us/img25/1202/90turntoowr0x5e592x00.png)

(http://img15.imageshack.us/img15/1286/straighttoroad0x5e54ax0.png)    (http://img17.imageshack.us/img17/9756/straighttoowr0x5e549x00.png)

(http://img14.imageshack.us/img14/5999/rail4wayintersection0x5.png)    (http://img22.imageshack.us/img22/1116/doublediagonalrail0x5e5.png)    (http://img24.imageshack.us/img24/6954/diagonalrail0x5e512x00.png)

(http://img15.imageshack.us/img15/230/diagonalstraight0x5e572.png)    (http://img14.imageshack.us/img14/3303/diagonalend0x5e573x00.png)

Anyways.. this was mostly to show, that developement is starting again and this time we are planning to include more sets!
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 08, 2009, 03:40:59 PM
that is looking good there Jason and now my set feels inferior to what you got to show in less time...
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 08, 2009, 10:31:09 PM
I have some more samples of what I am doing to butcher Squidi's Yellow Brick Road textures... Hehe I like that name Yellow Brick Road textures.   :thumbsup:  Lets just say Im excited to be able to have time to devote to SAM again, and well... lets let the progress show how excited I am.  I feel like I am getting a *little* better at modifying the textures than I was in the begining.  I have been getting some practice at work making drawings in Photoshop for Tender documents.

Anyways... here is a bit more.  Hope you like any feedback is welcomed!

(http://img19.imageshack.us/img19/7117/roadtintersectionv30x5e.png)    (http://img9.imageshack.us/img9/3135/roadtintersectionv20x5e.png)

(http://img21.imageshack.us/img21/5974/roadtintersectionv10x5e.png)    (http://img23.imageshack.us/img23/892/roadtintersectionv40x5e.png)

(http://img10.imageshack.us/img10/7863/owr4wayintersectionv40x.png)    (http://img19.imageshack.us/img19/6654/road4wayintersectionv20.png)    (http://img23.imageshack.us/img23/3563/roaddiagonal4wayinterse.png)

(http://img21.imageshack.us/img21/532/road4wayintersectionv30.png)    (http://img9.imageshack.us/img9/6634/road4wayintersectionv10.png)

Those are just the Road intersections, I have the OWR and Avenue intersections completed aswell.  Also, a couple diagonals done, they will be my biggest challenge to complete though and will take a bit longer I think.  Not a bad start for the first day back though.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on March 08, 2009, 10:42:23 PM
Jason, welcome back to the modding world!  The textures look fantastic--you've got them figured out in short order.  Certainly not butchered. ;)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 09, 2009, 01:59:29 AM
Jason, it is excellent to see you back and working on the SAM!


David
Title: Re: SAM - Street Addon Mod
Post by: JoeST on March 09, 2009, 04:23:15 AM
woooo Jason's back :) good to see you

Awesome textures too
Title: Re: SAM - Street Addon Mod
Post by: FrankU on March 09, 2009, 05:24:35 AM
Ah, that is good news! A very fine street texture as a starter!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 09, 2009, 07:28:40 AM
Looking good Jason, I do really like these textures.  Can I make one suggestion about the crossings?  Rotate the direction of the texture so it runs across the pedestrian flow.  Just breaks it up a week bit.
Title: Re: SAM - Street Addon Mod
Post by: Dino007 on March 09, 2009, 08:51:02 AM
Problem:
(http://www.shrani.si/t/w/X0/2g03Sjhg/railpegdirt.jpg) (http://www.shrani.si/?w/X0/2g03Sjhg/railpegdirt.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 09, 2009, 08:53:03 AM
Dino,  that has been discussed on the last few pages.  There is a link to a fix for it on the previous page.
Title: Re: SAM - Street Addon Mod
Post by: Dino007 on March 09, 2009, 10:29:30 AM
Dino,  that has been discussed on the last few pages.  There is a link to a fix for it on the previous page.
I've noticed the pics but I didn't noticed the link to file  ???
Tnx!
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on March 09, 2009, 02:34:48 PM
Wow, Jason, those are looking great!  &apls I'm getting excited for the next SAM release now!
Title: Re: SAM - Street Addon Mod
Post by: homefryes on March 09, 2009, 03:05:32 PM
I've noticed the pics but I didn't noticed the link to file  ???
Tnx!
Hi, Dino - the link is not obvious. It's in this post [linkie] (http://sc4devotion.com/forums/index.php?topic=1617.msg227912#msg227912) at the end of the sentence.

— Don
Title: Re: SAM - Street Addon Mod
Post by: Dino007 on March 09, 2009, 05:22:18 PM
Hi, Dino - the link is not obvious. It's in this post [linkie] (http://sc4devotion.com/forums/index.php?topic=1617.msg227912#msg227912) at the end of the sentence.

— Don

Yep, I downloaded this :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: LE0 on March 09, 2009, 05:58:12 PM
Those are nice looking but would it be possible to model intersections after this mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1526

 :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 09, 2009, 07:02:52 PM
Thank you for all the replies today everyone!  :thumbsup:  I am glad to be back making some progress on SAM again, I know Ive kinda left everyone hanging since last year with SAM v3.  I just got home from work so I have nothing to show as of yet for today's work, but maybe before I goto bed there will be another update.

Those are nice looking but would it be possible to model intersections after this mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1526

 :thumbsup:

Hiya Leo,

I wont be modelling this texture set off of textures like Hableurg's you've linked.  The reason is for realistic purposes, this texture set is a brick set which would entail hard surface changes such as what I have included in the texture set currently.  For soft surface streets like gravel and dirt streets it would make more sense to have a texture style more like what you have linked.  Hope that gives you some idea of why I am doing them the way I am.
Title: Re: SAM - Street Addon Mod
Post by: b22rian on March 09, 2009, 09:35:58 PM
Jason...

its great to see you posting, and active with SAM again...

My best wishes always...

Brian
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 09, 2009, 09:37:36 PM
Looking good Jason, I do really like these textures.  Can I make one suggestion about the crossings?  Rotate the direction of the texture so it runs across the pedestrian flow.  Just breaks it up a week bit.

Shaun, I have taken your advice (I think)... This does look much better, what do you think?

(http://img10.imageshack.us/img10/2544/road4wayintersectionv40.png)    (http://img15.imageshack.us/img15/6634/road4wayintersectionv10.png)

Beyond that minor change to the crossings... I started work on the Diagonals...  I may have met my match when it comes to texturing.  This was definitely a chore and a half to complete these today.  I put my money on Shaun wanting to fix these ones up a bit LOL.  Anyways, what do you all think of my diagonals?

(http://img19.imageshack.us/img19/142/straighttodiagonal20x5e.png)    (http://img18.imageshack.us/img18/230/diagonalstraight0x5e572.png)    (http://img15.imageshack.us/img15/3303/diagonalend0x5e573x00.png)

(http://img10.imageshack.us/img10/5003/diagonalv10x5e57cx00.png)    (http://img14.imageshack.us/img14/1105/diagonaltv10x5e579x00.png)    (http://img13.imageshack.us/img13/6228/straighttodiagonal10x5e.png)

(http://img8.imageshack.us/img8/8906/diagonalt0x5e574x00.png)    (http://img17.imageshack.us/img17/7349/diagonaltv30x5e57bx00.png)    (http://img5.imageshack.us/img5/3373/diagonaltv40x5e576x00.png)

I know.. not the best eh..  ???  Awell, that was my best try at these, maybe someone can do them better  ::)
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 10, 2009, 01:30:50 AM
Jason, thanks for the PM.  I'm more than happy to lend a hand with things- as for that texture tutorial, well, I'll show everyone how to make these

(http://img17.imageshack.us/img17/9499/orthotodiagorthoend.png)   (http://img15.imageshack.us/img15/1595/orthotodiagdiagend.png)

over at 3RR [linkie (http://sc4devotion.com/forums/index.php?topic=112.last#last)] as soon as I can get it finished up and posted- probably around midnight Alaska time.


David
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 10, 2009, 04:34:45 AM
Cheers David, the straight to diagonal transition were always the worst part, along with the 90 turn.

Jason, what you have done at the intersections is exactly what I was thinking.  Had another couple of thoughts for the street-street intersections:

1. Maybe to seperate the 2 directions make a crossing of a different colour stone, similar to what you have on the roads.  I would think maybe a charcoal colour.

2. Just run the kerb straight through the intersections. 

What you do need to do though is remove the dark shading along the edge of the diagonal shown in the first pic on the last row (straight diagonal T).   This is there to simulate the camber in the road, and that wouldn't be there at an intersection.
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 10, 2009, 07:22:33 PM
Alrighty... my first time doing curves.  I hope you guys like the way I have done these now  ::)  I have kinda followed David's Tutorial in 3RR, but I added a little twist to it for my own personal abilities.

Basically I did the exact same setup as David, but instead of rotating, copy, paste, rotating, copy, paste that David suggested doing.  I imported the base image into AutoCAD, using AutoCAD, I took the 10 pixel section of the texture and then used the Array command on it.  I Arrayed using the Angle to fill and the Angle between copied items.  The following is what I have come up with, very similar to what David had, and I added a few extra textures aswell for good measure.

(http://img16.imageshack.us/img16/6228/straighttodiagonal10x5e.png)    (http://img17.imageshack.us/img17/142/straighttodiagonal20x5e.png)

(http://img17.imageshack.us/img17/7634/diagonaltv30x5e57bx00a.png)    (http://img21.imageshack.us/img21/5003/diagonalv10x5e57cx00.png)    (http://img18.imageshack.us/img18/3373/diagonaltv40x5e576x00.png)

What do you guys think?
Title: Re: SAM - Street Addon Mod
Post by: Xyloxadoria on March 10, 2009, 08:04:01 PM
Nice textures the color your choose makes it look like a burlap sac, but ive seen roads just like it so i would defintly use it.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on March 10, 2009, 09:00:37 PM
Not bad at all! Do you have any plans about which slot you'll put it in?
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 10, 2009, 09:05:01 PM
Not bad at all! Do you have any plans about which slot you'll put it in?

Possibly set 0 or set 6.  Not sure yet.  Also, toying with the idea of releasing this as a SAM v3.1 or something prior to a new full version to get people thinking about SAM again.  But, I didnt say that outloud.
Title: Re: SAM - Street Addon Mod
Post by: FrankU on March 11, 2009, 07:51:50 AM
The straight parts are gorgeous!

I have some comment on the curves though.

One comment on the images: the texture of the curves looks too much repetitious, while I do not see this repetition in the straight parts. This is due tuo the way you copied the same piece of texture, I guess.

The second comment is of a real life kind:
I don't think that real streets with cobblestones or bricks are layed that way. For making curves the way you show here the stones or bricks should be thinner on the inner corner side than on the outer corner side. This would make the corners way too expensive, because this kind of bricks is expensive.

Funnily enough I live in a country where you find brick streets all over the place, but I don't know how the streets are layed in reality. I should take a look, make some photo's and show them here, I guess.

My guess at the moment is that the way you made the corners in your earlier version is more realistic: just diagonal bricks.

But nevertheless: good work!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 11, 2009, 07:56:30 AM
I didn't want to mention the repitition, but yes, I did also notice that... sorry Jason. 

The way it would be contstructed in RL is that you would set out the straights in each direction, and end up with spokes, and then you would fill them in with more stones.  The gaps would have slivers added in, or possibly just grouted depending on how big they are.
Title: Re: SAM - Street Addon Mod
Post by: LE0 on March 12, 2009, 07:23:12 PM
I have a question, how many SAM textures are possible at once? And why is there no SAM Set 6? %confuso

btw IMO, this would be a good sam texture, maybe without the white lines:
http://www.simtropolis.com/stex/index.cfm?id=11613

 ::)
Title: Re: SAM - Street Addon Mod
Post by: jplumbley on March 12, 2009, 08:13:16 PM
I have a question, how many SAM textures are possible at once? And why is there no SAM Set 6? %confuso

btw IMO, this would be a good sam texture, maybe without the white lines:
http://www.simtropolis.com/stex/index.cfm?id=11613

 ::)

How many SAM texture sets are possible?  A number equal to the maximum number of "False Intersections"... That is actually not that large of a number when some of them need to be reserved for RHW, NWM, GLR, RAM, etc...  We have reserved enough texture ranges for 16 sets of SAM based on the IID scheme.  It is possible to do more but that is a little bit too much to allow for the developement of other proects.  So, the limit is 16 sets, and the goal is to have 13 used by version 4 release.

There *was* a texture set slated for Set 6 actually... it was another Dirt texture, but since we already have 2 in the SAM, and well it never got completed.  I even forget what it was.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 13, 2009, 05:11:49 AM
SAM 6 was (is) the SFBT Sand Paths - which are slightly narrower than the Maxis streets, so it might be necessary to modify the path files. I'd still like to see this set incorporated in the game, though, as it would make a nice texture for accessing allotments, dachas, cottages, summer houses and the like.
Title: Re: SAM - Street Addon Mod
Post by: LE0 on March 13, 2009, 02:03:05 PM
What do the SFBT Sand Paths look like? I looked in SFBT place.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 13, 2009, 04:56:46 PM
What do the SFBT Sand Paths look like? I looked in SFBT place.

Like this:

(http://img527.imageshack.us/img527/3954/sfbtparksetsandwege1od6.jpg)

On the left side on the parking lots you can see the transition between Maxis streets and sand paths.
Title: Re: SAM - Street Addon Mod
Post by: z on March 13, 2009, 05:05:49 PM
Oooh!  Those look nice!  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on March 13, 2009, 06:26:51 PM
Just my personal opinion, but I think those paths would work better as a pedestrian only system.

-Swamper
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 14, 2009, 12:26:25 AM
Andreas is there a download for that park set??
Title: Re: SAM - Street Addon Mod
Post by: ipp4ever on March 14, 2009, 12:59:04 AM
Andreas is there a download for that park set??

You can get that set in LEX.Here's the link
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1354
Title: Re: SAM - Street Addon Mod
Post by: Pat on March 14, 2009, 01:00:52 AM
HI ipp4ever thank you soo much for the link!!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 14, 2009, 08:56:30 AM
Just my personal opinion, but I think those paths would work better as a pedestrian only system.

-Swamper

It would be very easy to add that to the BSC park base options.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 14, 2009, 09:01:15 AM
Well, I'd like to have it as functional street network, so I can use it to access growable residential lots. Lots and pedmalls can't do that, unfortunately...
Title: Re: SAM - Street Addon Mod
Post by: JoeST on March 14, 2009, 09:07:17 AM
would it be that hard to do both?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 14, 2009, 09:49:14 AM
Not at all... Well, it would take a bit to do the SAM texture, but it is in the plans I believe.
Title: Re: SAM - Street Addon Mod
Post by: zilfondel on March 17, 2009, 08:35:45 PM
What?!  No bicycle tracks???

And here I thought you guys were making Euro-styled streets... ah well.  One could only hope...

Pic of asphalt ave w/bike cycle tracks:

http://www.flickr.com/photos/16nine/3115902731/
http://www.flickr.com/photos/16nine/3080191120/
http://www.flickr.com/photos/16nine/2967772354/

Tram tracks in brick street:
http://www.flickr.com/photos/poetas/3346558823/

(http://farm4.static.flickr.com/3115/2553226028_4c01a8dd0a.jpg?v=0)

Road detail - cobblestone sidewalk w/separated cycle track:
http://www.flickr.com/photos/16nine/3344995250/

European ped/bike crossings:

(http://4.bp.blogspot.com/_E-Gmv1JFKtE/SRrpRq7tc8I/AAAAAAAACAc/x0fovIvS3Jk/s1600/DSCF0837.JPG)

(http://4.bp.blogspot.com/_E-Gmv1JFKtE/SRrpSlUtb8I/AAAAAAAACAs/_lD6iexMMcA/s1600/081030_154850.jpg)

(http://1.bp.blogspot.com/_E-Gmv1JFKtE/SRMY8yLcjNI/AAAAAAAAB-M/T-dm91UWOPw/s1600/DSCF8927.JPG)
Title: Re: SAM - Street Addon Mod
Post by: carkid1998 on March 26, 2009, 11:08:09 AM

Is there a mod that changes all the maxis streets to the aspalt texture in the SAM??
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 26, 2009, 12:32:42 PM
No, only the SAM version.  You are welcome to extract the textures and create a mod that will achieve this though.  ;)
Title: Re: SAM - Street Addon Mod
Post by: TheTeaCat on March 26, 2009, 01:35:57 PM
No, only the SAM version.  You are welcome to extract the textures and create a mod that will achieve this though.  ;)

Is it a difficult thing to do?  ::)
and how would one go about doing it?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 26, 2009, 01:44:49 PM
Well, to save you extracting the files I can upload the PNG and Alpha files to the LEX.  What you need to do is, using the reader, find the IID for each texture in the default maxis streets and the NAM diagonal streets and then using the SC4Tool create the FSH file for each of the new textures using the correct IID.  Not too difficult, but very time consuming.  If you are bored I can walk you through it a little better.
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 26, 2009, 02:07:06 PM
Quote
Is there a mod that changes all the maxis streets to the aspalt texture in the SAM??

You could also save the Set 7 (asphalt) textures in a "load last" file using the corresponding Game/NAM street texture IID.  I've been doing a lot of this lately when I want to replace the game textures, and it works just fine.  It's still a fair piece of work, though.


David
Title: Re: SAM - Street Addon Mod
Post by: z on March 26, 2009, 02:19:39 PM
Yes, that's a lot of IIDs to change.  But if someone does this, it would seem to me to be quite useful to upload such a set of textures to the LEX, so that other people wouldn't have to duplicate the work.  It would also make this mod available to people who wouldn't know how to do it themselves.
Title: Re: SAM - Street Addon Mod
Post by: carkid1998 on March 27, 2009, 11:16:04 AM
It would be very useful(I have vista and I dont a thing about texture modding)for many people Those Maxis streets are horrible and only slightly fit in suburban areas
Title: Re: SAM - Street Addon Mod
Post by: aaaling on March 29, 2009, 04:27:53 PM
Street Cul-de-sac Mod is very good with the SAM but for the textures that do not have rounded dead end they will not be replaced to the rounded dead ends in Street Cul-de-sac Mod.



Signature:  :thumbsup: :thumbsup: :P :P :thumbsup: :thumbsup: :P :P
Title: Re: SAM - Street Addon Mod
Post by: z on April 24, 2009, 05:34:13 PM
The RTMT SAM Stations are basically finished, and I am now taking final comments about their form and layout.  If you want to see what they look like and possibly make suggestions, check out the most recent posts on these stations starting here (http://sc4devotion.com/forums/index.php?topic=7321.msg241178#msg241178).
Title: Re: SAM - Street Addon Mod
Post by: joker09 on May 01, 2009, 10:43:10 AM
I installed NAM and SAM but I have some problems with Peg Dirt Roads.
when I cross this roads with rail I got a brown square/

Im putting a ss to show what Im saying

(http://img5.imageshack.us/img5/1235/testevzw.jpg)

any ideia what is the problem?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 01, 2009, 10:46:16 AM
There is a patch for this about 2 or 3 pages back mate.

Here actually : http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773 :P
Title: Re: SAM - Street Addon Mod
Post by: Bobbi on May 01, 2009, 10:53:17 AM
There is a patch for this about 2 or 3 pages back mate.

Here actually : http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773 :P
Thanks, Diggis :D

I have this problem too.

---Bobbi
Title: Re: SAM - Street Addon Mod
Post by: joker09 on May 01, 2009, 11:11:06 AM
thanks, resolved.

Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on May 01, 2009, 02:07:31 PM
Something I've noticed: some SAM sets don't have a STR/DTR crossing and some revert to DTR when crossed by STR. I'd post a picture, but I'm @ school at the moment and my computer at home is having some issues.
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on May 01, 2009, 02:31:41 PM
The NAM Team already knows about this. SAM was made before STR so an update will be made in the future to accommodate the STR crossing SAM streets. No idea of when that will be though....

-Jan
Title: Re: SAM - Street Addon Mod
Post by: JoeST on June 14, 2009, 10:53:22 AM
The diagonal SAM off SAM roundabouts revert back to the default street and the horrible roundabout grass. also diag-street to diag-road is nasty too.

Thanks

Joe
Title: Re: SAM - Street Addon Mod
Post by: KoV Liberty on June 22, 2009, 08:23:23 PM
The NAM Team already knows about this. SAM was made before STR so an update will be made in the future to accommodate the STR crossing SAM streets. No idea of when that will be though....

-Jan

Actually some textures work. But not all.
Title: Re: SAM - Street Addon Mod
Post by: pierreh on July 12, 2009, 02:10:42 AM
Within the realm of the RTMT project I have assisted with the translation to French of some texts. One file in which I inserted LTEXT subfiles with French texts is the one of RTMT stations for SAM streets (RTMT_SAM_Locales.dat). While translating the texts in that file I noticed that the texts for the SAM street textures themselves have not been translated to French (at least). If there is interest, I could provide these translations; I would just need to be pointed to the file(s) containing the relevant LTEXT subfiles.
Title: Re: SAM - Street Addon Mod
Post by: Flatron on July 12, 2009, 02:56:23 AM
will there  ever be a sam 4?
In happy expectation, Flatron
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 12, 2009, 07:00:25 PM
Douzerouge, that would be excellent!

Flatron, to answer your question, it's kind of an unknown as to whether or not there will actually be a SAM Version 4.  jplumbley has been inactive for sometime now.  However, I've got several starter pieces in place from awhile ago when we had been discussing the possibility of a SAM Version 4, and the way the RULs are set up, if folks were to create complete texture sets for inclusion, it would be relatively easy to add them and assemble a new version.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on July 12, 2009, 08:20:39 PM
I have the download needed to make the textures, now I just need to think of some to make :)
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on July 12, 2009, 08:22:18 PM
I have a somewhat incomplete texture set for the SAM - currently it's set for slot 2, currently held by the Herringbone streets, but due to my current concentration on automata modding, I'm unable to work on them. I have all the necessary PNG files - if you'd like I can upload the textures to a file-hosting site to allow someone who does have time to put them all in-game do so. (Somewhere in this thread (http://sc4devotion.com/forums/index.php?topic=4369.0) I've attached an incomplete version of my Cracked Asphalt nerdly_streets, which is functional for the standard straight, 90 curve, T and + intersections, and dead end, as well as orthagonal OWR intersections, but nothing else.)

If someone is willing to complete the texture set, as well as change the set IIDs so that it doesn't replace Set #2, I'm willing to upload the textures to a file-hosting site to allow them to complete it for me, for inclusion in SAM v4 if it's going to happen.
Title: Re: SAM - Street Addon Mod
Post by: Dino007 on July 13, 2009, 12:55:05 AM
I have a problem. I installed new NAM but now I don't have anymore wide radius curves for SAM (before I had them)  ()what()
Title: Re: SAM - Street Addon Mod
Post by: Leodido on July 13, 2009, 01:00:37 AM
They are located in the FAR button, at the end after all the road pieces.
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on July 13, 2009, 01:02:26 AM
No, actually, they are located at the end of the Rural Roads tabring. If you no longer have them after installing the new NAM, are you sure you checked to install the Rural Roads plugin?
Title: Re: SAM - Street Addon Mod
Post by: Gaston on July 13, 2009, 06:00:11 PM
I still have them but unlike the FAR pieces the ones for SAM don't seem to be able to plop on top of already placed streets.      I'll try to explain (sorry no pics).   With the road pieces, I can "draw" in a 45 degree corner then come back and plop a FAR 45 degree radiused corner ontop of it and POOF it changes to the proper look.    With FAR for SAM I have to demolish the offending sharp edged 45 and replace it with the piece that is radiused.   This can be very challenging at times.

Also, Are there any plans to release any new street textures for SAM?     I attempted to make my own using the tutorial, but just don't have the skill or patients.    &ops



---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 13, 2009, 06:06:11 PM
Gaston, as far as the SAM curves go, it's likely due to how the CheckTypes are set up in the RUL file.  I may take a look at that. 

And as far as new sets go, as I mentioned to Flatron on the last page, it's really just a matter of someone making one.  The modding part is pretty much in place already.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: LOPAN on August 09, 2009, 11:59:20 PM
I'm getting white blankets alongside some roads when I plop them! What is that?
(http://h.imagehost.org/0087/SAM.jpg) (http://h.imagehost.org/view/0087/SAM)
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on August 10, 2009, 12:04:46 AM
That's because you needed to read the readme.  ;) The pieces with the white background are just the starter pieces, you then drag from them with the street tool, and once you've dragged 6 tiles away you can bulldoze the starter piece.
Title: Re: SAM - Street Addon Mod
Post by: io_bg on August 10, 2009, 12:17:01 AM
... or you can bulldoze only the square with the white background and then again drag (this is quite useful if you have to build a street shorter than 6 tiles)
Title: Re: SAM - Street Addon Mod
Post by: LOPAN on August 10, 2009, 12:19:20 AM
That's because you needed to read the readme.  ;) The pieces with the white background are just the starter pieces, you then drag from them with the street tool, and once you've dragged 6 tiles away you can bulldoze the starter piece.

thanks! as the readme doesn't mention about this white thing I thought there was something wrong
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on August 10, 2009, 12:26:34 AM
Just for future reference, the readme in fact does.  :P The section "How to start a SAM texture variation" describes it step-by-step.

But it can still be quite complicated for newcomers, so I hope you get it all working!  :)
Title: Re: SAM - Street Addon Mod
Post by: grain79 on September 25, 2009, 09:29:50 PM
Street Tunnel/SAM Tunnel:http://www.simtropolis.com/stex/details.cfm?id=22448
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 26, 2009, 06:20:58 PM
Those aren't actually tunnels, they are TE lots that convert street traffic to subway traffic and back.

Though it does solve that problem in at least the short term, I do remember making street tunnels at one point but there were no entrance models. Anyone care to elaborate on that?
Title: Re: SAM - Street Addon Mod
Post by: Swamper77 on September 26, 2009, 07:48:37 PM
Though it does solve that problem in at least the short term, I do remember making street tunnels at one point but there were no entrance models. Anyone care to elaborate on that?

The street network did that only with select slope mods that were badly designed. Maxis never intended for the street network to have tunnels, so there are no models in the game files for them. Same applies to the Elevated Rail network as well. Maxis never intended for it to tunnel through hillsides.

-Jan
Title: Re: SAM - Street Addon Mod
Post by: joelyboy911 on September 26, 2009, 08:03:57 PM
The rural highway will do the same thing for me, on occasion. It makes a hole in the hillside, but I don't think the paths work.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on September 26, 2009, 09:31:14 PM
Right. Thanks for clearing that up, Jan!
Title: Re: SAM - Street Addon Mod
Post by: z on October 19, 2009, 11:25:31 PM
RTMT stations for SAM streets are now available on the LEX in the newly-released RTMT Add-On Pack V3.60 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247).  There are 15 new stations for seven of the eight  currently existing SAM textures.  (There is no room for stations on the parking lot textures.)  All stations are single-square.  For each of the four paved textures, there is a bus stop, a subway station, and a combination bus stop and subway station.  For the two dirt textures and the gravel texture, there are simply bus stops.  These stations can be plopped successfully whenever there is at least one square of SAM texture on either side of the station.  However, demolishing these stations may cause the surrounding pavement to revert to the default street texture if there are not enough SAM squares present.

Here's a sample picture of a couple of these stations:

(http://img15.imageshack.us/img15/4883/samoma.jpg)
Title: Re: SAM - Street Addon Mod
Post by: FrankU on October 20, 2009, 01:43:41 PM
Awesome!  /&HiPP/%

What can I say more....  &apls  &apls  &apls  ()flower()
Title: Re: SAM - Street Addon Mod
Post by: crucified on October 22, 2009, 10:45:32 AM
wow that will be alot of work to do  :thumbsup: &apls im eager to see how this turns  ;)
:angrymore: I have no idea how to download anything off of this site???
Title: Re: SAM - Street Addon Mod
Post by: io_bg on October 22, 2009, 10:51:18 AM
:angrymore: I have no idea how to download anything off of this site???
First, welcome to SC4Devotion! Second, you need to register separately at the LEX. Hope this helps you ;)
Title: Re: SAM - Street Addon Mod
Post by: Jon010 on November 01, 2009, 04:12:19 AM
uh, why did Cleanitol try to move my SAM? It screwed everything up and now I only have straight road sections.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on November 01, 2009, 06:55:29 AM
what cleanitol file were you running?
Title: Re: SAM - Street Addon Mod
Post by: s_olah on November 01, 2009, 02:12:24 PM
Question...Does SAM restate the original dirt under railtracks. Cause i hadn't had any because of PEG;s no dirt under rail mod, but now i have, and I don't know what's causing it...
Can someone help me?
BTW, i tried those SAM compatible streettop bus and subwaystops, and they are just perfect, congrats.
Title: Re: SAM - Street Addon Mod
Post by: Jon010 on November 02, 2009, 12:34:14 AM
what cleanitol file were you running?

It's called Cleanitol_StreetAddonMod. I believe it's the correct one because I undid its relocation and the straight bit (and only the straight bit) showed up.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on November 02, 2009, 03:01:07 AM
Did you run the cleanitol before or after running the installation?  Because you are supposed to use it first to remove old installations and then install the latest version.
Title: Re: SAM - Street Addon Mod
Post by: Jon010 on November 02, 2009, 04:32:07 AM
oh...so the cleanitol was for old installations?...whoops...

Title: Re: SAM - Street Addon Mod
Post by: Diggis on November 02, 2009, 05:52:53 AM
Umm, yeah, there are 2 uses for cleanitol, checking for dependencies or removing old files.  It's generally not advised to removed files after you have installed something.
Title: Re: SAM - Street Addon Mod
Post by: z on November 30, 2009, 03:13:06 AM
Users of the SAM may be interested in the latest beta release of Simulator Z, which increases the capacity of streets relative to roads without increasing their traffic.  You can find a full description of this release, plus the download itself, in this post (http://sc4devotion.com/forums/index.php?topic=5382.msg291456#msg291456).
Title: Re: SAM - Street Addon Mod
Post by: Strategist01 on January 02, 2010, 07:33:54 AM
Hmm, sounds interesting to download but I'm having problems with the NAM and CAM in my cities, so I switched to simulator A with better pathfinding and 5x capacity...Everything is very delicate :-\
Title: Re: SAM - Street Addon Mod
Post by: xxdita on January 02, 2010, 08:02:19 AM
Everything is very delicate. And especially when you're testing, or trying out a new mod as radical as CAM, it can be even more difficult learning to deal with a new traffic simulator as well. There are just too many variables to deal with at once.
So my best advice for anyone is to take on one challenge at a time. The more experienced you become, the better you'll know the needs for your particular playing style.
Though I don't quite see what SAM has to do with any specific traffic simulator. Aside from the chance at a shameless plug?  $%Grinno$%
Title: Re: SAM - Street Addon Mod
Post by: Strategist01 on January 02, 2010, 12:24:52 PM
No, no shameless plug here. And it was related to Z's post about the new beta Z simulator, which I won't be using as I'm using the A simulator.
Title: Re: SAM - Street Addon Mod
Post by: z on January 02, 2010, 12:37:01 PM
Though I don't quite see what SAM has to do with any specific traffic simulator. Aside from the chance at a shameless plug?  $%Grinno$%

The reason I made mention of that version of Simulator Z here, and nowhere else outside of my development thread, is that the higher capacities of streets in that version seemed to be particularly helpful for SAM users.  I thought I was simply doing a service by mentioning this briefly, but apparently I was wrong, and there will be no such future announcements.
Title: Re: SAM - Street Addon Mod
Post by: Strategist01 on January 02, 2010, 12:44:07 PM
Oh it was helpfull, excuse my negative comments, but I really don't wanna fiddle with the NAm. I've had to re-install it today. Again...
Title: Re: SAM - Street Addon Mod
Post by: mcdoof on January 11, 2010, 08:44:43 AM
Maybe I'm being daft, but I can't find it mentioned anywhere else on the forums.

I use the asphalt streets (they just look much more realistic IMO), and I also use the no palm trees mod, however in areas of §§§, I still get palm trees lining the streets.

Is the SAM not compatible with these mods, or have I buggered something up somewhere along the lines?  ()what()

Any help would be greatly appreciated.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 11, 2010, 09:11:52 AM
McDoof,  the trees etc aren't part of the SAM, they are part of Jeronij's streetside mod I think.  I'm not sure what the no palms mod did, but I think it only removed ones planted with the god mode controller. 
Title: Re: SAM - Street Addon Mod
Post by: Ennedi on January 11, 2010, 09:25:32 AM
Jan (Swamper77) made the "No Palms Mod" available here at the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=620). I guess this is the mod you are talking about. It has a separate file for removing palms in $$$ areas.

It is said in the LEX Details:

Quote
The "No $$$ Palms" mods remove the palm trees from your streets and roads. You will have to rebuild your streets and roads for the changes to take effect.

Maybe this is your case?
Title: Re: SAM - Street Addon Mod
Post by: mcdoof on January 11, 2010, 09:36:17 AM
Thanks for the quick feedback guys.

Diggis - it's the swamper mod that I am using.

Ennedi - I've never had a problem with the mod before. It works when I lat down roads, one way roads and maxis default streets, it is only when I use SAM streets that the mod has no effect.  I would assume that the mod is not compatible with the SAM, but thought I'd get your guys opinon before I satisfied that assumption.

If it is incompatible, I'll be a little disappointed, but I'm sure I'll live.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 11, 2010, 09:42:40 AM
Can I just restate that the trees etc on the SAM streets are not part of the SAM. 

You have downloaded a streetside mod for SAM, I think either Jeronij or Andreas made one (possibly both of them did).  You'll need to tell us which one you are using so we can look into it.
Title: Re: SAM - Street Addon Mod
Post by: Ennedi on January 11, 2010, 10:29:39 AM
Diggis is right. This is not a SAM compatibility issue.

You can also try one of these mods:

CP Palm To Aspen (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=646), or
CP Palm To Lodgepole (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=645) (Lodgepole trees are taller than aspens)

Use only one at a time, and remove SW77 mod before installing them. These mods should work in every case. If they will not, please inform us.

Adam
Title: Re: SAM - Street Addon Mod
Post by: Andreas on January 11, 2010, 02:12:45 PM
Another option would be to use the SFBT Tree Replacement Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1901), which replaces all Maxis trees with Cycledogg trees (the palms will change to a maple). The SFBT is also working on a SAM compatible version of the SFBT Street Tree Mod.
Title: Re: SAM - Street Addon Mod
Post by: mcdoof on January 11, 2010, 04:27:33 PM
Thanks guys - I only had the SW77 mod, but I have removed that and downloaded the mod that andreas suggested. Everything looks great now.  ()stsfd()

Once again thanks.  ;D
Title: Re: SAM - Street Addon Mod
Post by: Jack_wilds on January 11, 2010, 05:04:33 PM
Hello SAM folks, Jack wilds here...

Concerning SAM

...umm -not wanting to appear impatient or anything -as its a standing rule of sorts that its done when its done, but is there any SAM news-progress  ()what() and will there be a SAM v4  ()what()

... as I like the variety SAM options provide... I am also wondering about 'SAM intersections' that can remove maxis need for stop lights at all road and road/street intersections -especially odd showing up in small town/rural applications... making for intersection variety that SAM streets give...

Otherwise, this is a shout out from the frozen tundra northwoods,

Jack
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on January 11, 2010, 05:42:09 PM
Jack, to answer your question, from a conversation I had with Jason (jplumbley) a few months ago, it sounded like he felt like there wasn't much need for a Version 4, at least for the foreseeable future.  David (dedgren) had some ideas for a possible Version 4 as well, but he's been inactive as well lately, so the project is more or less on hiatus/done at the moment.

When Jason was still considering doing a Version 4, he had asked me to create some additional SAM Starter Pieces for use with future expansion sets.  Those starter pieces are in place--there's six of them--so if someone were to create a complete set of suitable textures that met the mod's specifications, it would not be too difficult to add. 

I've also made a few minor stability improvements to the SAM RULs, that should be included in the next NAM Controller update, which, as per usual, has no release date.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Diggis on January 12, 2010, 02:03:43 AM
There was very little more to do on the sets we have done.  I think there were a few diagonal pieces missing, which were easy enough to work around.  In addition the GLR crossing was missing, which is something that I would like to see added.

What is really missing is additional textures.  There is a file on the LEX, under my name, which helps the average user create a new texture set.  Many people made starts, but no one was able/willing to push on unfortunately. At some point I may pick up where I was with those and finish some of them off, but until then there isn't likely to be a new SAM.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on February 12, 2010, 03:25:20 PM
Recently (See: Watching David work his magic over at 3RR) I have found myself wanting to do a SAM set. I've d/l the SAM Creation set and have worked through the Standard, 4-Way Intersections, Roundabouts, Ave-Intersections, and about 4/5 of the diagonals so far. I was wondering how I would go about putting just the standard textures in game, just to see how the textures look in game.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 12, 2010, 03:34:37 PM
The textures all have an IID for a file name which contains an X.  If you replace the X with one of the set numbers and make sure it loads after the original SAM sets it'll use that instead of that one.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on February 14, 2010, 11:53:10 PM
@Diggis.. Thanks! Rather simple now that you point it out.

I have a another question regarding getting textures in game. My first few forays into doing this resulted in not the most appealing textures, but it allowed to me to figure out how to match/blend the different textures together. So now that I've gotten past that point, I want to attempt to do it with HD textures (Which I gather are 128x128 textures with the quality of 256x256), and I am not quite sure how to do this. I have the EA Graphics Editor (That is the right tool right?), but I do not know just what the heck to do with it. If anyone could give me some tips.. that would be cool.

Here is a shot of some of the textures I have done so far. I am going for something similar to the in-game roads because there are just times that you want the look, but don't want to have to spend the money. Or.. at least I do.

(http://i164.photobucket.com/albums/u39/yubyubcommander/eSpHD-SAM0001.jpg)
Title: Re: SAM - Street Addon Mod
Post by: emgmod on February 15, 2010, 03:15:10 AM
Or where you want the look, but don't have any actual reason to build one?

It could be used for older roads that aren't maintained. I like. it
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 15, 2010, 03:22:42 AM
Not sure I can help you on the HD front... it's out of my area.  However, if you don't mind I'm going to make a couple of comments on your textures...  the main thing is they seem a little green.  I think you are going for a worn look, but I don't feel it's worked. 
Title: Re: SAM - Street Addon Mod
Post by: z on February 15, 2010, 04:01:54 AM
Actually, they remind me a lot of the roads here in Oregon, where moss grows on everything.  ;)
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on February 15, 2010, 07:02:13 PM
Not sure I can help you on the HD front... it's out of my area.  However, if you don't mind I'm going to make a couple of comments on your textures...  the main thing is they seem a little green.  I think you are going for a worn look, but I don't feel it's worked. 

You have somewhat of a valid point there. They do look more green when having the grass texture behind them and not as bad when it's a black background. I am going to play around with the red/green/blue levels a bit to darken it up because now that you have pointed it out, it's all I can see  :D

I am going to resize them to 128x128 png files to see how they look in game until I can figure out, or get help on the HD front.

Actually, they remind me a lot of the roads here in Oregon, where moss grows on everything.  ;)

Hah.. funny you mention that, I'm in Vancouver (where it rains 200 days a year) and am used to seeing residential roads/streets spouting little green bits all over the place. That's sort of where I got the look from.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on February 15, 2010, 11:20:54 PM
Wes: I don't know if you were aware that new street intersections now use the same turning radius as the street curve textures, while it is not written anywhere, this new designed seems to be favored as more streets have been textured with smoother intersections. Streets that have been treated with smoother corners so far are: the default Maxis vanilla street, the asphalt SAM street, and Nerdly's cracked street. I don't know what else has or has not gotten the new treatment yet, but you are free from the grasp of Maxis. Below is an example. Also, there were plans that the sidewalk would cross the street at the intersection, instead of turning corners, but so far I have only seen Nerdly's texture get that revision.
(http://www.picvalley.net/u/1659/628599518920296271266297504SVrewRHlco5gRCST8how.JPG)
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on February 15, 2010, 11:38:02 PM
Wes: I don't know if you were aware that new street intersections now use the same turning radius as the street curve textures, while it is not written anywhere, this new designed seems to be favored as more streets have been textured with smoother intersections. Streets that have been treated with smoother corners so far are: the default Maxis vanilla street, the asphalt SAM street, and Nerdly's cracked street. I don't know what else has or has not gotten the new treatment yet, but you are free from the grasp of Maxis. Below is an example. Also, there were plans that the sidewalk would cross the street at the intersection, instead of turning corners, but so far I have only seen Nerdly's texture get that revision.
(http://www.picvalley.net/u/1659/628599518920296271266297504SVrewRHlco5gRCST8how.JPG)


Thanks a lot!! I was just following the standard curb set, but the corners in that there look WAY better.
Title: Re: SAM - Street Addon Mod
Post by: ShadeSlayer on February 23, 2010, 05:42:32 PM
Hah.. funny you mention that, I'm in Vancouver (where it rains 200 days a year) and am used to seeing residential roads/streets spouting little green bits all over the place. That's sort of where I got the look from.
:O We're almost neighbours. I live in Kelowna.
Title: Re: SAM - Street Addon Mod
Post by: bob56 on February 23, 2010, 06:00:23 PM
hi, just wondering if it would be that difficult to choose to have one of the SAM textures be the default instead of Maxis streets. For example, I use the asphalt version the most and get annoyed by having to do the whole starter piece thing every time I drag a new zone that is separated from already-converted streets. I was just wondering what steps would need to be taken to make a SAM the default.

Thanks,

--Grif
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 24, 2010, 03:13:29 AM
Bob, you would need to reiid the textures in SAM 7 (I think it's 7) to the IID of the orignal road network.  Not impossible, just tedious.  If you want more information let me know and I'll explain in more depth.
Title: Re: SAM - Street Addon Mod
Post by: joelyboy911 on February 24, 2010, 03:23:55 AM
I'm also interested in the same mod as Bob has described. If I can help, somehow to do a portion of the tedious work, I'm happy to do so (I don't really want to go it alone).
Title: Re: SAM - Street Addon Mod
Post by: bob56 on February 24, 2010, 07:23:17 AM
thanks for the info! I'd love more information on how to do this. And Joelyboy911, I would love to split up the work.

Thanks,

--Grif
Title: Re: SAM - Street Addon Mod
Post by: Diggis on February 24, 2010, 08:16:10 AM
OK, every item in the game has a unique TGI address (ID).  TGI = Type/Group/Instance.  The address is made up of 3 hex numbers, one for type, one for group and one for instance.

Traffic textures all have the same Type and Group ID's: 0x7ab50e44 and 0x1abe787d respectively.  They then all have a unique Instance ID based on the internal SAM structure.

To replace one texture with another you just need to give it the same TGI address as the original and ensure it loads last. 

As the SAM texures you want to replace the original with are already created you just have to re-IID them as they already have the correct Type and Group IID.  For every piece in the SAM set you need to find the corresponding IID of the original.

You can find the IID of the original game streets by opening the reader and going to the tools --> texture viewer and selecting Zoom 5 --> Streets in the popup window.  This should display the street textures and corresponding IID's for the original street textures.  Some of the intersections may be under other networks.  The items for diagonal streets will be found in one of the NAM plugins.  I'm not sure which, but I think it's called diagonal streets :)

Once you have the IID for a piece you need to find the corresponding piece in the new set.  Bear in mind there will be 5 texutures, ending in the number 0-4 for each zoom level.   You need to replace the first 7 digits in the IID of the new texture with the IID of the old texture.  The save the file as a copy so you don't overwrite the original SAM IID's.

I've written a lot of this from memory, it's been about 18 months since we did the last SAM release so it may be a little rusty.  I would suggest starting with the 5 standard pieces (straight, 90 degree turn, T intersection, 4 way intersection and end piece) save and check it works.  If it doesn't let me know.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 05, 2010, 07:18:31 AM
Hi SAM!

What I want in a function street (which may have been done...?) is a texture with two gravel tyre tracks which is otherwise transparent, as demonstrated in this shot:

(http://imgur.com/mD8Mn.jpg) (from a shot by T Wrecks)

I am assuming (because it's not in the SAM) that these type of tracks that I see in people's shots are non-functional. (Incidentally where can these be found?)
How hard would it be to turn these pre-existing textures into a SAM street?

cheers :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 05, 2010, 07:41:47 AM
Those are from Chris Addams's Rural Renewal Project.  They are a series of lots and unfortunatly suffer from the Water Graphics bug.

We considered turning these into a SAM set but there are a couple of minor issues with them. 

The main one was that they are only really wide enough for one car.  If you were to add paths to these the cars that drove on them would look like they weren't on the tracks. We can't have the paths on top of each other as then the cars would crash.

The other problem is, if these were functional, automata would use them and it would look funny having a dozen cars on them.

However, here (link) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1611) is a base set for SAM that I used to create the original textures.  Feel free to add more.  ;D
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 05, 2010, 07:58:55 AM
ah, thanks for the info. Regarding the lots of automata in my experience streets that are away from built up areas get minimal use anyway so I don't think that would be too much of a problem. But the other lane of traffic is... I figure this is a no but I might as well say it ;), is there anyway a one way street could be modified to appear like this? Even if it meant changing all one way streets to this texture?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 05, 2010, 08:18:01 AM
ah, thanks for the info. Regarding the lots of automata in my experience streets that are away from built up areas get minimal use anyway so I don't think that would be too much of a problem. But the other lane of traffic is... I figure this is a no but I might as well say it ;), is there anyway a one way street could be modified to appear like this? Even if it meant changing all one way streets to this texture?

There are no one way streets... only one way roads.  And they are still 2 lanes wide so the Automata would still not show on the track properly.  And you'd need a way out at the other end. 

But yes, you could change the OWR textures to these ones.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 05, 2010, 08:24:46 AM
one way roads, that's what I meant. ;D If I were to make a new set of textures that were aligned to a side rather than centered, and otherwise transparent, then the effect would work? And it's just a matter of having another track back to the rest of the grid right? I don't see that as a problem either, unless they have to be really close to one another. How close would they have to be?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 05, 2010, 08:37:01 AM
one way roads, that's what I meant. ;D If I were to make a new set of textures that were aligned to a side rather than centered, and otherwise transparent, then the effect would work? And it's just a matter of having another track back to the rest of the grid right? I don't see that as a problem either, unless they have to be really close to one another. How close would they have to be?

There just has to be another way back, anywhere you want.  However, offsetting the texture to one side would result in having half the cars drive on the grass.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 05, 2010, 09:43:26 AM
From my brief experiments since you said that, I'm thinking it's not as straightforward as half the cars being on the grass. I built a little test setup:

(http://imgur.com/WXSXq.jpg)

With four houses and a shop (using CAM) over four game years (on cheetah mode) the cars on the one-way roads (they've just had their arrows removed) used the left lane exclusively (I'm using the LH version) When I tried it in a small city (30, 000) the cars mostly used the left lane but sometimes would spill out onto the right. However I would be using such a road texture in exclusively rural settings, beyond rural even (because the two supplied dirt street textures in SAM do a great job for rural towns etc.), but for farms etc. just for roads used by a few people. I'm guessing there must be a point at which the numbers of automata becomes high enough that both lanes of a one way road are used... (or maybe it was when two cars arrived from different directions) Either way it seemed a rare enough an occasion that it wouldn't be a problem. What did seem wrong though was the increase in speed the cars got when on the one-way roads. Is it possible to lower the rate of a network?
Title: Re: SAM - Street Addon Mod
Post by: j-dub on March 05, 2010, 10:27:40 AM
I don't see why not. I can see a street style OWR happening, its just all the RUL's, combined with the pathing, the texuring, and all the intersections with every other network will be time consuming. It is not like it will happen over-night, Alex had been working on a one lane OWR for the NWM, and I have used that in my suburban areas, however that is still road based, and they still speed on it, because of that. As for a one directional street network system, I would assume functionally, because the RHW has one direction, two directions, and one lane options; all in the same network. That makes me question why the street network could not do the same. Maybe street puzzle pieces could be made to overlap the street oneway, then no more worrying about speeding motorists through residential areas. While I just use one ways to block traffic one direction down the side streets, I did it that way because in my RL city's, the streets have no arrows, are two lanes wide, but they still have you drive only on the right side, and not use it as two lanes, despite road signs may be on both sides. Parking is usually on the left.

As someone else discovered streets can carry neighbor connections too, they just can not be built that way from the start, but because of that, I believe OWS, oneway street is possible. I will be experimenting on how to connect OWR to neighboring cities, since it turns out wider RHW also can connect and carry traffic to neighboring cities, why couldn't said OWR networks? If street carries connection, then shouldn't OWR? Thing is, I do not see why you use both lanes on a OWR street, because there would be no lines down the street, and you know the motorist debate about the no lane linage thing there, which is why you treat one way streets still as only one lane, despite the two lane width. It is different if there are lines, but the OWR has lane lines. In RL when I have seen oneways through suburban areas, they do make them road width when they are officially two lanes wide. While I believe the possibility of OWS, that reason about the lane lines, I don't see this idea being considered, but it has to work. Maybe the puzzle piece idea could achieve this. Maybe if you want OWS and do not care about cars only driving on the right, just 1 path restricted street puzzle piece could accomplish this, no new network would need to be made, but these are just ideas.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 05, 2010, 01:08:56 PM
Thanks for the input j-dub. I would be happy if it could be achieved by any method, puzzle pieces or whatever. But I would also willingly forgo and modify my one way road setup if it could be done. The city I live in doesn't have one way roads, it's a shock going to other cities and not being able to just go straight where I want to go. So for this reason I rarely use them and am able to do just fine using roads, avenues & highways.
With intersections, as these tracks would be too small to influence the passing road and could even fade in from complete transparency if need be (visually I'm talking, I have no idea how this would influence the actual setup and whether it would make it any easier or not), could you just have a multipurpose texture that would be used to join it to whatever network? (as well as an over rail one)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on March 06, 2010, 10:49:17 AM
Hmm, since the pathing would require some time and knowledge, and since it might be necessary to create a number of new textures for a SAM set, why not use the RRP textures on some pedmall puzzle pieces, like we did with PEG's mountain trails? The major problem that we're facing right now is the transparency bug, but that could be circumvented by making them puzzle pieces instead of lots.
Title: Re: SAM - Street Addon Mod
Post by: Complete on March 07, 2010, 10:38:03 AM
Am I being an idiot here or is there no download link ?

There is nothing in the first post that gives you any information n hw to actually download the mod ?
Title: Re: SAM - Street Addon Mod
Post by: j-dub on March 07, 2010, 10:45:34 AM
Furthermore Andreas, aside from the high demand I too have heard for traffic carrying Chris Adam trails, I have heard many people ask for a paved functioning trail network, think the dirt trail ped-mall tiles except with asphalt on them. We have been over many times that the problem with having these types of networks pathed for cars in each direction, puzzle piece or dragged would result in cars colliding head on, but I feel a bunch of players would be satisfied with at least having ped mall versions of these networks. I swear I have drove on Ped-Malls in UDI, you just can not go very fast, but I bet there is desire to drive on those dirt RRP tire tracks. As for the paved tiles, for now, those that want paved trail lots, will have to use the Meandering Bike Trail set from the stex, they basically are the same setup as the RRP tire track trails.

Complete, you can download the SAM off of BSC lex or the stex sites, but those require separate login credentials; and some stuff you saw pictured on here may not be in the current version.
Title: Re: SAM - Street Addon Mod
Post by: Glazert on March 07, 2010, 10:45:42 AM
You need to register separately on the LEX to be able to download.
Title: Re: SAM - Street Addon Mod
Post by: Complete on March 07, 2010, 10:56:04 AM
Thanks guys. Just realised I had to register to the LEX. I am finding it hard to understand all this stuff as I am new to SIMCity4. Yes I know it has been out for years but hey thought I would finally give it a go!
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 07, 2010, 11:16:19 AM
Okay, well you guys have my attention. So because these would only be one way I assume the colliding cars wouldn't be an issue.
I'm very keen on the idea, what's the next step?
Title: Re: SAM - Street Addon Mod
Post by: dedgren on March 07, 2010, 11:44:43 AM
I've done quite a bit of Chris's dirt tracks as a SAM set.  There's the STR issue- cars and trucks going in opposite directions pass "through" each other.  The ultimate thing that caused me to abandon what I'd done, though, was the type and volume of traffic- it should be tractors and wagons, not cars and trucks, and it should also be very infrequent.

I'd be happy to pass along what I had done- it's just a matter of finding it.


David
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on March 07, 2010, 12:12:13 PM
I'm a bit confused here... also this may need to go to another thread. But what are the options with the one way road idea? Could they be replaced (texture wise) by the RRP set? (I've been told yes) Can the speed of the network be reduced?

Although I would like to try the RRP as a SAM set as well degren, especially if it's already been done. That way there would be two way traffic (which is good in a sense) and the speed would be right. I agree tractors and wagons would be better, but I'm willing to overlook that. As for what you said about the volume of traffic, how did your use compare to what I have above? I really would be mostly using such a network as driveways, not roads as such, so they would only ever lead to a few houses at most.
I am using a persistent automata mod, may that have interfered with the behaviour of the traffic? Because I was happy enough with the rate of cars, but we may have different standards.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on March 30, 2010, 06:42:16 PM
A quick question: How does one go about drawing the 4-Way diagonal SAM + OWR and the 4-Way diagonal SAM + Road intersections? (Found in the 4 Way Intersection folder of the SAM Creation Set; 0x5e52dx00 and 0x5e52ex00 respectively) For the life of me, I cannot get these to reproduce in game.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on March 31, 2010, 04:09:01 AM
A quick question: How does one go about drawing the 4-Way diagonal SAM + OWR and the 4-Way diagonal SAM + Road intersections? (Found in the 4 Way Intersection folder of the SAM Creation Set; 0x5e52dx00 and 0x5e52ex00 respectively) For the life of me, I cannot get these to reproduce in game.

Are they reverting back to the original textures?  Or can you not just create it?  If it's the former it means that it was never RULed.  There are still a few obscure textures that Jason hasn't RULed and it's beyond my abitilites to do it.

If it's the later, you'll need to post the texture and I'll see if I can make it.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on March 31, 2010, 11:05:15 AM
Are they reverting back to the original textures?  Or can you not just create it?  If it's the former it means that it was never RULed.  There are still a few obscure textures that Jason hasn't RULed and it's beyond my abitilites to do it.

If it's the later, you'll need to post the texture and I'll see if I can make it.

It must be because it was never RULed. Making the textures is turning out to be quite simple when I am able to get the time to sit down and do so. I had a complete set done, but as always, I've figured out a way to make them look better (In my opinion) as I was finishing them it up, so I've elected to go back and re-do them.

I have to say it is kind of fun playing with the intersections. I've always hated how roads/owr taper into a street intersection. So I tried this out:

(http://i164.photobucket.com/albums/u39/yubyubcommander/0x5e522230--Road4wayIntersectionv3.jpg)
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on April 08, 2010, 05:37:38 PM
Sorry for the double post, but I'd like to get peoples feedback about how these look in-game.

I've completed all but the roundabouts and transistion textures, but I've just got the standard textures in-game so far.

There is a few little tweaks that I can see, mainly the texture off-set on the intersections, but I'd like any outside opinions I can get.

So without further adieu...

(http://i164.photobucket.com/albums/u39/yubyubcommander/SC4/eSp_SAM_Texture01.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Jack_wilds on April 08, 2010, 05:45:02 PM
first impression -wow, over all I like it as it appears to have a 'new' asphalt that has been traffic worn...  :thumbsup:

a slight contrast to the lighter side of things it appears too black... I see mid-line alignment issue, most I'm sure your aware of other notes are mostly creative differences... just tweak it here and there, does it function ok?

color variation with asphalt mixes will-be retained over time with a balanced mix of aggregate to fines to bonding material versus other mixes containing more or less 'tarr', lower aggregate volume and more fines (asphalt mixes can be a real recipe -see your favorite CE textbook about asphalt formulas and batch mixing) also temperature changes both ambient and mix and base also effect the final look in texture and color and how long such characteristics will remain over time...

asphalt inspection is a boring always hot thing to do and the paperwork involved is just a pain... but I did it

-learning on the job conclusions through observation...  ???  ::)

Jack  :satisfied:
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on April 08, 2010, 09:21:18 PM
Oooh! I like, I like a lot! Nice job on that set.
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on April 09, 2010, 07:41:39 AM
Nice new set! That's an Asphalt colour I have never seen before. Around here, our crappy weather mix (cool-ish in Winter, foolishly hot in summer, raining little but when it does... Don't be outside  $%Grinno$%) seems to ensure either Very dark black asphalt (when it's clean) or a mid-tone grey or sometimes even a grey-ish blue.  :satisfied:

Great work!
Title: Re: SAM - Street Addon Mod
Post by: j-dub on April 15, 2010, 09:59:33 PM
Guess I have not been here for a while, great work wes! Seriously those are awesome.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 27, 2010, 12:06:46 AM
I'd LOVE this set to be included in the SAM: http://www.simtropolis.com/stex/details.cfm?id=11613

If it is not a possibility (I understand if it isn't) - will it work with the SAM? If so, is there anything extra I need to do?

Cheers, Jacob :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 27, 2010, 02:08:26 AM
To add those to the SAM you would need to obtain permission from the creator. I'm not sure if they are around still.

You could download the SAM creation set from the LEX and create something similar yourself.  Even if you did use the originals you'll still need to add a lot more pieces such as diagonals that weren't in the game at the time that was created.  When we did the original sets we found it was easier to start from scratch and all the textures in those sets are new even where it's someone else's set originally.
Title: Re: SAM - Street Addon Mod
Post by: joelyboy911 on April 27, 2010, 03:27:14 AM
Is rivitoz, perhaps the same person as rivit (who lives in oz?). If it is (which seems likely) I'm sure he wouldn't object to having the textures used.

(to clarify: rivit is active in the community currently)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 27, 2010, 04:20:36 AM
Thanks Diggis and Joel. Diggis - so I could create a set just for myself personally?

Joel, that seems logical. I might see if I can contact him. Does anyone know of any tutorials to create transit texture (diagonals, etc.)

Edit: Just looked at the creation set, and it looks like it includes tutorials. What are the 16 textures that are included for?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 27, 2010, 05:04:09 AM
There should be more than 16 textures in there, but it's been a while and I can't remember what I did so I could be wrong.  They are guide lines to allow the SAM sets to join into the original ones, to save you having to find the originals in the game files.

As for creating your own... Yup, pretty much.  If someone can do a full set up and is happy, I should be able to get it added into the SAM as another option.  So far many people have started but no one has finished one.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 27, 2010, 06:49:48 AM
Awesome, I think I'll be having a go once I contact Rivit. Cheers :)
Title: Re: SAM - Street Addon Mod
Post by: noahclem on April 27, 2010, 08:54:52 AM
The SAM is great! Thanks everyone who contributed and happens to be reading this :)

I was wondering if it is possible to replace the loathsome default Maxis streets with Hableurg's asphalt streets automatically (without the use of SAM starter pieces) and be able to use SAM starter pieces for the other networks. Any tips would be much appreciated!

A question about the posts above: have any of the people that started made substantial progress on other textures? If any exist that have basic straight pieces and a couple basic intersections but lack "diagonal s-curve under 30m elevated rail" than maybe an unfinished release would be better than none at all. Has anyone done anything with the streets in front of Ill Tonkso's more recent incarnation of St Pancras station?

http://www.simtropolis.com/stex/details.cfm?id=15467 (http://www.simtropolis.com/stex/details.cfm?id=15467)

I'm not particularly experienced in this type of thing but do have a massive surplus of time at the moment, being stranded in the middle of nowhere in a foreign country waiting for the business I came here to work for to open, so I might be able to help.

Thanks for your time!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 27, 2010, 09:19:09 AM
Noahclem,  To replace the default streets with the ones you want you'll have to reIID ever piece to match the original texture.  Not hard work, just tedious.

I'm not sure if anyone got far enough to make a set worth a release. At the very least it would need all the straight pieces and road intersections and I don't think anyone got there.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on April 27, 2010, 10:48:03 AM
I'm not sure if anyone got far enough to make a set worth a release. At the very least it would need all the straight pieces and road intersections and I don't think anyone got there.

Except for most of the transition textures (I've only done the straight ones), and some minor tweaking my set is almost complete.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 27, 2010, 11:12:30 AM
Except for most of the transition textures (I've only done the straight ones), and some minor tweaking my set is almost complete.

Great!  Once you get the transitions done up (not much use in it if you can't join it to anything :P) let me know and I'll see what needs to be done to get it included in the SAM download.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on April 27, 2010, 11:15:17 AM
Great!  Once you get the transitions done up (not much use in it if you can't join it to anything :P) let me know and I'll see what needs to be done to get it included in the SAM download.

No worries.. It's only the half dozen odd transitions that I never use myself (The weird curvy ones). All the standard/intersections/diagonals are done.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 27, 2010, 04:41:58 PM
Just awaiting a reply now from Rivit. I have read through the SAM .pdf on how to do it - I am liking what I'm reading! Not to difficult...

I'm thinking of making the straight to diagonal transition a bit longer (more like a wide radius curve piece) without making a puzzle piece. Am I correct in understanding that I would need to redo the alpha maps for the curves?
Title: Re: SAM - Street Addon Mod
Post by: noahclem on April 28, 2010, 11:07:49 AM
Thanks for the reply Diggis! I'll see what I can figure out with those IIDs. I'd like to mess with the highway textures (and paths) down the road so it will be great to learn some real basic stuff first.

Those streets are looking great wes,janson, looking forward to their release!
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 01:35:03 AM
What file type should I be saving the textures as? At the moment I am saving them as png's - is this correct? How do I name them? I have read how to IID, but I'm not sure whether I should be replacing an existing SAM set or should I be creating a new one. If I need to overwrite an existing one, I'd like to replace the parking textures. Would this be 'A'? If not, should I use the letter that comes after the last SAM set? ('G' I think?)

Jacob.
Title: Re: SAM - Street Addon Mod
Post by: superhands on April 29, 2010, 01:54:45 AM
Hex is only up to 16- that being F. ;D :D
Png is the best format as jpeg reduces the quality. Jpeg alters the pixels with out making it to noticeable to the human eye.

the best and easiest way to name them is by the ID. (later this becomes handy in sc4tool as you can copy/paste the id into the sc4tool texture creator id panel- remember letters need to be in capitals (or the other way round)as the tool goes bannas on the id entry)

so:
5e5**x00   x = the set  ** refers to the texture id.

overriding the parking textures is the way to go as then you can test them. By all means grab Reader (if not already) then you can really see whats going on between your dat and the sam parking texture dat.

-Dave
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 03:24:02 AM
Ahh I see, didn't realise it ran of the hex system. OK, thats what I though re file types.

So if I check the parking textures in the Reader, I'll find out there ID, and I can use that in my own textures IID's?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 03:27:01 AM
You can't replace the parking texture with a full set, as it's not a full set itself.  And it's one of my favourites ;)  (attached to a post somewhere here is a T21 file for it which will put cars and trees in your parking bays(at least I think I attached it))

ultimatly I would like to make this an additional texture, but for now, replace one of the other sets for testing and I'll talk to the geniuses in NAM about adding another set to the list.

The sets are numbered so the parking set is 1 I believe and then up to 9, then A-F and I guess maybe 0 after that.  (we didn't get that far)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 03:48:45 AM
OK, I might just test one of the other sets that are complete. Easier that way ;)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 04:44:05 AM
Just started doing road intersections - do I need to do something different for Euro textures?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 05:05:46 AM
Just started doing road intersections - do I need to do something different for Euro textures?

Yes, but for now I would just go with getting the default set done.  Once they work we can talk about changing the necessary textures to sit with the Euro set.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 05:26:40 AM
Thanks Diggis. I have done the standard set, 4 way intersection, and avenue intersections, as well as the diagonal texture. I'll probably try and get this working in SC4 and looking right before I spend my time on the other textures.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 06:55:46 AM
Initial tests of a straight piece:

(http://i846.photobucket.com/albums/ab21/ShultzCity/tarredstreettest1.jpg)

What do you think?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 07:07:20 AM
Nice!  Good start.  look forward to seeing more.
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on April 29, 2010, 08:01:21 AM
I'm currently collaborating with CSGdesign to produce a SAM replacement set based on his dirt track park lots.
I've got about a third of the textures done but I'm a bit confused as to what I actually do with them and the Alphas.

I would like for them to override Trocla's dirt streets (I prefer Peg's dirt street to Trocla's one).

These would be for very low use routes that still require access and I thought SAM would be ideal for that.

I have most of the modding tools installed on my laptop (well, the ones that work in Windows Vista).

The textures do need re-aligning a little, I know that.

Samples:
(http://img706.imageshack.us/img706/3124/4wayintersection0x5e527.png)
(http://img707.imageshack.us/img707/2701/road4wayintersectionv10d.png)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 08:17:06 AM
Hey, good start.  A couple of things to note here:

1) the texture you have looks like it's supposed to be one way. (as in there are only 1 set of tyre tracks)  because of the pathing on the SAM the cars won't go over the tracks you have and will go either side as per normal.

2) You need to turn off the kerb lines before you export.  They were put in as guides for people creating hard textures.

3) when considering the joins, they need to match when mirrored and rotated. It's hard to get perfect, but looks funny if you don't.  There should be tips in the creation set guide on how to best do this.

4) The alpha map needs to be black where you want the texture clear and white where you have colour. However, as you are doing a rural set, you probably don't want alpha maps for any but the first wealth as you won't want side walks to show up. 
Title: Re: SAM - Street Addon Mod
Post by: woodb3kmaster on April 29, 2010, 12:58:34 PM
(attached to a post somewhere here is a T21 file for it which will put cars and trees in your parking bays(at least I think I attached it))
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 01:08:44 PM
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?

Huh, sorry about that, it's possible I never released it in any form, which is weird.  I'll take a look at it and check if I used any dependencies and get it uploaded.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on April 29, 2010, 02:04:41 PM
Initial tests of a straight piece:

(http://i846.photobucket.com/albums/ab21/ShultzCity/tarredstreettest1.jpg)

What do you think?

Great idea to use this set for SAM, and I'm hoping Rivit is OK with it (Rivit's a girl not a guy btw, at least I'm pretty sure ;)). I use these as is but there are occasional conflicts with other street mods etc.; it would be great to be able to just deliberately place it in areas.

Also good luck with the tyre tracks jdenm8.
Title: Re: SAM - Street Addon Mod
Post by: noahclem on April 29, 2010, 03:59:08 PM
Nice seeing all the activity around here! As a follow-up to my earlier question about Hableurg's asphalt textures, I was wondering if there are any options for wide-radius curve streets besides the original maxis. Thanks.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on April 29, 2010, 04:15:52 PM
ultimatly I would like to make this an additional texture, but for now, replace one of the other sets for testing and I'll talk to the geniuses in NAM about adding another set to the list.

The sets are numbered so the parking set is 1 I believe and then up to 9, then A-F and I guess maybe 0 after that.  (we didn't get that far)

Actually, it's 1-5 and 7-9 that are in use right now.  Oddly, there never ended up being a SAM Set 6, though I actually made a starter piece in for the eventual possibility 2-3 years ago (either before SAM Version 1 or 2).  The entries have actually been present but disabled in the NAM Controller the entire time, so there's one open slot ready to go.

Additionally, before Jason (jplumbley) went into retirement, he had considered the possibility of another SAM version and had asked me to make a few more starters just in case.  I made 5 then, so there's actually 6 open slots (and 14 total).  They're in the same situation as the Set 6 starter--disabled but in place and ready to go.  I think I even copied the necessary RUL Override entries over for the new sets as well--even if I didn't, that's a 5 minute job, thanks to how Jason structured the IID scheme.

Nice seeing all the activity around here! As a follow-up to my earlier question about Hableurg's asphalt textures, I was wondering if there are any options for wide-radius curve streets besides the original maxis. Thanks.

Yes, actually, there are some Wide Radius Curves for some of the SAM Sets (including the Asphalt set) in the Rural Roads Plugin that David (dedgren) did last March, which you can find here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1995).

-Alex
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 04:17:50 PM
Cheers guys. @Thingsfishs - yes, I have checked with Rivit (hes a guy not a girl actually  :P ). I found that the intersection on his set were not exactly brilliant, so I am giving them a bit of an update while I am going.

Tarkus, that would be great. For now I'll do my testing with the herringbone textures, and after testing, we can maybe see about getting them another slot.
Title: Re: SAM - Street Addon Mod
Post by: thingfishs on April 29, 2010, 04:28:10 PM
yikes  :D, my apologies to Rivit... I wonder why I thought he was a she... ()what()
Title: Re: SAM - Street Addon Mod
Post by: fafalone on April 29, 2010, 05:01:47 PM
Looking through all 64 pages of this thread, I can't find any such (obviously-named) attachment - unfortunate, since I'd love to get my hands on such a file. Do you still have it?

jeronij's Street Side Mod for SAM does the exact same thing you're looking for I believe.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1364)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on April 29, 2010, 05:03:14 PM
IIRC, SAM6 was reserved for the SFBT Sand Path textures that Khiyana created back then for her park set. They are almost as wide as the streets, but unfortunately a little more narrow, so the automata paths would have to be adjusted a bit. Khiyana went MIA quite some time ago, though, so if there isn't someone picking up the texture work, I guess this ID range could be used for another SAM texture set.
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on April 29, 2010, 05:08:56 PM
1) the texture you have looks like it's supposed to be one way. (as in there are only 1 set of tyre tracks)  because of the pathing on the SAM the cars won't go over the tracks you have and will go either side as per normal.

We're not too worried about that. We're going to pretend that they only drive in the middle when you're not looking  ;)

4) The alpha map needs to be black where you want the texture clear and white where you have colour. However, as you are doing a rural set, you probably don't want alpha maps for any but the first wealth as you won't want side walks to show up. 
This is what I was really confused about. I may even be able to use the alpha maps to my advantage...

I'll ask here again if I have any other questions.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 29, 2010, 05:36:50 PM
IIRC, SAM6 was reserved for the SFBT Sand Path textures that Khiyana created back then for her park set. They are almost as wide as the streets, but unfortunately a little more narrow, so the automata paths would have to be adjusted a bit. Khiyana went MIA quite some time ago, though, so if there isn't someone picking up the texture work, I guess this ID range could be used for another SAM texture set.

I was going to use the sandstone base texture to do a full street set, but didn't get to it.  I've got a few things on my plate at the moment, but it's on my list.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 05:40:46 PM
Ran into my first problem while trying to get my second texture to work  ;D

90 degree turns have been installed correctly (as well as corresponding wealth textures):

(http://i846.photobucket.com/albums/ab21/ShultzCity/screen1.jpg)

But no luck in game:

(http://i846.photobucket.com/albums/ab21/ShultzCity/screen2.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on April 29, 2010, 05:58:29 PM
For some reason, I seem to recall the actual IID for the 90-degree bends for SAM sets being 0x5e590x00 . . . try that out. :)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on April 29, 2010, 06:18:59 PM
For some reason, I seem to recall the actual IID for the 90-degree bends for SAM sets being 0x5e590x00 . . . try that out. :)

-Alex

Alex is right. 0x5e590200 (since, like me, you are overriding the herringbone texture) is the texture you need.

I found it easier to name my files with the IID in the front to make it easier to find.(I.e. 0x5e590200 -- 90 Turn.png)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 29, 2010, 06:36:29 PM
Thanks Alex, worked a treat. I'm just finding the corresponding texture from the Herringbone set and using the same ID (in this case though it wasn't the same?). Wes, I'm just naming them with the IID and without a normal name. Seems to be working for me so far :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 30, 2010, 02:54:47 AM
Thanks Alex, worked a treat. I'm just finding the corresponding texture from the Herringbone set and using the same ID (in this case though it wasn't the same?). Wes, I'm just naming them with the IID and without a normal name. Seems to be working for me so far :)

OK, I'm confused as to why you are renaming the textures really.  They have the IID in the filename in the creation set, you just need to replace the X with the corresponding number.  Obviously the herringbone set was one of the ones that we got the IID wrong on a couple of pieces (it's likely to be attached to a post here as a fix) so thats not the safest way to do it.
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 30, 2010, 03:16:18 AM
Figured that out about 5 minutes after I posted that Diggis - silly oversight by me.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 30, 2010, 07:58:18 AM
Is this the sandstone one you were talking about Andreas?

(http://i302.photobucket.com/albums/nn110/Diggis/Modding/Straight0x5e54bx00.png)
Title: Re: SAM - Street Addon Mod
Post by: noahclem on April 30, 2010, 09:21:00 AM
Thanks Alex, don't know how I missed that.

That sandstone looks awesome, hope something comes of it!!
Title: Re: SAM - Street Addon Mod
Post by: Andreas on April 30, 2010, 03:57:01 PM
Is this the sandstone one you were talking about Andreas?

No, I wasn't talking about sandstone, but sand. ;) I meant the textures in this set: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1354 They would make very nice streets in low density areas at the outskirts of a city, such as trailer parks, allotments, weekend cabins and such.
Title: Re: SAM - Street Addon Mod
Post by: z on April 30, 2010, 04:24:49 PM
That sandstone looks awesome, hope something comes of it!!

No, I wasn't talking about sandstone, but sand. ;)

Why not do both?  I think that the sandstone would be a great addition.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on April 30, 2010, 04:55:06 PM
No, I wasn't talking about sandstone, but sand. ;) I meant the textures in this set: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1354 They would make very nice streets in low density areas at the outskirts of a city, such as trailer parks, allotments, weekend cabins and such.

Rats I was afraid you'd say that:

Why not do both?  I think that the sandstone would be a great addition.

And thats why :(
Title: Re: SAM - Street Addon Mod
Post by: Neofita on April 30, 2010, 05:05:09 PM
Sandstone is cool :)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on April 30, 2010, 09:20:44 PM
Standard parts all done:

(http://i846.photobucket.com/albums/ab21/ShultzCity/screen3.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Aaron Graham on April 30, 2010, 10:02:48 PM
The street l :thumbsup:ooks great.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 01, 2010, 04:06:33 AM
Looks great.  Only one thing... the stop lines at the intersections.  Unfortunately the game has a habit of mirroring pieces, especially pieces like the T intersection.  That means that occasionally they will appear on the wrong side of the street.

General rule when doing these is to make sure they are mirrorable.  It's a pain as I know many users would like stop lines, but it's not feasible.  &mmm
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on May 01, 2010, 04:53:32 AM
They are actually a mod I have, not on the street textures. It adds stop lines and stop signs on streets. I have been meaning to get rid of it for a while now  ;)
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on May 01, 2010, 06:33:01 AM
ShultzCity: Looks great, please make curves too  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on May 01, 2010, 07:21:14 AM
I'll be making the full set - do you mean wide radius curves? I'd have to ask someone for the kerb lines etc...
Title: Re: SAM - Street Addon Mod
Post by: tag_one on May 01, 2010, 07:57:02 AM
Looks great.  Only one thing... the stop lines at the intersections.  Unfortunately the game has a habit of mirroring pieces, especially pieces like the T intersection.  That means that occasionally they will appear on the wrong side of the street.

General rule when doing these is to make sure they are mirrorable.  It's a pain as I know many users would like stop lines, but it's not feasible.  &mmm

No they don't  $%Grinno$% Not on those intersections at least...

I used super secret special techniques when I made that mod. The stop line isn't a texture, but a prop like the signs  :)
Title: Re: SAM - Street Addon Mod
Post by: metasmurf on May 01, 2010, 09:08:34 AM
I'll be making the full set - do you mean wide radius curves? I'd have to ask someone for the kerb lines etc...

Yeah 90 2x2, 90 4x4 and 45 curve. I think there's a tutorial on making curve textures somewhere in the three rivers region thread, otherwise pm dedgren
Title: Re: SAM - Street Addon Mod
Post by: superhands on May 02, 2010, 01:41:15 AM
there's also a much quicker way at creating curve textures, involving Gmax/max, Loft, the export preview, the Print Screen button, and photo-shop  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: strucka on May 02, 2010, 04:38:05 AM
Shultz, this is amazing, this is one set I'll be using a lot =)  &apls &apls &apls

Just one question, can it be done, that every sam street would have trees and props on the side, as the mod, that makes, maxis streets have trees and mods? Because that would be superb. =)
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on May 02, 2010, 05:01:31 AM
Thanks :)

Not something I can do - but I know it is possible. There is a mod somewhere on the STEX that adds seasonal trees to trolca's dirt streets. You would just have to find someone will ing to add trees and realted props to the street (is this done by T21's?)
Title: Re: SAM - Street Addon Mod
Post by: tag_one on May 02, 2010, 06:31:26 AM
It can be done quite easily with T21 props. I made my intersection mod (the one with the street signs) that way. There are some great tutorials and if you like puzzles I can recommend playing with it. It's not very hard, but it takes some time to figure everything out.  ;) 
Title: Re: SAM - Street Addon Mod
Post by: SimNation on May 02, 2010, 12:54:34 PM
Love how your street looks. Keep up the good work. Maybe hope for someone to make some good worn out cracked streets is not to far off in the future as well.
Title: Re: SAM - Street Addon Mod
Post by: marsh on May 02, 2010, 03:11:06 PM
looks great  &apls
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 04, 2010, 03:39:57 AM
Love how your street looks. Keep up the good work. Maybe hope for someone to make some good worn out cracked streets is not to far off in the future as well.

The problem with cracked worn streets is that there is only 1 texture for each street section.  This means that it would be highly repeating.  We've looked at ways to do extra textures but failed everytime so far :(  T21's would be one way around this but require flat models of cracks.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 05, 2010, 11:06:19 PM
Well how hard would it be to do multiple full intersection BAT's made with crack textures on the models? (i am not asking for this, just curious)
Title: Re: SAM - Street Addon Mod
Post by: tag_one on May 06, 2010, 12:22:59 AM
Not sure what you ment with a 'full intersection BAT'. But modeling a plate with a crack texture doesn't sound isn't very challenging. The most difficult part is finding or making a nice crack texture. Maybe I'll have a look when I'm back from work  ;)

(http://img72.imageshack.us/img72/7756/nieuwestad17jan.jpg) (http://img72.imageshack.us/i/nieuwestad17jan.jpg/)

;D

It's simple:
- make a box in max
- add a concrete texture on it
- add an opacity map to the texture (black background with white cracks) in max
- render and make prop
- add prop to network with a T21 exemplar

I attached the file for those who are interested.   
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 06, 2010, 10:39:43 PM
That does look good on the straight segment. See? You knew you could do it. The only thing is making more cracked variations. I bet everyone else is going to appreciate those cracks, they look good on grey, but I bet some people are going to want that happen on the road networks.

Now, as for Diggis' comment on cracked textures on the streets, I don't remember if Nerdly Dood did crack the intersections, but I never noticed the repetitiveness of the same tiles. I guess that you consider it is just a game, and I have played plenty of other games where you get used to the repeating factors. However, T21 cracks could mean the streets can be wealth dependent that wealthier areas have pristine pavement, where as rural areas will now be able to look the part.

I should mention that the initial walking snake texture replacement I had, the texture ShultzCity posted, was wealth dependent. Only the highwealth areas or rural/unzoned areas had that texture. So I guess cracks could be a wealth texture thing to, then again that brings us back to the crossing. I don't know how that texture artist did it, but the walking snake textures actually look old, and despite the intersections being the same, you can just see right past that fact, and like the texture for what it is.
Title: Re: SAM - Street Addon Mod
Post by: nerdly_dood on May 07, 2010, 02:54:59 PM
My cracking method involved using the "draw line" tool in PhotoFiltre, to use, i think it was 80% gray at 60% opacity, with antialiasing enabled, and just drew them manually. I think the lack of apparent repetition turned out quite nice, as I didn't make any effort whatsoever to have the cracks match up along the tile edges.

I think I still have the files buried somewhere, maybe eventually I'll have time to do more work on them...
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 12, 2010, 02:45:29 PM
I've seen some CJ/MD's that have diagonal SAM's. I myself cannot figure out how to do it. When I try, it (a couple of squares) always temporarly turns brown and then disappears. The diagonal street will remain where I put it but it becomes invisible. At first, I thought that I simply had a conflicting file but I removed everything, except the new NAM, RHW 4.0, NWM, and the SAM, from my plug-ins folder and am still getting the exact same effect. It should be noted that I have a new computer with windows 7. Perhaps that's it. I don't know. Has anyone else had this issue? Is there a tutorial somewhere for how to make diagonals? I would greatly appreciate anyone's help/insight into this matter.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 12, 2010, 02:59:21 PM
So even if you try to drag SAMs curve by curve by curve, it don't change to a diagonal? As for tutorials, I did this a real while back:

http://www.youtube.com/watch/v/xCGxve_-CXY
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 12, 2010, 04:24:44 PM
Yeah, I've tried it both ways, i.e., the "zig-zag" method and the diagonal "helpers". I've tried it with (SAM) starter pieces and then corner by corner, and I've tried laying down a "vanilla" diagonal street and "touching" it with a SAM street. All with the same results. I really wonder if maybe it's a Windows 7 thing, as I've noticed that other things, such as SC4mappper for example, used to work on my old computer but do not on my new one. I'm not sure though. I just thought that maybe I was doing something wrong.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 12, 2010, 11:14:24 PM
Does Windows 7 allow you a run in compatibility mode option? That could make it behave. When Vista first came out, the SC4 tool had to be set to run in compatibility mode, because Vista's setting could not read the texture files associated to that program. Considering how I can see the textures in compatibility mode, in theory, the same compatibility mode option should work for you, but I don't know, never used Windows 7.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on May 13, 2010, 02:18:18 AM
That sounds like you don't have the NAM diagonal streets plugin installed.
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 13, 2010, 01:04:39 PM
I'll try the compatability mode (although I'm not exactly sure how to), and I think that I'll uninstall/reinstall also. I'm not actually all that computer savy. It's ironic because I'm a machinist by trade and can write CNC program for complex aerospace parts but pc/video games baffle me. You may want to consider that the next time you board an airplane, as it's people like me that make the parts.  If I could ever find the free time, I'd learn how to BAT/MOD, etc...as I'd love to contribute as all of you do. I can barely find the time to even play the game. Anyways.........(I have a tendancy to "ramble", sorry!) Back to the point; Is the diagonal street plugin seperate or with the core files? If it's seperate, where would I find it? THANKS to both of you for your help, BTW!--Vince
Title: Re: SAM - Street Addon Mod
Post by: z on May 13, 2010, 03:24:34 PM
The option for diagonal streets is in the main NAM installation; it's an option under Plugins, and it's selected by default.  The easiest thing to do here is just see if it's in your Road menu; it has its own entry.
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 14, 2010, 03:15:18 AM
No, I mean that I'm unable to make diagonal SAM texture (cobblestone, herringbone, etc...) streets. Of course I have the diagonal "vanilla texture" (grey) streets that come with the NAM. I'm sorry, I did not make myself clear.
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 14, 2010, 03:22:22 AM
Yeah, I just now noticed, as I looked back through the last few posts, that diggis had typed NAM instead of SAM. Again, I appologize for any confusion. As I said in my initial post(8 spaces back), it's the diagonal  SAM's that do not work for me. Also, @ J-dub; that video link for youtube is broken.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 15, 2010, 01:34:05 PM
First of all, be careful when you double post, this can make certain people angry, secondly, try the video link again:
http://www.youtube.com/watch?v=xCGxve_-CXY
Do you even have SAM v3 in your NAM plugins? SAM v1 doesn't do diagonals.
Title: Re: SAM - Street Addon Mod
Post by: vistla on May 16, 2010, 05:22:04 AM
OK, I've managed to get the situation resolved with my computer and the game. It works now. Thank you, very much!
Title: Re: SAM - Street Addon Mod
Post by: MOREOPTIONS on May 22, 2010, 02:39:53 PM
Love the lamps and signs,  the wires are also great,.. By the way.  have any of you seen the dragable urban power lines?  had them before but with new format , have lost them and still till this day, have been un able to re-locate them..   I would like to be able to use them in the county and the heavy ones in the industrial settings you know what I mean....  God Bless.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on May 23, 2010, 12:35:36 PM
MoreOptions, are you referring to the tall grey power lines instead of the red and white ones. I thought the name of the person that did the draggable grey ones was Fukuda. Those power lines may be on the LEX, because I thought thats where I downloaded them from.

The other thing MoreOptions, is on the STEX there is another power line mod that gets rid of the power lines all together so you can place lot based power line poles down instead. It is incompatible with the mod I mentioned above though. Unfortunately, I do not have the exact links.
Title: Re: SAM - Street Addon Mod
Post by: catty on May 23, 2010, 12:51:25 PM
MoreOptions, are you referring to the tall grey power lines instead of the red and white ones. I thought the name of the person that did the draggable grey ones was Fukuda. Those power lines may be on the LEX, because I thought thats where I downloaded them from.

The other thing MoreOptions, is on the STEX there is another power line mod that gets rid of the power lines all together so you can place lot based power line poles down instead. It is incompatible with the mod I mentioned above though. Unfortunately, I do not have the exact links.

Pegasus has done a grey power line here

http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=437

sorry I don't have the STEX links and also something to use in place of power lines "PEG Underground Conduit" here

http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=434

SIDETRACK from SAM   &ops
Title: Re: SAM - Street Addon Mod
Post by: imperialmog on May 24, 2010, 06:54:37 AM
Is there any work in getting the SAM compatable with the Network widening mod?
Title: Re: SAM - Street Addon Mod
Post by: sim-al2 on May 24, 2010, 08:09:49 AM
There shouldn't be any issues but I haven't done much with the NWM yet. I can't imagine that they would conflict.

[Edit] Just noticed your other post,it makes the forums tider if you only post an issue in one thread. What kind of problem are you having?
Title: Re: SAM - Street Addon Mod
Post by: deathtopumpkins on May 24, 2010, 09:52:01 AM
There are currently not any intersections between SAM streets and NWM networks. Drawing such an intersection will break the NWM overrides. This functionality will possibly be added in a future release.
Title: Re: SAM - Street Addon Mod
Post by: sim-al2 on May 24, 2010, 08:35:19 PM
Yeah I think I'll actually test stuff before posting about it... ;D
Title: Re: SAM - Street Addon Mod
Post by: JayStimson on June 06, 2010, 07:56:37 AM
Greetings:
I recently found SAM V3 (I saw a pic in a thread using PEG dirt streets) that had diagonal dirt streets. One of the reasons I never used PEG's dirt streets is that he never provided diagonal capability. Anyhow ...
Now that I have SAM V3 with PEG's dirt streets (and with diagonals !!!) I can revamp my farming communities with significant visual improvement. So,
first let me say thanks to all of you who created this great mod.
Now for the meat of the story.
I wanted to LE my custom farm lots to match the textures of the PEG dirt streets but did not find the appropriate base texture available (low wealth) in the LE. So, being the modestly resourceful guy that I am, I extracted the fsh files from the SAM - 3 - PEGs Dirt Road Textures.dat file and created new base textures adding them to the same .dat file. The question I have is this:
Since I let SC4 Tool assign the instance ID's for the new base textures, I want to know:
Does the SAM team want a copy of the file I made so you can add the base textures to the next SAM version and ...
do you have instance ID's you want me use rather than the ones SC4 Tool gave me.
Either way is okay with me. I have what I want so I'm happy. Just thought I'd try to be more globally correct.

Here's a pic to show how the textures now match perfectly (no abrupt changes).

http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=71997&enterthread=y&STARTPAGE=9 (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=71997&enterthread=y&STARTPAGE=9)


Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 06, 2010, 10:34:03 AM
When converting transit textures into lot textures, the only thing that you should change is the group ID (from 0x1ABE787D to 0x0986135E). There's no further editing needed, and it won't collide with any other texture ID range that way. The easiest way for publishing those textures would be to include them in a DAT and publish this DAT with your lots, or as an external dependency file.
Title: Re: SAM - Street Addon Mod
Post by: JayStimson on June 06, 2010, 01:35:19 PM
Andreas: I did not know that, nor ever noticed it. Change the group ID... hmmm. Easy enough. Thanks.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 06, 2010, 01:53:59 PM
You can do that method for all textures that are intended for draggable networks (Puzzle Piece textures are color-corrected, since the game somehow displays them lighter than network or lot textures). :)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on June 06, 2010, 02:59:01 PM
I'm almost wondering if perhaps including a set of Lot Editor textures in the mod itself may be a viable option--I did that recently with the RHW.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 06, 2010, 05:06:44 PM
Yeah, that might be an option if the SAM gets updated some day. For the GLR stuff, we decided to include a set of textures in the SFBT Essentials, as there are SFBT tram stations for most GLR networks.
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on June 06, 2010, 06:57:49 PM
I've noticed that the T21s for SAM streets don't work quite right, as in, nothing shows up save the street texture itself. No roadside props whatsoever. Are there any mods that might conflict with them?

~~dragonshardz~~
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 06, 2010, 07:44:55 PM
The T21s are basically copies of the Maxis street T21's, so the same streetlights and such should show up (but only on brick and asphalt steets, IIRC, I removed them from the rural ones). There might be other SAM T21's in the wild, try loading the ones for the SAM last (by putting them into a zzz_ folder at the very end of your plugins folder).
Title: Re: SAM - Street Addon Mod
Post by: dragonshardz on June 07, 2010, 04:45:58 PM
Actually, all the SAM sets have T21 files except Set 1 and Set 6.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 07, 2010, 05:09:56 PM
There is no Set 6 yet. ;) For Set 1, someone created some preliminary T21s; once the SAM gets updated, those could be included as well.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on June 07, 2010, 06:19:39 PM
Over at SimPeg, the PEGPROD Team (Pegasus, Paeng, and I) are making some new street textures that would be nice to have in the SAM.
Title: Re: SAM - Street Addon Mod
Post by: Andreas on June 07, 2010, 08:00:40 PM
That's nice to know. Make sure to post about the progress here as well, since most of the SAM developers are persona non grata at PEG's place, unfortuantely.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on June 07, 2010, 11:36:15 PM
That's nice to know. Make sure to post about the progress here as well, since most of the SAM developers are persona non grata at PEG's place, unfortuantely.

You can count on it. You might consider me the SimPeg ambassador to SC4D  :)
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 08, 2010, 03:51:31 AM
You can count on it. You might consider me the SimPeg ambassador to SC4D  :)

Something to bear in mind, which might sour peg to the idea is that any new sets would have to be included into the original SAM upload.  This is so that the SAM works out of the box.  Otherwise the only other option would be to create an override for a network.
Title: Re: SAM - Street Addon Mod
Post by: j-dub on June 08, 2010, 11:32:50 PM
You mean overriding existing SAM sets already occupied? I don't see why "a" network would be something other then a street. I still have that type of occurrence right now, instead of the Herringbone brick streets, Nerdly's cracked street texture is using the SAM 2 spot instead. It would be nice to see that variation not over ride the existing, but I am not going to beg for it.

I don't usually now get to go to other forums because of RL time, but seeing what new textures are developed are always interesting.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 09, 2010, 03:37:07 AM
You mean overriding existing SAM sets already occupied? I don't see why "a" network would be something other then a street. I still have that type of occurrence right now, instead of the Herringbone brick streets, Nerdly's cracked street texture is using the SAM 2 spot instead. It would be nice to see that variation not over ride the existing, but I am not going to beg for it.

I don't usually now get to go to other forums because of RL time, but seeing what new textures are developed are always interesting.

Yeah, I meant overriding one of the existing SAM sets.  Nerdly never finished his set did he?  If so, then let me have it :)  Rivit has nearly finished 3 (yes thats right 3!) new sets which we will be adding in.  If there are more finished we can add them in too.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on June 09, 2010, 11:26:28 AM
I've noticed in the SAM creation set, the the GLR Diagonal and GLR Double Diagonal textures are exactly the same texture. Is there an update, or should I delve into the GLR NAM plugin DAT and try to find it in there?

Also.. I haven't got mine fully compiled as a DAT yet, but I think the GLR Diagonal texture is the last one I need to complete.
Title: Re: SAM - Street Addon Mod
Post by: MOREOPTIONS on June 09, 2010, 12:25:13 PM
Thank you for the prompt answers,  as I have the peg power lines,.. the one I was looking for is the wood power poles.. i have seen before. and they were dragable.  you see in the country ...  Perhaps not on the stex or the lex...  Thank you.  God Bless
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 09, 2010, 02:14:13 PM
Yeah..noticed that recently... I messed up...  ()sad()

Tis here for you :)

Couldn't remember which was needed so you get both.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on June 09, 2010, 02:49:25 PM
Yeah..noticed that recently... I messed up...  ()sad()

Tis here for you :)

Couldn't remember which was needed so you get both.

Thanks Diggis!

As of now, I have the textures set to override the 2nd SAM set. Do you want me to complete the DAT in that way before I send it to you, or do you want it some other way?

Anyone who wants to see the full set, I have a Photobucket (http://s893.photobucket.com/albums/ac140/frakking_toasters/SAM%20Textures/) album with all of them in there. Any advice, criticism, or praise is most welcome.
Title: Re: SAM - Street Addon Mod
Post by: MOREOPTIONS on June 09, 2010, 06:06:48 PM
Album looks great.  Perhaps lableing the pic's may help some whom dont know them.   Looks great thoe thank you. &apls


sorry everyone, the yellow is not able to be seen
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 10, 2010, 02:27:03 AM
Wes,  They look great.  However, I notice you have a stop line on the low wealth piece on one side only.  This WILL appear on the wrong side of the road at times depending on how the intersection is created.  I would highly recommend fixing this.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on June 10, 2010, 07:16:07 AM
I don't think Pegasus will be opposed to using the new textures in the NAM, but I will let you know more later.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 10, 2010, 07:53:26 AM
At the moment, we are looking at 4 new textures for the SAM V4, leaving I believe 2 spare slots.  We do have 4 rural road types so if I get more good options packaged I might look at combining them as variations, which is easy enough to do.
Title: Re: SAM - Street Addon Mod
Post by: wes.janson on June 10, 2010, 02:05:41 PM
Wes,  They look great.  However, I notice you have a stop line on the low wealth piece on one side only.  This WILL appear on the wrong side of the road at times depending on how the intersection is created.  I would highly recommend fixing this.

All fixed and the link to the file has been re-sent to you in a PM!
Title: Re: SAM - Street Addon Mod
Post by: socutezz on June 11, 2010, 10:06:41 AM
THANKS ^^ :)
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 12, 2010, 12:03:29 PM
I'm lil bit confuse with this NAM plugin. SO if I already instaled NAM may 2010, could I instal Street Addon Mod 3 too, or it's already in NAM may 2010?
Title: Re: SAM - Street Addon Mod
Post by: j-dub on June 12, 2010, 12:19:30 PM
No, SAM is a separate download, after you have NAM, then you add in SAM.
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 12, 2010, 11:06:15 PM
No, SAM is a separate download, after you have NAM, then you add in SAM.

thanks man  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: j-dub on June 13, 2010, 11:15:12 AM
Your welcome, iron man :)
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 14, 2010, 07:45:06 AM
in this thread http://sc4devotion.com/forums/index.php?topic=10853.0 (http://sc4devotion.com/forums/index.php?topic=10853.0), someone said that the mod is only for farm zones, not for residential zones... what does that mean? Does it mean that I can't build SAM in residential zones?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on June 14, 2010, 08:32:20 AM
No, in that thread they said that this mod: http://www.simtropolis.com/stex/details.cfm?id=19764

Was only for farm zones.  The SAM will work where ever you drag it.
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 14, 2010, 10:38:50 AM
No, in that thread they said that this mod: http://www.simtropolis.com/stex/details.cfm?id=19764

Was only for farm zones.  The SAM will work where ever you drag it.

woaa thanks man  &apls  :thumbsup:

btw, right now I'm facing a problem when I make an intersection with maxis road.
(http://i47.tinypic.com/2nqxn3d.jpg)

Why the starter piece can't start at the end of the maxis road?

===============================

Problem's solved! I must make an intersection between maxis road and street, so I can put the starter piece in the street  :)
Title: Re: SAM - Street Addon Mod
Post by: JoeST on June 14, 2010, 01:11:17 PM
you should first drag 5/6 tiles from the starter, then delete the starter piece, it will then stick.
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 14, 2010, 03:19:50 PM
you should first drag 5/6 tiles from the starter, then delete the starter piece, it will then stick.

can I make a SAM street in diagonal way?
Title: Re: SAM - Street Addon Mod
Post by: io_bg on June 14, 2010, 03:29:39 PM
can I make a SAM street in diagonal way?
Yes, by dragging in zig-zag or by connecting a ploppable diagonal street piece with a SAMmed street.
Title: Re: SAM - Street Addon Mod
Post by: iron3001 on June 14, 2010, 10:42:44 PM
Yes, by dragging in zig-zag or by connecting a ploppable diagonal street piece with a SAMmed street.

any tutorial with picture? I don't really understand  ()what()
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on June 14, 2010, 11:00:04 PM
iron3001, just drag a SAM street two tiles up. Then to the right one tile, then up, and continue until you get a diagonal.

For example:
    _
  _|
_|

Thats how the layout should look.
Title: Re: SAM - Street Addon Mod
Post by: itfitzme on July 01, 2010, 11:28:56 AM
I'm finding that my SAM pieces have a bright white border on the anchor tile. It doesn't go away. (see photo) What might be causing this and how do I fix it?
(http://i776.photobucket.com/albums/yy42/thefitz3/SAM.jpg)


Thanks
Title: Re: SAM - Street Addon Mod
Post by: JonM on July 01, 2010, 11:37:49 AM
That is suppose to happen, just bulldoze it
Title: Re: SAM - Street Addon Mod
Post by: Gaston on July 01, 2010, 04:02:57 PM
That is suppose to happen, just bulldoze it
After you extend the street, then you can bullboze it.     The read me has pretty good instructions actually.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: itfitzme on July 01, 2010, 07:10:33 PM
After you extend the street, then you can bullboze it.     The read me has pretty good instructions actually.
---Gaston

Ah, yes...the readme...doh!
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on July 03, 2010, 04:59:10 PM
We (the SimPeg team) are ready to move ahead on setting up a SAM variation with the SPAM Access Roads (SPAR). Please let me know who to talk to about this, and what is needed to proceed, if interested.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on July 12, 2010, 07:14:37 AM
We (the SimPeg team) are ready to move ahead on setting up a SAM variation with the SPAM Access Roads (SPAR). Please let me know who to talk to about this, and what is needed to proceed, if interested.

You'll need to download the SAM creation set on the LEX and follow the instructions in there.  Once you've finished the textures we'll talk further.
Title: Re: SAM - Street Addon Mod
Post by: RebaLynnTS on July 12, 2010, 05:10:50 PM
You'll need to download the SAM creation set on the LEX and follow the instructions in there.  Once you've finished the textures we'll talk further.

Will do, thanks.
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on July 13, 2010, 04:33:24 PM
Question: Is SAM compatible with street cul de sacs?
Title: Re: SAM - Street Addon Mod
Post by: ShultzCity on July 13, 2010, 04:56:58 PM
Question: Is SAM compatible with street cul de sacs?

SAM streets do not have any culdesacs unless they are specifically textured that way by the creator. Having said this, it will still run perfectly well with the cul de sac mod.
Title: Re: SAM - Street Addon Mod
Post by: zhdason on August 09, 2010, 02:36:27 AM
I downloaded the 2010 NAM, as well as the RHW, NWM a few weeks ago and have been using them, and I just downloaded the SAM a couple days ago.  Whenever I try to build a SAM street and intersect it with a regular street/road, a large section of the regular road turns into a SAM street.  I've read the readme and am familiar with using the starter piece followed by the street tool and deleting the puzzle piece once a large enough piece of SAM is built.  I also noticed that the readme mentioned how SAM streets may revert to vanilla streets in certain situations, but nothing about vanilla streets turning to SAm streets.  Can someone help me out?  This is the first time I've ever installed any NAM components so I wouldn't have any old files in the plugins folder, I guess.
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on August 09, 2010, 03:13:10 AM
Any street connected to a SAM street using any compatible method will become a SAM street.
That's the main difference between the SAM and every other puzzle-override network out there, you connect it, it'll become it.

Separate it with a very short stretch of road to form a transition.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 09, 2010, 08:13:24 AM
I downloaded the 2010 NAM, as well as the RHW, NWM a few weeks ago and have been using them, and I just downloaded the SAM a couple days ago.  Whenever I try to build a SAM street and intersect it with a regular street/road, a large section of the regular road turns into a SAM street.  I've read the readme and am familiar with using the starter piece followed by the street tool and deleting the puzzle piece once a large enough piece of SAM is built.  I also noticed that the readme mentioned how SAM streets may revert to vanilla streets in certain situations, but nothing about vanilla streets turning to SAm streets.  Can someone help me out?  This is the first time I've ever installed any NAM components so I wouldn't have any old files in the plugins folder, I guess.

You can not intersect SAM streets with normal street.  It's an override for the normal street.  You also can't intersect 2 SAM streets.  You need a road/OWR/Avenue in between to allow the change.
Title: Re: SAM - Street Addon Mod
Post by: zhdason on August 09, 2010, 01:12:54 PM
You can not intersect SAM streets with normal street.  It's an override for the normal street. 

Thanks Diggis, I suspected this might be the case originally, so I also tried replacing the normal street with a road, but still when I drag a SAM street piece to intersect with the normal road, the road turns into whatever SAM street I am trying to place. 

Also, thanks jdenm8, that's good to know.


EDIT:  Okay, I went back and tried to make the SAM street that I wanted again, and now everything works fine.  I don't know what was the problem before, I could've sworn that I was having my roads (not streets) turn into SAM streets when intersecting them before.  Regardless, everything seems to be working fine now.  By the way, I'm really digging these SAM streets!

Thanks, guys or gals.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on August 13, 2010, 02:54:24 AM
Lol, yeah, there is no way the roads where changing.  Glad you got it working.
Title: Re: SAM - Street Addon Mod
Post by: TiFlo on August 13, 2010, 09:07:17 AM
@ zhdason

I'm a bit late here, but maybe you can find this SAM Stopper (http://www.simtropolis.com/stex/details.cfm?id=19762) set useful.
Title: Re: SAM - Street Addon Mod
Post by: PzSniper on August 17, 2010, 01:41:59 PM
Is SAM v3 NAM 2010 r29 compatible?
Title: Re: SAM - Street Addon Mod
Post by: Andreas on August 17, 2010, 01:54:20 PM
The SAM part hasn't been touched, so it should be compatible. :)
Title: Re: SAM - Street Addon Mod
Post by: darraghf on August 17, 2010, 03:44:53 PM
Is the SAM ever going to be updated for the new texture instances with the new NAM releases?
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 17, 2010, 04:22:16 PM
Is the SAM ever going to be updated for the new texture instances with the new NAM releases?

Are you referring to new sets?  Or intersections with new components?

There had been some activity toward a Version 4 a couple of months ago with some new sets--the seeds of that are in place on the modding end, though I don't know the current status of that. 

-Alex
Title: Re: SAM - Street Addon Mod
Post by: darraghf on August 18, 2010, 03:42:01 PM
I meant new intersection to improve the existing sets.
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on August 22, 2010, 09:14:22 PM
Will there ever be a SAM Version 4, or will there be a major update uploaded to the STEX or LEX due to the recent releases by the NAM Team?
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 22, 2010, 11:14:33 PM
I meant new intersection to improve the existing sets.

That'll be easier to accomplish with model-based networks, though texture-based ones will be a little trickier since textures will have to be produced for each and every one.

Will there ever be a SAM Version 4, or will there be a major update uploaded to the STEX or LEX due to the recent releases by the NAM Team?

It's been under discussion.  There was a fair bit of action on that end about 2-3 months ago, but it's quieted down again.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on August 28, 2010, 04:30:09 AM
It's been under discussion.  There was a fair bit of action on that end about 2-3 months ago, but it's quieted down again.

-Alex

So... No more SAM updates or anything? I will get rid of SAM now, thank you very much. :(
Title: Re: SAM - Street Addon Mod
Post by: travismking on August 28, 2010, 04:50:57 AM
You have to realize, the NAM team does all this work (and it is A LOT OF WORK) in their free time, I'm sure in the future there will be more updates to the SAM, but you have to give it time, as there are other things taking priority right now. Namely the development of NWM and RHW.
Title: Re: SAM - Street Addon Mod
Post by: daeley on August 28, 2010, 05:16:05 AM
So... No more SAM updates or anything? I will get rid of SAM now, thank you very much. :(

you can always make them yourself, you know...
Title: Re: SAM - Street Addon Mod
Post by: Andreas on August 28, 2010, 07:40:01 AM
Nah, let him get rid of the current version. Apparently, it went bad and started to smell, spoiling the rest of the game and providing no use anymyore at all.  ::)
Title: Re: SAM - Street Addon Mod
Post by: ecoba on August 28, 2010, 09:00:51 AM
If you're seriously that upset because these people have been working hard for months on something you can get for free, and it's not done yet because they're trying to make it of the highest quality possible, then go right ahead.  ::)
Title: Re: SAM - Street Addon Mod
Post by: Rady on August 28, 2010, 10:51:58 AM
So... No more SAM updates or anything? I will get rid of SAM now, thank you very much. :(

The world is full of people that I don't understand ...   ()what()
Title: Re: SAM - Street Addon Mod
Post by: TiFlo on August 28, 2010, 12:25:37 PM
Wow, talk about over reacting... The SAM is perfectly usable as it stands now, we should be thankful for that.
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on August 28, 2010, 02:35:41 PM
I am getting rid of SAM right now because I know the NAM people do a LOT of work and I know it will take a while to release an update. I don't mean anyone any harm, I am sorry if I did.

Andreas, the SAM is actually very nice, I try to keep my cities as SAM looking as possible, but there are some places in town where it doesn't fit, such as the NWM-SAM street intersections, and to me it seems out of place.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 28, 2010, 02:57:20 PM
I am getting rid of SAM right now because I know the NAM people do a LOT of work and I know it will take a while to release an update. I don't mean anyone any harm, I am sorry if I did.

No offense taken, but I don't really understand the logic behind getting rid of it simply because it hasn't been "updated".  It still works perfectly fine with the current NAM, just as it always has--there's nothing that's made it obsolete or anything of the sort.


Edit:

Andreas, the SAM is actually very nice, I try to keep my cities as SAM looking as possible, but there are some places in town where it doesn't fit, such as the NWM-SAM street intersections, and to me it seems out of place.

Okay, that makes a bit more sense.  Those intersections will probably be made eventually, though I don't know when that'll happen, as it'll require quite a few rather intricate textures to be made.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on August 28, 2010, 03:10:20 PM
Well, SAM is just new textures for the Maxis streets, but the Maxis streets are alright for me, it's just concrete. I try to make my cities as custom as I can, but the SAM has its days, sometimes it's the new Tuleps and NWM, I don't really play around much with the RHW, but I like everything transit-related. Don't think I hate this mod, my game has been lagging lately and I think I need to get rid of some stuff right now.
Title: Re: SAM - Street Addon Mod
Post by: travismking on August 28, 2010, 03:16:09 PM
Makes sense, I too wish there were NWM and SAM intersection textures, but theres not. I

P.S. If I were you I would work on choosing your words a little better. You came off as very angry and bitter, things which if kept up, will end up in you being given a free vacation, to anywhere but this site :p
Title: Re: SAM - Street Addon Mod
Post by: ecoba on August 28, 2010, 07:17:57 PM
Okay, I see your point now, I haven't really played SC4 in a while and haven't tinkered with the new NAM goodies (NWM, even), so I understand your concern.
Title: Re: SAM - Street Addon Mod
Post by: Gaston on August 31, 2010, 04:04:40 PM
you can always make them yourself, you know...
I saw some tutorials a while back on how to do this but it seemed beyond anything I am personally capable of.     If some talented individual could create a simple to operate tool to do this, that would be really something incredably useful.    Then all you'd have to do is to find textures somewhere and upload um into the tool and viola new SAM streets.   I love SAM and try to use it in all my cities but a bit more variety is always kool too.


---Gaston
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on August 31, 2010, 11:32:17 PM
Then all you'd have to do is to find textures somewhere and upload um into the tool and viola new SAM streets.   I love SAM and try to use it in all my cities but a bit more variety is always kool too.


---Gaston
You also have to add pathing and other properties to the model after that, if you know how to do it.
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 01, 2010, 02:26:17 AM
You also have to add pathing and other properties to the model after that, if you know how to do it.

No, you don't.  SAM has been organised in such a way that adding new texture sets is very very easy, copy pasta job. 
Title: Re: SAM - Street Addon Mod
Post by: z on September 01, 2010, 02:57:40 AM
No, you don't.  SAM has been organised in such a way that adding new texture sets is very very easy, copy pasta job. 

Really?  You mean I can use my pasta-making machine to make new SAM textures?  That's great!  :D
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 01, 2010, 03:00:53 AM
I can just see it now . . .

SAM Set 6 - Farfalle

 ::)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: travismking on September 01, 2010, 03:08:10 AM
 :D I do have a question though, is it possible, in a fairly easy way, to make one of the SAM textures default instead of having to plop a starter piece on every little street? Of course this means getting rid of standard maxis street texture.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 01, 2010, 03:12:46 AM
:D I do have a question though, is it possible, in a fairly easy way, to make one of the SAM textures default instead of having to plop a starter piece on every little street? Of course this means getting rid of standard maxis street texture.

The unfortunate thing with the Maxis streets is that the IIDs don't follow a particularly uniform scheme like in the SAM.  The TGI Editor in the Reader would help to a great extent, but having done re-IIDing myself, it can still be rather tedious work.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: travismking on September 01, 2010, 03:58:44 AM
meh thats too much work, ill just use starter pieces :p Thanks tarkus :)
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on September 03, 2010, 12:21:16 AM
No, you don't.  SAM has been organised in such a way that adding new texture sets is very very easy, copy pasta job. 
you can always make them yourself, you know...
Well... Maybe I will, but how?
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 03, 2010, 02:25:16 AM
Look on the LEX under diggis.  There is a guide and some kerb lines there for you.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 06, 2010, 04:20:06 PM
Well . . . what's this?

(http://img641.imageshack.us/img641/8956/sam090620101.jpg)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 06, 2010, 05:46:53 PM
I believe that's NWM/SAM interconnectivity. Admittedly, it is only one texture which I never use, but at least it is being worked on.  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on September 07, 2010, 01:12:55 AM
Well . . . what's this?

(http://img641.imageshack.us/img641/8956/sam090620101.jpg)

-Alex
Now that just made my day! I am considering getting Diggis' awesome tool but I need 3ds Max for that.
Very nice development shot, I haven't seen an in game pic of SAM in a while. Alex, you are a lifesaver!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 07, 2010, 02:02:20 AM
I believe that's NWM/SAM interconnectivity. Admittedly, it is only one texture which I never use, but at least it is being worked on.  :thumbsup:

The texture is the smallest and easiest part of the process. Hence why I was doing it.  Get one texture set working and they all work.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 09, 2010, 04:08:49 PM
Filling in a few other things . . .

(http://img838.imageshack.us/img838/9099/sam090920101.jpg)

(http://img185.imageshack.us/img185/134/sam090920102.jpg)

Working with Set 2 until the RULs are in place . . . then it's copy-paste time.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: noahclem on September 09, 2010, 04:21:41 PM
Looks awesome Alex, thanks!
 &apls &apls
Title: Re: SAM - Street Addon Mod
Post by: travismking on September 09, 2010, 04:28:57 PM
thats pretty amazing tbh  :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 09, 2010, 04:46:02 PM
Brilliant work! The deconversion under elevated networks and over some ground networks really bugged me.
Title: Re: SAM - Street Addon Mod
Post by: Shadow Assassin on September 09, 2010, 09:21:23 PM
And this is a great opportunity to fix any bugs that may still be present in the SAM, as well.

Once we get Set 2 done and perfect, it can be c&p'd to the other networks, which is good.
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on September 10, 2010, 12:01:47 AM
Thanks Tarkus. The Nam Team has saved us once again! I much appreciate your work here. When it is released you bet I will download it asap. Yes, Shadow, this is a great time to do just that! :)
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 10, 2010, 04:56:23 AM
Good point SA. I linked to most of the posted SAM patches... somewhere. It'd be a good time to get them integrated and working to full effect.
Title: Re: SAM - Street Addon Mod
Post by: samerton on September 10, 2010, 10:44:30 AM
Wow.. looking great! Good job!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 10, 2010, 09:02:36 PM
Thanks for the kind words, guys!   :thumbsup:  Got all the Monorail crossings done last night . . . GLR will probably be up next, along with Elevated RHWs.  I'm also looking at a few options on the long-discussed "SAM stopping" issue.

And thanks for the list of SAM fixes, jdenm8!  I've just picked them all up and will merge them in.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 11, 2010, 05:15:55 PM
Diagonal SAM Streets can now intersect orthogonal and diagonal Railroads.  You can also see a glimpse of a Diagonal SAM Street going under a Diagonal Maxis Elevated Highway in the first pic.

(http://img255.imageshack.us/img255/4100/sam091120101.jpg)

(http://img830.imageshack.us/img830/8611/sam091120102.jpg)

-Alex
Title: Re: SAM - Street Addon Mod
Post by: TiFlo on September 11, 2010, 07:05:47 PM
This is looking great!
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 12, 2010, 03:28:51 AM
Looking great Alex, let me know if you need any help with the textures.  I've still got the originals on file.

Out of curiosity... didn't we already have diagonal over rail?  Pretty sure I'd already done it.  I know I did the textures.
Title: Re: SAM - Street Addon Mod
Post by: samerton on September 12, 2010, 06:01:44 AM
 &apls Looking brilliant, Alex! Great work!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 13, 2010, 01:36:53 AM
Looking great Alex, let me know if you need any help with the textures.  I've still got the originals on file.

Out of curiosity... didn't we already have diagonal over rail?  Pretty sure I'd already done it.  I know I did the textures.

Thanks, Shaun! :thumbsup:  As far as diagonal SAM crossing Rail, I checked over the texture .dat files and the SAM Texture Creation Set off the LEX and wasn't able to find them.  I found orthogonal SAM crossing diagonal Rail and double-parallel diagonal Rail, but none with the SAM street going diagonally.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Diggis on September 13, 2010, 02:20:43 AM
Thanks, Shaun! :thumbsup:  As far as diagonal SAM crossing Rail, I checked over the texture .dat files and the SAM Texture Creation Set off the LEX and wasn't able to find them.  I found orthogonal SAM crossing diagonal Rail and double-parallel diagonal Rail, but none with the SAM street going diagonally.

-Alex

Ahhh, We had done diagonal rail over straight SAM... you're right.  Great work!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 13, 2010, 03:10:43 AM
One more before calling it a night . . . ::)

(http://img194.imageshack.us/img194/3898/sam091320101.jpg)

Only GLR one left is the Diagonal x Diagonal.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 13, 2010, 07:59:58 AM
Are you going to do it with Rural GLR? I'm just curious, that's all. I'd like to cross my dirt roads with Rural GLR in some of my smaller towns.

The work done so far looks good.
Title: Re: SAM - Street Addon Mod
Post by: figui on September 13, 2010, 02:51:13 PM
is it planned to intersect str?

mauricio.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 13, 2010, 04:12:40 PM
Are you going to do it with Rural GLR? I'm just curious, that's all. I'd like to cross my dirt roads with Rural GLR in some of my smaller towns.

The work done so far looks good.

Thanks, and yes, Rural GLR crossings are planned.  The RULs/paths are a total copy-paste job, so they'll be ready as soon as I piece together some textures.

is it planned to intersect str?

There is already some support for OxO (Orthogonal x Orthogonal)  SAM crossings with STR, though it's not the most stable thing in the world in its current state.  I do plan on stabilizing it and trying to get the OxD, DxO and DxD in, though.

Here's probably what will be next on the list:
-HSR: currently just OxO with puzzle piece, will convert to full draggable with OxD, DxO and DxD being added.
-NWM: stuff's in place for single-tile NWM/SAM + and T intersections, dual-tile networks still to be done.  The coding is being designed to work with the future/proposed OWS-1 such that it won't get swept away with SAM overrides.
-RHW: ERHW-4, EMIS Overpasses.  The RHW-2 will probably get overrides but using the existing RHW/Street intersection textures rather than SAM specific ones, as that's actually somewhat realistic for the type of roadway, and ditto with the RHW-3 when it gets integrated by RHW Version 4.3.  The RHW-4 will be set up to purposely break the override, as the street intersections on that network already hook in with the "emergency lane" setup.
-RAM: STR OxO improvement and OxD, DxO, DxD additions, and potentially groundwork on some of the future RAM networks
-El-Road/OWR/Avenue: Are finally going to be "draggablized" in the near future, along with improved models; will investigate SAM undercrossing support.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: figui on September 13, 2010, 08:43:19 PM
 :o that's lot of work, thanks for your effort  :thumbsup:

mauricio.
Title: Re: SAM - Street Addon Mod
Post by: samerton on September 14, 2010, 11:12:42 AM
Wow..! Just.. brilliant!
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 18, 2010, 03:47:07 AM
Thanks, guys!  And I'm back with more . . . the HSR end is just about done as of a few minutes ago.  Added the base intersections for OxD, DxO and DxD HSR/Street as only the OxO exists in the current version.

(http://img413.imageshack.us/img413/3729/sam091820101.jpg)

Next stop: ERHW-4 and EMIS.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: travismking on September 18, 2010, 03:59:14 AM
looks fantastic, still can't figure out  how you guys do this so quickly :D
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on September 18, 2010, 01:36:50 PM
Yes... I feel like re-installing SAM now, thanks Tarkus.
Title: Re: SAM - Street Addon Mod
Post by: editfish on September 18, 2010, 02:44:24 PM
I'm having a missing texture when the SAM dirt road crosses railroad tracks.  If I bulldoze the tile to the left of the crossing, the street texture to the left disappears and the tracks appear unbroken again.  This only happens with the dirt road.  Gravel, etc all appear to work fine.

What am I doing wrong?

(http://i1192.photobucket.com/albums/aa323/editfish/SC4/DieselPoint-Sep19231284330340.png)

Thanks!
Title: Re: SAM - Street Addon Mod
Post by: Andreas on September 18, 2010, 02:47:46 PM
There's a fix for that - should be attached somewhere in this thread.
Title: Re: SAM - Street Addon Mod
Post by: editfish on September 18, 2010, 04:42:49 PM
There's a fix for that - should be attached somewhere in this thread.

Thank you!  :D

Found it here: http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773 (http://sc4devotion.com/forums/index.php?topic=1617.msg142773#msg142773)

Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 18, 2010, 09:28:31 PM
Looks good  :thumbsup:

Is there any way to replace that Monorail shadow though?
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 19, 2010, 12:48:03 AM
Is there any way to replace that Monorail shadow though?

There is.  Unfortunately, shadow modding is not something I'm particularly adept with at this point in time.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on September 26, 2010, 10:38:55 PM
I'm also looking at a few options on the long-discussed "SAM stopping" issue.
What "SAM stopping" issue?
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on September 26, 2010, 11:14:38 PM
I believe that is stopping the SAM override. The only current method is by using TE'd LOTs which isn't ideal (they cut access to neighbouring lots).
Title: Re: SAM - Street Addon Mod
Post by: GDO29Anagram on September 26, 2010, 11:49:54 PM
I believe that is stopping the SAM override. The only current method is by using TE'd LOTs which isn't ideal (they cut access to neighbouring lots).

I've looked at some of the Diagonal Street Puzzle Pieces and the Switch Left/Right pieces have a stub of default street sticking out. I think that one idea to stop SAM streets is to have a piece designed like that (But orthogonally and with two stubs sticking out) so that one end will have the SAM end and the other will have the default end.

Though the problem I foresee is making the textures associated with it; It depends if you want to transition from one SAM texture to the default or from one SAM to another... OR if there's going to be a diagonal version, and if there were, that would double the number of needed textures... (And as I just recently figured out, using those Switch pieces for diagonal streets can be used as diagonal SAM stoppers; Therefore, we already have one down... Unless a more gradual transition is called for...)

The only alternatives at this point are lots, as you mentioned, and dragging a small bit of Road at where you want a SAM texture to end at a Street or maybe another SAM texture. Another 'nother method, and this is one I personally would use, is to slam two SAM starter pieces together, but this only works with "transitioning" between two SAM transitions.

And Tarkus, if this is the plan you had in mind (The use of the two-stub piece), I must be a mind-reader; Stop me now before I do something else...

Oh, and it's also great to see some progress here; I wish the same would be said with HSRP (Though I may need to check on that sometime...)... I've noticed that in the Rural Roads Plugin, there are WRCs for three of the seven SAM textures (I excluded Parking Lot Textures here; It doesn't have diagonals). For the sake of being swift, are WRCs planned for the others textures?
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on September 27, 2010, 01:01:09 AM
Another 'nother method, and this is one I personally would use, is to slam two SAM starter pieces together, but this only works with "transitioning" between two SAM transitions.

That is what I had been thinking of primarily.  The one current barrier to that is the lack of Alpha Transparency on the starter pieces, which leaves those white areas surrounding the street.  jplumbley liked having those white areas there so that the user knew where the starters were and could easily bulldoze them, which was a nice idea.  However, the benefit of being able to use the starters as stoppers is difficult to resist, and it would basically be a 5-minute modding job to accomplish.  No new pieces or textures required.  The issue with Maxis Streets would require a little bit more work, but not much, really--a piece that looks exactly like the SAM Starters, but with Maxis Street textures and a Maxis Street stub out the end.  Another 20 minutes, tops.

I have been considering the other options you mentioned (you did read my reasoning entirely, GDO29Anagram :thumbsup:).  The back-to-back Road transition stubs is also relatively feasible--it'd require a fair bit of override coding, but certainly nothing unmanageable, particularly if you didn't go through the effort of making half-and-half pieces (split between two texture types), which, at current, would require 64 textures, and 100+ if we ever expand to use the other 8 open slots.  The dual-stub idea, however, would depend on how it was done.  If they're all SAM on one end and Maxis on the other, it'd be one piece per set, for 8 total at the current state of development--if transitions between multiple SAM sets were desired, the second SAM set's starter could be placed over the Maxis stub.  Doing SAM stubs on both ends, however, in addition to ones with Maxis stubs would result in 72 total puzzle pieces, which would quickly become unfeasible on both a developmental and user-friendliness end.

Oh, and it's also great to see some progress here; I wish the same would be said with HSRP (Though I may need to check on that sometime...)...

HSRP is actually starting to see a little more action again--coincidentally, as a by-product of what I've been doing with the SAM.  My last development update in this thread showed HSR/SAM crossings, which required me to go in and add the three HSR/Maxis Street combinations that didn't yet exist (OxD, DxO and DxD). I started messing around with adding more functionality of a similar nature with other networks as a result, which is going very well, and it is looking like HSR will get an update in the not-too-distant future.

I've noticed that in the Rural Roads Plugin, there are WRCs for three of the seven SAM textures (I excluded Parking Lot Textures here; It doesn't have diagonals). For the sake of being swift, are WRCs planned for the others textures?

They are under consideration, particularly with the advent of smoncrie's MORPH Curves last year.  There's also been talk of ripping apart the RuRP and moving the SAM stuff in it over to the SAM itself.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Aldini10 on October 08, 2010, 11:41:44 PM
So what you are saying is that your idea of the SAM stopper will be the SAM starter piece itself, but with SAM textures on one side and on the other side will be regular Maxis street?
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on October 09, 2010, 02:47:31 AM
So what you are saying is that your idea of the SAM stopper will be the SAM starter piece itself, but with SAM textures on one side and on the other side will be regular Maxis street?

Yes, essentially.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Dukat on November 18, 2010, 07:41:08 PM
Can anyone help me? I admit, I did not browse all 73 pages for a solution, but maybe somebody can give a short answer.

I'm using the Street Tree Addon from SFBT/Andreas Roth. The Street Tree Addon adds trees to the sidewalks and allowes to change the type of trees displayed to a certain type. I'm using PEG's Street Pines. At first I had a mixture of PEG's and vanilla Maxis trees, but I managed to zip the correct files in my plugins folder to eliminate the alien trees. 

But when I use SAM Streets, the Street Tree Addon keeps adding a different sort of trees than the PEG trees for my rural areas. It seem to be some JRJ_T_StreetMod-Trees that is being added. I suppose this is due to the Street Tree Mod not being considered to be used with the SAM which has been developed later.

 I'd be happy to kill the dependency containing JRJ_T_StreetMod-Trees, but I got no clue which dependency contains these trees.

So far I've zipped these:

- JRJ Street trees Folder (from the JRJ Street Side Mod)
- Andreas_CP_Street_Deciduous_Trees.dat (from the JRJ Street Side Mod)
- SFBT tree Props (and all tree props from the SFBT-Street-Tree-Mod)
- BSC MEGA Props JRJ Vol06.dat
- CP_PropPack_Vol1.dat
- CP_PropPack_Vol2.dat
- CPT_No8_TreeModelsPartOne.dat
- CPT_No9_TreeModelsPartTwo.dat
-CP 1 to 5 Prop Vfamily.dat (from the columbus terrain mod)


I didn't zip BSC MEGA Props JRJ Vol02.dat and BSC MEGA Props JRJ Vol05.dat so far, but I got the impression that won't help either.

Does anyone have a clue what I'm doing wrong? Where are these JRJ-trees hidden? I'm also wondering whether there is a street tree mod for the SAM, able to change the type of trees used to a certain type. Any help is appreciated.

Appendix:

(http://img200.imageshack.us/img200/6286/simcity4201011181338411.th.jpg) (http://img200.imageshack.us/img200/6286/simcity4201011181338411.jpg)

(http://img339.imageshack.us/img339/8273/simcity4201011181325126.th.jpg) (http://img339.imageshack.us/img339/8273/simcity4201011181325126.jpg)

(http://img40.imageshack.us/img40/6875/simcity4201011181325066.th.jpg) (http://img40.imageshack.us/img40/6875/simcity4201011181325066.jpg)
Title: Re: SAM - Street Addon Mod
Post by: Andreas on November 18, 2010, 08:12:04 PM
It's a little late (3:00 AM) right now, so hopefully you (the SC4D users) forgive me for replying in German for the moment... ;)



@Dukat: Zunächst einmal: Es gibt zwei Straßenbaum-Mods, einen von jeronij, und einen von mir. Beide sind zueinander nicht kompatibel, weil ich meine Version mit den gleichen IDs wie jeronij erstellt habe, aber eben mit etwas anderer Zielsetzung. Allerdings hat mein Mod (noch) keine Bäume für den SAM, mir scheint es, daß Du wohl auch jeronijs Mod installiert hast, und daß beide Mods sich nun wegen der teilweisen ID-Gleichheit vermischen.

Eine SAM-Erweiterung für meinen Mod ist schon seit ewiger Zeit in Entwicklung, aber leider bin ich in den letzten Monaten so gut wie überhaupt nicht mehr dazu gekommen, etwas für SimCity zu machen, von daher ist das Update leider noch nicht fertig. Im Moment kann ich Dir nur raten, entweder die Dateien von meinem Mod oder die von jeronijs Mod zu suchen, und einen der beiden Mods zu entfernen. Zumindest in der LiesMich von meinem Mod sind alle Dateien mit Namen und Funktion dokumentiert, das sollte also zu bewerkstelligen sein.
Title: Re: SAM - Street Addon Mod
Post by: Dukat on November 18, 2010, 09:07:29 PM
For the audience to follow:
The Street tree mod does not seem to be compatible with the street side mod as both add trees. I did not pay attention to the fact, that the street side mod adds trees as well.

I guess if the tree texture from jeronij could be killed, it would either show the PEG trees then or would show no trees on SAM streets.
If anybody got an idea in which dependency jeronij's trees are hidden, except the obvious prop packs, let me know. Though they might be directly included in the JRJ street side Mod files.

Until then it seems that you can't use both street parking lots and fixed trees together with the SAM in the same installation.

However, thanks for the quick reply and some verification. Looks like i received help from good authority. :thumbsup:


Update: I killed BSC MEGA Props JRJ Vol05.dat. Which definetely contain the tree props I was searching for. Now it grows vanilla Maxis trees on the SAM streets.

I also realized that both mods add parking lots. I wasn't aware of this fact. You're using the same parking lot files as jeronij. That would really render one of both expendable.

I'll stick with this mixture now, trying to get a european subpolar style: &mmm

(http://img148.imageshack.us/img148/1360/simcity4201011190529471.th.jpg) (http://img148.imageshack.us/img148/1360/simcity4201011190529471.jpg)
Title: Re: SAM - Street Addon Mod
Post by: lak47 on December 23, 2010, 12:06:54 AM
Hi there  :)

I seem to have a problem with the SAM v3 beta I downloaded from the LEX (windows version)

I've been using some lots from Paeng (PondAir) which are TE'd (transit-enabled) and thats when I came across this issue.

After I plopped a TE'd lot, and directly beside it, placed a SAM starter piece and tried to make a street connection, the game will just crash to the desktop.

So, to take it a bit further, I tried the same with a few other TE'd ploppables. And similar result.

I'm running Windows XP, SP3, with ample RAM on a dual-core, with affinity set on 1 processor.

Any ideas whats going on?  ()what() :newbie:
Title: Re: SAM - Street Addon Mod
Post by: kassarc16 on December 23, 2010, 12:43:50 AM
Puzzle pieces and TE-lots don't get along (in the PC version at least). Best to keep them separated, as even hovering a piece next to a lot will cause a crash.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on December 23, 2010, 12:48:00 AM
This (http://sc4devotion.com/forums/index.php?topic=5094.msg161805#msg161805) has some additional details on the issue.  We have no way of fixing it, unfortunately, as it's controlled by the executable.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: z on December 23, 2010, 03:15:42 AM
If you draw your SAM streets first and then plop the TE lots, you shouldn't get any crashes.  This may mean bulldozing existing TE lots, drawing the SAM streets, and then replopping the TE lots.
Title: Re: SAM - Street Addon Mod
Post by: lak47 on December 26, 2010, 09:13:19 AM
Alright, thanks a lot for the help folks  :)
Title: Re: SAM - Street Addon Mod
Post by: yunxiang on December 28, 2010, 02:53:07 AM
First off, I want to everybody on the NAM team for making such an awesome mod for this game!  :thumbsup:

I have a bit of an issue that I just noticed with the SAM3 (Pegasus Dirt Roads) rural road curves.

When I used them in my city, the rate of trips made by walking went up really high (proportionally, since this was a small village with one or two connections between residential and jobs). When I used the route query, there were several hundred sims walking across the entire town to get to their jobs. On a whim, I decided to use the "Drawpaths" cheat on my city. Below is a picture of one of the corridors.

(http://img440.imageshack.us/img440/7435/samissue.jpg)
There are 200 pedestrians on this road.

I noticed that the path seemed broken at one spot of the curve, so I demolished the curve and connected the street using a more standard method. After letting the game run, I got nearly all the 200 sims to drive on the road now.

(http://img831.imageshack.us/img831/9025/samissue2.jpg)
.

The issue also didn't appear with any of the other SAM types I tried...

(http://img218.imageshack.us/img218/5746/samissue3.jpg)
(Forgot to do a route query, but it was mostly cars as well).

I apologize if this is in the wrong place, or is an issue that has been brought up before. I did a search across the entire NAM board, and also looked through the last 20 pages of this thread (from when the Rural Roads were released) without any result.
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on December 28, 2010, 01:24:06 PM
As far as I know, you're the discoverer of that one, as I hadn't heard about it before.  I was able to replicate it on my end and have attached a patch below--just drop into your Rural Roads Plugin folder.

The Rural Roads SAM Plugin has been planned to be merged into the SAM itself for some time, and I'll make sure this gets in when that happens.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Ramona Brie on December 28, 2010, 05:38:10 PM
Would it be possible for future versions of the SAM to better interface with NWM networks? It's a challenge when your asphalt streets and TLA-3 will not quite connect nicely...
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on December 28, 2010, 06:46:43 PM
Would it be possible for future versions of the SAM to better interface with NWM networks? It's a challenge when your asphalt streets and TLA-3 will not quite connect nicely...

Yes--see back a couple of pages (http://sc4devotion.com/forums/index.php?topic=1617.msg343468#msg343468).

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Wiimeiser on February 24, 2011, 02:14:04 AM
The Road-Terminus-at-Continuing-Street for the Herringbone variation is missing. It still works though. Sorry I don't have a screnshot.
Title: Re: SAM - Street Addon Mod
Post by: janbryan on May 01, 2011, 05:03:53 PM
I want to ask how did you make puzzle pieces and networks???
Title: Re: SAM - Street Addon Mod
Post by: Exla357 on May 12, 2011, 05:36:12 PM
@janbryan: There is a great tutorial by mrtnrln that teaches you how to make them. Be warned, it is not a job for the faint of heart!  %confuso
You can find the tutorial here. (http://sc4devotion.com/forums/index.php?topic=11023.0)

Hope this helps.
-Alex
Title: Re: SAM - Street Addon Mod
Post by: Twyla on May 20, 2011, 08:21:20 PM
I didn't see where anyone brought this up before, but had an odd sort of notion concerning Streets in SC4...

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


The Concept:

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

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

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

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


Between the texture's alpha for revealing sidewalks and the starter over-rides in general (particularly being able to over-ride the traffic capacity), would such an expansion to SAM be feasible?
Title: Re: SAM - Street Addon Mod
Post by: GDO29Anagram on May 20, 2011, 08:43:46 PM
@Twyla: First impressions consisted of the following thoughts:
 - Street is restricted to just one base network; The capacity is a fixed value.
 - We're out of networks to work with; There's no more "Dirt Road" equivalents to work with.

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

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

I think Alex once used the word "Stravenue"... Acronym for that: StAVE-2. Could actually be feasible; I wonder... What would the others think of it?
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on May 20, 2011, 09:22:15 PM
A StrAVE-2 would utilise similar overrides to other NWM networks, just to the Street network (like OWS-1 will if it's implemented).

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

It would also fall under the umbrella of the NWM.
Title: Re: SAM - Street Addon Mod
Post by: Twyla on May 20, 2011, 09:30:46 PM
Fairly much...

Just as somewhat random examples are Utica in this location (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Lubbock,+TX&aq=0&sll=37.892196,-103.930664&sspn=25.987643,67.631836&ie=UTF8&hq=&hnear=Lubbock,+Texas&ll=33.610884,-101.913817&spn=0.000844,0.002064&t=h&z=20&layer=c&cbll=33.611053,-101.913819&panoid=IsQPL41-8ZGRGgOzXHH4fA&cbp=12,39.32,,0,20.06), or Paramount in this one (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Amarillo,+TX&aq=0&sll=33.611053,-101.913819&sspn=0.000844,0.002064&ie=UTF8&hq=&hnear=Amarillo,+Potter,+Texas&ll=35.168207,-101.877135&spn=0.000824,0.002064&t=h&z=20&layer=c&cbll=35.168118,-101.877316&panoid=Ze0nBOOuBTq7irVMVRbL6Q&cbp=12,65.53,,0,17.08).

Of course, the ones I was initially thinking of were more like the latter than the former, though both these and other marking variants exist.
Title: Re: SAM - Street Addon Mod
Post by: Exla357 on May 20, 2011, 10:11:04 PM
Interesting thoughts, Twyla, you could be on to something here.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: banditp61 on June 15, 2011, 03:14:26 PM
I think it would be interesting to have OWR1 mod with trees and parking spots along the side.
Title: Re: SAM - Street Addon Mod
Post by: GDO29Anagram on June 15, 2011, 03:48:49 PM
I think it would be interesting to have OWR1 mod with trees and parking spots along the side.

That could be achieved using T21s, but it would be an NWM addon, not a SAM addon.
Title: Re: SAM - Street Addon Mod
Post by: Wiimeiser on June 15, 2011, 08:26:25 PM
I was thinking, about additional textures, how about the Tar Sealed Streets by Team Downunder?
Title: Re: SAM - Street Addon Mod
Post by: strucka on June 17, 2011, 02:17:38 AM
 :thumbsup:
Title: Re: SAM - Street Addon Mod
Post by: banditp61 on June 17, 2011, 01:34:41 PM
What is T21s?? I hear people talking about it all the time but I have no idea what it is.
Title: Re: SAM - Street Addon Mod
Post by: GDO29Anagram on June 17, 2011, 02:08:31 PM
T21 is a type of exemplar that adds props to just about any SC4 network. This is why you see street lights, traffic lights, and avenue median plants on your road systems.
Title: Re: SAM - Street Addon Mod
Post by: banditp61 on June 17, 2011, 05:37:25 PM
Oh. Okay. Thank you.
Title: Re: SAM - Street Addon Mod
Post by: Priotess on July 23, 2011, 08:53:26 PM
Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on July 23, 2011, 09:05:14 PM
Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho

First off, welcome to SC4D, Priotess!

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

Hope that helps.

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Priotess on July 23, 2011, 09:25:21 PM
Hi, i downoaded this mod, and im new to this forum so im still confused as to where to post. But im getting these white squares on the SAM Roads. I think its because of a missing texture. Can someone point me in the right direction? Love the roads tho

First off, welcome to SC4D, Priotess!

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

Hope that helps.

-Alex

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

Ohh noes, somthing is wrong with the transision of the roads. Someone care to explain whats going off? Thanks again.
(http://img535.imageshack.us/img535/3636/ssssft.png)
Title: Re: SAM - Street Addon Mod
Post by: jdenm8 on July 23, 2011, 10:09:56 PM
That's because you're going between two SAM overrides. If you click again near one of the transitions, you'll see one of the two take priority.

It's something that can't be fixed short of creating special transition puzzle pieces.
Title: Re: SAM - Street Addon Mod
Post by: Link2012 on August 06, 2011, 02:31:53 PM
I, I'm having a problem here.

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

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

Sorry if my english is bad, I'm not from US.
Title: Re: SAM - Street Addon Mod
Post by: Girafe on August 06, 2011, 02:41:26 PM
I think it's the starter piece,

drag from this Lot with the classical street and destroy this starter piece after  ;)
Title: Re: SAM - Street Addon Mod
Post by: Tarkus on August 06, 2011, 02:43:57 PM
First off, welcome to SC4D, Link2012!  No worries about your English--I was immediately able to understand what you were getting at.

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

-Alex
Title: Re: SAM - Street Addon Mod
Post by: Link2012 on August 06, 2011, 08:57:55 PM
Hmmm... Thanks for the help  ;)
Title: Re: SAM - Street Addon Mod
Post by: txrailcat74 on August 06, 2011, 09:35:55 PM