Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Chrisim on November 23, 2008, 03:58:28 PM

Title: T-RAM
Post by: Chrisim on November 23, 2008, 03:58:28 PM
T-RAM
 does not mean "Telecom - Random Access Memory"  ;)
T-RAM stands for Tram-Road Addon Mod
 or simply Tram = GLR = Ground Light Rail

T-RAM is part of the NAM = Network Addon Mod.
T-RAM is not to be confused with RAM = Rail Addon Mod
The NAM already contains draggable tram, tram puzzle pieces, tram-avenue puzzle pieces and a few tram-avenue roundabouts.
We use the mnemonic T-RAM to promote the new tram related developments since the April 2008 NAM version.

Who is behind T-RAM? It's the NAM-Team. In the past, Goaskin, Memo, Smoncrie and others did incredible much for the development of GLR = tram in the NAM. However, recently the developments were pushed forward by Schleicher68, RogerRon91, DJPTiger (for textures), Daeley, Jonathan and myself, with help from the others in the NAM-Team (in particular Andreas and Ebina) and the SFBT team.

New T-RAM contributions in September 2011 NAM
NAM version 30 contains support for diagonal tram-avenue, tram-in-road and tram-on-road. These are the new pieces for diagonal tram-avenue.
(http://img846.imageshack.us/img846/2784/tram01.th.jpg) (http://imageshack.us/photo/my-images/846/tram01.jpg/) (http://img232.imageshack.us/img232/2082/tram02.th.jpg) (http://imageshack.us/photo/my-images/232/tram02.jpg/) (http://img87.imageshack.us/img87/421/tram03.th.jpg) (http://imageshack.us/photo/my-images/87/tram03.jpg/) (http://img861.imageshack.us/img861/8572/tram04.th.jpg) (http://imageshack.us/photo/my-images/861/tram04.jpg/) (http://img405.imageshack.us/img405/2135/tram05.th.jpg) (http://imageshack.us/photo/my-images/405/tram05.jpg/) (http://img706.imageshack.us/img706/8095/tram06.th.jpg) (http://imageshack.us/photo/my-images/706/tram06.jpg/) (http://img862.imageshack.us/img862/8830/tram07.th.jpg) (http://imageshack.us/photo/my-images/862/tram07.jpg/) (http://img850.imageshack.us/img850/5581/tram08.th.jpg) (http://imageshack.us/photo/my-images/850/tram08.jpg/)
Most of the textures for these diagonal pieces were created by Schleicher68, and a few by RogerRon91 - thanks!
Traffic lights were added to all pieces after I took these screen shots.

There are elevated highway junctions with tram-avenue
(http://img196.imageshack.us/img196/62/maxtagrad.th.jpg) (http://imageshack.us/photo/my-images/196/maxtagrad.jpg/) (http://img684.imageshack.us/img684/2623/maxtadiag.th.jpg) (http://imageshack.us/photo/my-images/684/maxtadiag.jpg/)

There are new pieces for tram-in-road and tram-on-road
(http://img233.imageshack.us/img233/2275/tram12.th.jpg) (http://imageshack.us/photo/my-images/233/tram12.jpg/) (http://img268.imageshack.us/img268/2483/tram14.th.jpg) (http://imageshack.us/photo/my-images/268/tram14.jpg/) (http://img843.imageshack.us/img843/5063/tram13.th.jpg) (http://imageshack.us/photo/my-images/843/tram13.jpg/)
and there are a few more new pieces not shown here.

Two new styles of Draggable Ground Light Rail/Tram with easily-customizable base textures have been added with the optional Draggable GLR/Tram Extension Plugin. However, there are some initial bug reports. More details on how to use this optional plugin will be posted when this will be resolved. Please be patient.

New T-RAM contributions in August 2010 NAM
NAM version 29 contains several bug fixes for Tram / GLR related stuff (path and switch fixes).

New T-RAM contributions in May 2010 NAM
Draggable Tram-in-Road is new thanks to Daeley:
(http://img171.imageshack.us/img171/5029/65046095.th.jpg) (http://img171.imageshack.us/i/65046095.jpg/)
This great feature remains restricted to straight and curved tracks and does not work for junctions (yet?).

There are new tram turning circle puzzle pieces for tram-avenue (normal and grass texture), tram-in-road, tram-on-street and normal tram/GLR (use SHIFT-TAB to find them more quickly). These pictures by RogerRon91 show them in action:
(http://img9.imageshack.us/img9/2337/59463976.th.jpg) (http://img9.imageshack.us/i/59463976.jpg/) (http://img175.imageshack.us/img175/9450/15319734.th.jpg) (http://img175.imageshack.us/i/15319734.jpg/) (http://img208.imageshack.us/img208/4121/57138404.th.jpg) (http://img208.imageshack.us/i/57138404.jpg/) (http://img36.imageshack.us/img36/6083/68666321.th.jpg) (http://img36.imageshack.us/i/68666321.jpg/)
You can plop your preferred tram station into the gap of these new tram turning circle pieces. Thanks to DJPTiger for his great textures.

Several bugs from the previous NAM version were corrected. There are several new pieces for tram-avenue, tram-in-road, tram-on-road and tram-on-street:
(http://img641.imageshack.us/img641/7360/81433131.th.jpg) (http://img641.imageshack.us/i/81433131.jpg/) (http://img232.imageshack.us/img232/8830/tram07.th.jpg) (http://img232.imageshack.us/i/tram07.jpg/) (http://img443.imageshack.us/img443/2953/19529979.th.jpg) (http://img443.imageshack.us/i/19529979.jpg/) (http://img714.imageshack.us/img714/9209/63698571.th.jpg) (http://img714.imageshack.us/i/63698571.jpg/) 
Thanks to RogerRon91, Schleicher68 and DJPTiger for the textures. New is also the tram-in-road transition
(http://img683.imageshack.us/img683/7468/transition5.th.jpg) (http://img683.imageshack.us/i/transition5.jpg/)

The FLexible UnderPass system (FLUPs) was extended and you can now build tram and tram-avenue underpasses
(http://img163.imageshack.us/img163/8656/introduction1.th.jpg) (http://img163.imageshack.us/i/introduction1.jpg/) (http://img191.imageshack.us/img191/3159/undergroundtrampieces1.th.jpg) (http://img191.imageshack.us/i/undergroundtrampieces1.jpg/) (http://img29.imageshack.us/img29/6628/undergroundtrampieces9.th.jpg) (http://img29.imageshack.us/i/undergroundtrampieces9.jpg/)
You find a FLUPs tutorial here (http://sc4devotion.com/forums/index.php?topic=10876).

Risk of game crashes was minimized - June 2009 version
A bug in the Windows version of SimCity4 causes the game to crash when a puzzle piece is hovered above a transit-enabled lot. We did often experience game crashs when building tram systems (tram stations are transit-enabled lots). The first step to reduce game crashes was the introduction of draggable tram. However, the issue remained because in certain circumstances we still have to use puzzle pieces.

Several steps were undertaken to further reduce the risk.
a) The starter puzzle pieces of draggable tram were modified in two ways. The simple orthogonal starter piece is now three tiles long (you can drag in both directions, starting from the end tiles)
(http://img524.imageshack.us/img524/2091/tram606.th.jpg)
Link to image (http://img524.imageshack.us/i/tram606.jpg/)
and can be hovered above tram stations without causing a crash anymore. And it was stabilized: before, you had to drag at least 6 tiles before bulldozing the starter - otherwise it would revert to elevated light rail. Now, it is much more stable and will remain tram (with few exceptions). Therefore the need for tram puzzle pieces is significantly reduced.
b) The game does not always crash when a puzzle piece is hovered above a transit-enabled lot. It is the interrelation of the modding of puzzle piece and TE-Lot that causes a CTD under special conditions only. With this in mind, we checked all tram puzzle pieces and modified most of them in such a way that the risk of game crashs is minimized.

A risk of game crashs remains. We modified puzzle pieces, but there are several particular transit-enabled lots that will still cause a game crash when a tram puzzle piece is hovered above. All tram, tram-avenue, and tram-road stations are safe except for the diagonal tram station:
(http://www.ld-host.de/uploads/thumbnails/e7cf2878e4366f4ef72470ba2b473a1c.jpg)
Link to image (http://www.ld-host.de/show/e7cf2878e4366f4ef72470ba2b473a1c.jpg)
Also, most elevated light rail above road stations do still cause game crashes. However, as long as you are careful with these particular stations, the use of trams is now much safer.

Remember, also train puzzle pieces can cause game crashs when hovered above transit-enabled train stations. And many elevated light rail puzzle pieces do still cause game crashs when hovered above tram stations. One of them is this transition (it is the only dangerous piece inside the tram rotation ring) - all other tram puzzle pieces are safe now.
(http://www.ld-host.de/uploads/images/dee70eb346cbd8395f5abb905df7c443.jpg)
Link to image (http://www.ld-host.de/uploads/images/dee70eb346cbd8395f5abb905df7c443.jpg)

There are two puzzle pieces for which plopping got a bit inconvenient. The pedestrian bridge over tram
(http://www.ld-host.de/uploads/thumbnails/257153a5b57654c9515d14ac31a51c37.jpg)
Link to image (http://www.ld-host.de/show/257153a5b57654c9515d14ac31a51c37.jpg)
cannot be plopped anymore on dragged tram tracks. Same for the orthogonal viaduct rail over orthogonal tram.
Simply bulldoze one piece of track and insert the piece.

Tram systems
1) Tram (draggable tram and tram puzzle pieces)
Apart from the changes to minimize the risk of game crashes (see above), there are no changes.

2) Tram-Avenue
We added five new puzzle pieces for the June 2009 NAM:
(http://img3.imageshack.us/img3/7494/tram605.th.jpg)
Link to image (http://img3.imageshack.us/i/tram605.jpg/)
Monorail and elevated light rail can now cross tram-avenues.

Due to the changes to minimize the risk of game crashes (see above), it is not possible to plop a tram-avenue puzzle piece on top of elevated light rail anymore. When you bulldoze a new tram-avenue puzzle piece, the elevated light rail does not appear as before (left image), but avenue (right image):
(http://www.ld-host.de/uploads/images/bd4d8573c55559dd4569fd5a8168b390.jpg) (http://www.ld-host.de/uploads/images/838a768a0bac02d971bb438052d3935d.jpg)
Link to left image (http://www.ld-host.de/uploads/images/bd4d8573c55559dd4569fd5a8168b390.jpg) Link to right image (http://www.ld-host.de/uploads/images/838a768a0bac02d971bb438052d3935d.jpg)

Simply plop tram-avenue onto the avenue (left image below). If it was an old, previously plopped puzzle piece and it shows elevated light rail, you cannot plop the new tram-avenue-Puzzle and you need to bulldoze the elevated light rail piles (right image below). When you work with the new puzzle pieces only, this inconvenience does not happen.
(http://www.ld-host.de/uploads/images/01396677a7fb730d0e8f989fe0104810.jpg) (http://www.ld-host.de/uploads/images/20ea5608da88e9047eeb8b642a5083cd.jpg)
Link to left image (http://www.ld-host.de/uploads/images/01396677a7fb730d0e8f989fe0104810.jpg) Link to right image (http://www.ld-host.de/uploads/images/20ea5608da88e9047eeb8b642a5083cd.jpg)

3) Tram-in-Road puzzle pieces
In town centers, you often don't have enough space for tram tracks next to roads. The Tram-in-Road allows both, road and tram, on one tile. And there is even a little bit of space for pedestrians.
(http://img514.imageshack.us/img514/8668/traminroadhw4.th.jpg)
Link to image (http://img514.imageshack.us/my.php?image=traminroadhw4.jpg)

These are the new pieces in the June 2009 NAM:
(http://img5.imageshack.us/img5/5075/tram607.th.jpg)
Link to image (http://img5.imageshack.us/i/tram607.jpg/)
Monorail and elevated light rail can cross tram-in-road. There are several new pieces that connect to tram-avenue. Most interesting is the lower left piece. It can be used to create special roundabout or to insert tram stations:
(http://www.ld-host.de/uploads/thumbnails/5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg) (http://www.ld-host.de/show/5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg) (http://www.ld-host.de/uploads/thumbnails/a26fecb488979f1055b0c74d7f97e063.jpg) (http://www.ld-host.de/show/a26fecb488979f1055b0c74d7f97e063.jpg)
Link to left image (http://www.ld-host.de/show/5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg)Link to right image (http://www.ld-host.de/show/a26fecb488979f1055b0c74d7f97e063.jpg)
We will post a small tutorial that explains how to build this.

4) Tram-on-Road puzzle pieces
Tram-on-Road puzzle pieces allow cars and trams to share a lane. The difference is just visual, but with two car lanes in each direction, it looks like a faster connection than the normal Tram-in-Road. Sometimes you may observe tram automata driving through car automata. To minimize this effect, there are no junctions (with crossing) available. Just a few basic Tram-on-Road pieces: transition with Tram-in-Road, straight, curve, and single- and double street merging into the road. Cars cannot turn or cross the white line in the middle.
This is a picture from th.cb, one of our testers at the German Simforum:
(http://img515.imageshack.us/img515/7590/tramonroadthcbwk6.th.jpg)
Link to larger image (http://img515.imageshack.us/my.php?image=tramonroadthcbwk6.jpg)

These are the new pieces in the June 2009 NAM:
(http://img38.imageshack.us/img38/2143/tram608.th.jpg)
Link to image (http://img38.imageshack.us/i/tram608.jpg/)
Apart from the monorail and elevated light rail crossing above tram-on-road, and two transitions to tram-avenue, there is the lower left piece that is most interesting. It can be used to insert tram stations:
(http://www.ld-host.de/uploads/thumbnails/735efc2d88e05a0dec1250d8ead97332.jpg) (http://www.ld-host.de/show/735efc2d88e05a0dec1250d8ead97332.jpg)(http://www.ld-host.de/uploads/thumbnails/a9d0f5ded1b21b0e69255d40c159492a.jpg) (http://www.ld-host.de/show/a9d0f5ded1b21b0e69255d40c159492a.jpg)(http://www.ld-host.de/uploads/thumbnails/08ddeb10fd00411a28c75ff9ab64e043.jpg) (http://www.ld-host.de/show/08ddeb10fd00411a28c75ff9ab64e043.jpg)
Link to left image (http://www.ld-host.de/show/735efc2d88e05a0dec1250d8ead97332.jpg) Link to middle image (http://www.ld-host.de/show/a9d0f5ded1b21b0e69255d40c159492a.jpg) Link to right image (http://www.ld-host.de/show/08ddeb10fd00411a28c75ff9ab64e043.jpg)

5) Tram-on-Street puzzle pieces
With Tram-on-Street (with SAM's cobblestone texture) puzzle pieces, you can build tram tracks on your streets in dense town centers. These are the pieces in the June 2009 NAM:
(http://img31.imageshack.us/img31/2756/tram610.th.jpg)
Link to image (http://img31.imageshack.us/i/tram610.jpg/)
Presently, there is no texture set for the original Maxis grey street texture.

To connect SAM streets:
(http://www.ld-host.de/uploads/images/48ece011e435743a0cc19e15c6a0eca7.jpg)
Link to image (http://www.ld-host.de/uploads/images/48ece011e435743a0cc19e15c6a0eca7.jpg)
From left to right: plop a piece with street stub, select the SAM starter piece 8, plop it, bulldoze the white field, and drag street.

6) Texture variations (tram on green grass)
There are also a few Tram on Grass puzzle pieces for Tram-Avenue and Tram-in-Road, useful in rural areas and suburbs:
(http://img517.imageshack.us/img517/9687/tramongrassthcb2la6.th.jpg) (http://img517.imageshack.us/my.php?image=tramongrassthcb2la6.jpg) (http://img168.imageshack.us/img168/2213/tramongrassthcbon4.th.jpg) (http://img168.imageshack.us/my.php?image=tramongrassthcbon4.jpg)
Link to left image (http://img517.imageshack.us/my.php?image=tramongrassthcb2la6.jpg) Link to right image (http://img168.imageshack.us/my.php?image=tramongrassthcbon4.jpg)
(thanks to th.cb for both pictures)

7) Tram Roundabouts
A new modular roundabout for Tram-in-Road and Tram-on-Road was prepared for the June 2009 NAM version.
(http://www.ld-host.de/uploads/images/87d9a271e22d7109caefada265f8f913.jpg)
Link to image (http://www.ld-host.de/uploads/images/87d9a271e22d7109caefada265f8f913.jpg)
(Picture is courtesy of RogerRon91)
Since it is a modular system, other roundabouts can be constructed. This picture indicates how you can build these roundabouts
(http://img193.imageshack.us/img193/1842/tram609.th.jpg)
Link to image (http://img193.imageshack.us/i/tram609.jpg/)

Already in the NAM, you find several tram-avenue roundabouts.
(http://img136.imageshack.us/img136/4985/1roundaboutsqc8.th.jpg)
Link to image (http://img136.imageshack.us/my.php?image=1roundaboutsqc8.jpg)
This picture shows them with trees and flora, but this is an option if you don't like it. The displayed tram station is from the BSC SFBT GLR Tram Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879).

Bug Fix for LHD game versions only (UK, Japan, those versions where traffic drives on the left hand side): the tram-in-road transition to elevated light rail above road (from the May 2010 NAM) does not work because of missing paths. Extract the file "NetworkAddonMod_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin_add.dat" contained inside the attached zip file and move it into your folder NetworkAddonMod\z_Left Hand Version Plugin, and it will work. This fix is not required for the right hand drive version of Sim City 4.
EDIT: I believe that this fix was included in NAM version 30, but I don't know for sure.
Title: Re: T-RAM
Post by: M4346 on November 23, 2008, 04:23:41 PM
I've seen these around - obviously showcased by the testers - and they look amazing! Great job and I can't wait to see more T-RAM!  ;D
 &apls &apls

Title: Re: T-RAM
Post by: TheTeaCat on November 23, 2008, 04:55:17 PM
ooh very nice indeed  :thumbsup:
I too would like to see more of T-RAM

 :satisfied:
TTC
Title: Re: T-RAM
Post by: dedgren on November 23, 2008, 05:05:14 PM
That's beautiful stuff, Chrisim!  Makes me think about the cities I might create... someday.

Good luck!


David
Title: Re: T-RAM
Post by: SimsReporter on November 23, 2008, 08:47:16 PM
Oh wow, Very nice. Can't wait to add this to Simcity 4 :D. 4th comments...woohoo  ;D
Title: Re: T-RAM
Post by: nerdly_dood on November 23, 2008, 08:51:56 PM
:shocked2: If that isn't perfect then i dont' know what it is! This T-RAM is amazing!

Oh, and the thread's a sticky too... :D
I looked at the German site linked to above, and although I can't read a word anyone says, I can look at the pictures, and they are even more amazing than the ones posted on this page! I highly recommend it to anyone who can look at pictures and see what they are showing.
Title: Re: T-RAM
Post by: Haljackey on November 23, 2008, 08:54:18 PM
Its always great to see when a new NAM project is starting off.  Best of luck with creating T-RAM!

-Haljackey
Title: Re: T-RAM
Post by: papab2000 on November 23, 2008, 09:03:05 PM
Very nice  :thumbsup:
Title: Re: T-RAM
Post by: Kitsune on November 23, 2008, 10:03:57 PM
Pulled this from page 7 of that german thread.......

(http://img501.imageshack.us/img501/5148/tramdreieckvm1.jpg)

Finally! Its comforting to know that atleast it exists  ;D
Title: Re: T-RAM
Post by: Pat on November 24, 2008, 01:02:49 AM
OOOH MY WOW!!! SOO verry stuuning job here!!! My intrest is defintly peeked here Chrisim and I will be following for more for sure....

i like this one the best its sweet!!!!

(http://img410.imageshack.us/img410/2035/todesmutigesimsqu6.gif)
Title: Re: T-RAM
Post by: JoeST on November 24, 2008, 01:03:53 AM
good to know this project has its own thread now :)

cant wait for more, thanks chrisim

OK can I maybe suggest roundabout pieces that connect to standard GLR
Title: Re: T-RAM
Post by: choco on November 24, 2008, 04:33:58 AM
this looks sweet!!

whats that network with the glr down the middle on the left of caspers pic?
Title: Re: T-RAM
Post by: RippleJet on November 24, 2008, 04:38:18 AM
whats that network with the glr down the middle on the left of caspers pic?

Unless my eyes deceive me, that's a 1-tile wide road with GLR. :o
Title: Re: T-RAM
Post by: rooker1 on November 24, 2008, 07:13:49 AM
 :o

I have just fainted.......

PS, if you need anyone else to test this, I'd be glad to help.
Robin  :thumbsup:
Title: Re: T-RAM
Post by: un1 on November 24, 2008, 07:22:00 AM
Amazing, amazing.  &apls  &apls
Nice work that you have done. This will be very useful.

-un1
Title: Re: T-RAM
Post by: pagenotfound on November 24, 2008, 01:12:09 PM
Very nice work here.  :thumbsup:

PS Is it possible to have a GLR to El rail transition in avenue piece?
Title: Re: T-RAM
Post by: Theirishnintendonerd on November 24, 2008, 01:41:32 PM
Wow! This mod will be extremley usefull , Can't wait to use it in game  :thumbsup:
-Trevor
Title: Re: T-RAM
Post by: bob56 on November 24, 2008, 01:47:43 PM
This is one of the great things i've seen! I can't wait for this!

Also, with pagenotfound, i would appreciate a glr-Elrail avenue piece.
Title: Re: T-RAM
Post by: Chrisim on November 24, 2008, 06:00:45 PM
Quote from: dedgren
Makes me think about the cities I might create... someday.
David, no please, stick to S C=3RR 4  :)
Quote from: nerdly_dood
I looked at the German site ...
Ok, but how shall I surprise you when you look at Simforum? ;)
Pulled this from page 7 of that german thread.......

(http://img501.imageshack.us/img501/5148/tramdreieckvm1.jpg)

Finally! Its comforting to know that atleast it exists  ;D
This is Xyloxadoria's BAT of a tram-avenue transition to subway under avenue. It is fully functional, but there are still a few imperfect details to resolve. I hope that he will work on it again ...

Quote from: JoeST
roundabout pieces that connect to standard GLR
An avenue roundabout fits to the tram-avenue. Its center consists of 2x2 tiles. For standard GLR, it would not be symmetrical anymore and would look strange, I believe

Quote from: pagenotfound
Is it possible to have a GLR to El rail transition in avenue piece?
That's a difficult one, but it should be possible by modifying a copy of the existing NAM model. Would take some time to create, but may be worth the effort ... - thanks for the idea!

Quote from: choco
whats that network with the glr down the middle on the left of caspers pic?
I'll show more next weekend  :)
Title: Re: T-RAM
Post by: kbieniu7 on November 25, 2008, 04:38:25 AM
Das ist Wunderbar! :D
I had been always waiting for this stuff, especially for one-tile-wide GLR on road.
I can't wait, since I saw it and on SimForum loops, GLR on grass texture, rail over GLR in avenue. Great work  &apls
Title: Re: T-RAM
Post by: MandelSoft on November 25, 2008, 07:23:04 AM
A very nice idea it is, the T-RAM. I'll keep an eye on this...
Title: Re: T-RAM
Post by: CasperVg on November 25, 2008, 08:10:07 AM
Oh no! My teasers are back..   :D

I can't wait to see more of this excellent stuff, Chrisim!
Title: Re: T-RAM
Post by: allan_kuan1992 on November 27, 2008, 09:27:58 AM
lol...

i'm really interested in these. Keep up the good work =)

- Allan K
Title: Re: T-RAM
Post by: FrankU on November 28, 2008, 08:18:31 AM
This looks really stunning.
The roundabouts and the tunnel entrances!

 &hlp
Title: Re: T-RAM
Post by: j-dub on November 30, 2008, 09:17:35 PM
San Francisco, is going to be a reality! Thats great Chrisim. From what I saw on Sim Forum, I have questions about how stations are even possible for the following networks.
With the cars and tram sharring the middle of the road, which now means we can fit cars and sidewalks 4 lanes on one tile, does this mean we are close to a seperate 4-lane road network? I hate to admit, but I would use tram in road, for the purpose of just a 4-lane single tile road, without the tram. Don't get me wrong, there are some areas I have that really benefit the tram in road too. Since I can't read the other site, it looks like there may be talk about Tram 4-lane Road transitioning to Tram (GLR) in Avenue? I am referring to pictures I saw on Sim Forum, proposing transitions.
Title: Re: T-RAM
Post by: puncher1076 on December 06, 2008, 10:15:08 PM
Looking Great, Chrissim!
It is going to be possible to have GLR in Avenue/Road that allows us to drive on the GLR (or to have cars)
Title: Re: T-RAM
Post by: j-dub on December 07, 2008, 12:36:35 PM
I'll answer that. Chrissim provided testing material of dual traffic pathed networks. He discovered how to make a four lane road fit onto one tile with a sidewalk. A six lane avenue with glr down the center is a good idea, and since this glr/road is pathed that cars can drive while getting chased by the train, anything is possible, but that may or may not be done right now. The T-RAM has alot of work put into it already. There may be more details of stuff going on in the German thread.
(http://www.picvalley.net/u/981/1982034919.JPG)
Only two pieces exist for the car/tram network at the moment, but there are alot more T-RAM configuration puzzle pieces cosmetic, and functional.
Title: Re: T-RAM
Post by: Chrisim on December 22, 2008, 12:52:42 PM
@j-dub the track is for light rail, not heavy rail locomotives  $%Grinno$%

If you haven't seen yet, the first post of this topic is updated and contains more new pictures and text.
I shortened the original text on New Tram-Avenue Roundabouts. The following is from the original posting:

The curved tram-avenue roundabout contains an empty tile. You may either fill it with grass (standard Maxis green park)
(http://img243.imageshack.us/img243/7996/2kreisel3hz3.jpg)

or, you use it for something else. It's certainly not the right location for Big Ben

(http://img384.imageshack.us/img384/4757/3kreisel1lb2.jpg)
but there are many other options. And maybe somebody will BAT a 45 degrees rotated statue?
Title: Re: T-RAM
Post by: Monorail Master on December 22, 2008, 04:49:04 PM
I'll answer that. Chrissim provided testing material of dual traffic pathed networks. He discovered how to make a four lane road fit onto one tile with a sidewalk. A six lane avenue with glr down the center is a good idea, and since this glr/road is pathed that cars can drive while getting chased by the train, anything is possible, but that may or may not be done right now. The T-RAM has alot of work put into it already. There may be more details of stuff going on in the German thread.
(http://www.picvalley.net/u/981/1982034919.JPG)
Only two pieces exist for the car/tram network at the moment, but there are alot more T-RAM configuration puzzle pieces cosmetic, and functional.


Dude, I'll do anything just to get that in my cities.
Title: Re: T-RAM
Post by: j-dub on December 22, 2008, 11:13:55 PM
I should note after I posted that pic, Chris added allot more pieces with shared car/tram traffic. For this mod you won't be bothered with a RL situation of Passenger & Freight Trains taking for ever to get through automotive arteries. Trains will not be on this new network, unless you do some extra stuff to it like I did, but that is not what Chris intended.

In real life though, you would not want to be interrupted crossing a road on foot with a mile long freight train when your trying to get to someplace important just across the road. Imagine living in a neighborhood with the Polar Express always using the street in front of your house. Welcome to the United States. Trams you know you don't need to wait that long when they cross your way, but trains on the other hand, oh boy. Roads are really like what I took a in-game picture of, in dense urban downtown areas and in the middle of residential corridors. 
Title: Re: T-RAM
Post by: allan_kuan1992 on December 23, 2008, 04:00:38 PM
there are some places with "street-running" xD

Of course however that makes up only like 0.5% of the train network in North America.

- Allan Kuan
Title: Re: T-RAM
Post by: Monorail Master on December 24, 2008, 11:04:01 AM
I should note after I posted that pic, Chris added allot more pieces with shared car/tram traffic. For this mod you won't be bothered with a RL situation of Passenger & Freight Trains taking for ever to get through automotive arteries. Trains will not be on this new network, unless you do some extra stuff to it like I did, but that is not what Chris intended.

In real life though, you would not want to be interrupted crossing a road on foot with a mile long freight train when your trying to get to someplace important just across the road. Imagine living in a neighborhood with the Polar Express always using the street in front of your house. Welcome to the United States. Trams you know you don't need to wait that long when they cross your way, but trains on the other hand, oh boy. Roads are really like what I took a in-game picture of, in dense urban downtown areas and in the middle of residential corridors. 

Umm, you might want to look at the maps of Norfolk, Virginia. The city holds the East coast U.S.'s largest naval base. And they have a wole bunch of freight rail lines going right down the middle of the roads that are near or in the naval bases. And the trains have to drive at 15 mph.
Title: Re: T-RAM
Post by: Zaphod on December 24, 2008, 12:14:50 PM
Freight street running is actually kind of common in North America just because we have a lot of branch lines and spurs everywhere.
Title: Re: T-RAM
Post by: j-dub on December 24, 2008, 12:20:07 PM
Well guys, not so much usable for destination transferring, you will be able to use this T-RAM to visually get heavy Freight Trains in the middle of the road, and recreate California, or Virgina. You just need to have a way for rail to connect directly to glr, train generators and poof! And Chris, I am sorry if that is not what you intended, but your awesome modding gave us an opportunity that couldn't be passed.
Title: Re: T-RAM
Post by: deathtopumpkins on December 24, 2008, 12:42:22 PM
Uh, j-dub, I live in Norfolk, Virginia, and there's no street running here that I've seen, except for the light rail line under construction downtown. For the best heavy rail example, I'd look at Jack London Square in Oakland, CA.

Actually, on closer thought there are a few short stretches around NIT (Norfolk International Terminals), but none of the area military bases really use their rail spurs anymore.

Apologies for thread hijacking.
Title: Re: T-RAM
Post by: Fresh Prince of SC4D on December 24, 2008, 12:55:30 PM
Actually deathtopumpkins, there used to be a tram network in Norfolk in the early 1900's but the streets were too congested with both cars and trams, that they removed them.
Title: Re: T-RAM
Post by: deathtopumpkins on December 24, 2008, 01:03:45 PM
I know ;) that's why I said heavy rail. It does seem knda pointless though to get rid of a tram system and then bring it back half a century later, still in the streets  (http://ridethetide.com for more info!
Title: Re: T-RAM
Post by: nerdly_dood on December 24, 2008, 03:53:53 PM
I"ve been all over Virginia - Hampton Roads a little, a bit more in the DC metro area, and quite a bit in Southwest VA... and I don't know of a single active above-ground tram system at all, let alone one that runs in the middle of the street.

There are plenty of heavy-rail lines, but none in the middle of a street.
In many places, heavy rail lines run along a road, but never within its median or on the pavement.

DC has something that might be called a light-rail system but most of its above-ground tracks are fenced off and inaccessible to anyone who hasn't paid for their passage in a metro station, and the rest is the subway. In some places the above-ground tracks run in the middle of a freeway, but there are plenty of barriers keeping the cars separate from the metro line.

Roanoke used to have a large tram system, but it's long gone and it's been replaced with the bus system we've had for decades. There used to be passenger train service, but it has been shut down since 1979, so the closest places that we can get on a passenger train are in Lynchburg or Clifton Forge, so it is much easier to get on a Greyhound bus downtown to get anywhere far away (like I did to get up here to DC to visit my uncle, one hundred thirteen dollars later)
Title: Re: T-RAM
Post by: Chrisim on December 26, 2008, 03:43:15 PM
Sorry for being a bit slow in replying - I was quite busy working on the FLUPs  ;)
... you will be able to use this T-RAM to visually get heavy Freight Trains in the middle of the road, and recreate California, or Virgina. You just need to have a way for rail to connect directly to glr, train generators and poof! And Chris, I am sorry if that is not what you intended, but your awesome modding gave us an opportunity that couldn't be passed.
That's fine. We did not intend this, but it's a game and if you have fun, why not?  ;)
Your discussion about heavy rail on road is interesting. In Europe, we had a few industrial areas with single heavy rail on roads, but less nowadays.

A bit more background on Tram-in-Road and Tram-on-Road: These are probably more of interest for Europeans. There are many European towns with tram, either with separate tracks or sharing the space with cars on roads. A good link page for tram photos is: www.bahnbilder.de (http://www.bahnbilder.de/name/bilder/hierarchie1/Deutschland/hierarchie2/Stra%DFenbahn.html).
The textures of Tram-Road were designed by Schleicher68 and it took days of forum discussions with several trials. For me, the trams in Kassel, Leipzig, Nürnberg and Karlsruhe (all towns in Germany) helped to define the Tram-Road.
... I have questions about how stations are even possible for the (Tram-Road) networks.
There is not much space on one tile. In reality it's not different, like this photo shows: Link (http://de.wikipedia.org/w/index.php?title=Datei:Querallee.jpg&filetimestamp=20060605203157) (there is actually another traffic light behind the photographer that stops car traffic when a tram is inside the stop)
With the cars and tram sharring the middle of the road, which now means we can fit cars and sidewalks 4 lanes on one tile, does this mean we are close to a seperate 4-lane road network?
A 4-lane road on one tile should be implemented as draggable network, because it's a single network system. Tram-on-Road are dual network and presently we don't know how to make them draggable, therefore, these are puzzle pieces.
Apparently, a 4-lane road on one tile is not planned within the Network Widening Mod project, but technically, I believe it should be possible. It needs time to create ... or more people who understand the RUL's and can create new RUL's for draggable networks. Myself, I can't.
Title: Re: T-RAM
Post by: kbieniu7 on December 30, 2008, 09:06:40 AM
I want to ask, that will be availible diagonal puzzels for tram-in-road?
Title: Re: T-RAM
Post by: Chrisim on December 30, 2008, 09:11:50 AM
@kbieniu7
Not in the first version, maybe later.
Title: Re: T-RAM
Post by: kbieniu7 on December 30, 2008, 11:03:07 AM
We'll waiting  :P
Thank for answer
Title: Re: T-RAM
Post by: iamgoingtoeatyou on December 30, 2008, 11:17:04 AM
I can't wait for this, will be perfect for a San Francisco recreation ;D
Title: Re: T-RAM
Post by: JoeST on December 31, 2008, 06:38:52 AM
WOW!!! three networks on one tile :o

who discovered that? ???

Joe
Title: Re: T-RAM
Post by: b22rian on December 31, 2008, 07:01:47 AM
does the 3 networks in one tile now mean that something in the future like a triple over pass would be
possible in the game ?.. or what a lot more have to be worked out before we could even dream about that ?

I was just thiniking we already have the Double height monorail and el rail puzzle pieces.. so that part of it seems
possible right ?

anyways this new break- through seems to open the door for many exciting and new possibilities in the future..
I would also like to know who made this astonishing finding ?


thanks , Brian
Title: Re: T-RAM
Post by: pagenotfound on December 31, 2008, 11:20:04 AM
:o :o :o :o :o :o

who is responsible for this discovery?!
Title: Re: T-RAM
Post by: Jonathan on December 31, 2008, 11:26:26 AM
The three networks in one tile: look at number four in the stickied post. It was Chrisim who discovered it.
In theory it shouldn't have worked which is why the discovery was only made recently.
Jonathan
Title: Re: T-RAM
Post by: JoeST on December 31, 2008, 12:38:03 PM
yeah but who thought/found it and is there any published info about it?
Title: Re: T-RAM
Post by: Kitsune on December 31, 2008, 02:58:33 PM
For the pieces that have concrete instead of ashpalt for the rails, is the concrete versions pathed for cars as well? Toronto is set up with concrete for our streetcar rails and ashpalt for the rest of the road, which is why I ask.
Title: Re: T-RAM
Post by: Fresh Prince of SC4D on December 31, 2008, 04:48:05 PM
This looks like something to look forward to  :thumbsup:
Title: Re: T-RAM
Post by: Chrisim on January 01, 2009, 06:49:14 AM
who is responsible for this discovery?!
The three networks in one tile: look at number four in the stickied post. It was Chrisim who discovered it.
In theory it shouldn't have worked which is why the discovery was only made recently.
Jonathan
There were actually two steps required to get this discovery. Therefore, we should say that Jonathan and me share this discovery.

For the pieces that have concrete instead of ashpalt for the rails, is the concrete versions pathed for cars as well? Toronto is set up with concrete for our streetcar rails and ashpalt for the rest of the road, which is why I ask.
It's the same in Toronto and T-RAM  ;) , the concrete is for trams only.
Title: Re: T-RAM
Post by: b22rian on January 01, 2009, 07:09:26 AM
There were actually two steps required to get this discovery. Therefore, we should say that Jonathan and me share this discovery.

Well it is truly one of the great discoveries i feel since devotion has become a web site..
And My congrats, and thanks to both you and Johnathan for it..

Actually what i think i meant in my above post was the future possibility of a double overpass, not
triple as that would actually require 4 networks in a tile !

Just off the top of your head your thinking 2 of the former barriers to a puzzle pieces like this have now been
busted through..

1)... 3 networks in a tile..
2)... double height puzzle pieces..  ( we already have the el rail, and monorail ones, so I assume you could
      do the same with the road networks ?)...

Obviously you still have much to work out with the ruls, pathing and design of such pieces..
Its just fun to dream about what sorts of new doors this discovery might open..for the future of
transit modding..

Anyways, this is the last I will post about this, as really it belongs in the nam development threads..

its really fantastic what you guys have done so far with the T - Ram in really such a short amount of time
with this...And i wish you the very best with this into the new year..
Thanks a lot for all the work and effort put into this, you have come very far already...

Sincerely grateful,  Brian
Title: Re: T-RAM
Post by: Erzei on January 18, 2009, 10:52:31 PM
In addition to the existing straight tram connection through the roundabout (upper-right), three further tram-avenue roundabouts were developed.
(http://img262.imageshack.us/img262/2866/1kroundaboutsnr6.jpg) (http://img136.imageshack.us/img136/4985/1roundaboutsqc8.jpg)
This picture shows them with trees and flora, but this is an option if you don't like it. The displayed tram station is from the BSC SFBT GLR Tram Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879).

Hey, i was wondering, Could be possible to make a tram station for the lower right roundabout?

I luv you guys, the work you deliver every update is awesome!!!  :thumbsup:
Title: Re: T-RAM
Post by: nerdly_dood on January 19, 2009, 02:46:38 PM
Erszei: It most certainly would.

And about this 3 networks per tile discovery ... Would that enable a road/OWR/street intersection, or an ave/road/street intersection to be made? If so, would it need to be a puzzle piece or could it be draggable?
Title: Re: T-RAM
Post by: Jonathan on January 19, 2009, 03:29:02 PM
nerdly, we can't have draggable three networks on a tile, for the networks on one tile, with Rail/GLR/Road pieces, if we add all three to the RUls it will not work and can't be placed. If we only and GLR and Rail it works, if we add GLR and Road it won't work but can be placed (just will not allow Rail traffic)

We could have made those in your post pieces before this discovery(because they are all road networks[use car paths]), and if we had it would've been exactly the same way. But there isn't much need to is there? As you just have to have an extra tile of one of them.

But I guess it could be implemented in an override system, but this would be more complicated than a puzzle piece.

Jonathan
Title: Re: T-RAM
Post by: bob56 on January 19, 2009, 03:39:56 PM
Quote Chrisim: The difference is just visual"

Does this mean it isnt really a tram network? I'm confused... &mmm

Thanks for any help...
Title: Re: T-RAM
Post by: io_bg on January 19, 2009, 03:50:32 PM
No, I think it is a network, the difference is that the Tram-on-road has four lanes and the Tram-in-road has 2. :) (correct me if I'm wrong)
Title: Re: T-RAM
Post by: writingliberty on January 19, 2009, 05:40:56 PM
The concrete-tram and asphalt-road happens here in San Diego too, except that our trams are electric and have overhead wires (no third rail)... they are not commonly down the middle of a street though. I only know of a few stretches like that. Though often they run along one side of a street (or even highway) and have crossing gates on the perpendicular streets at intersections.

Some of the transitions are kinda odd too... in at least one place the tram route makes a 45 degree angle in the middle of what (in SC4 terms) would be an ortagonal Avenue x Avenue intersection (exiting the center of one and heading off diagonally).
Title: Re: T-RAM
Post by: skyliner on January 20, 2009, 12:31:11 AM
Having messed around with the T-Ram in road, does that mean the next NAM would have a four lane road the size of the maxis two lane road? That would be awesome!
Title: Re: T-RAM
Post by: Tarkus on January 20, 2009, 05:09:45 PM
Having messed around with the T-Ram in road, does that mean the next NAM would have a four lane road the size of the maxis two lane road? That would be awesome!

Next NAM, not likely.  First NWM, now . . . maybe . . .

(http://img120.imageshack.us/img120/94/nwm012020091jd1.jpg)

-Alex (Tarkus)
Title: Re: T-RAM
Post by: metarvo on January 20, 2009, 07:36:22 PM
I always suspected that the Tram-on-Road might be our first taste of the MAVE-4.  Of course, the Tram-on-Road only has four lanes visually, but it is still a step in the right direction.  I have started playing around with the new NAM pieces, and I really do like the work that has been done so far.  They look like they would work very well for dense downtown areas.

 &apls
Title: Re: T-RAM
Post by: Tarkus on January 20, 2009, 09:16:37 PM
Well, what I actually have pictured there is not the MAVE-4, but rather, something called an NMAVE.  (NMAVE=Narrow Medianless Avenue)  It's actually 1 tile wide, just like the Tram-in-Road pieces, made by popular demand.  The plain MAVE-4 is still planned as well.  The RULs, fortunately, copy over nicely from the other NWM networks in most situations.

Enough of that off-topic diversion, though . . . I don't want to hijack Chris' thread. ;)

-Alex (Tarkus)
Title: Re: T-RAM
Post by: j-dub on January 21, 2009, 12:51:39 AM
The Tram-On-Road introduces us into alot more concepts. The 4 lanes may be visual for the tram on road, but cars Will use the lanes down the middle that the tram shares. The route query will show you cars hoping into the lanes based off which side the lot is. All I know is cars and trams will share the center in my game.
Title: Re: T-RAM
Post by: remanh on January 22, 2009, 08:16:23 PM
I don't know much about the inner workings of SC4, but is there any way to rewrite a file to determine capacity by lane, instead of by tile?
EDIT: Swamper, thanks for noticing the error.
Title: Re: T-RAM
Post by: Swamper77 on January 22, 2009, 08:43:53 PM
I don't know much about the inner workings of SC4, but is there any way to rewrite a file to determine capacity by lane, instead of by tile?

To do so would require modifying the EXE, which is illegal according to EA's EULA. Sorry, but we have to work with what we have unless EA grants us permission to modify the EXE.

-Swamper
Title: Re: T-RAM
Post by: dgidge on January 30, 2009, 05:23:15 AM
HI everybody ! EXcuse me to ask that (maybe someone ask that before), but is it possible to have a tutorial to retexturing the nam pieces (GLR in avenue) with sandstone or an other texture (if it's possible, of course)...

I don't know if I posted on the good place, thank you to tell me if I'm wrong (I don't speak very well english)
Title: Re: T-RAM
Post by: j-dub on January 30, 2009, 11:12:35 PM
Well, in this case it sounds like you want to redo the textures under the T-RAM with the sandstone variation? You could ask Chrisim how to do it.
Title: Re: T-RAM
Post by: Chrisim on January 31, 2009, 09:03:51 AM
HI everybody ! EXcuse me to ask that (maybe someone ask that before), but is it possible to have a tutorial to retexturing the nam pieces (GLR in avenue) with sandstone or an other texture (if it's possible, of course)...

I don't know if I posted on the good place, thank you to tell me if I'm wrong (I don't speak very well english)
Since you are from Switzerland, maybe you speak German and can use the Simforum - tutorial  [NAM] Kurzanleitungen zum Testen selbst neuerstellter Verkehrstexturen im Spiel  (http://www.simforum.de/showthread.php?t=156865) ?
Title: Re: T-RAM
Post by: dgidge on January 31, 2009, 10:19:37 AM
YA, Ich spreche ein bischen Deutch  ;D Ich Wohne in Genf. I will see his post, thank you a lot.

edit : ICh habe Vista, not XP :'(

I'm working for new pieces for the tram,
it possible to see my work here ( in french) http://www.toutsimcity.com/forums.php?viewthread=526119&page=9 (http://www.toutsimcity.com/forums.php?viewthread=526119&page=9)
Title: Re: T-RAM
Post by: JoeST on February 01, 2009, 05:42:05 AM
dgidge: those pieces are really looking very nice, thanks :)
Title: Re: T-RAM
Post by: dgidge on February 01, 2009, 07:10:22 AM
Thank you ! But I have some problems with the automatas (they move right on, don't turn (because it is not possible to do a 90° withe the el train inside the lot). So they "die" on the end of the lot, front of where they entered, and they "plane" 8 metres out the lot (because el train, again.)

I'm sorry for my english... ::)

Title: Re: T-RAM
Post by: JoeST on February 01, 2009, 07:41:10 AM
hey dgidge, Jonathan (Warior) has offered to custom path them, but he needs to know the depth of the pieces.

Joe

EDIT: infact, it would probably be better if you could pass him the gmax models so he can path the correct curve too, and with your permission be converted for other networks for use by FLUP's, that would be great :)
Title: Re: T-RAM
Post by: dgidge on February 01, 2009, 08:34:31 AM
Yes, thank you, again.

I wrote him 2 min. ago.  ;)

I can't do something still this evening (sunday, switzerland) because I'm not at home.
Title: Re: T-RAM
Post by: j-dub on February 10, 2009, 09:11:00 PM
Quote
Moreover, please remember that connections to neighbour cities cannot be made with puzzle pieces, only with draggable networks. As a result, Tram in Avenue, Tram in Road and Tram on Road cannot be used to make direct connections to neighbour cities. The only solution to this problem is separating the tram tracks from the road/avenue and dragging the connections individually.
At least I got Tram in Road can do neighbor connections.
(http://www.picvalley.net/u/808/1277567504.JPG)
This is modded so well, that whomever made it didn't know this is actually possible. This is all from the current T-RAM, puzzle piece neighbor connection!
How? You drag an El-Rail to the edge of your city tile, and then you plop the T-RAM pieces over the El-Rail, right under the arrow too, and the paths get overridden that a connection stabilizes to allow car, and all that other traffic pictured to move on to the next tile. (it worked for me anyway, but you probably wanted to do it initially)

(now I know there are no vehicles in this picture, but I had to pause traffic so the proof could be obvious)
Title: Re: T-RAM
Post by: SimNation on February 11, 2009, 09:16:44 AM
I hate to say it....but I like T-Ram more then GLR  :P ...even though T-Ram is just GLR in road  ;D Great job J-Dub showing that you  can have neighborhood connections with it. Did you try this with the avenue pieces as well? Once stations come out for T-Ram my cities can be full of T-Ram  without me having to worry about any extra space being taken up. Which is the reason I like T-Ram over GLR  ;)
Title: Re: T-RAM
Post by: TEG24601 on February 11, 2009, 01:28:58 PM
I was curious if we could get GLR-in-Road crossing a Railroad.  It is a pain to pull the GLR out to cross the rail.

TEG
Title: Re: T-RAM
Post by: Jonathan on February 11, 2009, 01:32:23 PM
TEG, yes that's possible, just textures need to be made.

You could use the rail over GLR-in-road(as shown in j-dub's picture) sure it will not look right but it will save you pulling the GLR out. And it would be funtional.

Jonathan
Title: Re: T-RAM
Post by: j-dub on February 12, 2009, 12:34:54 AM
SimNation, for the Avenue in GLR I would try drawing two parallel El-Rail lines to the edge of your city, and after they have connecting arrows, put a avenue in glr piece over them.
Title: Re: T-RAM
Post by: dgidge on February 12, 2009, 08:09:46 AM
I tried by myself in my city few weeks ago, but, with glr in avenue puzzle pieces, I'm not sure that it's working  with cars, buses and trucks... I didn't see any trafic arrows (exept GLR) trought the cities
Title: Re: T-RAM
Post by: Schleicher68 on February 15, 2009, 07:22:16 AM
SimNation, for the Avenue in GLR I would try drawing two parallel El-Rail lines to the edge of your city, and after they have connecting arrows, put a avenue in glr piece over them.

You can’t build an connection with GLR in avenue pieces. Also not, if you put on a avenue connection to neighbour. This is modify one-way. One-way don’t have neighbour connection.  $%Grinno$%
Tram-in-road or tram-on-road put on GLR connection is a way to neighbour. I mean you are able to do with road connection and put on these pieces. It’s modify road. I haven’t test with road.
GLR connection modulate in tram-in-road connection I have a functionally connection also to.  ;)
I will see to make a movie in the future to give some information’s the user to build neighbour connections with tram-in/on-road.


@dgidge

Deine Rampen sehen sehr gut aus. Soll die Tram im Untergrund als U-Bahn weitergeführt werden oder wird es ähnlich wie bei den FLUP's Untergrundtramteile bzw. ähnlich der U-Eisenbahn?
Leider konnte ich den französischen Text nicht verstehen! Ansonsten super Arbeit!  :thumbsup: Die Ansätze sind gut. Weiter so!  ;)


Our next enterprises

(http://www.ld-host.de/uploads/images/c16b0ce32833479c9b820622476d024e.png)

(http://www.ld-host.de/uploads/images/ed9a8f9706ff626b68f6044a91968083.png)

(http://www.ld-host.de/uploads/images/b3f1ecf1fe305e79f78514613f3c9431.png)

preview

(http://www.ld-host.de/uploads/images/d861129a96535c9db6f32ec1aafe9de9.png) (http://www.ld-host.de/uploads/images/477654bf3e8d4c6b191a9ada6dc02761.png)
Title: Re: T-RAM
Post by: Sciurus on February 15, 2009, 07:47:55 AM
Very good work :thumbsup: But when will we have a T-Ram with Sandstone and the other sidewalks mods? :)
Title: Re: T-RAM
Post by: io_bg on February 15, 2009, 07:48:37 AM
 :o Diagonal tram-in-road and tram-on-road pieces???
Title: Re: T-RAM
Post by: gn_leugim on February 15, 2009, 09:00:28 AM
Very good work :thumbsup: But when will we have a T-Ram with Sandstone and the other sidewalks mods? :)

that is something that other people must do lol.. I has thinking in making them (and not just the T-RAM pieces) for my sidewalk mod..

and btw, that looks awesome XD  :thumbsup: :thumbsup:
Title: Re: T-RAM
Post by: Simpson on February 15, 2009, 09:11:07 AM
 :o :o
Incredible work there
Title: Re: T-RAM
Post by: Chrisim on February 15, 2009, 02:25:52 PM
Just a few pictures to show what we are working on ...
(http://www.ld-host.de/uploads/images/9ab665fd894666478b65d447e5ae5d41.jpg)
One tile short with overhang (left), two tiles with overhang (mid) or three tiles (right). Puzzle pieces were plopped in front and behind in the picture.
If you use short trams (BSC SFBT GLR Tram Mod), you'll be more interested in the short version. Other users will install a longer version.
Link to the real life example for this station (http://de.wikipedia.org/w/index.php?title=Datei:Querallee.jpg&filetimestamp=20060605203157)

(http://www.ld-host.de/uploads/images/7387a111bf56843da078c28949e72e41.jpg)
... still in development, will be improved, would you like it (it's big, 3x2 tiles)? ...

... and a few more ...
Title: Re: T-RAM
Post by: io_bg on February 15, 2009, 02:49:05 PM
Great work! Will they be released soon? (I mean the ones in the first picture) The one in the second picture is also good but I don't like it's size ;).
Title: Re: T-RAM
Post by: kbieniu7 on February 15, 2009, 03:12:34 PM
Diagonal T-RAM, is my dream  :D
Great stuff!
Title: Re: T-RAM
Post by: Schleicher68 on February 15, 2009, 03:59:29 PM
Very good work :thumbsup: But when will we have a T-Ram with Sandstone and the other sidewalks mods? :)

I speake with Chrisim and Andreas. Z-mod is an idea to realize other textures in to combine with sidewalk mod.
Title: Re: T-RAM
Post by: newsimaddict on February 15, 2009, 10:01:38 PM
The tram-in-road stations look fantastic! The 1st set of pics are my favourite. I agree with io_bg with the second pic - it's looks too wide.

The other thing as a suggestion maybe? In melbourne, we have the tram on road in the suburbs with no real 'platform'. They have a shelter on both sides of the road with a timetable and rubbish bin etc but no real marking to define a 'tram-stop.' Below if the link works, it shows a typical road with the tram-stop ive described. They don't always be near traffic lights.

www.alphalink.com.au/~parkerp/blog/elst1.jpg (http://www.alphalink.com.au/~parkerp/blog/elst1.jpg)

But then again, we have this strange law here that all cars must stop and giveway to pedestrians entering and exiting trams at stops...

However it turns out, all the work here is fantastic and I certainly couldn't do the things you've achieved here!  &apls
Title: Re: T-RAM
Post by: j-dub on February 16, 2009, 12:55:16 AM
Alright, great to see a Tram on Road station. Maybe that extra space could get filled with plant prop families and lights. The network pieces are just important as always. Good job.
Title: Re: T-RAM
Post by: z on February 16, 2009, 06:46:17 AM
Would anyone be interested in a T-RAM station that looks something like this?

(http://img401.imageshack.us/img401/4673/tramja7.jpg)

This is actually a combination bus stop and T-RAM station; I can easily remove the bus stop to get a plain T-RAM station.  Those are benches in the middle, one facing in each direction; there's actually enough room there for the Sims to sit down without having to worry about getting their feet cut off by the trams.  The stripes are optional; by removing one file, you can get rid of them if you don't like them.

The props are a newspaper stand, a timetable, and a bus sign.  There's almost enough room for the RTMT narrow subway stairs in the middle, as the tracks are farther apart than in GLR-in-avenue, but not quite.  A clever BATter may be able to fix this.  The props are easily adjustable, so I'm open to suggestions.  J-dub:  Where would you put the plant prop families and lights?  And which ones?

As you can see, this stations seamlessly integrates into the T-RAM network. Right now, I've built it as a standalone station, but fully compatible with RTMT standards.  This means that when this feature is integrated into RTMT, all the standard customization features will be available.

This is a fully functioning station.  The transit requirements are identical to one of the RTMT GLR-in-Avenue stations, so I just copied the transit switch point intact.  I have found this to be a very good way of getting accurate transit switch points.  All that remains is to construct a little test bed and make sure everything works, which shouldn't take long.  So, should I finish this now?  Or would people prefer to wait for the other stations in progress?

Title: Re: T-RAM
Post by: Andreas on February 16, 2009, 07:20:40 AM
Personally, I think the benches are a tad too dangerous, and I guess the outer platforms could be removed (let's pretend the sims use low-floor trams, so they don't need additional steps). Apart from that, it looks really nice, and the bus stop functionality can stay - T-RAM is all about compact design, so any additional bus stops (that might need a whole tile if you're not using RTMT stations) are a bit pointless.
Title: Re: T-RAM
Post by: JoeST on February 16, 2009, 07:54:33 AM
I always thought you boarded trains from the outside of the two tracks?
Title: Re: T-RAM
Post by: deathtopumpkins on February 16, 2009, 08:17:13 AM
I always thought you boarded trains from the outside of the two tracks?

Me too...  %confuso Otherwise I like that station...
Title: Re: T-RAM
Post by: MandelSoft on February 16, 2009, 09:46:18 AM
I always thought you boarded trains from the outside of the two tracks?
The only exclusion of that fact that I know is the RandstadRail (a regional tram around the Hauge). There are four stations where you board the train from a platform between the two tracks.

I think that the platforms of that station are way to narrow, so I guess I don't like it.

Best,
Maarten 
Title: Re: T-RAM
Post by: dgidge on February 16, 2009, 10:38:49 AM
In Geneva, we have some tram stop like this... A little bit dangerous, but real
Title: Re: T-RAM
Post by: strucka on February 16, 2009, 03:52:39 PM
I love everything. I just love it... keep up the great work you do.
Title: Re: T-RAM
Post by: z on February 16, 2009, 04:25:48 PM
When I lived in Boston, they had trams that you could board from either side.  Thus the benches.  It is a little tight, though.

Thanks for all the comments, and please keep them coming.  I'm going to try out a few more things based on what people have said.
Title: Re: T-RAM
Post by: j-dub on February 16, 2009, 04:46:59 PM
Question, is this in the master plans?
(http://www.picvalley.net/u/1212/130944922.JPG)
The piece on the left is an example of a pathed GLR in Avenue neighbor connection only puzzle piece.
Title: Re: T-RAM
Post by: Jonathan on February 16, 2009, 04:59:15 PM
J-dub, this shouldn't be needed as the Ave/GLR pieces are the same in Avenue in that when you make an avenue connection a crossover is not needed.

Jonathan
Title: Re: T-RAM
Post by: majorjet on February 16, 2009, 05:33:04 PM
wow, I just discovered this forum!  I love the work you guys are doing!  Can't wait for the T-RAM stations to come out!  I personally don't think benches are necessary in the middle.  Here in Toronto, people just stand and stand and stand and wait.  If we can do it here, I'm sure my Sims can do it too  ;D
Title: Re: T-RAM
Post by: j-dub on February 16, 2009, 08:25:05 PM
Warrior, after testing we found cars don't want to take the GLR in Avenue out to the border so far. I will have to show you the results of the traffic simulator routes later.
Title: Re: T-RAM
Post by: z on February 16, 2009, 11:45:24 PM
Question, is this in the master plans?
(http://www.picvalley.net/u/1212/130944922.JPG)
The piece on the left is an example of a pathed GLR in Avenue neighbor connection only puzzle piece.

No; is this something that RTMT should be concerned about?

Since nobody liked the benches in the middle, I got rid of them.  Also, I put in some lights, as j-dub suggested.  So here's the night view:

(http://img403.imageshack.us/img403/4774/nightglriu7.jpg)

I also took of the zebra stripes so you can see what the station looks like without them.  As you can see, the station itself has its own lighting.  I think the overall effect is pretty nice.

All the tram stations take two squares, so there's no overhang in any of the above pictures.  For those of you with really long trams, though, we've got just the station for you:

(http://img403.imageshack.us/img403/6575/longglrrs1.jpg)

That's a two-square station with two squares of overhang.  I should mention that all versions of this tram shelter were created from scratch by Cogeo, and all credit is due to him for them.  As for me, right now I couldn't BAT my way out of a paper bag.

As for those who don't like the outer platforms, I'm afraid that's the way this station comes; the gmax models no longer exist.  As I mentioned earlier, though, the striping can be removed simply by removing one file.  But we have other tram shelters on our shelves.  Here's a station built around Antoine's TSC shelter:

(http://img403.imageshack.us/img403/8629/antoinestscglrxn2.jpg)

And here's a version built around GShmails'.  Note that this one has a slightly overhanging platform:

(http://img403.imageshack.us/img403/996/shmailsglrwg4.jpg)

Both of these gentlemen have kindly consented to letting the RTMT team incorporate their models in its distributions, so there are no dependencies involved here.  Between these various stations, I would think there's something for everyone.  And there's no need to decide which I should build; due to the magic of Cogeo's customization system, you can choose which one you want when you install the station.  And if you change your mind, all you have to do is swap in a different file, and all the stations change to the newly selected shelter.  More customization options will be available when this is integrated with the next release of RTMT, and they will all be automated.

I figure that if I'm building one station, it's not much more work at all to create all three:  a tram station, a bus stop, and a combo tram station/bus stop (which is what the pictures show).  Furthermore, unless there's some magic that I don't know about, it would be quite trivial to create tram-on-road versions of these as well.  Someone please let me know if I'm wrong here.

So that comes out to six stations, four of which can have any of four different tram shelters.  It shouldn't take more than a few days to get this all up and running.  In the mean time, if there are any other prop suggestions, please let me know.
Title: Re: T-RAM
Post by: Sciurus on February 17, 2009, 03:09:10 AM
That's very nice, but when will we have those stations?  :thumbsup:
Title: Re: T-RAM
Post by: io_bg on February 17, 2009, 03:17:49 AM
Great work. I love the last one (I've been thinking about doing it by myself but I couldn't find the ground textures for it). Cogeo's station is also good but maybe it looks a bit oversized. Antoine's station is the one I least like, it's too big. I can't wait to see these stations released, they're really useful.
Title: Re: T-RAM
Post by: z on February 17, 2009, 05:01:28 AM
That's very nice, but when will we have those stations?  :thumbsup:

As I mentioned above, I'm going to try to get them all out within a few days, RL permitting.

I've just posted in the New Additions to RTMT (http://sc4devotion.com/forums/index.php?topic=5633.msg222849#msg222849) thread describing what's going on here, along with a picture of what the stations look like with the Maxis yellow-and-blue phone booth that I managed to squeeze on the sidewalk with a little room for Sims to walk by.  At this point, it would probably be good for conversations about details of these stations to continue in the RTMT thread; it still might be useful to post here anything that relates specifically to T-RAM that would be useful for the construction of other stations.
Title: Re: T-RAM
Post by: Antica on February 17, 2009, 06:24:37 AM
Nice that I can build T-RAM now, but there are no stations yet  :'(
Title: Re: T-RAM
Post by: deathtopumpkins on February 17, 2009, 06:19:32 PM
Nice, Z! I like that station a lot more now, and the others are pretty cool too! Though I think I'd be a little bit nervous driving by the one with Antoine's model...  :D
Title: Re: T-RAM
Post by: TRD121 on February 19, 2009, 02:24:13 PM
Just a few pictures to show what we are working on ...
(http://www.ld-host.de/uploads/images/9ab665fd894666478b65d447e5ae5d41.jpg)
One tile short with overhang (left), two tiles with overhang (mid) or three tiles (right). Puzzle pieces were plopped in front and behind in the picture.
If you use short trams (BSC SFBT GLR Tram Mod), you'll be more interested in the short version. Other users will install a longer version.
Link to the real life example for this station (http://de.wikipedia.org/w/index.php?title=Datei:Querallee.jpg&filetimestamp=20060605203157)

(http://www.ld-host.de/uploads/images/7387a111bf56843da078c28949e72e41.jpg)
... still in development, will be improved, would you like it (it's big, 3x2 tiles)? ...

... and a few more ...
Very good work!
Is how much absent in order that they could downloaded?¿
Thanks
Title: Re: T-RAM
Post by: newsimaddict on February 19, 2009, 04:47:21 PM
The original stations (1st pic in last post) looks the most 'blended' if that's such a description (?) With less props and a smaller platform, it doesn't extend into the traffic as much as the newer ones...though that probably an easy change to make.

I do like the gshmails shelter though. It's quite old school and has a nice rustic feel about it. Great work and can't wait for these to be released!
Title: Re: T-RAM
Post by: Erzei on February 22, 2009, 01:34:11 AM
As i've said on the RTMT theme:

...  The problem is that there are currently no stations for the T-RAM, so Sims who manage to get on the train at an avenue, for example, can't get off once it switches to the T-RAM ...

That's not true.

I'm using BriPizza overhanging El-Rail stations for the T-RAM. I plop one station next to the TramOverRoad piece, and the sims can use or get out of the stations. Of course, it don't look aesthetic, but at least it works.

So, i'm planning to do some overhanging stations. I'll post a picture later showing it.
Title: Re: T-RAM
Post by: z on February 22, 2009, 04:48:21 AM
Just one more picture to tempt you:

(http://img6.imageshack.us/img6/2774/tramonroad3.jpg)

EDIT:  I couldn't resist.  Here's Andreas's Historic Tram Station, modified to work with T-RAM.  It fits very well in older sections of your cities, where some of the other stations may appear too modern.  It will appear in the first release of the RTMT T-RAM stations.  Thanks to Andreas for permission to use his station, as well as for his help in general.  This station will also be available for GLR-in-Avenue in the next full release of RTMT.  (It is currently available as a standalone GLR-in-Avenue station on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1428), complete with its own props.)

(http://img8.imageshack.us/img8/9730/historictramstation.jpg)

As you can see, these stations work equally well on either type of T-RAM.  And they're almost ready.  Testing has been successfully completed on the top station, which is a combo bus/GLR station.  With the combo capability, volume has been as high as 41,000 Sims.  :o  And the T-RAM-on-Road is really just a texture variation.  Standard NAM T-RAM paths are used in both cases.  All that remains is some dumbing down of these stations to provide a simple bus stop and a plain GLR station; additionally, various things like power and water consumption, capacity, etc. need to to be done for each station.  But that's it; these stations have already been made compatible with the rest of RTMT, so they neither require it nor interfere with it.  And the type of shelter you use for T-RAM can be different from what you use for GLR-in-avenue.  So it won't be much longer at all...  :-\
Title: Re: T-RAM
Post by: b22rian on February 22, 2009, 06:36:05 AM
Just fabulous work on these Z !!!

I think most of us know how busy you are with various projects at devotion.. So this is much
appreciated by many gamers everywhere, i can assure you..
Thanks for your hard work in creating some highly wanted stations !!

Thanks, Brian

Title: Re: T-RAM
Post by: Chrisim on February 22, 2009, 09:37:53 AM
As you can see, these stations work equally well on either type of T-RAM.  And they're almost ready.  ... And the T-RAM-on-Road is really just a texture variation. 
Z, it is a pity that you have never been involved in the discussions of the T-RAM developers for stations. A simple modification of existing tram or tram-avenue stations for tram-in-road is, as you say, simple and quick. I created and used a similar station half a year ago when developing the T-RAM puzzle pieces for the NAM. But I would not publish such a functional station that looks unreal.

In Europe and in particular in Germany, there are many tram-in-roads and tram-on-roads. We wish to build stations that look real. So, we had discussions how to create stations that fit technically into the game and that also look somehow real. It is a real challenge because of the narrow width of the tram-in-road / tram-on-road. I assure you that these discussions (at Simforum) were not always easy. No early draft of a station survived. So please, do not feel offended to also receive some harsh arguments on your images (the echo at Simforum has been pretty negative):

Last image: model has three platforms (one in the middle and two on the sides). These platforms are much too narrow. The masts on the center platform and the props on the sidewalk block pedestrian paths. You need to widen such a station to two tiles, otherwise you have no chance to get a realistic view.

Second last image, same model for tram-on-road: when you have two car lanes, you would not let them pass through a tram station. Too dangerous.

Image of Andreas's Historic Tram Station model: it shows a roof construction on masts in the middle of the tracks - no platform. That's not realistic. Although the model is by SFBT, we did not proceed using it as T-RAM station.

Image of Antoine's TSC shelter model: one tile is too narrow for this model. A two tiles wide station would look good. Needs adapted textures and paths, and maybe adapted props to be created.

Your image of GShmails' tram station model: it shows a roof construction on masts on a platform in the middle of the tracks. Although it is narrow, this model can be used because of its optimised platform (why did you move the platform below the surface?). We have a T-RAM station with the same model in preparation, but different props and improved textures.

Z, I hope that we got your attention for the quest for quality and realism. From the previous Simforum discussions, the conclusion for T-RAM stations was:
a) a simple one-tile wide tram stop (a stop, not station!) without roofs and limited props (as depicted in my previous posting), because such tram stops exist in real towns.
b) tram-stations need two (or more) tiles width and require adapted textures, paths and props.

The best design for a tram-on-road station that I have seen is by Schleicher68 (I hope that he does not mind that I show it here in a public forum):
(http://www.ld-host.de/uploads/images/45d0cd813ce4e30d6610d3601b99812d.png)
This can be implemented either as one lot or as a combination of NAM puzzle pieces and a normal GLR/tram station. The latter solution has the advantages that you may put any tram station in the middle and that no residential area is blocked.
Title: Re: T-RAM
Post by: j-dub on February 22, 2009, 10:04:51 AM
What is that oneway/GLR in Road transition at the ends of the station? I think that would be a great puzzle piece for the T-RAM!
Title: Re: T-RAM
Post by: Kitsune on February 22, 2009, 11:00:56 AM
How about a transition station, dont know if this is possible though....

http://maps.google.com/?ie=UTF8&ll=43.657803,-79.399915&spn=0.001374,0.003487&t=k&z=19

Notice on how traffic on the GLR in Road can go on eithier side of the platform, and the platform is only one side, with each side of the platform being on the other side of the intersection. Same goes with the platforms on the dedicated ROW.
Title: Re: T-RAM
Post by: deathtopumpkins on February 22, 2009, 11:02:27 AM
I have never tried to make a station, but I must disagree with those somewhat harsh remarks against z's stations. They, for the most part, look fairly realistic to me. They don't seem any less realistic than many other things in this game, and I would love to use them.
Regardless of your opinions, as that's simply what they are, I say z should go ahead and release them. :thumbsup:
Title: Re: T-RAM
Post by: Xyloxadoria on February 22, 2009, 11:07:20 AM
I have a picture to tempt you too:
(http://i40.tinypic.com/2rwm6f7.jpg)

If you think the model looks good ill render it out. I know how to do the transit switches and such form the last version. Not sure on the pathing but i might be able to do it. Oh and the road part is just there so you can get an idea of what it will look like. Ill take it out so it can be replaced with base textures for the actual render.

Any word on the AVE version? If you have other stuff you're working on its fine, (base textures?) I just haven't heard anything about it recently.
Title: Re: T-RAM
Post by: cogeo on February 22, 2009, 11:11:04 AM
Xylo, could you please model only the ramp, and use textures for the road surface? Underground LODs shouldn't be needed.
Title: Re: T-RAM
Post by: majorjet on February 22, 2009, 11:48:47 AM
What's the difference between T-ram in road and T-ram on road?  They both look the same to me.  Either way, great work Z!  I can't wait for you to release your stations 'cause my sims need them!

Thanks again for your great work! &apls
Title: Re: T-RAM
Post by: Ryan B. on February 22, 2009, 12:12:14 PM
Xylo, that looks like something I see in Buffalo!  That would be very, very handy for me!

Nice work!
Title: Re: T-RAM
Post by: nerdly_dood on February 22, 2009, 12:29:01 PM
Majorjet: In the sticky post at the top of every page in this thread you can see Image 3 - that shows the tram-in-road/tram-in-road transition. Tram-on-road is two separated lanes for road traffic with a tram line in the middle; tram-in-road is 4 contiguous lanes of road traffic with a tram line sharing the inner 2 lanes.
Title: Re: T-RAM
Post by: Swamper77 on February 22, 2009, 01:31:37 PM
If you think the model looks good ill render it out. I know how to do the transit switches and such form the last version. Not sure on the pathing but i might be able to do it.

Xylo,

I'd be willing to path that for you. I just need the GMAX scene with those road bits left on. In other words, I need the unrendered model to work with. Send me a PM if you want me to path this.

-Swamper
Title: Re: T-RAM
Post by: b22rian on February 22, 2009, 04:18:49 PM
in all due fairness and respect to chrism..
as all of us know he has contributed a great deal the game of which im most appreciative..

However T ram has not been out for awhile now, but its hard really to use a new network without
any stations.. I know Z's stations are not perfect..but there pretty darn good ..
And there are players like myself who care more about functionality than appearances in the game..
How bout lets get Z's new stations released first so we have some stations that im quite sure are
functional, pathed correctly ect..  and than maybe we can dot all the I's and cross all the T's a bit
later if we want to in terms of the appearances of some of the props ?
Just my take on all this..

Thanks Brian
Title: Re: T-RAM
Post by: majorjet on February 23, 2009, 10:58:48 PM
Thanks nerdly_dood :D  I didn't even notice the difference until you pointed it out to me!
Title: Re: T-RAM
Post by: z on February 24, 2009, 02:49:14 AM
Chrisim - I will respond to your message shortly.  But first, I want to finish up these stations, as there do appear to be a number of people who want them.  Meanwhile, the following should be of interest to anyone building stations for T-RAM, or considering doing so.

There was a slight delay in the station development due to a rather unusual bug I encountered that threatened to derail much of the work that I was doing.  (No pun intended.)  Fortunately, I found a completely effective workaround, and the stations will be released as promised very shortly.

I noticed the bug shortly after I posted my last message here.  While finishing up the development, I also had various tests running in the background, making sure that the stations would work under various conditions.  Up until then, all the tests had been successful.  But now the same stations started failing in other situations, for no apparent reason.  And the method of failure was quite unique; I had never seen anything like it before.  I have seen plenty of situations where a station will not do its transfers properly, as have many experienced station builders, but this was not what was happening here.  Instead, either the station would work perfectly, or else, after plopping it, it would act like a complete roadblock to all forms of transit that were supposed to pass through it, and Sims would find other routes that bypassed the station completely.  The paths I was using for the stations were the paths that T-RAM uses for its straight puzzle pieces; turning on the "drawpaths" cheat verified that they were all set properly in the stations.  And the automata seemed to think that the paths were fine too; I could see trams pulling into the station, stopping, then continuing, just as expected.  But there wasn't ever any actual traffic; both the surrounding road and rail were empty, with the interesting exception of the Sims who drove to work at the station.

This was very mysterious, especially since I could not predict whether a station would work or fail before plopping it.  And if it failed, it could stay there for years and it would never worked.  But if it worked, it would always work.  The stations are two squares long, and transit enabled only internally.  I tried using both one-way and two-way roads for the transit enabling type; both worked the same.  I tried activating the paths by dragging the appropriate road both toward the arrow that the station showed before plopping and away from it; this made no difference.

The transit switch point I was using was the one that RTMT uses quite successfully for its combo Bus/GLR stations for GLR-in-Avenue.  So the problem shouldn't have been there.  Nevertheless, I decided I would try taking out the bus transfers.  This made no difference.  So then I took out the el train transfers.  Now all I was left with was a station that passed all traffic through it, unswitched.  Still, in those cases where it had failed before, it continued to fail.  This made no sense at all.

I was starting to run out of ideas.  I decided to see if the station orientation made a difference.  I had little hope that it would; the transit switch point and the paths are completely bilaterally symmetrical, and I had never seen the orientation of that type of station make any difference at all.  Nevertheless, it did!  :o  These stations generally have a "preferred" orientation when you plop them; sometimes that's the "correct" orientation and they work; other times it's not, and they don't.  If they don't work, replopping them the other way around corrects the situation immediately.

A little more investigation gave some more information.  If a station plopped in a given orientation on a T-RAM road works, then all other stations plopped in the same orientation on that road will also work.  I also have tentative evidence for which direction this is on any given road.  The arrow that shows on the station before it is plopped points to the station's internal south.  In the cases I have tested, the station always works if the arrow points south when the station is plopped on a north-south road, and west on an east-west road.  And of course, the orientation can always be changed to suit using the Home and End keys.

The working versions of the stations that I am currently using are transit enabled with the one-way road transit type.  This has the advantage that they are immune to the CTD bug.  I have verified this by dragging various puzzle pieces over these stations with no ill effects.  Once the stations are plopped, they need to have their paths activated by dragging a one-way road through their two squares, but I have found that the paths are activated equally well regardless of the direction that the one-way road is dragged.

So that's what I've been working on the last couple of days.  Has anyone seen anything like this before?  It certainly doesn't seem to be a T-RAM bug, nor does it seem to be a station bug.  My guess is that it is one of the vast number of TE lot bugs that lurk inside the game, and the unique requirements of T-RAM happen to have stirred it up for stations.

Now it's back to work to finishing these up...
Title: Re: T-RAM
Post by: b22rian on February 24, 2009, 05:54:24 AM
ah yes more directional orientation problems.. Well ask Cogeo about this when you get a chance..
Him and I practically pulled our hair out over trying to figure this Maxis bug out !! ..But yes as you stated
we had noticed similar problems with some of the stations he was modding and I was testing for him... So
hopefully he will either see this thread and add his comments as he knows more how to explain it from a technical standpoint.. or he will PM you im sure, and than the 2 of you can discuss this issue.. And best decide on the
proper work arounds with it ect.. But it sounds like at least with these stations you have already found a way
around this as you said they are still ready for release soon.. But I still encourage you to discuss this with Cogeo,
nevertheless, Z..

Thanks , Brian
Title: Re: T-RAM
Post by: kj3400 on February 24, 2009, 07:08:38 AM
I have a question, and if someone's asked this before, I understand, and if it's not possible I also understand. But is it possible for there to be catenaries for GLR and GLR-in-X, like for rail? And is there a possibility of GLR-in-OWR?
Title: Re: T-RAM
Post by: io_bg on February 24, 2009, 07:21:35 AM
I have a question, and if someone's asked this before, I understand, and if it's not possible I also understand. But is it possible for there to be catenaries for GLR and GLR-in-X, , like for rail?
Of course it is possible. The only problem is that somebody will have to make them (as I know something like this would take a lot of time). BTW any news on the GLR on road stations?
Title: Re: T-RAM
Post by: Andreas on February 24, 2009, 07:31:10 AM
The SFBT T-RAM stations are being tested right now and will be released very soon. :)
Title: Re: T-RAM
Post by: b22rian on February 24, 2009, 09:59:25 AM
thanks Andreas..

Your work and Z's with the T- Ram stations is most appreciated...
I hope i didnt sound too impatient with my former post, as well as a few others..

Regards, Brian
Title: Release of RTMT Interim T-RAM Stations
Post by: z on February 25, 2009, 05:36:28 AM
The RTMT T-RAM stations are finally ready, and can be downloaded from the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986).  Everything you need to know about installing them and using them is in the ReadMe file; it is extremely important to read this whole file.  Feedback is welcome, but it is probably best to do it on the RTMT board.  Support questions about the new stations should be directed to The RTMT V3 Support Thread (http://sc4devotion.com/forums/index.php?topic=5651.0), while suggestions for future station development should be directed to the New Additions to RTMT (http://sc4devotion.com/forums/index.php?topic=5633.0) thread.  For those downloading these stations, good luck!
Title: Re: T-RAM
Post by: k808j on February 25, 2009, 09:18:24 AM
To the German patrons,

Will you be uploading your works to SimKurier only or to the English sites also.
Title: Re: T-RAM
Post by: Andreas on February 25, 2009, 10:51:07 AM
They will be uploaded to both the German SimCityKurier and the LEX. :)
Title: Re: T-RAM
Post by: z on February 25, 2009, 03:16:21 PM
Andreas, did you run into the same station orientation issue that I did?  I've just never seen that before for symmetrical stations.
Title: Re: T-RAM
Post by: LE0 on February 26, 2009, 08:52:36 AM
Is it possible to make a puzzle piece that would connect GLR in Road to El Rail Over Road? :) Since they are the same network.
Title: Re: T-RAM
Post by: carkid1998 on February 26, 2009, 10:02:38 AM
I'm not an expert on paths but automata may jump one example is:
Title: Re: T-RAM
Post by: LE0 on February 27, 2009, 07:42:54 AM
I dont think it would jump because its not double decker same network. is that right? ???
It would basically look like a GLR ramp in the median of a Road
Title: Re: T-RAM
Post by: Chrisim on February 27, 2009, 06:43:56 PM
Andreas, did you run into the same station orientation issue that I did?  I've just never seen that before for symmetrical stations.
No, we have not seen such a problem with the SFBT T-Ram stop. I downloaded your station from the STEX and was able to reproduce the problem with your station, but when using our station in the same location and any direction, it works fine. So, something is wrong with your station.
I spent a few minutes comparing our stations. There are some differences, but I cannot see an obvious reason for your problem. I believe that Andreas will publish our station soon, so you will be able to compare yourself. Or PM me your email address.

Is it possible to make a puzzle piece that would connect GLR in Road to El Rail Over Road? :) Since they are the same network.
Of course, it is possible, but somebody would have to create the model.
Title: Re: T-RAM
Post by: z on March 01, 2009, 08:14:27 PM
Z, it is a pity that you have never been involved in the discussions of the T-RAM developers for stations...

Chrisim, this is the reply I promised to your post.  I assure you that I was not offended by your message.  Our goals in creating stations are somewhat different, and I did not make it clear at the time that these were really only interim stations.  Originally, I was not planning to do any stations for T-RAM until much later, when it would be possible to create stations that were far more specific to T-RAM.  The sole reason I released the current stations was that no stations existed specifically for T-RAM, and there was a great demand for them.  Although the stations I released were far from perfect, they were good enough to make a lot of people happy when I released them on the STEX.  The RTMT team plans to modify these stations to fit better with T-RAM for the RTMT V4.0 release, but that is still a ways off.  Since we will use the same IIDs, people who use these stations will have them automatically upgraded.

In general, our plans call for shrinking the stations somewhat.  On one hand, you are quite right that tram stops are much more common than tram stations.  In Boston, where I spent most of my life, the predominant form of tram was tram-in-avenue, and almost all the stops I can remember were simple stops with no shelters.  The main stations were placed off-road.  I will be introducing tram stops for RTMT V4.0, both for T-RAM and GLR-in-Avenue.  Yet many players like the more elaborate shelters, so by providing both, they will have a choice of what to use.

As for realism, this varies not only by individual taste, but also by country.  I think Schleicher68's 3x4 station is beautiful, yet I've never seen a station like that in real life.  But I wouldn't call it unrealistic, because I have no idea what stations are like in Germany, or the rest of the world for that matter.

As for gshmails' station, I didn't move the platform below the surface.  I thought the ground was flat there, as it appeared so with my other stations, but it actually has a gentle slope that was enough to cover the platform of this station.  On flat ground, the platform shows up quite nicely.

So to sum up, I think we are both very dedicated to high quality; I think it is simply some other issues on which we have differences.  In this case, the main difference was that I thought it would be good to get some stations out there even they may be imperfect, while you have chosen to wait.  Our view of what realism is also differs, but as players like stations produced by both of us, I think this is good, as it simply gives them more choice.  And I think you will find that the next release of these stations will fit your idea of realism much better (though not completely!), while not generating any complaints from users.  So I think you have raised many good points, and as the RTMT stations evolve, you will see more of them embodied.
Title: Re: T-RAM
Post by: z on March 03, 2009, 01:32:18 AM
No, we have not seen such a problem with the SFBT T-Ram stop. I downloaded your station from the STEX and was able to reproduce the problem with your station, but when using our station in the same location and any direction, it works fine. So, something is wrong with your station.
I spent a few minutes comparing our stations. There are some differences, but I cannot see an obvious reason for your problem. I believe that Andreas will publish our station soon, so you will be able to compare yourself. Or PM me your email address.
Of course, it is possible, but somebody would have to create the model.

Chrisim kindly sent me a copy of his stations, and I was able to compare them to mine.  There were precious few differences that could possibly have any effect, so it didn't take long to find the culprit.  The problem was the orientation of the non-existent building, which was east.  I had started with a lot from another RTMT station, which had no problem with this; looking through the other RTMT stations, I see that this non-existent building has various orientations that do not affect the workings of the station.  For reasons unknown to me, this seems to matter only with T-RAM.  So for the benefit of future T-RAM station builders, it's useful to know that this problem is avoided completely if the building and texture orientations all point south.  (It may work if they all point north; I just didn't try that.)

Meanwhile, I noticed that the bulldoze cost of the SFBT stations is much smaller than the bulldoze cost of the underlying T-RAM tiles, which get destroyed along with the stations during bulldozing.  Since these stations haven't been released, someone may be planning to fix this; if not, I thought I'd mention it.

I will be fixing these stations and uploading the fixed versions onto the LEX and STEX within the next couple of days; you'll be able to tell when this is done by the upload date.  The stations are functionally equivalent, and people can continue using the current ones; the new ones will simply be slightly easier to use.
Title: Re: T-RAM
Post by: SimFox on March 06, 2009, 02:34:50 PM
I wonder if this issue with East-ward orientation is a problem due to the station being TE with one way road?
I also assume that those Station on LEX are already fixed one, right?
Title: Re: T-RAM
Post by: z on March 06, 2009, 02:58:37 PM
No, it had nothing to do with the one-way road.  I had the same problem when I tried a two-way road.  The problem was completely due to the orientation of the non-existent building.

Interestingly enough, Chrisim recently found that that same building was preventing fire trucks and police cars from getting through a diagonal station he had built.  Here the orientation was part of the problem, but the location of this building is also involved.  This problem appears to extend to all diagonal RTMT-style stations.  That's quite a lot of trouble from a building that doesn't even exist.

And yes, the stations on the LEX and STEX have been updated with the fixed stations; the "last update" date tells you exactly when.
Title: Re: T-RAM
Post by: webcammy on March 10, 2009, 02:35:26 PM
Hi all, this is the first time I've posted in these forums so just thought I would say a big thank you to everyone on this and other websites who have worked on all the additions and enhancements to SimCity 4.  It's all great stuff, especially the NAM and T-RAM which has brought me back to playing the game after a long break and I appreciate that people must put a lot of their free time in to it...  Anyway, enough waffle.

I have found a problem in one of my cities with the new RTMT stations.  I downloaded and installed the original version and plopped a few in my city, then when 'z' released the update, I deleted the old version from my plugins and replaced it with the new one.  Now when I open my city and try to bulldoze the stations it doesn't do anything, they just stay exactly as they are and it flashes up saying '£0'.  Sorry, I probably haven't explained this very well, but was just wondering if anyone else has come across this and does anyone know of a way to fix it?

Many Thanks in Advance.
Title: Re: T-RAM
Post by: webcammy on March 10, 2009, 02:42:47 PM
Sorry ignore that last post, I'm a newbie and I just seen something about it in the RTMT Support Thread.  Apologies.  &ops
Title: Re: T-RAM
Post by: Xyloxadoria on March 11, 2009, 10:16:33 AM
A little update on my stuff. I have the avenue transition fully working now with the new model.
On the road one, im learning pathing to do that.

Im still looking for a couple unused base texture IIDs that i will need to make the lots for those look right.

Oh and also, after some PMs with z, i am now a member of the RTMT team so i will be doing more mass transit stuff in the future.
Heres a screenshot of my first thing i made:
(http://i39.tinypic.com/35hpp2f.jpg)

Its fully functional and whatnot and sits on a 1x3 lot. Its at the end of a route so thats why the TE looks weird.
Title: Re: T-RAM
Post by: vester on March 11, 2009, 04:33:52 PM
Xyloxadoria: Love your tram stop  :thumbsup:
Will sure use it, when it's released.
Title: Re: T-RAM
Post by: FrankU on March 12, 2009, 04:23:42 AM
Yes, very nice station!
I could use that for sure.  &apls
Title: Re: T-RAM
Post by: allan_kuan1992 on March 12, 2009, 04:54:12 AM
looking good =)

I wonder... hmm... that might look good in a set with these:
- GLR
- Elevated Rail
- High Elevated Rail

Also, I recommend that at least one (larger ones can also be made) design fit into the 2x2 lot as it looks funny having a platform sticking out into an intersection with prop families. =O

- Allan Kuan
Title: Re: T-RAM
Post by: b22rian on March 18, 2009, 05:46:34 AM
Hi I have a few questions...

How is the amount of traffic calculated for the T - ram network and stations ?

Does the congestion data view accurately display the amount of congestion for both
the networks and the stations ?

thanks , Brian
Title: Re: T-RAM
Post by: z on March 18, 2009, 06:15:08 AM
For both the network and the stations, the traffic is considered to be the total number of Sims passing through that square.  This means that even at a bus stop, the tram traffic is counted.  ???  This is why the RTMT T-RAM stations capacities are as high as they are.

The congestion view should display the network congestion correctly.  It also shows if the stations are over capacity, and if so, by approximately how much.  But station performance doesn't degrade the way network performance does; unless a station has at least several times its capacity in use, there is no degradation at all.  Stations may show up red in the congestion view but be performing with no degradation of service.  But if the station reaches its ultimate limit (which appears to vary in different circumstances for reasons that aren't completely clear), station performance falls off a cliff.  This is because all stations have some multiple of their nominal capacity above which they will not accept any more Sims.  This is why it's good to err on the high side when designing station capacities.
Title: Re: T-RAM
Post by: b22rian on March 18, 2009, 10:11:43 AM
For both the network and the stations, the traffic is considered to be the total number of Sims passing through that square.  This means that even at a bus stop, the tram traffic is counted.  ???  This is why the RTMT T-RAM stations capacities are as high as they are.

The congestion view should display the network congestion correctly.  It also shows if the stations are over capacity, and if so, by approximately how much.  But station performance doesn't degrade the way network performance does; unless a station has at least several times its capacity in use, there is no degradation at all.  Stations may show up red in the congestion view but be performing with no degradation of service.  But if the station reaches its ultimate limit (which appears to vary in different circumstances for reasons that aren't completely clear), station performance falls off a cliff.  This is because all stations have some multiple of their nominal capacity above which they will not accept any more Sims.  This is why it's good to err on the high side when designing station capacities.

OK Z,

thanks for answering this so promptly and accurately..

Brian
Title: Re: T-RAM
Post by: z on March 26, 2009, 05:03:12 AM
Xyloxadoria's T-RAM station, shown above, has been added to the RTMT Interim T-RAM Stations (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986) pack.  For full details, including installation instructions, please see this announcement (http://sc4devotion.com/forums/index.php?topic=5717.msg233779#msg233779).
Title: Re: T-RAM
Post by: b22rian on March 26, 2009, 03:20:17 PM
Ok Z...,

    Thanks for the heads up on Xylo's new station...
Judging from the pic  that he posted, this looks like its going to be 1 Awesome T - Ram station for sure !
Ive already got it down-loaded and I look forward quite eagerly to trying it out.. Thanks to Xylo for
providing us with yet another suberb looking T ram station.. &apls,

My Compliments and regards,

Your good friend, Brian
Title: Re: T-RAM
Post by: Schleicher68 on March 30, 2009, 03:19:15 PM
The SFBT T-RAM stations are be uploaded to both the German SimCityKurier and the LEX.

(http://sc4devotion.com/csxlex/images/beximg/thumbs/SFBT_TRAM_Stops_1.jpg)  :) (http://sc4devotion.com/csxlex/images/beximg/thumbs/SFBT_Dentei_Tram_Stations_1.jpg)

Thank you, Andreas!
Title: Re: T-RAM
Post by: pierreh on April 03, 2009, 02:32:18 PM
I have been playing the game for quite a while and I have read a lot in the SC4D forum with great interest, but I have virtually posted nothing until now. This is likely to change since I am getting involved, among other features, with T-RAM.

I set out to implement some tram lines in a relatively mature city which until now has had only a few rail lines and lots of buses. Since there is no room in the developped areas for tram in reservation and I don't want to bulldoze what is already built, I will be using more or less exclusively tram-in-avenue and tram-in-road (I have a small problem with the implementation of tram-on-road, which I may explain later on).

I have encountered 2 issues that are visible on the following picture (in which a T-RAM puzzle piece was inadvertently left over a residential building – sorry about that, it should be ignored):

(http://img5.hostingpics.net/pics/710656Tram_Anterne_1.jpg) (http://www.hostingpics.net/viewer.php?id=710656Tram_Anterne_1.jpg)

A. Avenue/street intersections with tram

I like to use streets in my cities where there is little traffic, this forces inasmuch as possible the trafic on roads and avenues. In residential areas the streets are mostly dead-ends with circles or loops.

The design of the intersections of tram-in-road / street and tram-in-avenue / street is different from that of the intersections of road tram-in-road ad or one-way-road (OWR) and tram-in-avenue /  road or OWR. This is visible in the picture showing the various puzzle pieces:

(http://img5.hostingpics.net/pics/359906Tram_avenue_2.jpg) (http://www.hostingpics.net/viewer.php?id=359906Tram_avenue_2.jpg)

- when the intersection is with a road or OWR, the road or OWR 'crosses' the tram tracks, allowing traffic to enter into or exit from the road or OWR in both directions on the road or avenue that has the tram tracks;

- when the intersection is with a street (crossing the intersection or terminating at the intersection), the street does not cross the tram tracks; therefore trafic can only enter into the street from the right, and exit from the street to the right; this restricts the movements to and from the street, compared to a situation where there are no tram tracks.

Returning to the picture of the city:

1 - the avenue/street intersection at the top is the original form (gap left in the tram tracks): although the street terminates at the avenue it crosses the median stripe to allow traffic from and to all directions including left turns;

2 - the avenue/street intersection in the center has tram tracks: it is not possible to cross the avenue, there is no 'street path' through the tracks (indeed, I could not put the puzzle piece, until I bulldozed the original intersection).

--> Could the streets crossing or terminating at a tram-in-road or a tram-in-avenue be treated in the same way as roads and OWRs?

(Meanwhile I could use a workaround and turn crossing streets into roads one tile away from the avenue or road with tracks; but I don't really like the idea).


B. End of tram line for tram-in-road and tram-in-avenue

I would like to be able to terminate the tram line in the middle of a road or avenue. In the picture submitted, I planned to terminate the line (possibly temporarily until a further extension) just before the bottom avenue/street intersection (nb. 3) – with an end station to be installed close to the last tram-in-avenue puzzle piece. The problem is one of aesthetics: the 'junction' between the avenue with tracks and the normal avenue does not look good, because of the difference in width of the trafic lanes and the sidewalks.

Such 'stubby' ends of line  in the center of an avenue or a road are relatively common in many European cities. Therefore it would be nice to have 'end of line' puzzle pieces for tram-in-road and tram-in-avenue (and probably tram-on-road as well). Nothing fancy, just the ending of the tracks and a proper junction with the regular road or avenue.

This may not be the proper place to request this enhancement, in which case, please point me to the proper topic where I can submit it.



Title: Re: T-RAM
Post by: Chrisim on April 03, 2009, 03:56:56 PM
A. A street across a tram-avenue. Usually roads (or onewayroads=half an avenue) run across tram-avenues, but not the low capacity streets, in real life and in the game. I believe that this is the reason why it was not created. Technically, there would be no problem to create such a piece, if there is enough demand and if the piece is deemed realistic.
For tram-in-road, we created both, street intersection and crossing, because tram-in-road has less capacity than avenue and therefore you find both, in real life and the game.

B. End of tram line for tram-in-road and tram-in-avenue
I would like to be able to terminate the tram line in the middle of a road or avenue.
You can end a tram line using a tram-avenue station. It works (except for UDI), but it looks "stubby" using your words. We are not going to create such a puzzle piece because of the UDI issue, but an end station lot with a single track circle is in preparation.
Title: Re: T-RAM
Post by: io_bg on April 03, 2009, 04:03:00 PM
I also think a piece with a street crossing tram-in-avenue would be great. :thumbsup:
Title: Re: T-RAM
Post by: gn_leugim on April 03, 2009, 04:43:59 PM
simple use the road cross piece :) is what I do :)
Title: Re: T-RAM
Post by: mike3775 on April 03, 2009, 05:28:53 PM
simple use the road cross piece :) is what I do :)

That's what I also do.

If they were to make a piece, I would use it as well, but using the road is fine for me
Title: Re: T-RAM
Post by: pierreh on April 04, 2009, 12:57:33 AM
Thank you for the quick replies. I think that I can live with them. I vote of course for the street crossing tram-in-avenue. I had obviously not noticed that street crossing tram-in-road exists already. Meanwhile I will also use the road cross piece for streets - the Municipal Council of the city just voted a ruling to that effect (under protest of the Office for Roads and Transportation...).

As to the termination of a line in an avenue, I will use a tram-avenue station and tant pis for the stubby effect (more protest from the ORT...). I was not aware of the UDI issue. Turning circles require space - also in RL, as in my city (Geneva) where a current tram extension is being built with simple stub end-of-lines because no place could be easily found to install reversing loops.
Title: Re: T-RAM
Post by: Schleicher68 on April 06, 2009, 05:29:30 PM
 "$Deal"$ A new Automata-Plugin and Puzzle Picses in test!

It is apply to the movie:

·   Ton an!         sound
·   Film ab!         camera
·   Klappe (klick)      and action

movie:http://www.myvideo.de/watch/6222586/Geschwindigkeit_von_Tram_Auto_angepasst (http://www.myvideo.de/watch/6222586/Geschwindigkeit_von_Tram_Auto_angepasst)
Title: Re: T-RAM
Post by: mike3775 on April 06, 2009, 09:03:24 PM
I can't wait to get my hands on that road to avenue piece.  I already am making plans for that piece
Title: Re: T-RAM
Post by: A200 on April 07, 2009, 04:59:28 PM
The TRAM was released like 3 months ago!  $%Grinno$%
Title: Re: T-RAM
Post by: kodlovag on April 09, 2009, 04:00:18 AM
Hi everybody,
I found a graphical glitch in my game when I trying to use the tram on slope puzzle piece. It displays a red-green-blue-black texture on the tile over the slope. I have no screenshot, but I can post one tomorrow if you want it.
Otherwise the TRAM is perfect, and I waiting for the tram on road x rail intersection puzzle piece.
Title: Re: T-RAM
Post by: Swamper77 on April 09, 2009, 02:14:58 PM
You need to install the high elevated rail plugin to avoid this issue at this time. Hopefully, a fix will be made for the next release of the NAM.

-Swamper
Title: Re: T-RAM
Post by: Fresh Prince of SC4D on April 09, 2009, 03:03:40 PM
Is there a tram-on-road or tram-in-road x HSR/Monorail piece?
Title: Re: T-RAM
Post by: Jonathan on April 09, 2009, 03:58:00 PM
There soon will be for HSR ;)

Jonathan
Title: Re: T-RAM
Post by: kodlovag on April 10, 2009, 03:55:49 AM
You need to install the high elevated rail plugin to avoid this issue at this time. Hopefully, a fix will be made for the next release of the NAM.

-Swamper

Thank you, I will try
Title: Re: T-RAM
Post by: Chrisim on April 16, 2009, 01:45:02 PM
I can't wait to get my hands on that road to avenue piece.  I already am making plans for that piece
The TRAM was released like 3 months ago!  $%Grinno$%
A200, you did not watch Schleicher68's movie until the end  $%Grinno$%
It's him who develops all the textures ...
Title: Re: T-RAM
Post by: SimFox on April 26, 2009, 05:44:26 AM
there seems to be an issue with T-Ram and fire service - Fire brigade can't access the burning building from the T-Ram in road:

(http://s47.radikal.ru/i115/0904/09/ca25975cd0c3.jpg)

it the T-ram in road to be replace with regular road the problem disappears.
Title: Re: T-RAM
Post by: Chrisim on April 26, 2009, 06:25:38 AM
With such a blocking fence, the fire brigade must stay outside and cannot fight the fire ...  ;)

No, seriously, this problem is known for tram-avenue, tram-in-road and tram-on-road.
Unfortunately we have no clue how to solve this issue.
The only work-arounds are to approach the fire from another road or to use a no-fire mod.
Title: Re: T-RAM
Post by: Andreas on April 26, 2009, 06:34:59 AM
...or placing a fire station in the vicinity, since all buildings within the radius of a fire station won't catch fire.
Title: Re: T-RAM
Post by: newsimaddict on May 04, 2009, 02:02:15 AM
I don't know if this has been brought up before, discussed and hand-balled around, but has there been any thoughts/development into diagonal intersections? I've looked around on the forum and have only found one thread in the nam creations "GLR & Tram-Avenues - Help and Development"

http://sc4devotion.com/forums/index.php?topic=4622.0 (http://sc4devotion.com/forums/index.php?topic=4622.0)

Does anybody know where I might be able to source more info about this...or is this a project that is sitting in the back for a while (can see that there would be a LOT of work involved with this!)

Thanks...and keep up the awesome work! (i love the new stations!)
Title: Re: T-RAM
Post by: pierreh on May 05, 2009, 06:06:00 AM
In the realm of more additional elements in T-RAM, there are a few pieces which I would enjoy having to enable the tracks layout in the pictures. I do not know either how useful they would be to other players, or how much work would be required to set them up, so let us say that  they are in the 'nice to have' category. In the pictures, each red line represents a double tram track. The 'mirror' elements are assumed.

1. Avenue roundabouts with diagonals

(http://img5.hostingpics.net/pics/629629Tram_RdPt_Ave_Diag_voies.jpg) (http://www.hostingpics.net/viewer.php?id=629629Tram_RdPt_Ave_Diag_voies.jpg)

- Orthogonal avenue to diagonal avenue.

- Straight tracks on orthogonal avenue with branch to diagonal avenue.
(A corresponding 'straight tracks on diagonal avenue with branch to orthogonal avenue' could also exist). I did not draw the connexion between the tracks on the north-west diagonal avenue and those on the north side of the orthogonal avenue, because of the 135 degrees curve that I think is not realistic and not necessary – but if it is simpler to provide the complete triangle of tracks it would be ok too.

- Crossing of straight tracks on orthogonal avenue with tracks laid on orthogonal avenue on one side, on diagonal avenue on the other side. Here too I have represented only 3 of the 4 possible connexions between the tracks at the crossing, but not the 4th connexion, turning 135 degrees between the diagonal avenue and the orthogonal avenue; the above remarks apply.


2. Exit from diagonal avenue

(http://img5.hostingpics.net/pics/785997Ave_diag_exit.jpg) (http://www.hostingpics.net/viewer.php?id=785997Ave_diag_exit.jpg)

This is an exit from a diagonal avenue to orthogonal tracks. I assume that the orthogonal tracks are 'plain GLR' (on right-of-way); in theory at least they could also be either tram-in-road or tram-on-road, but I am not aware at all of the complexity in these cases.
Title: Re: T-RAM
Post by: Chrisim on May 06, 2009, 03:56:16 PM
There have been thoughts, a few tests, but no real developments yet on diagonal tram-avenue junctions, intersections or exits. Main reason is that there was more demand for other pieces and our time is limited ... ;)

Avenue roundabouts with diagonals: the same, there was no demand yet. When I created the other tram-avenue roundabouts, I thought about it and decided to wait for the feedback on the created roundabouts. There was not much feedback, and I do not see many tram roundabouts (with or without stations) on pictures or in city journals. Therefore, I figured that there is not much interest ...  ()what()
Title: Re: T-RAM
Post by: Jonathan on May 06, 2009, 04:09:59 PM
I know I would like some diagonal Tram Avenue Roundabout connections, I was thinking about it and didn't know how it would work as the Diagonal Tram-in Avenue is wider than normal Avenue by one tile. Also it would require lots of specialist puzzle pieces.

But normal GLR coming out a roundabout would be great.

Jonathan
Title: Re: T-RAM
Post by: FrankU on May 07, 2009, 09:30:37 AM
Avenue roundabouts with diagonals: the same, there was no demand yet. When I created the other tram-avenue roundabouts, I thought about it and decided to wait for the feedback on the created roundabouts. There was not much feedback, and I do not see many tram roundabouts (with or without stations) on pictures or in city journals. Therefore, I figured that there is not much interest ...  ()what()

Chrisim,
I can't really say that there is no interest. But as I know your time is limited I am usually not too eager to ask for more. Especially because I am a slow worker and development of features is quite faster that my abilities to add them to my cities.
At the moment I have just started with a new all-urban region where I will use your TRAM and GLR extensively. Probably some avenue roundabouts with stations will show up there.
But if you are willing to develop the diagonals, I am definitely willing to use them! Especially now that there are diagonal stations on the LEX and the SimForum.
Title: Re: T-RAM
Post by: newsimaddict on May 07, 2009, 10:27:18 PM
Understandable Chrisim. What you t-ram artists do is unbelievable. I guess it's just a case of wanting what one can't have!

At the mo, I'm doing a recreation of Melbourne, Australia so my tram network is quite intensive (massive understatement)...and for some reason, there a hell of a lot of diag here in town! I make a section using what's available and then when new updates come out (like the t-ram), I ripped up all  the split avenue/tram tracks necessary and lay the new puzzle pieces down! It's been very amusing for months because I haven't actually played that much, I've just been rebuilding certain suburbs  :)

I haven't used the roundabouts as much as I would like though (as I'm only working on 2 regions now - Melbourne and GRVII)...my fav is definately the tram/roundabout/highway version!

Cheers!
Title: Re: T-RAM
Post by: pierreh on May 08, 2009, 01:26:34 AM
Thanks Chrisim for your informations.

I have only recently started to implement trams, and until now I have been implementing a tram network in a previously built city that relied exclusively on train and buses. This means quite a bit of adaptation of avenues and roads. I do not have time to do city journals, but here are pictures of four variants of avenue roundabouts with tram tracks, all taken from that city:

(http://img3.hostingpics.net/pics/255403Ronds_Points_Tram.jpg) (http://www.hostingpics.net/viewer.php?id=255403Ronds_Points_Tram.jpg)

So, for sure, I am interested in any further developments in T-RAM.

Returning to the matter of diagonal avenues: the other day when making some suggestions I had not yet noticed that diagonal avenues with tram tracks are wider than normal diagonal avenues. I found out, the hard way, when a bit later I put tram tracks on a short diagonal section of avenue and had to do some bulldozing of adjacent buildings.

Then clearly there is no way for tracks to go into a diagonal avenue at a roundabout, because the diagonal avenue with tracks would not fit into the roundabout. I thought then of a workaround like this:

(http://img3.hostingpics.net/pics/702898Ave_diag_exit_2.jpg) (http://www.hostingpics.net/viewer.php?id=702898Ave_diag_exit_2.jpg)

but this leaves open the problem of the transition between the diagonal avenue with tracks and the normal diagonal avenue: the axes of both variants of the avenue are not the same, so that the narrower normal avenue would continue either 'left' or 'right' of the avenue with tracks. I see no good solution to this and perhaps the whole idea of tracks exiting from diagonal avenues has to be abandoned.
Title: Re: T-RAM
Post by: aaaling on May 15, 2009, 06:01:36 PM
Next NAM, not likely.  First NWM, now . . . maybe . . .

(http://img120.imageshack.us/img120/94/nwm012020091jd1.jpg)

-Alex (Tarkus)

Is this the MAVE-4?
Title: Re: T-RAM
Post by: Tarkus on May 15, 2009, 06:22:26 PM
Is this the MAVE-4?

No, technically, it isn't. ;)

-Alex
Title: Re: T-RAM
Post by: io_bg on May 16, 2009, 07:56:57 AM
So what is it then?
Title: Re: T-RAM
Post by: metarvo on May 16, 2009, 10:05:40 AM
Maybe it's the nMAVE (Narrow Medianless Avenue).  I seem to remember Alex showing us a 4-lane 1-tile network once, with the capacity of an Avenue in the same space as a Road.  I try to think of the Tram-on-Road as our first taste of the nMAVE.
Title: Re: T-RAM
Post by: io_bg on May 16, 2009, 10:16:26 AM
Hmm I don't think that this network is only one tile wide, at least it doesn't look like it's only 1 tile wide ;)
Title: Re: T-RAM
Post by: KoV Liberty on June 08, 2009, 08:28:01 AM
Its probably 2 tiles wide. W/out the median it would just have a larger sidewalk.
Title: Re: T-RAM
Post by: KrigarN on June 09, 2009, 07:31:15 AM
Is it possible to make any of these networks draggable, in order to turn them into dual network bridges ?
Title: Re: T-RAM
Post by: choco on June 09, 2009, 08:36:46 AM
the T-RAM itself wouldn't need to be draggable for a bridge to be made....unfortunately, dual network bridges suffer from high congestion problems and no solution has been found.
Title: Re: T-RAM
Post by: KrigarN on June 09, 2009, 12:40:10 PM
But at least it's technically possible, exept for the congestion, right ?
Title: Re: T-RAM
Post by: Andreas on June 09, 2009, 12:44:37 PM
But at least it's technically possible, exept for the congestion, right ?

Yes, but this doesn't help us a lot, since one single car is already causing "heavy congestion", shown deep red in the traffic view. And while the bridge still works technically, the traffic simulator tries to avoid it, basically rendering the bridge useless. That's even worse than a pure eyecandy bridge, which wouldn't be considered by the traffic simulator at all, and therefore not causing any additional calculation effort.
Title: Re: T-RAM
Post by: choco on June 09, 2009, 01:46:43 PM
i recently tested a GLR-n-Ave bridge for about 15 game years.....car traffic flowed fine, no congestion.  but the sims avoided the bridge like the plague, and could never get tram traffic to use it. 

i have one more idea to try, but i dont expect any different results.   &mmm
Title: Re: T-RAM
Post by: j-dub on June 14, 2009, 12:15:03 PM
Quote from: io_bg
Hmm I don't think that this network is only one tile wide, at least it doesn't look like it's only 1 tile wide Wink

Really, its just one tile. That picture is just the Tram on Road, without the tram in the two middle lanes, except that picture is also a draggable NWM item.

As for the bridge thing, I wouldn't give up hope. I don't see why the Tram in Road wouldn't be possible, maybe not draggable.
Title: Rural Highway
Post by: chris0101 on June 17, 2009, 11:30:25 AM
Is there any way to make an exit for all the versions of RHW where the exit MIS goes from ground to elevated right away as a space saving measure (ex 3 tiles long?)? Kind of what occurs on the Maxis version of highways.
Title: Re: T-RAM
Post by: WC_EEND on June 17, 2009, 11:58:26 AM
Is there any way to make an exit for all the versions of RHW where the exit MIS goes from ground to elevated right away as a space saving measure (ex 3 tiles long?)? Kind of what occurs on the Maxis version of highways.
this isn't really the topic to ask this, try the RHW topic (found here (http://sc4devotion.com/forums/index.php?topic=990.5280)
Title: Re: T-RAM
Post by: Chrisim on June 21, 2009, 05:35:27 PM
Please read the first posting - it is changed to reflect the June 2009 NAM updates  :)
Title: Re: T-RAM
Post by: FrankU on June 22, 2009, 07:49:29 AM
Chrisim,

I did read it. Wow, what can I say? A small step for a man, a large leap for Simkind!  &apls  &apls  &apls
Title: Re: T-RAM
Post by: pierreh on June 22, 2009, 12:03:50 PM
Wonderful! The new additions in T-RAM do extend the scope of what can be built. Thanks and congratulations! I especially like the new modular tram-in-road/tram-on-road modular roundabout, among other things it provides a nice way to build a space-saving loop at an end of line. Off to update my NAM asap...!
Title: Re: T-RAM
Post by: KoV Liberty on June 22, 2009, 08:17:03 PM
What are the pics? I cant see them.
Title: Re: T-RAM
Post by: heitomat on June 23, 2009, 07:06:52 AM
Great additions!  &apls

Just a question: Is it really possible to develop com and res facing the T-RAM puzzle pieces? I've had a hard time figuring that out, as I seem to sometimes get the "no car"-zot, and sometimes not.. The picture posted earlier, showing the new tram-in-roundabout seems to indicate that such zoning is possible. Or am I wrong?
Title: Re: T-RAM
Post by: z on June 23, 2009, 01:16:12 PM
Yes, these should behave as standard network puzzle pieces.  Only the stations would not permit development.  There are other causes for the no-car zot, however.
Title: Re: T-RAM
Post by: Terring7 on June 23, 2009, 01:26:20 PM
Now, how about tram stations for tram roundabouts? ;D
(http://img193.imageshack.us/img193/1842/tram609.jpg)
Title: Re: T-RAM
Post by: pilotdaryl on June 24, 2009, 12:53:32 AM
I'm hoping that those 4-lane roads used in tram-in-road become released without the tram tracks sometime though... or is that part of a different project such as the Network Widening Mod (NWM)?
Title: Re: T-RAM
Post by: KrigarN on June 24, 2009, 01:00:17 PM
I'd wish to know that too. And I would also like to make a request for the GLR. (I know, wrong place. But here goes.) Could you please try to fix some flora along GLR tracks ? At least as an alternative during the installation. Please  :'(
Title: Re: T-RAM
Post by: kassarc16 on June 24, 2009, 11:25:11 PM
Great job on adding even more ways to run Light rail through our cities!

One request: Possibly have slightly wider turns when intersecting GLR-Ave, i.e. 3 tiles wide like the one GLR-Ave T intersection. I use one of vester's mods, and those sharp turns look odd with standard size cars.
Title: Re: T-RAM
Post by: Chrisim on June 25, 2009, 01:51:50 PM
I'm hoping that those 4-lane roads used in tram-in-road become released without the tram tracks sometime though... or is that part of a different project such as the Network Widening Mod (NWM)?
It would be part of NWM
I'd wish to know that too. ...
Could you please try to fix some flora along GLR tracks ? At least as an alternative during the installation.
Along the green rural GLR? Yes, it is possible to add flora, bushs, ... using T21 exemplars. Somebody would have to do it.
One request: Possibly have slightly wider turns when intersecting GLR-Ave, i.e. 3 tiles wide like the one GLR-Ave T intersection. I use one of vester's mods, and those sharp turns look odd with standard size cars.
All dense turns of the tram-avenue are on transitions to normal tram. This is because normal tram was designed for dense cities. It has many such dense turns, e.g. 90 deg on one tile. You may limit the number of cars by train (although it would also limit the length of trains).
Title: Re: T-RAM
Post by: z on June 27, 2009, 07:27:54 PM
First of all, I want to congratulate everyone who was involved in the most recent T-RAM extensions, especially T-RAM for streets.  They're fantastic, as usual.

I'm in the process of getting a new RTMT release ready (V3.60), and it would be fairly simple to add a full set of stations for T-RAM on Streets.  Before actually building these, I thought it would be a good idea to ask people what they would like.  Street T-RAM is actual easier to build stations for than Road T-RAM, because Street T-RAM uses the same wide sidewalk as standard roads.  So it would be straightforward to add the standard RTMT bus, subway, and combo bus/subway stations here.  I would plan to make just the single-tile versions here, unless people would really like to see the two-tile ones.

The one question that arises is, What to do about the tram stop?  Some people thought that the stations that RTMT used for Road T-RAM were too big, and that simple stops would have been more appropriate.  Based on that, large tram stations for streets, especially if combined with the standard RTMT bus and/or subway stations, would be way too much, and would result in a very cluttered environment.  And due to the way Street T-RAM is laid out, I don't think there's room for platforms, especially if bus and/or subway stations are included.  So here are the possibilities I see:


I am probably going to start on these fairly soon, and would hope to have them available early next month.  So it would be helpful if people who are interested in stations like this would tell me which stations appeal to them, in as much detail as possible.  Thanks!
Title: Re: T-RAM
Post by: heitomat on July 03, 2009, 08:41:42 PM
I'd prefer the "T-RAM for streets"-stops to be the same as for bus only, meaning that there would be only one (combo) shelter for the two means of transportation. As mentioned by z, the tram stop would be situated on the sidewalk, and thus a second shelter would just look odd. The fact that it would be difficult to recognize the "Bus" stop from the "Bus and T-RAM" stop, doesn't really matter to me, as a one shelter solution would be the most realistic in both situations, as I see it.

A solution to make the "Bus and T-RAM" stand out from the "Bus" stop, could be to lengthen the shelter, to indicate larger capacity, rather than adding a second shelter to the lot. This would require a remodelling of each and every shelter prop to make the longer one, though.. Having in mind that the RTMT has the optional use of SimGoober's shelter props (among several other), I know there are quite a lot of shelters to choose from, so I guess a remodelling all of these would take a lot of time..? Anyway, this also eliminates the need of a second shelter to be added to the lot, and the lot could remain single-tile.

Another way to differ the two mentioned stops from each other, could be adding a second sign (tram stop sign) on the existing stop sign prop. However the extra sign would probably be too small to see in-game, leaving it useless for this purpose. (In real life I reckon this is the most common way of doing it, though.)

Also, maybe texture variations on the street itself could help indicating whether the actual stop was a "Bus" stop or a "Bus and T-RAM" stop? I don't have any suggestions on what such textures should look like, though..

(This post might belong to the RTMT-thread.. If so, I apologize.)
Title: Re: T-RAM
Post by: Monorail Master on July 08, 2009, 02:46:54 PM
One thing I would like to see is a Tram In Avenue to Subway Conversion. I just hate wasting valuable space to make the tram to go out of avenue, up a tram to El-train conversion then down a EL-Rail to subway conversion. That just wastes too much space.
Title: Re: T-RAM
Post by: wes.janson on July 08, 2009, 03:50:51 PM
One thing I would like to see is a Tram In Avenue to Subway Conversion. I just hate wasting valuable space to make the tram to go out of avenue, up a tram to El-train conversion then down a EL-Rail to subway conversion. That just wastes too much space.

Wasn't there a model posted before of exactly this somewhere back in this thread?

Check out this (http://sc4devotion.com/forums/index.php?topic=6361.msg202376#msg202376)
Title: Re: T-RAM
Post by: z on July 08, 2009, 04:05:06 PM
That's right - Xyloxadoria's been working on this, and it's almost done.  It's actually going to be integrated into RTMT, as there will be optional bus and subway stops available with it.  I would like to get it out with the next release of RTMT, which will include the stations for T-RAM-on-Street.  (And ped malls too.)
Title: Re: T-RAM
Post by: Monorail Master on July 08, 2009, 08:27:26 PM
Wasn't there a model posted before of exactly this somewhere back in this thread?

Check out this (http://sc4devotion.com/forums/index.php?topic=6361.msg202376#msg202376)



Thanks dude. That's what I was trying to ask for. I just that I had it right now. :)
Title: Re: T-RAM
Post by: z on August 11, 2009, 03:25:02 AM
While testing some RTMT stations, one of our testers noticed that Sims walking along the side of a Tram-on-Road never make it past a street intersection.  The following picture should show why:

(http://img198.imageshack.us/img198/7664/tors.jpg)

Looking at the picture, it also seems that there's a problem with the outer lane of cars at this intersection.
Title: Re: T-RAM
Post by: Andreas on August 11, 2009, 04:31:36 AM
I'm not a pathing expert at all, but at least to me it looks just like it was intended. Maybe you could explain those findings a bit more detailed?
Title: Re: T-RAM
Post by: z on August 11, 2009, 05:31:03 AM
I'm not a pathing expert either, and so I looked into this some more, and yes, these paths do look correct.  I'll have to contact the tester to get more information.
Title: Re: T-RAM
Post by: z on August 11, 2009, 05:19:51 PM
A major update of the RTMT Interim T-RAM Stations (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986) is now available on the LEX.  This update features the following:

from the RTMT Creations board, has been included.

For those people who have not seen the high definition GLR shelters before, here's a quick look at SimFox's:

(http://s48.radikal.ru/i120/0904/4b/10b8565e2a80.jpg)
(http://i067.radikal.ru/0904/30/b34ab3e8c84c.jpg)

Although this shows a GLR-in-Avenue station, the shelter is the same one being release in the T-RAM Stations pack.  The new and updated shelters will be available for GLR-in-Avenue with the release of RTMT V3.60.

Meanwhile, work is now about to start on RTMT stations for both Tram on Street and Tram on Ped Mall.  This will be a full set of stations that provides stops for bus, subway, and tram.  These stations will be released as part of RTMT V3.60.
Title: Re: T-RAM
Post by: CaptCity on August 11, 2009, 07:40:15 PM
Hello all,

This is in regards to Z's post a few back about the T-RAM/Street intersection pieces. While I was testing some of the T_RAM stations, I came up with this issue...

These are the pieces involved showing the pathing...

(http://i448.photobucket.com/albums/qq206/CaptCity/XPiecesPaths.jpg)

This was my original community layout to test the stations. The T_RAM segments consist of all Tram-on-road pieces except before the 90 degree turns and going into the end loops where I transitioned to Tram-in-Road.

(http://i448.photobucket.com/albums/qq206/CaptCity/OriginalTramTest.jpg)

As you can see from the next image, Sims couldn't find jobs by walking to the stations (except for a few from the road in the lower right corner).

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestOriginalQuery.jpg)

However, if I placed bus stations throughout the area, they were able to take the buses to the stations and to the jobs, as shown here.

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestOriginalBusQuery.jpg)

Now, I need to add that I created the exact same setup using Tram-in-Road pieces, and there were no issues there. The sims walked to and from the stations, and I didn't need to use bus stops to get them to jobs. This led me to think it had something to do with the paths.

Checking the Tram-on-Road Single Side Street piece, I saw that it was not pathed for crossing the road network. So I thought that that fact in combination with how the stations were setup was creating a situation where there was no path to the jobs. Therefore, I changed my Tram-on-Road/Single Side Street intersections to use Tram-in-Road\Single Side Street pieces, and all worked fine...

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestOriginalChangeQuey.jpg)

The above image shows the Sims walking to and from the stations. The only changes in the route was to change the Tram-on-Road\T-Street intersection pieces for those of the Tram-in-Road set (along with transitions). Looking at the paths of the pieces, I realized that the one piece was pathed for pedestrians crossing the road and one was not. I'm assuming that was by design? Could that be the reason for original pedestrian issue?


Now, to add more to this situation, I noticed that the Tram-on-Road\Double Side Street intersection piece (the one Z showed) was pathed for pedestrians to cross the road. Therefore, I made a few changes to my original layout to use that piece.

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestNew.jpg)

As you can see, I added some zoning to allow me to use the full intersection intersection pieces. But that was unsuccessful. I got the same issue I had before - Sims would not walk to the stations.

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestNewQuery.jpg)

And adding bus stops worked once again.

(http://i448.photobucket.com/albums/qq206/CaptCity/TramTestNewBusQuery.jpg)

So now I'm really confused. The full intersection pieces are pathed for pedestrian crossings, so why no pedestrians? And to make things more intersting, I changed my intersections to Tram-in-Road pieces to see if it would help again as it had before. Well, that did not work this time. Pedestrians would not use that piece either, and its also pathed for pedestrian crossings also.

So, after all this, it seems that in my situation, the Tram-on-Road\Single Side Street piece is not pathed for pedestrians crossing the road and does not allowing pedestrian traffic, and both T-RAM\Double Side Street pieces are pathed but are not allowing pedestrian traffic. Could I be misunderstanding something about these pieces or is my layout just not feasible here?

Thank you for the patience to go through this long scenario...
Title: Re: T-RAM
Post by: BigSlark on August 11, 2009, 09:04:30 PM
I would suggest removing the street cul-de-sac mod and trying it again, it is RUL based and is known to conflict with some of the new NAM works that are still behind closed doors and I have no idea of its effects on T-RAM.

Cheers,
Kevin
Title: Re: T-RAM
Post by: CaptCity on August 11, 2009, 09:40:20 PM
I would suggest removing the street cul-de-sac mod and trying it again, it is RUL based and is known to conflict with some of the new NAM works that are still behind closed doors and I have no idea of its effects on T-RAM.

Thanks for the response. Yes, I thought of that after I saw my image and realized I still had it. Took it out, but nothing appeared to be any different. And thanks for the heads up on the possible effects on future things.

Oh yes, I forgot one thing I was going to add above... I did replace the Tram-on-Road stations with the Tram-in-Road stations using the transition piece, but that did not help either.
Title: Re: T-RAM
Post by: Tarkus on August 11, 2009, 10:11:07 PM
I would suggest removing the street cul-de-sac mod and trying it again, it is RUL based and is known to conflict with some of the new NAM works that are still behind closed doors and I have no idea of its effects on T-RAM.

I don't have the file handy right now, but from what I remember, qurlix's old Street Cul-De-Sac mod simply replaces the Street Orthogonal Stub texture and path (0x05004b00) and some of the Type21 Exemplars for the street network, without getting into the RULs.  It can have some odd effects on street light placement, but that's a relatively minor thing that won't affect functionality.

Pedestrian paths at intersections tend to be rather messy since they involve a lot of overlaying of multiple paths along the same coordinates, so if there were a missing pedestrian path there, it'd be difficult to tell just from the DrawPaths, as there'd be no clear visual sign.  The only way to know would be through a test like this.

-Alex
Title: Re: T-RAM
Post by: PieEetrek16 on August 12, 2009, 10:35:34 AM
I would ask about diagonal T-RAM. I'm waiting for few moths. Is it still on progress? This is thing, I mostly need. :)
Title: Re: T-RAM
Post by: Chrisim on August 12, 2009, 04:34:47 PM
Pedestrian paths at intersections tend to be rather messy since they involve a lot of overlaying of multiple paths along the same coordinates, so if there were a missing pedestrian path there, it'd be difficult to tell just from the DrawPaths, as there'd be no clear visual sign.  The only way to know would be through a test like this.
CaptCity, I checked and Alex is right: there are two pedestrian paths missing for the two puzzle pieces: tram-in/on-road street intersection without street across the tram tracks. Sorry. We shall correct this bug in the next NAM update.
Title: Re: T-RAM
Post by: CaptCity on August 12, 2009, 11:51:21 PM
...there are two pedestrian paths missing for the two puzzle pieces: tram-in/on-road street intersection without street across the tram tracks... We shall correct this bug in the next NAM update.

Well, I'm not glad for the bug, but I'm glad it was found. Thanks for checking on it.  :thumbsup:

Later: I just reread the post, and I'm not sure I understand which pieces are in question. One of the pieces I was having issues with was the Tram-in-Road Street Intersection with the street crossing the tracks.

These are the three I was asking about... The single sided Tram-on-Road street crossing piece does not appear to have ped paths, but the others appear to but don't function...

(http://i448.photobucket.com/albums/qq206/CaptCity/XPiecesPaths-1.jpg)

Maybe I misunderstood...?
Title: Re: T-RAM
Post by: Chrisim on August 14, 2009, 04:08:07 AM
@CaptCity I'll do a systematic check of ped paths of these pieces

BTW Happy Birthday, CaptCity
Title: Re: T-RAM
Post by: CaptCity on August 14, 2009, 12:14:39 PM
@CaptCity I'll do a systematic check of ped paths of these pieces

BTW Happy Birthday, CaptCity

Thank you very much.
Title: Re: T-RAM
Post by: kbieniu7 on August 14, 2009, 12:54:41 PM
I would ask about diagonal T-RAM. I'm waiting for few moths. Is it still on progress? This is thing, I mostly need. :)

Yeah, what happened to it?
http://www.ld-host.de/uploads/images/ed9a8f9706ff626b68f6044a91968083.png
Title: Re: T-RAM
Post by: z on October 19, 2009, 10:25:55 PM
Transitions for GLR-in-Avenue and GLR-in-Road to either Subway or Underground Rail have been uploaded to the LEX.  Here's what they look like:

(http://img377.imageshack.us/img377/5884/avetrans.jpg)

(http://img83.imageshack.us/img83/7315/roadtrans.jpg)

These transitions are available either as part of the newly-released RTMT Add-On Pack V3.60 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247) for RTMT users, or in a standalone version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248) for non-RTMT users.

Also, the RTMT Interim T-RAM Stations (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986) pack has been updated.  It now contains support for multiple languages, as well as support for the new menu structure and the DAMN menus used in the RTMT Add-On Pack V3.60.
Title: Re: T-RAM
Post by: RickD on October 20, 2009, 03:40:33 AM
This is exactly what I need. Outstanding work. I don't have words to describe the awesomeness!  &apls
Title: Re: T-RAM
Post by: MAS71 on October 24, 2009, 03:00:45 PM
Hello Z and All  :)
I got Z's a nice addon "RTMT GLR Transitions", thank you for this nice works!

but I have some strenge problem of the SC4Path with them.  "$Deal"$
Please look this pic, and you can see a problem that not worked correctry about SC4Path for 2 kind of directions.  ()sad()
(SC4Path breaks off on the way.)

(http://img43.imageshack.us/img43/6838/rtmtadd01.jpg)

I tried to test them with only a "latest NAM" and a "RTMR GLR Transisons" in my Plugins.
and I using a file "RTMT_Tram_Transition_Paths_Left.dat" in this case.
Of course, I don't using Left and Right path file same time. ;)

Do you have any idea and/or advice for it ?


Thank you
-Mas'71
Title: Re: T-RAM
Post by: z on October 25, 2009, 02:32:16 AM
Hmm...  The left-hand paths were tested out by one of our team members who uses left-hand drive exclusively, and they worked fine for her.  I'll have her check this out.



OK, she checked out the configuration you showed, and here are the paths she sees:

(http://farm4.static.flickr.com/3101/4042033756_539d1afc58_o.jpg)
(http://farm4.static.flickr.com/3533/4042034052_a090e74e41_o.jpg)

These seem correct for left-hand drive, and they're created from the released distribution.  So I think that at this point, the most likely explanation is that there is some problem with the way you have left-hand drive set up in the NAM, although it could be something else.  I know that there are some issues with getting left-hand drive to work properly, but I'm not very familiar with them.

Title: Re: T-RAM
Post by: ebina on October 25, 2009, 03:50:23 AM
Sorry for the inconvenience. I checked RTMT_Tram_Transition_Paths_Left.dat, all tram paths in the file are still RHD, not LHDified. I'll create a patch soon.

EDIT: Patch attached. Replace a file of the same filename.
Title: Re: T-RAM
Post by: MAS71 on October 25, 2009, 03:57:59 AM
Thank you again for tested and report Z. ;)
After I asked you, I'd try to test them some times, Unfortuntely they could not solved it in my city. :-[

Ok, I'll ask to some japanese players too in japanese forum about it later.
Please tell me some advices when you note again for this problem. ;)

Thank you again Z and Teams for used your time. :)



##### Edited ######
Oh I see !! ;D
Yes, I wait for latest Lot and/or Patch by Ebina san.  ;)
Thank you Z and Ebina san for your immediate correspondence !!  :)
Title: Re: T-RAM
Post by: z on October 25, 2009, 04:06:40 AM
MAS71, I'm not sure if you saw Ebina's message (it was posted shortly before yours), but apparently this is an RTMT bug after all.  So as soon as Ebina comes up with a fix, we'll post it and update the copies on the exchanges.

Sorry for the inconvenience!
Title: Re: T-RAM
Post by: MAS71 on October 25, 2009, 10:51:05 AM
@Ebina san
Thank you for a Patch and your helps Ebina san !  ;)
I tested agian with your patch(latest SC4Path for Lefthand), but I could not solved it...... ()sad()
I have not experienced such a problem. I have already no idea....... &mmm

Ok, I'll ask to japanese players about this Lot in japanese forum.
Thank you for patch and use your times always!! ;)


#### Japanese ####
@Ebina さん
早速のパッチ作成と公開、ありがとうございます!
今、パッチファイルを差し替えて試してみたのですが、残念ながらやはり同じ症状のままでした。 &mmm
他のNAMパーツなど、回転させると不都合が出る事など無いですし、この様な問題は初めてです。
また何かお気づきの事がありましたら、アドバイス頂けると助かります。
早急の対応、ありがとうございました! ;)



@Z
Quote
OK, she checked out the configuration you showed, and here are the paths she sees:
If you would, Can you get files(Lefthand.dat, and SC4Lot files) from her and attache them in your post in this thread??
I want to test them again with files that worked correctry her used when she tested.
(Sorry, I don't know who is "She, Her" you said, Please say "Thank you" for her from me too. ;))


Thank you for your helps. :)
Title: Re: T-RAM
Post by: catty on October 25, 2009, 11:50:32 AM
@ZIf you would, Can you get files(Lefthand.dat, and SC4Lot files) from her and attache them in your post in this thread??
I want to test them again with files that worked correctry her used when she tested.
(Sorry, I don't know who is "She, Her" you said, Please say "Thank you" for her from me too. ;))


Thank you for your helps. :)

Hi MAS71

I tested the GLR Transitions using the latest download from the LEX

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248

before testing I deleted

RTMT_KeepRight_NoUTurn_Rd-GLRInRoadTrans.SC4Model and the RTMT_Tram_Transition_Paths_Right.dat files

Have downloaded Ebina patch and will go and try it out and post back with pictures

Cathy
Title: Re: T-RAM
Post by: MAS71 on October 25, 2009, 12:14:34 PM
@catty
Hello and nice to meet you Catty  :)
Thank you for your adviced and use your time for me as well. ;)
Ok, I see,,,,, :-[
Yes, I trying to use them with files as you said. (Delete 2 files beforehand)


Well,
At next, I try to changed a Left-Hnad(JPN, ENG) to Right-Hand(US) with a method of "Change Registry Keys (http://sc4devotion.com/forums/index.php?topic=3961.0)".
and test  them again with RTMT_Tram_Transition_Paths_Right.dat and NAM(Right-Hand version).
however, It was not solved.......They had same result...... ()sad()

(http://img190.imageshack.us/img190/8917/rtmtright.jpg)


and just to be make sure, I already ask for some Japanese users about this problem in japanese forum.
I'm waiting for thire reply "Worked Right!" or "Have same problem".
I'll post again here when I get some report from them.


Thank you so much for your helps Z, Ebina san and Catty !!
-Mas'71
Title: Re: T-RAM
Post by: catty on October 25, 2009, 01:20:12 PM
Have downloaded Ebina patch and will go and try it out and post back with pictures

Tested Transitions with Ebina's patch installed

(http://farm3.static.flickr.com/2721/4042809183_37c22b05bd.jpg)

(http://farm3.static.flickr.com/2765/4043554256_8240b37b00.jpg)

I already ask for some Japanese users about this problem in japanese forum.
I'm waiting for thire reply "Worked Right!" or "Have same problem".
I'll post again here when I get some report from them.

I'll hold off doing anymore testing till you report back  :)

Thank you so much for your helps Z, Ebina san and Catty !!
-Mas'71

 :thumbsup:
Title: Re: T-RAM
Post by: z on October 25, 2009, 06:07:03 PM
Looking at the tram paths, they look to be correct before Ebina's patch, and reversed afterward.  That, combined with the fact that the old paths worked for Cathy and the new ones didn't solve MAS71's problem, makes me wonder about whether this patch is correct.

Cathy, did things function properly after Ebina's patch?

One other thing, MAS71 - to get the paths activated, you need to drag a one-way road through two-thirds of each transition - the part where the road shows yellow (or else save the game and reload it).  Did you do this in all the transitions?
Title: Re: T-RAM
Post by: CaptCity on October 25, 2009, 09:35:04 PM
Thought I would throw in my two cents...

I went ahead and switched my game to left-hand drive and loaded my left-hand plugins to check the transitions to see if I would get the same as Mas71 reported. With or without ebina's patch, all seemed to function correctly. I did have to draw the one-ways to get the paths to appear, but that is to be expected. After that, everything seemed to look and behave normally.
Title: Re: T-RAM
Post by: catty on October 25, 2009, 10:13:54 PM
Cathy, did things function properly after Ebina's patch?

Yes, as CaptCity has reported

Quote
With or without ebina's patch, all seemed to function correctly.

 :)
Title: Re: T-RAM
Post by: z on October 25, 2009, 10:32:14 PM
Well, that's very interesting.  Ebina, can you explain this?   ???
Title: Re: T-RAM
Post by: ebina on October 26, 2009, 03:24:35 AM
Well, that's very interesting.  Ebina, can you explain this?   ???
Sorry, I was misreading yours and Mas' posts, then I missed the actual issue... Certainly LHD path file contained errors but it was not causing Mas' issue. The actual issue is that paths on the lots aren't active.
Title: Re: T-RAM
Post by: MAS71 on October 27, 2009, 03:40:44 AM
Hi again ;)
Quote from: Z
One other thing, MAS71 - to get the paths activated, you need to drag a one-way road through two-thirds of each transition - the part where the road shows yellow (or else save the game and reload it).  Did you do this in all the transitions?

Oh my..... $%Grinno$%
Yes, :thumbsup: Lots worked correctry (appeared SC4Path right !) with your advice Z.  ;)
I did not know that so far. because a lot of Transitional-Lots were worked right without this process.
I'm very ashamed.... &ops


Thank you again !! for your adivices and used your times Z, Ebina san and Catty.  ;)
and I'm sorry troubled you by my easy missed too. :-[


##### Edited #####
By the way,
Surely, SC4Path was worked normly with Old SC4Path fiels in my SC4 too.  ;D
(before changed Ebina san's patch.)
Title: Re: T-RAM
Post by: catty on October 27, 2009, 01:21:10 PM
Thank you again !! for your adivices and used your times Z, Ebina san and Catty.  ;)

 :thumbsup:
Title: Re: T-RAM
Post by: tahill79 on December 22, 2009, 02:59:52 PM
Is there any way to change the base texture for the tram on roads, avenues and streets to match my sidewalk mod?  I have the sandstone sidewalk mod.

Thanks.
Title: Re: T-RAM
Post by: ebina on December 23, 2009, 01:15:19 AM
Is there any way to change the base texture for the tram on roads, avenues and streets to match my sidewalk mod?  I have the sandstone sidewalk mod.

Thanks.
A Japanese modder Nekopunch released a set of sandstone GLR textures last month. You can get it at Edit BBS of Sim City Force. (http://itmedicine.s80.xrea.com/simedit/lev-bbs.cgi?bid=SC4=&style=0&page=0)
Quote from: Nekopunch
(http://itmedicine.s80.xrea.com/simedit/data/SC4/1258900429968062/Before.jpg) (http://itmedicine.s80.xrea.com/simedit/data/SC4/1258900429968062/After.jpg)

Direct links to the download. Due to file size limitation of the exchange the set has been separated into three archives.
http://itmedicine.s80.xrea.com/simedit/data/SC4/1258900429968062/z_GLR_SandStone_Textures_Mod.zip (862KB)
http://itmedicine.s80.xrea.com/simedit/data/SC4/1258900429968062/z_GLR_SandStone_Textures_Mod2.zip (1241KB)
http://itmedicine.s80.xrea.com/simedit/data/SC4/1258900429968062/z_GLR_SandStone_Textures_Mod3.zip (108KB)

Edit:
These links don't work anymore. Nekopunch is in the process of updating his mod to make it compatible with the NAM 2010.

It seems that the author didn't include documentation but as filenames are understandable you will be able to see which file does what. If you need any help please let me know. I'd help you on behalf of the author.


Edit2:
Nekopunch has released updated version of the mod. You can download it from here. (http://ragutaro.sakura.ne.jp/bbs/phpbb2/viewtopic.php?t=803)
Title: Re: T-RAM
Post by: MandelSoft on December 23, 2009, 03:57:02 AM
Nice! Now the GLR will look splendid beside my sandstone sidewalks!
Title: Re: T-RAM
Post by: tahill79 on December 23, 2009, 08:11:20 AM
Thank you Ebina!!!  I didnt even think I would get a reply  like that.    Does it work on the draggable or is just for the puzzle pieces?

Again thanks for the links!!

Do I need to put them all into one folder or are they fine just being in my plugins folder.  I assume that I should  create a zzzzz folder for them right?
Title: Re: T-RAM
Post by: MandelSoft on December 23, 2009, 09:28:33 AM
Does it work on the draggable or is just for the puzzle pieces?
It works for all GLR puzzle pieces.

Quote from: tahill79 link=topic=6361.msg297750#msg297750 date=1261577480
Do I need to put them all into one folder or are they fine just being in my plugins folder.  I assume that I should  create a zzzzz folder for them right?
Yes you are right. It overrides the GLR textures of the NAM, so it should be loaded after the NAM.

Best,
Maarten
Title: Re: T-RAM
Post by: tahill79 on December 23, 2009, 10:21:27 AM
Thanks for the reply Maarten.  Unzipping now and adding to my plugins.
Title: Re: T-RAM
Post by: Simboy97 on March 07, 2010, 02:21:44 PM
Suggestion Time!! "$Deal"$
A good idea would be to make stations for all roundabouts. This may be hard to juggle  :-\, but it would be worth it.
Title: Re: T-RAM
Post by: Monorail Master on April 20, 2010, 04:55:20 PM
As much I'd hate to bump stuff up, but I spent about 3-5 weeks thinking and making sketches about this:

Tram in Road ---> EL-Rail over road conversion. I'm just wondering if it can be done in this project. But think about it, the tram-->subway conversion got finished with good results. But can it be the same for this? ()what() ()what() ()what()
Title: Re: T-RAM
Post by: z on April 20, 2010, 08:58:18 PM
In theory, there's no reason that this can't be done.  If anything, it should be a little easier that the tram to subway transition, which had the added challenge of going below ground level.  That wasn't huge, but it did take a while to get it right.
Title: Re: T-RAM
Post by: Monorail Master on April 21, 2010, 06:28:02 AM
I tried making models of it, but that turned into..................I don't want to explain how bad it turned out (3D modeling program explodes in a nuclear blast mushroom cloud in the distance). Let me draw some sketches of what I think it should be like, then use my scanner to post it here.
Title: Re: T-RAM
Post by: Monorail Master on April 27, 2010, 06:24:47 AM
Ok I finished the drawing, but my scanner broke! :'(  Saving room to place scanned image. Hopefully my media teacher can allow me to use hers.
Title: Re: T-RAM
Post by: Chrisim on April 29, 2010, 10:33:45 AM
I did some drawing myself - do you mean something like this?
(http://img227.imageshack.us/img227/2584/transition.th.jpg) (http://img227.imageshack.us/i/transition.jpg/)
Title: Re: T-RAM
Post by: Neofita on April 29, 2010, 12:37:55 PM
I'm looking for something like this.
I do not know how other players, for example, but I'd need such a puzzle.
Great job
Title: Re: T-RAM
Post by: littlefriend420 on April 29, 2010, 01:15:04 PM
I did some drawing myself - do you mean something like this?
(http://img227.imageshack.us/img227/2584/transition.th.jpg) (http://img227.imageshack.us/i/transition.jpg/)
This would be incredible to have.
Title: Re: T-RAM
Post by: Monorail Master on April 29, 2010, 05:21:27 PM
I did some drawing myself - do you mean something like this?
(http://img227.imageshack.us/img227/2584/transition.th.jpg) (http://img227.imageshack.us/i/transition.jpg/)


YES!!!! I also sketched drawings for Tram-in-avenue to El-above-Road in 90-degree, S-curve, and Tram-in-avenue to diagonal El-Rail conversions
Title: Re: T-RAM
Post by: Terring7 on April 30, 2010, 12:59:10 AM
I'm looking for something like this.
I do not know how other players, for example, but I'd need such a puzzle.

Me too, i also need this, it's pain to spend extra room for the connectors. This puzzle piece will make my tram-el networks much better :)
Title: Re: T-RAM
Post by: joelyboy911 on April 30, 2010, 03:08:05 AM
The piece there looks good but something should be done (if possible) about the railings on the El-Rail at road level. They appear to obstruct the lane somewhat.
Title: Re: T-RAM
Post by: MAS71 on May 15, 2010, 07:22:07 AM
@Chrisim
A bug in the LHD game version only - the right-hand version works fine. I attached the bug fix for the LHD game version to the end of the title posting of the T-RAM topic (link (http://sc4devotion.com/forums/index.php?topic=6361.msg201930#msg201930)). Sorry for the inconvenience.

Hello Chrisim and all of T-RAM Team.  :)
Thank you for a links and patch, too.
I appreciate your correspondence immediatelly.  ;)
I'll report this good one to Japanese users quickly, too.

Thank you
-Mas'71
Title: Re: T-RAM
Post by: catty on May 15, 2010, 11:47:32 AM

Quote
Hello Chrisim and all of T-RAM Team.
Thank you for a links and patch, too.

thank you as well, much appreciated   :thumbsup:

catty

Title: Re: T-RAM
Post by: Chrisim on May 21, 2010, 03:31:51 PM
You are welcome  :)

The first posting of this T-RAM topic (http://sc4devotion.com/forums/index.php?topic=6361.msg201930#msg201930) is updated. Now it shows the T-RAM related additions of the May 2010 NAM.
Title: Re: T-RAM
Post by: bob56 on May 21, 2010, 07:28:49 PM
Draggable Road T-RAM? This is awesome!!! This will increase tram usage in my cities exponentially. Thanks!! &apls

--Grif
Title: Re: T-RAM
Post by: Ciuu96 on May 22, 2010, 08:59:55 AM
Draggable Tram-In-Road is awesome, as is that tram-in-street thing in the second picture. (no idea whats it called :D, its this anyways: http://img175.imageshack.us/i/15319734.jpg/ (http://img175.imageshack.us/i/15319734.jpg/))  :thumbsup:
Title: Re: T-RAM
Post by: vester on May 22, 2010, 09:06:48 AM
It's looks like I have to download the new NAM. Some very nice features.

(http://img175.imageshack.us/img175/9450/15319734.jpg)
Now we just need the overhead wires. (Sorry I couldn't help myself) :P


Good to see one of my lightrail trains in use.  ;D
Was wondering if anyone was using them.
Have only seen a few pictures of trains from my lastest two packages.

Title: Re: T-RAM
Post by: tag_one on May 22, 2010, 03:15:41 PM
It's looks like I have to download the new NAM. Some very nice features.

<pica/>

Good to see one of my lightrail trains in use.  ;D
Was wondering if anyone was using them.
Have only seen a few pictures of trains from my lastest two packages.

You want us to flood you with pictures of your trams? I'm sure something can be arranged  ()flamdev() 

And yes, overhead wires would be great. Maybe, very very very maybe I'll make some this summer. I always wanted them myself as well  :)
Title: Re: T-RAM
Post by: RogerRon91 on May 25, 2010, 11:05:40 AM
Now we just need the overhead wires. (Sorry I couldn't help myself) :P

An overhead wires make the tram-system perfect and realistic!  ;)

It's a little bit complex to make overhead wires... %wrd
Title: Re: T-RAM
Post by: vester on May 25, 2010, 12:14:32 PM
You want us to flood you with pictures of your trams? I'm sure something can be arranged  ()flamdev() 

YES PLEASE !  ;D :P
Title: Re: T-RAM
Post by: io_bg on May 29, 2010, 07:58:33 AM
Reporting a missing path - in UDI trams disappear on the highlighted tile:

(http://img340.imageshack.us/img340/4059/missingpath.jpg)

YES PLEASE !  ;D :P

You want it, you got it ;)

(http://img526.imageshack.us/img526/3726/2521275047995.th.jpg) (http://img526.imageshack.us/i/2521275047995.jpg/) (http://img248.imageshack.us/img248/7093/2521275047945.th.jpg) (http://img248.imageshack.us/i/2521275047945.jpg/) (http://img17.imageshack.us/img17/2116/2521275047911.th.jpg) (http://img17.imageshack.us/i/2521275047911.jpg/) :P
Title: Re: T-RAM
Post by: Chrisim on May 30, 2010, 11:46:03 AM
Thank you for the bug report - working on it ...
Title: Re: T-RAM
Post by: Chrisim on September 19, 2010, 05:03:25 AM
Maybe a bit late to say, but the August 2010 NAM (some call it version 29) contains several bug fixes for Tram / GLR related stuff (path and switch fixes), including the fix for the problem posted above. If you use tram/GLR, better use the newest NAM.
Title: Re: T-RAM
Post by: ivo_su on October 13, 2010, 04:10:27 PM
Is it possible to make a mod for T-RAM that makes electrical cables hanging over the rails on catenary
Title: Re: T-RAM
Post by: Girafe on October 13, 2010, 04:21:02 PM
It could be possible but extremly complex. It would be T21 coding and technic developed by TSC for the cables of my skilift which allow them to follow slopes
Title: Re: T-RAM
Post by: ivo_su on October 13, 2010, 04:29:01 PM
I'll be happy if some day this happen
would make things look much more real

- Ivaylo
Title: Re: T-RAM
Post by: banditp61 on October 13, 2010, 10:32:06 PM
So what r the odds of having light rail in the new NWM?
Title: Re: T-RAM
Post by: Moonraker0 on October 26, 2010, 09:01:27 PM
I'm not sure if this has been previously reported (I checked up to two pages back), but the puzzle piece where there is a tram turning circle for tram-in-avenue and the tracks continue on has a problem where cars in the inner lane of the avenue will jump to the outer lane of the avenue in the tile of the puzzle piece that has the switch in it.  Cars already in the outer lane will stay there and pass through the puzzle piece without any problems.  Here is a picture clarifying what I mean:
(http://picpanda.com/images/7ib1iwli3qzicuzn8d9t_thumb.png) (http://picpanda.com/viewer.php?file=7ib1iwli3qzicuzn8d9t.png)

EDIT:  I just realized that, oddly enough, I have that same puzzle piece in another city, except with the empty space filled in by puzzle pieces instead of a station, and it is working just fine without any cars jumping lanes.  I guess that might mean it has something to do with the RTMT station I used in the problematic one, or maybe the combination of that station and the puzzle piece.

Also, I reported a problem a long time ago in the (I believe) NAM Issues Thread.  The problem is that the tram-avenue T-intersection with normal tram tracks on one side puzzle piece has a texture error at one of the higher zooms; I might have been zoom 3, I think.  I just wasn't sure if anyone noticed my previous report on that.
Title: Re: T-RAM
Post by: catty on December 17, 2010, 04:18:43 AM
I'm not sure if this has been previously reported (I checked up to two pages back), but the puzzle piece where there is a tram turning circle for tram-in-avenue and the tracks continue on has a problem where cars in the inner lane of the avenue will jump to the outer lane of the avenue in the tile of the puzzle piece that has the switch in it.  Cars already in the outer lane will stay there and pass through the puzzle piece without any problems.  Here is a picture clarifying what I mean:

EDIT:  I just realized that, oddly enough, I have that same puzzle piece in another city, except with the empty space filled in by puzzle pieces instead of a station, and it is working just fine without any cars jumping lanes.  I guess that might mean it has something to do with the RTMT station I used in the problematic one, or maybe the combination of that station and the puzzle piece.

Hi Moonraker0

I'll take a look at our RTMT station and see if there is a problem with it or having it in a Tram Turning Circle puzzle piece, we are in the middle of beta testing a new version of the RTMT so please report anything problematic to the RTMT Support Board here

http://sc4devotion.com/forums/index.php?topic=5651.msg352716#msg352716

and we will take a look at it

thanks   :)
Title: Re: T-RAM
Post by: strucka on December 17, 2010, 08:03:16 AM
Hi there!

Now I'm not writing this now when someone before me posted something, but I got an idea looking at a totally diferent forum.

So here I go.

We've seen the dragable tram in road (TIR), what if, it could be made, so that we'd have a dragable TIS (Street) the normal street for the begining and then if it would be possible, we could get to a point, where you'd have a full compatibility of TIS with SAM. How I saw it (a vision) you'd plop the SAM starter piece and start draging the street. Then after you've done so, you'd just drag over the ELR. Maybe because of the way the diagonal roads are made the system would be to just plop street on the diagonal street and the TIS would actually work as a new starter piece that would actually be TIS+AM (TIS+SAM) and voila, an awesome new tram mod. =)

Aplaud me please ;) (just joking)
Title: Re: T-RAM
Post by: Jayster on December 18, 2010, 07:26:53 PM
Does anyone know what to set the brightness and contrast too on draggable and transit base textures?

Jayster
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 27, 2010, 01:44:29 AM
ok first off how do you take a screen shot?

Now the problem I'm having is I got an ave. with a tram running thought it I got a regular rail way that my ave. has to cross can I make that happen or do I have to make the tram get off the road and some how? I found the piece for the tram to cross the track but what about the cars its no longer a street so they would turn around right?   ()what()
Title: Re: T-RAM
Post by: jdenm8 on December 27, 2010, 01:54:50 AM
Point 1:
The printscreen button, then paste into paint or similar, then upload to ImageShack or Majhost.

Point 2:
I've come across circumstances like this before, and there is just no piece to do that. All I can suggest is converting to Subway (The RTMT Interim pack on the LEX gives you lots that allow you to do that) and running subway underneath. Alternatively, you could run the Rail over the Avenue. I think there is a Rail Viaduct over Tram-In-Ave piece, though I'm not sure.

A piece like this does need to be made though.
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 27, 2010, 03:56:11 AM
ya there is a pice like that I just seen it a minit ago but I am having trouble with the lex I can't get in :( but isn't there a piece the goes from ave to sub in the one I got? they should somehow make it to where you can see a list of the stuff you want to pic going threw everything with the tab take a really long time lol

Is there a list the shows what pieces are in what category? I just started using this a couple hours ago so I'm very new to this
Title: Re: T-RAM
Post by: jdenm8 on December 27, 2010, 04:42:12 AM
Someone was making a comprehensive list of Tram, GLR and El-Over-Road pieces, but the project never got published and I don't know if they're still in the Community.
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 27, 2010, 03:39:44 PM
ok new question hy do the sims disappear whe they get to may tram in ave? I have them connected to my roads. I remember reading something about placing one ways on something to make it work but I don't think that was for what I'm doing right?

by the way I thank you for the help I got earlier :) 
Title: Re: T-RAM
Post by: jdenm8 on December 27, 2010, 07:00:06 PM
The One-Way thing was only for the SFBT and Gshmails Tram-In-Avenue stations. I'm not sure why they'd be disappearing.
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 27, 2010, 07:08:11 PM
o man thats not good that means there not taking that street well I uninstalled everything had a prob with them driving on the left :( I  think it had something to do with he rtmt 3.6 but  not sure but If I still have the prob after I install everything again I'll be back
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 29, 2010, 01:27:54 PM
ok I got evertying working almost lol but now I have a real easy question can you join to the next city with the tram or do you have to turn it into a rail?
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 30, 2010, 12:58:09 AM
is it normal if you placde a tram piece on top of a house or something that the house will not be able to be removed? It has happen quite a few times
Title: Re: T-RAM
Post by: strucka on December 30, 2010, 01:06:34 PM
You can connect to another city, but just the tram, not the tram-in/on-road. And yes it happens that you get this problem. Try ploping a pedestrian mall tile over the house.. then bulldoze it and plop a single tile of road over it and bulldoze that to. After that the lot should be empty again. There are also some cases, where this doesn't help. But your problem should be solved.
Title: Re: T-RAM
Post by: $ Dj D.P.E. $ on December 30, 2010, 06:51:23 PM
lol ok thank you :) next question can you turn rail into subway somehow or does it have to go from likr rail light rail then sub?
Title: Re: T-RAM
Post by: Ramona Brie on December 30, 2010, 11:42:25 PM
lol ok thank you :) next question can you turn rail into subway somehow or does it have to go from likr rail light rail then sub?

Heavy rail? There's an old NDEX transition to do that.

Tram-road? Yes; there's a TE lot somewhere for that (don't remember who made it).
Title: Re: T-RAM
Post by: Monorail Master on January 01, 2011, 01:33:08 PM
Heavy rail? There's an old NDEX transition to do that.

Tram-road? Yes; there's a TE lot somewhere for that (don't remember who made it).

There's both a Rail -> Subway conversion and a GLR -> Subway conversion both made by NDEX.

BTW...

HAPPY NEW YEAR!!! WELCOME TO 2011!!!!!
Title: Re: T-RAM
Post by: Ramona Brie on January 01, 2011, 01:39:24 PM
There's both a Rail -> Subway conversion and a GLR -> Subway conversion both made by NDEX.

BTW...

HAPPY NEW YEAR!!! WELCOME TO 2011!!!!!

And the SFBT released as part of their Advent Calendar a new GLR-subway transition.
Title: Re: T-RAM
Post by: Nardo69 on January 01, 2011, 02:24:04 PM
You can connect to another city, but just the tram, not the tram-in/on-road. And yes it happens that you get this problem. Try ploping a pedestrian mall tile over the house.. then bulldoze it and plop a single tile of road over it and bulldoze that to. After that the lot should be empty again. There are also some cases, where this doesn't help. But your problem should be solved.

You can do Tram-on/in-road neighbour connections. Build a road conenction, get it working in both cities, then plop the T-RAM puzzles over it. After some switching between and running & saving the cities the connection should work.
Title: Re: T-RAM
Post by: banditp61 on January 03, 2011, 07:56:11 PM
In the future, will there be newer GLR to El-Rail transitions with curves? i asked this question in a previous forum under "GLR Request" but i haven't heard anything back in about a month. 
Title: Re: T-RAM
Post by: Aliktren on January 30, 2011, 07:47:12 AM
I'm a bit confused about T-RAM - is this included in the NAM August download or are there more bits to download (or, how do I get draggable tram in road to work ?) , has anyone got a list or recommendation of the best tram stuff to download ?

Cheers

Alik.
Title: Re: T-RAM
Post by: jdenm8 on January 30, 2011, 07:59:51 AM
All the necessary Puzzle Pieces to make a Tram network are already included in the NAM.

However, LOTs (Changes your ElRail traffic to get off) are not included in the NAM. A lot of people recommend the SFBT and RTMT stations.

But, there is some nice stuff made by the Japanese community. I stumbled across a Tram-In-Road terminus a few days ago.
Title: Re: T-RAM
Post by: ivo_su on April 29, 2011, 02:50:42 AM
Like most of us have understood the new NAM or more precisely in section NWM will appear AVE-6 and interesting to me is whether it plans to have T-RAM for it and maybe for AVE-2

- Ivaylo (Ivo)
Title: Re: T-RAM
Post by: jdenm8 on April 29, 2011, 02:55:26 AM
As far as I know, there are no plans for Tram in AVE-6.

For Tram in AVE-2, use Tram-in-Road. The function (two car lanes separated by two tram lanes) is more likely what you're looking for.
Title: Re: T-RAM
Post by: ivo_su on April 29, 2011, 03:14:29 AM
As far as I know, there are no plans for Tram in AVE-6.

For Tram in AVE-2, use Tram-in-Road. The function (two car lanes separated by two tram lanes) is more likely what you're looking for.
Thank you for your quick response and useful information. I wish you and the entire NAM team all the best and successful work.

 Ivo
Title: Re: T-RAM
Post by: noahclem on April 29, 2011, 04:13:50 AM
@ Ivo -

I've thought Tram-in-Ave-6 would be really cool for a while, but as jdenm8 said there's nothing going on with it at the moment (to my knowledge). You can use separated MAVE-6 with tram in the middle for that effect now though. Here's how it looks with some intersections that worked and some that didn't:

Now that I look at it closer I bet that ARD-3 intersection would look great if I took out he part that crosses the tram/median and added type-B tuleps to the ARD-3....
(http://i779.photobucket.com/albums/yy77/noahclem/wtia.jpg)

Almost got it!
(http://i779.photobucket.com/albums/yy77/noahclem/mave6wtramiwish.jpg)

For a long time I've imagined a network like this through a combination of what I've shown with GLR inside MAVE-6 (ideally with some kind of cosmetic median piece for the GLR like fences, flowers, or bushes) combined with a few TuLEPs pieces and I've planned pretty precisely how it could be implemented on paper. Unfortunately it'll be a long time, if ever, before I develop the skills to implement something like that in game, and with Chrisim inactive there's not much impetus for tram development in general on the NAM team at the moment.
Title: Re: T-RAM
Post by: ivo_su on April 29, 2011, 04:28:56 AM
Looks pretty good in fact. I think it's pretty good variant for the realization of this idea. Indeed, several pieces of TuLEP's would address all the shortcomings and mistakes and that means a lot less work than expected. thanks for the great offer, You will really come into use.
Title: Re: T-RAM
Post by: Moonraker0 on June 02, 2011, 09:42:36 PM
I made a North American texture mod for T-RAM (not including avenues); do I need to have permission to release a texture mod like this, or do I just put it up on the STEX?  I PM'd Tarkus about this on the 29th, but I haven't yet received a reply...
(http://img31.imageshack.us/img31/7254/tesoropolissep118113066.png)
(Yellow lines are hard to see towards the top, but they're there.)
Title: Re: T-RAM
Post by: z on June 02, 2011, 09:58:32 PM
It would be nice to have such a mod on the LEX.  :thumbsup:    Why don't you submit it there, and then it will be reviewed by the appropriate people?  After it's approved there, you can post it on the STEX as well.
Title: Re: T-RAM
Post by: Tarkus on June 02, 2011, 10:57:54 PM
My apologies for not getting back to the PM  :-[--what you've done looks nice and I'd second z.

-Alex
Title: Re: T-RAM
Post by: Moonraker0 on June 03, 2011, 01:59:01 PM
Nice, thank you both very much!  I'll get on it right away. :thumbsup:
Title: Re: T-RAM
Post by: ps2owner on July 08, 2011, 11:54:53 AM
Can we get a tram-on-street with triangle to tram piece. I would find such a piece very helpful in my cities.
Title: Re: T-RAM
Post by: Wiimeiser on July 09, 2011, 06:05:18 AM
Would probably happen when the OWS is implemented...
Title: Re: T-RAM
Post by: DamienM23 on August 14, 2011, 01:27:22 AM
Not sure if this is where to post this request, but...

I recently found myself wanting to create a rather odd tram in roundabout, odd in that it involves a diagonal road. This is the basic layout, without any tracks:
(http://i55.tinypic.com/8zjyhh.png)
I want the tram to connect from the northern road and turn around, so there would be only one tram-in-road coming from the roundabout.

My question is, can the outlined tiles in the picture below be made into a 1x2 puzzle piece allowing for a diagonal road connection to a tram-in-roundabout?
(http://i55.tinypic.com/r26tee.png)

Certainly, there would need to be a mirror piece, but it seems fairly simple to me. Is it do-able?

Please direct me to the proper board (if one exists) if I have posted this in the wrong place. Thank you!
Title: Re: T-RAM
Post by: DamienM23 on September 27, 2011, 05:11:20 PM
Sorry to double-post, but this has been up for over a month with no replies...
Title: Re: T-RAM
Post by: strucka on October 01, 2011, 04:59:38 AM
I think we now have this piece in the new NAM 30.
Title: Re: T-RAM
Post by: banditp61 on October 01, 2011, 09:51:28 AM
Yeah, this forum hardly gets attention :/.
Title: Re: T-RAM
Post by: DamienM23 on October 01, 2011, 11:27:52 AM
Teah :( But no, they did not add it yet. The only Tram in Roundabout piece added was one to connect an orthagonal tram in avenue. Still nothing diagonal can be connected.  :'(
Title: Re: T-RAM
Post by: Tarkus on October 03, 2011, 02:03:20 AM
There were dozens of new T-RAM pieces introduced this release, adding a considerable amount of new functionality this recent release, and I don't think you can really consider that this project "hardly gets any attention"--in fact, it's been one of the fastest-growing NAM components in the past 3 years. 

While Chrisim is often occupied with RL and tends to develop intensely over short spurts (his job keeps him busy and frequently traveling), he also prefers to spend the vast majority of his SC4 time developing and typically doesn't venture much outside our private board.  Most of the other T-RAM folks, many of whom are texture artists, are primarily active at the German-language Simforum.de site, but don't post here very often outside the confines of the private board. 

While this thread may appear to be "inactive" or "dead", it's not really an accurate indicator as to the level of activity of the project.  It's just that our T-RAM group has a different philosophy toward public showcases of development than some other NAM Team projects do (e.g. the RHW).

-Alex
Title: Re: T-RAM
Post by: Wiimeiser on October 03, 2011, 04:08:13 PM
I can name three new pieces off the top of my head: A diamond interchange (Which is desperately lacking LHD Paths), a Y-split and an Avenue-Roundabout interface.
Title: Re: T-RAM
Post by: jdenm8 on October 03, 2011, 04:57:24 PM
What about the Diagonal Tram In Road functionality?

As for the Tram in Avenue intersection, I'll have to look at the LHD paths and maybe do some up, it depends on how much time I have.
Title: Re: T-RAM
Post by: noahclem on October 04, 2011, 12:41:50 AM
And what about the rest of the Diagonal Tram In Avenue functionality? It went from a network with no median-crossing intersections to a very flexible network.

I would have thought that there being anything at all would have been a pleasant surprise, considering nothing was ever shown or said to suggest there would even be an update. It certainly was a pleasant surprise for me.
Title: Re: T-RAM
Post by: banditp61 on October 04, 2011, 12:57:22 PM
So... What are the odds of a FlexFly version of the light rail or the downward slope curve like the RHW MIS ramp piece.
Title: Re: T-RAM
Post by: DamienM23 on October 04, 2011, 07:25:44 PM
I sincerely hope I haven't sounded rude... I believe I was misunderstood--I mentioned that there was only one new tram in roundabout piece--I am quite happy with the rest of the new pieces! I do apologize for any offense--I assure you it was not intended. After all, I have nothing but the highest respect for the NAM team  ;)
Title: New T-RAM contributions in NAM version 30 (September 2011)
Post by: Chrisim on October 09, 2011, 09:45:02 AM
I added the following description to the first post of this topic (it used to be shown at the top of each page, but unfortunately this changed with the forum update this summer).

NAM version 30 contains support for diagonal tram-avenue, tram-in-road and tram-on-road. These are the new pieces for diagonal tram-avenue.
(http://img846.imageshack.us/img846/2784/tram01.th.jpg) (http://imageshack.us/photo/my-images/846/tram01.jpg/) (http://img232.imageshack.us/img232/2082/tram02.th.jpg) (http://imageshack.us/photo/my-images/232/tram02.jpg/) (http://img87.imageshack.us/img87/421/tram03.th.jpg) (http://imageshack.us/photo/my-images/87/tram03.jpg/) (http://img861.imageshack.us/img861/8572/tram04.th.jpg) (http://imageshack.us/photo/my-images/861/tram04.jpg/) (http://img405.imageshack.us/img405/2135/tram05.th.jpg) (http://imageshack.us/photo/my-images/405/tram05.jpg/) (http://img706.imageshack.us/img706/8095/tram06.th.jpg) (http://imageshack.us/photo/my-images/706/tram06.jpg/) (http://img862.imageshack.us/img862/8830/tram07.th.jpg) (http://imageshack.us/photo/my-images/862/tram07.jpg/) (http://img850.imageshack.us/img850/5581/tram08.th.jpg) (http://imageshack.us/photo/my-images/850/tram08.jpg/)
Most of the textures for these diagonal pieces were created by Schleicher68, and a few by RogerRon91 - thanks!
Traffic lights were added to all pieces after I took these screen shots.

There are elevated highway junctions with tram-avenue
(http://img196.imageshack.us/img196/62/maxtagrad.th.jpg) (http://imageshack.us/photo/my-images/196/maxtagrad.jpg/) (http://img684.imageshack.us/img684/2623/maxtadiag.th.jpg) (http://imageshack.us/photo/my-images/684/maxtadiag.jpg/)

There are new pieces for tram-in-road and tram-on-road
(http://img233.imageshack.us/img233/2275/tram12.th.jpg) (http://imageshack.us/photo/my-images/233/tram12.jpg/) (http://img268.imageshack.us/img268/2483/tram14.th.jpg) (http://imageshack.us/photo/my-images/268/tram14.jpg/) (http://img843.imageshack.us/img843/5063/tram13.th.jpg) (http://imageshack.us/photo/my-images/843/tram13.jpg/)
and there are a few more new pieces not shown here.

Two new styles of Draggable Ground Light Rail/Tram with easily-customizable base textures have been added with the optional Draggable GLR/Tram Extension Plugin. However, there are some initial bug reports. More details on how to use this optional plugin will be posted when this will be resolved. Please be patient.

The only Tram in Roundabout piece added was one to connect an orthagonal tram in avenue. Still nothing diagonal can be connected.  :'(
We prepared for a diagonal connection to the tram-roundabout, but the texture was not finalized in time and therefore it is not included in NAM version 30. Hopefully in the next version.

I am sorry if you get the impression that this thread is "inactive". It is not. As Tarkus replied (thanks!)
While Chrisim is often occupied with RL and tends to develop intensely over short spurts (his job keeps him busy and frequently traveling), he also prefers to spend the vast majority of his SC4 time developing and typically doesn't venture much outside our private board.  Most of the other T-RAM folks, many of whom are texture artists, are primarily active at the German-language Simforum.de site, but don't post here very often outside the confines of the private board. 

While this thread may appear to be "inactive" or "dead", it's not really an accurate indicator as to the level of activity of the project.  It's just that our T-RAM group has a different philosophy toward public showcases of development than some other NAM Team projects do (e.g. the RHW).

PS: my real life keeps me quite busy presently. I won't be able to reply for several weeks - so I kindly ask the SC4D community to reply when there are questions ...
Title: Re: T-RAM
Post by: Simcitler on October 09, 2011, 09:51:27 AM
Thank you very much for your effort on the new T-Ram pieces. They are very helpful!

~ Simcitler
Title: Re: T-RAM
Post by: banditp61 on October 09, 2011, 10:39:38 AM
YES!!!!!!!!!!!  ;D ;D ;D ;D
Title: Re: T-RAM
Post by: noahclem on October 09, 2011, 11:10:13 AM
Thanks for all your hard work Chrisim! The new pieces are great  &apls
Title: Re: T-RAM
Post by: mike3775 on October 09, 2011, 01:45:17 PM
It is simply amazing how things like this are still going strong, 3 years later.  I lost interest in the game for awhile, then come back, and find these things I posted in earlier are still alive and well, thabnks to dedicated users like Chris and others. 

I love the new pieces
Title: Re: New T-RAM contributions in NAM version 30 (September 2011)
Post by: DamienM23 on October 09, 2011, 02:06:24 PM
We prepared for a diagonal connection to the tram-roundabout, but the texture was not finalized in time and therefore it is not included in NAM version 30. Hopefully in the next version.
Do you mean a diagonal tram in road connection, or a diagonal plain road connection (or both)?
Title: Re: T-RAM
Post by: Wiimeiser on October 10, 2011, 12:19:15 AM
The new highway interchange pieces are missing all LHD paths.
Title: Re: T-RAM
Post by: banditp61 on October 12, 2011, 07:23:08 AM
This is gonna make making diagonal CBD's a lot easier now!!!! :D I can start on my Downtown Denver again!! (More accurate that is)
Title: Re: T-RAM
Post by: CahosRahneVeloza on October 20, 2011, 08:25:51 AM
This is probably an insane suggestion but here goes....

How about GLR in avenue overpass pieces? Such as a GLR in Avenue on ramp & GLR in avenue over *insert where ever the overpass might cross here* puzzle piece? And maybe... even a GLR in avenue crossing Can-AM puzzle pieces as well?
Title: Re: New T-RAM contributions in NAM version 30 (September 2011)
Post by: Schleicher68 on October 22, 2011, 03:50:17 AM
We prepared for a diagonal connection to the tram-roundabout, but the texture was not finalized in time and therefore it is not included in NAM version 30. Hopefully in the next version.
Do you mean a diagonal tram in road connection, or a diagonal plain road connection (or both)?
The plans in SFBT-Euro-Texture!
(http://www.ld-host.de/uploads/thumbnails/356dd56050a380182ce8df6ceff9b61c.jpg)
http://www.ld-host.de/uploads/thumbnails/356dd56050a380182ce8df6ceff9b61c.jpg
The testings:
(http://www.ld-host.de/uploads/thumbnails/f9c2e567309e375f636959fc7a483ff9.png)(http://www.ld-host.de/uploads/thumbnails/e04656abc9973ecf0b59a36c865827a6.png)
(http://www.ld-host.de/uploads/thumbnails/7dd6bface496b36dceaffe5b968ffb50.png)(http://www.ld-host.de/uploads/thumbnails/a6dc4ed370c4b40e14faabcc22811881.png)
Title: Re: T-RAM
Post by: jdenm8 on October 22, 2011, 04:23:49 AM
I can't help but notice that you're using very outdated RHW textures.
Title: Re: T-RAM
Post by: MandelSoft on October 22, 2011, 04:57:10 AM
^^ Indeed. I don't even use my own Euro RHW Set for months now, simply because the lane widths have changed. A new set is under development right now and it has other dimensions then the old set.
Title: Re: T-RAM
Post by: Schleicher68 on October 23, 2011, 08:01:21 AM
.... very outdated RHW textures.
I know this! ;) These are pictures of our plannings, no presentations. It is from our German NAM forum, in 2010.
Title: Re: T-RAM
Post by: cogeo on October 25, 2011, 12:46:20 PM
How about an additional T-RAM straight-to-diagonal piece, with a reversing path (from the straight section back to the diagonal)? It's needed to overcome the limitation of the diagonal pieces, allowing only commuting to the forward direction. Quite easy to make, requiring only modifying the texture and adding a single path.

The existing diagonal reversing piece texture can be improved a little too.
Title: Re: T-RAM
Post by: noahclem on November 02, 2011, 09:25:44 AM
T-RAM integration with TuLEPs/NWM would sure be great! I would especially like to request a Tram-in-Avenue X ARD-3/single tile TuLEPs piece, and as a slightly lower priority a Tram-in-Avenue X Avenue TuLEPs piece.

And again, thanks for the great work on the last update!
Title: Re: T-RAM
Post by: Gugu3 on November 18, 2011, 08:16:31 AM
Just to know...is there the possibility of creating connector puzzle pieces(like the ones for RHW)for such network as tram in road,tram in avenue and so on??? :thumbsup:Thank you
Title: Re: T-RAM
Post by: jdenm8 on November 18, 2011, 08:55:33 AM
They don't need them. Just drag the underlying network to the border and plop the GLR pieces over the top.
Title: Re: T-RAM
Post by: mike3775 on November 18, 2011, 10:54:04 AM
They don't need them. Just drag the underlying network to the border and plop the GLR pieces over the top.

Does that actually work now?  Last I remember, sometimes it worked, sometimes it didn't
Title: Re: T-RAM
Post by: Gugu3 on November 18, 2011, 11:04:13 AM
They don't need them. Just drag the underlying network to the border and plop the GLR pieces over the top.

woah!!!I did't know this was possible and functional!!! ;DI'm quite used with the RHW and NWM but not so good with tram...I have to improve my knowledge about that
Title: Re: T-RAM
Post by: jdenm8 on November 18, 2011, 06:09:28 PM
Why the RHW and NWM need connector pieces is because we have essnetially one way traffic going to a connection they expect a return route from (We have to give them that return routeusing the NC pieces, even if it's not prototypical).
The tram puzzle pices don't have this issue as they have two-way traffic going to a two-way connection. Having a NC piece would change nothing.
Title: Re: T-RAM
Post by: mike3775 on November 18, 2011, 07:17:48 PM
Why the RHW and NWM need connector pieces is because we have essnetially one way traffic going to a connection they expect a return route from (We have to give them that return routeusing the NC pieces, even if it's not prototypical).
The tram puzzle pices don't have this issue as they have two-way traffic going to a two-way connection. Having a NC piece would change nothing.

Thanks for that info.  Now to go back and destroy all the curves off the Ave connections  :)
Title: Re: T-RAM
Post by: Kuewr665 on November 20, 2011, 05:09:49 PM
Could the diagonal Tram in avenue pieces be split in half? It seems harder to change the direction of the pieces in the middle if the piece has both sides. Also, a diagonal avenue filler piece would help.
Title: Re: T-RAM
Post by: Will12 on January 22, 2012, 06:56:49 PM
Is GLR in OWR going to happen?
Title: Re: T-RAM
Post by: Tarkus on January 22, 2012, 10:59:51 PM
It's been discussed, most recently in 2010, here (http://sc4devotion.com/forums/index.php?topic=10920.0), but there was a lot of implementation details to be worked out with intersections.  That was the last I've heard of it.

-Alex
Title: Re: T-RAM
Post by: noahclem on January 24, 2012, 04:49:56 PM
After a couple hours in reader and gimp I've finished my first texture:

(http://i779.photobucket.com/albums/yy77/noahclem/AVExRD_TULEP_128x2.jpg)              EDIT: Here's the PNG: (http://i779.photobucket.com/albums/yy77/noahclem/AVExRD_TULEP_128x2.png)

I created it specifically for a TIAxRD TuLEPs intersection but the same texture should work fine for TIAxOWR3 and TIAxARD3.

Anything to fix or any suggestions? This is just a JPEG, would it have been better to post the PNG?
Title: Re: T-RAM
Post by: Tarkus on January 24, 2012, 04:51:44 PM
That looks spot on, Noah!  A PNG would be useful, as that's usually the standard format we've used for transit textures, mainly as it's lossless.

-Alex
Title: Re: T-RAM
Post by: cogeo on January 25, 2012, 05:31:40 AM
It's good indeed!
One question, what images did you use as a source for this intersection? (I guess you took another image and modified it). Was it one of the "original" TIA and/or TuLEP image, or it was extracted from a .FSH? In such a case, my only suggestion would be to ask the original images from their creators and... ehmmm... repeat the procedure. After many conversions and modifications the quality may have worsen, resulting in perceptible differences (with the straight piece), if you look in carefully.

Also contact the TRAM members (Chrisim?) to request an instance ID for your piece (or a proper range, if are going to make more).

Btw I'm going to make a special reverser tile - a makeover of the straight-to-diagonal transition (tight curve) - and I need a proper set of IDs too, and the original texture(s), if possible.
Title: Re: T-RAM
Post by: noahclem on January 25, 2012, 07:26:46 AM
Thanks guys!

Not knowing a better way to get the textures, I went into reader and took screenshots of the highest resolution FSH files I needed, then pasted into Gimp, cropped, combined, and fine-tuned at 800% zoom. I combined the TIAxRd2 intersection and the RDxAVE TuLEP piece to come up with this.

I'll try contacting the TRAM team. It'd be much better to work with the original textures and I'll try to get an ID range. I'd like to continue with this to make TIA interface with most or all of the NWM networks.

I'll mention your request for IDs and pass along any textures I get from them  :thumbsup:

EDIT: Changed 800x zoom to 800%  $%Grinno$%
Title: Re: T-RAM
Post by: Kuewr665 on January 27, 2012, 09:39:36 PM
Was there a piece where a street intersected a tram in road, but didn't cross the tracks? I would need to use those.

Some of the turns are a little tight. The straight Tram in Avenue to side tram has good turns.

Also, how about tram crossings that don't have interchanges?
Title: Re: T-RAM
Post by: strucka on January 28, 2012, 08:09:07 AM
Really can't wait to get the possibilities to interfere the tram networks with NWM. That will be an epic win! =D
Title: Re: T-RAM
Post by: vester on January 28, 2012, 08:22:04 AM
noahclem: That texture looks good.

Not knowing a better way to get the textures, I went into reader and took screenshots of the highest resolution FSH files I needed, then pasted into Gimp, cropped, combined, and fine-tuned at 800% zoom. I combined the TIAxRd2 intersection and the RDxAVE TuLEP piece to come up with this.

You could use one of null45's Tools (http://sc4devotion.com/forums/index.php?board=382.0), maybe the Gimp Fsh Filetype plugin (http://sc4devotion.com/forums/index.php?topic=8455.msg263591#msg263591) ?


Title: Re: T-RAM
Post by: Lowkee33 on January 28, 2012, 10:20:55 AM
You could use one of null45's Tools (http://sc4devotion.com/forums/index.php?board=382.0), maybe the Gimp Fsh Filetype plugin (http://sc4devotion.com/forums/index.php?topic=8455.msg263591#msg263591) ?

I use the Gimp Fsh Filetype plugin very often.  Once the plugin is installed correctly, all you have to do to export it from Reader is to right click on the FSH entry, and select "save decoded file(s)".  If you use Reader 1.4 the files will appear in SimCity 4\From Reader, the older version puts them right into the plugin folder.

There are two files there, one that ends with .fsh, and the other with .TGI.  The .FSH is what you can open with GIMP.  When you are done editing, save your image (I think DXT1 is what you want..., though it will also process the mips too).  Back in Reader, right click in the entry section and select "insert file" or "insert and compress file", and select the .fsh.  The .TGI has the TGI data, so you're done at that point.  Most of the time is spent in GIMP.

I would agree with Cogeo though, the closer you can get to the source the better quality your result will be.  You may find that the original has a much better gradient for example.
Title: Re: T-RAM
Post by: noahclem on January 28, 2012, 12:53:26 PM
I'm still waiting to hear back from Chrisim to get original textures and IIDs--I bcc'd you on the PM cogeo. I'm fairly happy with this texture as it is and I think I'll go ahead with the "T" version of it the same way. Whenever I get my hands on the original textures I'll create a texture for a different piece that way and if I think it looks significantly better than I'll revisit these.

What do you guys think of those dark spots on the tram rails? The TIA+RD2 intersection had them but I don't really understand why they're there. I think I'll get rid of them unless you guys think they make sense.

Thanks for the tips Carl and Arne  :thumbsup:  I downloaded the GIMP plugin, did a bit of reading, and I'll give it a try tonight or tomorrow.

strucka, I'm glad you're excited for this! I would do them just for myself but it's a lot nicer if I know others are interested  :thumbsup:  And that will definitely make me more likely to make intersections that I'm less likely to use myself.
Title: Re: T-RAM
Post by: Tarkus on January 28, 2012, 05:23:38 PM
I think that quality-wise, the texture looks fine as well.  I've never really had any significant quality problems basing a texture off of an exported FSH.

-Alex
Title: Re: T-RAM
Post by: Shadow Assassin on January 28, 2012, 06:11:58 PM
Quote
What do you guys think of those dark spots on the tram rails? The TIA+RD2 intersection had them but I don't really understand why they're there. I think I'll get rid of them unless you guys think they make sense.

The dark spots on the tram rails should line up with the grease marks on the main road surface. You can see that they're supposed to line up with oil slicks on whatever network the tram is crossing.
Title: Re: T-RAM
Post by: noahclem on January 29, 2012, 05:50:27 PM
Thanks Alex  :thumbsup:

The dark spots on the tram rails should line up with the grease marks on the main road surface. You can see that they're supposed to line up with oil slicks on whatever network the tram is crossing.

Quick retouch:

(http://i779.photobucket.com/albums/yy77/noahclem/AVExRD_TULEP_128x2_update.png)
Title: Re: T-RAM
Post by: cogeo on January 30, 2012, 11:13:21 AM
I think that quality-wise, the texture looks fine as well.  I've never really had any significant quality problems basing a texture off of an exported FSH.

I didn't say that the quality isn't good, instead I said that one would expect a better result if the original (the "master") texture(s) had been used. And this is because the FSH compression/decompression algorithm is "lossy", and small defects ("blurring", "bleeding", "artifacts", "blobs" and the like) may develop if a texture is compressed and re-extracted repeatedly (eg an intersection which was a modification of another one, which in turn was a modification of the straight piece). Of course this is a general principle, and does not refer to this specific texture. One would have to place this tile next to the straight one, to make an appraisal. Some of the GLR-in-avenue textures do have minor, but visible differences to the straight tile, esp in the sidewalks (look more pink-ish or gray-ish). And of course, the tyres' tracks must match.
Title: Re: T-RAM
Post by: noahclem on January 30, 2012, 11:29:05 AM
I'm still waiting to here back from Chrisim and have been mostly holding off on creating new textures til I see what kind of quality difference I can get from that. In the mean time I did an easy one with the textures I have available:

(http://i779.photobucket.com/albums/yy77/noahclem/AVExRD_TULEP_128x2_T.png)

Next up will be the 2x2 intersection pieces, though I may wait for better textures in case I end up deciding to redo them  :thumbsup:
Title: Re: T-RAM
Post by: Shadow Assassin on February 01, 2012, 07:24:35 PM
Oh, and incidentally: about bloody time that NWM intersections are done for GLR-in-Ave. I've had many, many situations where I couldn't use NWM because there was GLR-in-ave in the way.

We really need to work more on cross-linking components...
Title: Re: T-RAM
Post by: io_bg on February 02, 2012, 05:12:19 AM
I can only agree! The same goes for El-rail-over-road x NWM intersections. All these networks are really cool but you can use only either of them in one city (if you mix a few you'll have to build some not eye-pleasing transitions, etc).
Title: Re: T-RAM
Post by: noahclem on February 02, 2012, 06:32:53 AM
Oh, and incidentally: about bloody time that NWM intersections are done for GLR-in-Ave. I've had many, many situations where I couldn't use NWM because there was GLR-in-ave in the way.

We really need to work more on cross-linking components...

Hehe, I agree! If we can get these in place then the remaining hassle will just be better interfacing with RHW (some options now with FLUPs or converting to Avenue+light rail) and bridges.

Speaking of bridges, I've heard conflicting reports on whether or not a TIA bridge is possible. TIA is avenue based so a DBE type solution isn't an option*. Can anybody clarify the situation for me?

*if someone made a "1/2 TIA" OWR-based piece to plop over OWR bridges made with DBE that might be a workaround.
EDIT: or road-based
Title: Re: T-RAM
Post by: noahclem on February 03, 2012, 06:30:31 AM
Sorry to double-post but I'm responding to an answer to my last question in a different thread but wanted to keep things on topic.

Tarkus in NAM Development:
Quote
Creating a single-network starter piece that has both transit types pathed on it.  This has theoretically worked with bridges, as demonstrated by xannepan's Tram-in-Road bridges, and the technique also has precedent with the Rail-based DDRHW-4.  It's still a bit of an unknown, however, especially on the Tram-in-Avenue side.  (The T-RAM design specifications forbid splitting Tram-in-Avenue setups in half, due to the liability of people trying to use them as fake Tram-in-OWR pieces.)  As it would likely have to be El-Rail based due to the way the game handles the path files (this is how xannepan's bridges were set up), this could cause some complications as well, particularly with any sort of T-intersection.

If 1/2 TIA pieces were created specifically with models for bridge pieces would that avoid the problem of people trying to use them as fake Tram-in-OWR pieces? And is that really a big problem anyway, besides the likelihood that people would start asking for more and more pieces to actually make fake TIOWR viable?

Given the dubious potential of avenue-based TIA bridges something DBE-based seems most plausible to me (Choco seemed pretty sure they weren't possible but I've heard conflicting reports since then).

Thoughts? Corrections? Interest? Ideas?
Title: Re: T-RAM
Post by: Tarkus on February 03, 2012, 02:40:47 PM
Theoretically, the DBE route would still work . . . the bridges would have to be puzzle-based, however, though this would get around the issue of having to split the TIA, as we could force a dual-tile setup through the puzzle piece.

-Alex
Title: Re: T-RAM
Post by: noahclem on February 03, 2012, 03:23:49 PM
Interesting.... Do I understand correctly that you're suggesting using twin-DBE-induced-0-slope-el-rails later covered with dual tile TIA bridge puzzle pieces? If so who is the best one to start nudging the other Alex (xannepan) or perhaps Matt (three stooges) or another T-RAM enthusiast or NAM expert in that direction?  ::)

EDIT: you're not your  :'(
Title: Re: T-RAM
Post by: strucka on February 04, 2012, 06:06:56 AM
Hi there! Is there any progress on the NWM interaction with the Tram-in-road/-on-road/-in-avenue? Because that really is needed. I hope we'll get some sooner or later. Great job so far of course! &apls
Title: Re: T-RAM
Post by: noahclem on February 04, 2012, 07:12:52 AM
Hi and thank you! I don't have anything new to report yet. I've been pretty distracted trying to put on a good show with my MD's OSITM and am still working with non-original textures. I do think I'll start with the 2-tile network TIA intersections pretty shortly though--Avenue TuLEP and RD-6 (formerly known as MAVE-6) "+" & "T" first. Then probably TIAxAVE-6 and after that I don't know.

In any case, whatever ends up being created for these won't be available until the next release cycle and I have no idea when that will be.

Since you've been so polite and encouraging are there any pieces you'd particularly like to see?
Title: Re: T-RAM
Post by: z on February 05, 2012, 03:33:13 PM
Oh, and incidentally: about bloody time that NWM intersections are done for GLR-in-Ave. I've had many, many situations where I couldn't use NWM because there was GLR-in-ave in the way.

We really need to work more on cross-linking components...

I'm totally in agreement with you here.  In the mean time, for the GLR-in-Avenue case, you can use a pair of the RTMT GLR Transitions (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248) to turn these into regular avenues for the purposes of crossing an NWM road.
Title: Re: T-RAM
Post by: Tarkus on February 06, 2012, 03:27:22 PM
A little information from Chrisim regarding the textures:

In a public forum, somebody asked for original tram-avenue textures. There are no originals anymore. We always extracted similar textures from the NAM and modified them.

Oh, and incidentally: about bloody time that NWM intersections are done for GLR-in-Ave. I've had many, many situations where I couldn't use NWM because there was GLR-in-ave in the way.

We really need to work more on cross-linking components...

I'm totally in agreement with you here. 

I'd third that.  But of course, the main reason it hasn't been done thus far is that there's just so many things to crosslink:


At the present setup, that adds up to 54 (Edit: I forgot a couple . . . let's just say 50+) network or network-like items with which to crosslink, likely to approach 100 if all currently planned new network and network-like items come to fruition.  Some of them do already have crosslink capability, but others are severely lacking.

Then you also have fractional angle stuff beyond that, which is also lacking in crosslinks.

-Alex
Title: Re: T-RAM
Post by: blakerussell on February 06, 2012, 10:38:20 PM
  • 8 SAM Sets (likely to expand to as many as 16)

Will this expansion possibly include a way to nicely transition between styles?

  • NAM Road, OWR, and Avenue Viaducts

What exactly is this going to look like? sounds exciting!
Title: Re: T-RAM
Post by: noahclem on February 07, 2012, 03:46:32 AM
I'm totally in agreement with you here.  In the mean time, for the GLR-in-Avenue case, you can use a pair of the RTMT GLR Transitions (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248) to turn these into regular avenues for the purposes of crossing an NWM road.

I certainly get plenty of mileage out of those! Does the RTMT plan to make any more "FlUP-to-subway" transitions? Simple road-FlUP to subway and TIA FlUP to subway would be great!

A little information from Chrisim regarding the textures:

In a public forum, somebody asked for original tram-avenue textures. There are no originals anymore. We always extracted similar textures from the NAM and modified them.

Oh, and incidentally: about bloody time that NWM intersections are done for GLR-in-Ave. I've had many, many situations where I couldn't use NWM because there was GLR-in-ave in the way.

We really need to work more on cross-linking components...

I'm totally in agreement with you here. 

I'd third that.  But of course, the main reason it hasn't been done thus far is that there's just so many things to crosslink:

  • 13 NWM networks (expanding quite a bit when elevated and new asymmetrical forms are added in future releases)
  • 11 RHW networks (which will triple upon the next release, and likely increase even more later on)
  • CAN-AM
  • HSR and GHSR
  • 8 SAM Sets (likely to expand to as many as 16)
  • 4 types of GLR
  • FLUPs (Road and Tram) and URail
  • Tram-in-AVE, Tram-in-Road, Tram-on-Road, Tram-on-Street (three of which will probably have elevated versions at some point)
  • ElRail-over-Road Dual-Network
  • High El-Rail and Monorail
  • STR and TTR, with about 4-5 other RAM networks currently planned.
  • NAM Road, OWR, and Avenue Viaducts
  • Edit: NAM PedMalls and Pedestrian Overcrossings

At the present setup, that adds up to 54 (Edit: I forgot a couple . . . let's just say 50+) network or network-like items with which to crosslink, likely to approach 100 if all currently planned new network and network-like items come to fruition.  Some of them do already have crosslink capability, but others are severely lacking.

Then you also have fractional angle stuff beyond that, which is also lacking in crosslinks.

-Alex

Thanks for the heads up on the textures Alex.

That's certainly a massive list! Hopefully crosslinking expands a bit as the network options expand so we're not left with an even more daunting task down the road. To the extent I'm able I'm happy to contribute to this little corner of the challenge.

  • 8 SAM Sets (likely to expand to as many as 16)

Will this expansion possibly include a way to nicely transition between styles?

  • NAM Road, OWR, and Avenue Viaducts

What exactly is this going to look like? sounds exciting!

I would imagine SAM transitions will work the same as they do now, requiring a quick conversion to road or starter pieces pointed away from each other, unless someone wants to go to a lot of effort to change it. The viaducts you're asking about already exist.
Title: Re: T-RAM
Post by: Tarkus on February 07, 2012, 03:48:32 PM
  • 8 SAM Sets (likely to expand to as many as 16)

Will this expansion possibly include a way to nicely transition between styles?

To further what noahclem said, I'd consider it extremely unlikely.  The SAM specifications never involved transitions between different street types mainly due to the complexity of (and general lack of functionality gained by) that endeavor, and it's complicated by the fact that the mod was designed such that "replacement mods" could be made.  At present, one would need to make 36 transitions, and if we go to 16, we're looking at about 100 more beyond that.  At most, you'd see a simple override put into place to convert the workarounds noahclem mentioned into simple orthogonals of the requisite sets.  And intersections between sets are a total non-starter.

That's certainly a massive list! Hopefully crosslinking expands a bit as the network options expand so we're not left with an even more daunting task down the road. To the extent I'm able I'm happy to contribute to this little corner of the challenge.

Fortunately, a few items already are decently crosslinked, but there's certain "clusters" of items that aren't crosslinked well with one another, or are only partially so.  The NAM Elevated Viaducts are probably in the best shape in terms of crosslinkage . . . to my knowledge, the only things not crosslinked there are the RAM and the NWM.  HSRP and SAM are probably in the worst shape, mainly as they haven't really been updated in about 4 years, and the RAM, NWM, and tons of Tram-in-Network setups have come about since then, and the RHW was expanded massively.

The T-RAM stuff isn't particularly well-crosslinked with any of the "Highway Division" components (e.g. the RHW and NWM).  I am planning to knock out the ERHW/T-RAM crosslinks as soon as I can figure out where to put them in the new RHW IID scheme, and with your efforts, the T-RAM side will be among the better crosslinked.

-Alex
Title: Re: T-RAM
Post by: z on February 07, 2012, 07:05:24 PM
Does the RTMT plan to make any more "FlUP-to-subway" transitions? Simple road-FlUP to subway and TIA FlUP to subway would be great!

Yes; the next release of RTMT will contain FLUP-enabled versions of all the current road top stations, as well as standard and FLUP-enabled versions of stations for all of the NWM types.  We're well into this project, but it's still going to be a while before it's ready for release.
Title: Re: T-RAM
Post by: noahclem on February 08, 2012, 06:19:17 AM
...and with your efforts, the T-RAM side will be among the better crosslinked.
And try I will! Now that I don't need to wait for better textures I can proceed with my work--and since I've been a bit outspoken in this thread I'll hold my next reply until there's a pretty picture to show with it  ;D

Does the RTMT plan to make any more "FlUP-to-subway" transitions? Simple road-FlUP to subway and TIA FlUP to subway would be great!

Yes; the next release of RTMT will contain FLUP-enabled versions of all the current road top stations, as well as standard and FLUP-enabled versions of stations for all of the NWM types.  We're well into this project, but it's still going to be a while before it's ready for release.
Sounds great  :thumbsup:  And is that an implication that there will be FLUP-under-NWM pieces? TE'd lots would be just about as good if that's the case. What I meant to ask though is if there will be FLUP entrance-to-subway pieces, ie a TEd lot that looks like a road FLUP entrance but converts traffic from car to subway.
Title: Re: T-RAM
Post by: Dexter on February 08, 2012, 10:07:03 AM
Maybe some transitions to NMAVE-4 would be an idea:
(http://img714.imageshack.us/img714/6743/glrnmave.png) (http://img585.imageshack.us/img585/6682/glrtnmave.png)

The MAVE-6 and NMAVE crossings would probably be the most useful IMO, especially after looking through some CJs:
(http://img687.imageshack.us/img687/5889/mave4glr.png) (http://img823.imageshack.us/img823/4189/mave6glr.png) (http://img80.imageshack.us/img80/5258/nmave4glr.png)
Title: Re: T-RAM
Post by: io_bg on February 08, 2012, 10:11:49 AM
I'd love to use such pieces, right now we've to use so many transitions in order to use tram-in-road/avenue and NWM networks in one city tile.
Title: Re: T-RAM
Post by: SeanSC4 on February 08, 2012, 11:45:34 AM
I'd love to see some NWM/T-Ram cross-functionality. Trying to use both in the same city tile is problematic to say the least presently.
Title: Re: T-RAM
Post by: noahclem on February 08, 2012, 12:44:12 PM
Awesome work Dexter  &apls

The NMAVE0-4 (or is it NRD-4 now?) transitions with TOR are a great option--and who knew they weren't the same width?

I think you're right that RD-4 and RD-6 intersections are the most useful. Personally, I don't mind the transition to avenue right before the TIA intersection since it offers a nice little pedestrian island, but the actual intersection option will be great o have.

I think the roads and rails look spot-on but it'd be nice to tidy up those sidewalks a bit.

With three windows of reader and six of GIMP open right now there's a reasonable chance I'll have something to post later--but I'd like to know if there's anything else you're working on ATM so we don't end up doing the same thing. Next up for me would be AVE-4 TLA intersections and AVE-6 TLA intersections. T-intersections of the RD-4 & RD-6 you've made would be nice too.
Title: Re: T-RAM
Post by: choco on February 08, 2012, 02:05:11 PM
Given the dubious potential of avenue-based TIA bridges something DBE-based seems most plausible to me (Choco seemed pretty sure they weren't possible but I've heard conflicting reports since then).

Thoughts? Corrections? Interest? Ideas?
thought maybe i could clear this up a bit....

at one point, i made a TIA bridge to compare the results to the network congestion issue on the Tsing Ma.  unlike maxis highway (or ground highway), avenue would not pass any rail traffic (light or heavy) at all....if this has been resolved, it may still suffer network congestion.  so i never looked into it much after that...

insofar as being DBE based, i have no idea or clue as to the viability there.  DBE came around when RL started hitting me pretty hard.
Title: Re: T-RAM
Post by: Dexter on February 08, 2012, 02:19:43 PM
Here are the T versions of the textures I made earlier:

(http://img14.imageshack.us/img14/3729/nmave4glrt2.png) (http://img641.imageshack.us/img641/846/mave6glrt.png) (http://img542.imageshack.us/img542/5922/mave4glrt.png)

Obviously there's a lot more work involved that just textures, but at least it's a start.

EDIT: Quickly did some for a MIS piece.

@noahclem:  I probably won't do any more for now, so I look forward to what you come up with  :)

(http://img269.imageshack.us/img269/4845/misglr.png) (http://img696.imageshack.us/img696/4845/misglr.png)

Best,
-Matt
Title: Re: T-RAM
Post by: Tarkus on February 08, 2012, 02:45:34 PM
Matt and Noah, you guys are officially awesome. :thumbsup:  These textures will make great additions to the NWM/T-RAM crosslinkage and really improve the functionality of both components.

And choco, long time, no see, my friend!

-Alex
Title: Re: T-RAM
Post by: noahclem on February 08, 2012, 02:59:27 PM
Choco, awesome to hear from you buddy! Thanks again for coaxing me out of lurking mode a couple years back ;)  Thanks for the info also. If highway bridges can pass rail traffic is there anything stopping us from having a Tram-in-Avenue bridge be highway-based? Could pedestrians use it?

DBE-type-setups can essentially do anything that a regular single-tile, land-based network can, but the network is then suspended above the water through zero-slope trickery, etc. It should be a very viable option were half TIA, non-avenue-based pieces to be created.

Dexter, awesome work again! I'll get busy on the TLA-7/AVE-6, 3-tile-TuLEP, and 2-tile-TuLEP intersections.

Alex, that's my first Tarkusian "officially awesome" comment and a bit of an honor  :)  I look forward to helping out as my ability progresses and as long as I have the available time  :thumbsup:

In the mean time I got distracted. Anybody see a use for these?

(http://i779.photobucket.com/albums/yy77/noahclem/STIA_tulep.png)


This one needs a bit of refinement but you get the idea
(http://i779.photobucket.com/albums/yy77/noahclem/STIA_tulep_trans.png)


 ()flamdev()
Title: Re: T-RAM
Post by: choco on February 08, 2012, 04:14:11 PM
And choco, long time, no see, my friend!
Hiya Tarkus!  Oh how time flies....been crazy, this past year has.  Look forward to catchin up....  :thumbsup:


Thanks for the info also. If highway bridges can pass rail traffic is there anything stopping us from having a Tram-in-Avenue bridge be highway-based? Could pedestrians use it?
Well hello again to you, as well!  was lurkin myself this time, and came across your post.  :)  i may actually still have that TIA file lying around on a hard drive somewhere....

the mechanics of a TIA bridge being highway-based would be no different than the TsingMa, really.  you can put whatever models/textures in you want, its still rail-traffic over a highway (car) based bridge.  my theory was simply that the simulator isn't equipped to calculate the congestion with the additional traffic type, and didn't know what to do with the data.  it displayed the bridge as red in traffic(?) view.  the amount of actual usage didn't seem to matter....yet, a rail-based bridge (all single tile) passed car traffic just fine (a la xannepan's TIR bridge).  the difference in behavior seemed to be the manner in which congestion was calculated, as the behavior never changed with any simulator i tried. 

now the question i always thought about.....if the network congestion is red because of an error in the calculation, is it still factored into the path-finding?  im not good enough at the game to structure a valid test on the matter, so i just moved on. 

i planned on booting up my old rig to see what files i have.  there was a couple things i left unfinished, and may be able to work on in spare time.  if i come across the test bridges, i'll forward them for ya to tinker with if ya like?

     

 
Title: Re: T-RAM
Post by: noahclem on February 08, 2012, 04:28:17 PM
choco, if you're back that's a wonderful thing  &dance

I'd love to take a look at those old bridges. I've been meaning to look at a ferry traffic trick I thought up in a test city and that should be a good place to evaluate how those bridges work too. If it is merely a congestion error in the congestion graph than jondor may be able to figure out the problem--he seems exceptionally gifted in such areas. I need to dig around to figure out who gave me the conflicting opinion on the possibilities of TIA bridges (must be threestooges or xannepan...)

Looking forward to the possibility of your renewed efforts  :thumbsup:
Title: Re: T-RAM
Post by: Tarkus on February 08, 2012, 04:30:14 PM
the difference in behavior seemed to be the manner in which congestion was calculated, as the behavior never changed with any simulator i tried. 

now the question i always thought about.....if the network congestion is red because of an error in the calculation, is it still factored into the path-finding?  im not good enough at the game to structure a valid test on the matter, so i just moved on. 

I tested the Dual-Network Tsing Ma for jeronij quite extensively some time ago.  The red appearance on the Congestion DataView when train traffic used the bridge seems to be entirely just a graphical glitch, as when offered a "non-red" way of access that was not substantially out of the way, traffic continued to use the Tsing Ma despite it being red.  Dual networking can sometimes lead to rather strange behavior in the Congestion DataView (and the route query), but that strange behavior is often simply a cosmetic error, while the underlying simulation still appears to work without issue.

-Alex
Title: Re: T-RAM
Post by: z on February 09, 2012, 03:20:45 AM
And is that an implication that there will be FLUP-under-NWM pieces?

Yes;  all the NWM stations will have corresponding FLUP-under-NWM variants.

This means we're going to end up with hundreds of stations, of course, which is why it's taking so long... :-\

Quote
What I meant to ask though is if there will be FLUP entrance-to-subway pieces, ie a TEd lot that looks like a road FLUP entrance but converts traffic from car to subway.

All the FLUP-enabled stations will have optional subway access.  The ones that are attached to surface stations that also have subway access will also have underground garages for cars.
Title: Re: T-RAM
Post by: ivo_su on February 09, 2012, 11:13:43 AM
Matt and Noah, you are just great and I am  shocked at you wonderful  textures. Matt you are so precious  to NAM but also for all of us that you rise up the work of your team to level up. Which of you both started working on a piece of crossing AVE-6/TLA-7?
Chrissim whether plans to have a new set of tracks for trams in AVE-6 ...
Noah these latest textures for me like T-RAM in OWR is it really, or I'm wrong

Ivo
Title: Re: T-RAM
Post by: noahclem on February 09, 2012, 12:19:53 PM
Thanks Ivo  :thumbsup:

The last textures I showed are actually TuLEPs for tram-in-ave 6. My idea would be to base it off of regular tram tracks with OWR3s on each side. As I showed you before once, intersections with those networks and the basic Maxis ones are already possible. The NWM overrides aren't stable enough to work for this yet though with Project 0E stability that might change--could Alex or someone enlighten us on that? I'm interested in making textures for a TuLEP-style addition to that and a TIA intersection. It's just an idea but I think something fairly useful could be created with a pretty small number of pieces.

I started working on the AVE-6/TLA pieces (finding the textures I needed in the NWM dat was a bit of a hassle) and might be able to finish them up later this evening.

EDIT: Here's an old picture of some things this network can and can't do currently:

(http://i779.photobucket.com/albums/yy77/noahclem/wtia.jpg)
Title: Re: T-RAM
Post by: noahclem on April 27, 2012, 01:50:09 PM
DOUBLE POST!  (should be okay, it's been a couple months) ;)

Was recently sent a boat-load of textures and this is the first thing I have to show for it:
(http://i779.photobucket.com/albums/yy77/noahclem/tiaxtiatla.jpg)

It's TIA4 x TIA6-turning lane intersection and needs a bit of polishing before it's all ready, especially around the rails--should be easy enough to do.

It's fun to play around with this type of thing but "TIA-6" is likely to remain a twinkle in my eye until I finish more work on the existing project of T-RAM/NWM integration. Pathing and other puzzle piece stuff should be a lot easier for me to learn on anyway.

*I should say TIA-6 puzzle pieces are quite a ways off. I already play with it in my cities, often using GLR/subway transitions as a workaround....
Title: Re: T-RAM
Post by: Tarkus on April 27, 2012, 02:28:04 PM
Wow . . . that looks absolutely fantastic.  :o  I'm glad my texture package proved useful. :thumbsup: 

-Alex
Title: Re: T-RAM
Post by: ivo_su on April 28, 2012, 05:24:09 AM
Oh gosh, this piece is unique, good and useful. Noah congratulate you for your outstanding work and wish you to keep still, to create such wonderful pieces. Thanks to you and the other is expected next NAM to be the best ever created. If you have any more perfect textures, please do not be shy to share them with us. Your work has always attracted my interest and attention.
Title: Re: T-RAM
Post by: SC4creator on May 19, 2012, 06:16:16 PM
Hey i was wondering could you make glr in avenue viaducts and road in glr viaducts whenever i want to make a sunken highway on ramp/off ramp i have to use a transition piece from glr to subway it would seriously make my day if you made that &hlp
Title: Re: T-RAM
Post by: ivo_su on July 21, 2012, 01:43:00 PM
Look at what developments have for future versions of T-RAM. It looks very intriguing and beautiful, hopefully become a reality.

(http://www.ld-host.de/uploads/images/0fb0ac262335744854eb1c3ab749f6e6.png)

(http://www.ld-host.de/uploads/images/001259581b5e360b99210f9c8514b02a.png)
Title: Re: T-RAM
Post by: Kuewr665 on July 21, 2012, 05:27:33 PM
@ivo_su: Is the second one a tram roundabout without road?

I don't remember the response to this request, but will one way trams in road and/or one way road be made at all? Those would be useful for tram termini and downtown areas.
Title: Re: T-RAM
Post by: ivo_su on July 21, 2012, 05:43:40 PM
@ivo_su: Is the second one a tram roundabout without road?

I don't remember the response to this request, but will one way trams in road and/or one way road be made at all? Those would be useful for tram termini and downtown areas.

I saw these images Simcity.de, but I really liked, mainly because of their realism. In Sofia all roundabouts have just such an organization of movement. I hope this will not remain just a working board.
Title: Re: T-RAM
Post by: mike3775 on July 21, 2012, 06:03:56 PM
The roundabout ave version is nice, but realistically, I see no use for the one without the avenue, but it still looks good

As far as I am concerned, I don't care how long it takes for new stuff to be released, as long as they are relatively buggy free when they are
Title: Re: T-RAM
Post by: noahclem on July 21, 2012, 06:31:10 PM
Thanks for sharing ivo  :thumbsup:   Very cool stuff!
Title: Re: T-RAM
Post by: Wiimeiser on July 21, 2012, 09:00:47 PM
The tram-only one looks cool. Definetly want even though I almost never use GLR
Title: Re: T-RAM
Post by: Ol.S / Benoit on September 28, 2012, 09:56:11 AM
Looks like you still have some nice stuff for the T-RAM ! :) Great work guys !

I was wondering, does anyone knows if someone made sandstone textures for SFBT tram stations ? (Or any tram station in Street/Avenue/Road)
I mean, these stations, or some of them ? Especially the tram in street one that does not fit well with sandstone MODs.

(http://imageshack.us/a/img526/2894/simcity4201209281634274.jpg) (http://imageshack.us/photo/my-images/526/simcity4201209281634274.jpg/)
Title: Re: T-RAM
Post by: FrankU on October 03, 2012, 04:37:08 AM
(http://www.ld-host.de/uploads/images/0fb0ac262335744854eb1c3ab749f6e6.png)

Wonderful!
What a good roundabout! But, ahem.... the small grassy triangles? I don't understand them. The roundabout would be better, imho, if you let them out.
Title: Re: T-RAM
Post by: jdenm8 on October 03, 2012, 06:31:14 PM
As far as I can discern, Ivo didn't make them, he found them at SimForum.de, where most of the Tram developers post and organise their efforts.

I wouldn't anticipate their inclusion in NAM31. While the Tram team members at SimForum are NAM Members (at least Honorary), they're rather detached from the main NAM Team seen here and at ST (It's a language barrier) and our liaison, Chrissim, is currently taking some time away from modding for personal reasons.
Title: Re: T-RAM
Post by: ivo_su on November 18, 2012, 02:38:06 PM
Frank as "jdenm8" said before me, I found these great roundabouts in the German forum simforum.de and decided to share it with you. They are amazingly very similar to most roundabouts with the participation of trams here in Sofia. The only thing I can pray for now these guys to successfully complete their projects and to integrate them in the future NAM 31.
Title: Re: T-RAM
Post by: strucka on November 28, 2012, 11:34:39 AM
Hi!
I know this isn't the correct thread for this question/humble request, but it is the sole place on the community that represents trams and with that kind of also the other city mass transit on rail networks.
So my question is following: Is there a tram/elevated/subway depot lot that we could use? Don't get me wrong, I am aware of the 5x5 lot we have now, but real depots aren't this small are they not? No I mean bigger ones, real ones, lets say 10x7 tile lots and in two varieties, one with subway cars and one with trams. Now that would be awesome as hell.
Just an idea I had in mind, not for the NAM team but for a random LOT/BATer who would be prepared to do this.
Title: Re: T-RAM
Post by: threestooges on November 28, 2012, 01:17:45 PM
Is there a tram/elevated/subway depot lot that we could use? Don't get me wrong, I am aware of the 5x5 lot we have now, but real depots aren't this small are they not? No I mean bigger ones, real ones, lets say 10x7 tile lots and in two varieties, one with subway cars and one with trams.
There are not any individual lots like that I'm aware of, however there are several separate lots which combine the features you are looking for. What you are able to do is place the several lots together and create a transit complex, one which can span as many tiles as you'd like, with more variety than a single lot would. There are a few modular parking lot sets out there too. Those, parking lots, paths, and park lots can all tie the system together. I think that would achieve the look you're going for.
-Matt
Title: Re: T-RAM
Post by: strucka on November 28, 2012, 01:31:33 PM
No, no, no...
Not cars as in automobiles, cars as in trains. Tram depot. I know there are some train depot pieces, containing freight and passenger locomotives and cars, but those are of course inapropriate for this.

If I misunderstood you, than a picture would be lovely! =D Thanks!
Title: Re: T-RAM
Post by: strucka on December 01, 2012, 05:28:46 PM
Another thing we lack of are the under/over passes between RHW and newer networks, which some are not even that new. GLR is one of those, and well of course T-RAM is one of the essentials of every larger city with trams. And therefore a big must do for NAM. This isn't the NWM place but there is no interchangability for that with T-RAM and very little with GLR.

What I wanted to say is. NAM is developing nicely, while RHW is developing furiously. As I know you guys won't put out anything not good enoguh for your very strict standards. I think it would be nice if RHW got a bit of a rest after this release and interchangeability got some more ''funds''. That way every thing would be really kickin' it in the kahuna's!
Cheers!
Title: Re: T-RAM
Post by: Tarkus on December 01, 2012, 08:01:52 PM
The RHW can already interface with GLR quite readily, as that functionality is already in place in RHW 5.0, and will be expanded further for P57, and GLR can interact with the NWM about as well as anything else can interact with the NWM (e.g. OxO setups).  The interaction between the RHW and NWM with Tram-in-X Dual Networking is admittedly a good bit more limited, and it is something we're looking to address at some point in the near future. 

There are some implementation considerations to work out, though.  With roughly 50 networks between the RHW and NWM, crossing 4 different Tram-in-X variants, in 4 different orientations, you're looking at several hundred crossings/overpasses, up into 1000-2000 if you start making elevated Tram-in-X setups (which have been discussed).  Obviously, the menu will (figuratively speaking) blow up, if you set them up as standard puzzle pieces.

As far as which projects get focus, it all depends on the interests and specialties of the members of the team who are active during a particular development cycle.

-Alex
Title: Re: T-RAM
Post by: jdenm8 on December 01, 2012, 08:49:31 PM
Tram in Road and Tram in Avenue can cross GLR, there are puzzle pieces specifically for that, they just allow trams to leave the road and enter the GLR in addition to crossing the respective networks.

If you want Tram in Road to cross NWM, there will be puzzle pieces which will allow ElRail over Road to cross NWM networks, so I'd recommend that you switch to ElRail over Road through the intersection.
Title: Re: T-RAM
Post by: cogeo on December 02, 2012, 07:56:14 AM
May I ask why there are no GLR/Ave and T-RAM crossings with mainline rail? Is there some technical restriction (eg automata jumping or what)?
Title: Re: T-RAM
Post by: jdenm8 on December 02, 2012, 09:02:29 AM
Is there some technical restriction (eg automata jumping or what)?

It's perfectly doable, there's Rail Viaduct over Tram pieces I'm sure, but I think that the reasoning was that Mainline trains would realistically be elevated over tramways. There's kind of no arguing with the German modders who make the pieces on that point.
Title: Re: T-RAM
Post by: RogerRon91 on December 02, 2012, 01:21:12 PM
Look at what developments have for future versions of T-RAM. It looks very intriguing and beautiful, hopefully become a reality.

(http://www.ld-host.de/uploads/images/0fb0ac262335744854eb1c3ab749f6e6.png)

(http://www.ld-host.de/uploads/images/001259581b5e360b99210f9c8514b02a.png)

The round-about examples was created by me. The first example should demonstrate new options for the tram round-about in the city. An option which use some cities already. We have discuss the examples in the SFBT-Team.

The secound explame is a tram terminus. This example exist in Most and in Potsdam, Kirchsteigfeld.
(http://www.ld-host.de/uploads/images/b8dbcd338c23963463eadbc2c2121349.jpg)(http://www.ld-host.de/uploads/images/4d6e43493fd22798d76a3452d91c88d4.jpg)
Title: Re: T-RAM
Post by: TEG24601 on December 02, 2012, 04:02:40 PM
Is there some technical restriction (eg automata jumping or what)?

It's perfectly doable, there's Rail Viaduct over Tram pieces I'm sure, but I think that the reasoning was that Mainline trains would realistically be elevated over tramways. There's kind of no arguing with the German modders who make the pieces on that point.

While that may be true in some situations, there are a few places, where it isn't feasible, IRL to do so.  I know there is at least one instance in the Portland area.
Title: Re: T-RAM
Post by: Tarkus on December 02, 2012, 04:49:48 PM
There are quite a few places in the Portland area where the MAX or Portland Streetcar do cross over heavy rail lines, and a few places where they're parallel (and on the Steel Bridge, even stacked on one another), but to the best of my knowledge, there aren't any at-grade light rail/streetcar crossings with heavy rail, at least at present.  It's possible I might have missed one, though.

-Alex
Title: Re: T-RAM
Post by: Swordmaster on December 02, 2012, 05:17:27 PM
A very strange idea! Apparently (http://www.youtube.com/watch?v=H8UW7KtbC7k), they exist, but I'm sure it's a hassle, especially when both networks are electrified. With two different catenary wires having to cross, that looks like overpasses are a simpler choice.

Cheers
Willy
Title: Re: T-RAM
Post by: ScottFTL on December 03, 2012, 08:03:31 PM
...to the best of my knowledge, there aren't any at-grade light rail/streetcar crossings with heavy rail, at least at present.  It's possible I might have missed one, though.

There's one in Tampa, Florida.  The TECO Line Streetcar tracks cross the Amtrak line as it travels south out of Ybor City, as you can see HERE (http://goo.gl/maps/OZufc).

However, there's not a lot of traffic on this particular Amtrak line.  It's a spur that dead ends in Tampa.  In general, this sort of crossing is a no-no.
Title: Re: T-RAM
Post by: Durfsurn on December 03, 2012, 08:56:29 PM
Yes here in Melborune we do get the occasional spot like that!
Title: Re: T-RAM
Post by: jondor on December 03, 2012, 11:19:24 PM
...to the best of my knowledge, there aren't any at-grade light rail/streetcar crossings with heavy rail, at least at present.  It's possible I might have missed one, though.

There's one in Tampa, Florida.  The TECO Line Streetcar tracks cross the Amtrak line as it travels south out of Ybor City, as you can see HERE (http://goo.gl/maps/OZufc).

However, there's not a lot of traffic on this particular Amtrak line.  It's a spur that dead ends in Tampa.  In general, this sort of crossing is a no-no.

It's also more than likely that there's a very complex signalling arrangement and most likely also a strict time separation between the streetcar traffic and the Amtrak traffic, or else the streetcars would have to meet FRA collision regulations.

That's one reason why Trimet's WES line here runs rather heavy DMUs instead of the lightweight Siemens and Bombadier stock that the MAX runs.  Since they run in tandem with heavy freight trains.
Title: Re: T-RAM
Post by: chosenreject on January 08, 2013, 04:38:55 PM
I have a question about tram on road / tram in road. I swear i saw a post a while back talking about north american textures with the yellow lines in the road being available. I tried searching for it but i have not come across it, it may have been on the simtropolis board. I could definatly be mistaken, If no such mod exists it is no big deal, i love building with it just the same i just think it would match my existing roads better.

 Also, a sort of unrelated question, as i know the name team does not create stations... i was wondering if anyone could point me in the direction of a high capacity glr station that is not in avenue or road but can be placed next to a road. I have tried the LEX, SimPeg and the Stex thanks
Title: Re: T-RAM
Post by: jdenm8 on January 08, 2013, 04:57:56 PM
The mod you're looking for should be able to be found at simtropolis.

As for the station, you're probably not going to find one with those characteristics.
Title: Re: T-RAM
Post by: Tarkus on January 08, 2013, 05:01:21 PM
As far as the textures, they're made by Moonraker0.  You can find them here (http://community.simtropolis.com/files/file/26351-t-ram-north-american-texture-pack/).

-Alex
Title: Re: T-RAM
Post by: chosenreject on January 08, 2013, 05:55:33 PM
thanks again you guys are great. idk why i it was not coming up when i searched the stex
Title: Re: T-RAM
Post by: Johanu on March 22, 2013, 08:56:29 PM
I'm having traffic problems with Tram-in-Avenue intersections with roads and streets, so I'm wondering if there's any plan to implement TuLep intersections with Tram-in-Avenue crossings?
Title: Re: T-RAM
Post by: Kuewr665 on March 28, 2013, 06:43:24 PM
There should be more support for draggable tram in between two OWRs, OWR-2 and OWR-3 to be specific. Intersection, turning lane, and neighbor connection pieces (to be plopped over the RD-OWR transition) would be great. These would work better than creating Tram in AVE-6 or wider Tram in AVE-4 pieces.
Title: Re: T-RAM
Post by: strucka on May 27, 2013, 05:10:26 PM
I've actually found a possibility of making a tram in AVE-6, it's actually a bit different corridor, You could name it BRT+Tram in AVE-6. What I did was drag two OWR-2's (they are the stablest of course) and then I've put a Tram in road in the middle... What you get with it is visually a fast bus lane, on either side of a tram line inside the 4 lane artery (in the future it might become an even wider artery). It actually looks great! So that is one way, how to prepare your city for the future, when a Tram in AVE-6 might come.
I am telling you about this system beause it is far more stable and durable and everything, than the 2XOWR-3+GLR setup, that doesn't yet have the ability for the intersections. This one makes perfect intersections, and besides you can later on turn the stuff in to a 2xOWR-2+GLR profile, that turns in to a Tram in AVE with a puzzle piece in existance.
Title: Re: T-RAM
Post by: agunter999 on July 01, 2013, 01:13:42 PM
Will there be any texture variants for Tram in road/street. especially more cobble/brick for older cities
Title: Re: T-RAM
Post by: vortext on July 01, 2013, 01:54:18 PM
(https://dl.dropboxusercontent.com/s/64hil0xmubsfobt/036.jpg)

Still work in progress though. .

edit, it's also noteworthy this was before it became apparent the GLR can in fact have custom sidewalks - eliminating the need of baking surface and sidewalk into the same texture - if one takes the trouble modding every frigging single s3d model.  ::)
Title: Re: T-RAM
Post by: agunter999 on July 01, 2013, 01:56:40 PM
Hello they look fantastic, really do
Title: Re: T-RAM
Post by: Terring7 on July 01, 2013, 03:04:10 PM
Those textures are awesome &apls &apls &apls
Title: Re: T-RAM
Post by: [Delta ²k5] on July 01, 2013, 04:02:13 PM
For me only the one on the right looks realistic... I think you should also make these tracks as wide as the RRW tracks - so they will match :)
Title: Re: T-RAM
Post by: jdenm8 on July 01, 2013, 11:22:16 PM
For me only the one on the right looks realistic... I think you should also make these tracks as wide as the RRW tracks - so they will match :)

The problem with that is that it'll entail modifying the ElRail textures and the Maxis ElRail to Subway transition so that they match.
Title: Re: T-RAM
Post by: RepublicMaster on July 01, 2013, 11:26:05 PM
The third one is to die for! These look great. :D
Title: Re: T-RAM
Post by: strucka on November 01, 2013, 09:34:48 AM
There is a problem with the high elevated rail bridge now with the new textures from the NAM. Is it just me or is it every where? The ground textures from the normal EL-rail continues on the un supported tiles of the bridge, creating a very strange scenery.
Title: Re: T-RAM
Post by: Kuewr665 on November 06, 2013, 05:08:35 PM
I remember a RD-2 Tram piece that blocked through travel on the crossing street. Was it removed?
Title: Re: T-RAM
Post by: Durfsurn on July 10, 2014, 10:39:11 PM
I know this topic has been dead for 2/3's of a year but I have new stuff! Some talk has been floated about a smooth (preferably 2x2?) GLR texture/puzzle piece (until it becomes draggable or something) and I have mocked up a quick 2x2 (256x256) bend. Dunno if anyone has already started on something like this but here goes; (Also I will make it into a puzzle piece (with my newly acquired skills at doing so :P ) if a NAM Team member gives me 4 IID's)

(http://i.imgur.com/7tX7k2B.png)

EDIT: If I get some ID's I will redo the textures so the concrete background fills the whole 4 tiles.
Title: Re: T-RAM
Post by: jdenm8 on July 11, 2014, 06:27:04 AM
You've made a small mistake, the texture is half the width it needs to be.
Title: Re: T-RAM
Post by: Durfsurn on July 11, 2014, 07:14:33 AM
Why yes I have. So I fixed it but now I need to replace the backing pavement with good looking square pavers :P

(http://i.imgur.com/l5gsD8y.png)

EDIT: Consider it done; also now with base texture corrections!

(http://i.imgur.com/vIXMHYv.png) (http://i.imgur.com/CpUtJAT.png)
Title: Re: T-RAM
Post by: memo on July 11, 2014, 07:50:01 AM
How about using 0x5ff10300, 0x5ff10310, 0x5ff10400, 0x5ff10410?
Title: Re: T-RAM
Post by: Durfsurn on July 11, 2014, 07:51:18 AM
Aren't they in the RHW ranks? Or is that a temp position not for final release for NAM.

Thanks
Durfsurn
Title: Re: T-RAM
Post by: memo on July 11, 2014, 07:52:19 AM
Yes, they are indeed in a temporary range.
Title: Re: T-RAM
Post by: Durfsurn on July 11, 2014, 08:51:32 AM
Well my paths are rotated and one tile has a bad red flasher of a path;

(http://i.imgur.com/9sEbeSp.png)

The rotation I can do but the red flashing I cannot. Here is the accompaniying code for that tile; EDIT: Halp! I can't seem to do the rotations either. I will post all the codes if need be.

Code: [Select]
SC4PATHS
1.2
2
0
1
-- el-train_0_2
6
0
0
3
0
4
8,-3.352,0
3.352,-0.4916,0
-3.2626,1.8324,0
-8,2,0
-- el-train_0_3
6
1
0
3
0
5
-8,-2,0
-3.2626,-2.5475,0
0.8492,-3.7989,0
4.6034,-6.1229,0
6.838,-8,0
Title: Re: T-RAM
Post by: jdenm8 on July 11, 2014, 10:44:52 AM
Entry and Exit winds are wrong on one of the paths. I think the 0_2 one should enter from 2 and exit 0 if I'm reading it right.
Title: Re: T-RAM
Post by: Swordmaster on February 14, 2016, 12:20:12 PM
Wake up thread. :sleeping: %%Order?/  Time for your draggable breakfast! ;D

(http://i.imgur.com/j9NdeEv.jpg)

(No puzzle pieces involved here.)

I'm very bad at doing video stuff, but this one I think warrants a proper visual.

I've made the Tram On Street network fully draggable, since the currently available "clickable" method doesn't allow for a number of fine-tuning exercises which are primarily being pushed by Noah and his "Real Light Rail" project (http://sc4devotion.com/forums/index.php?topic=16937.0).

This just illustrates how it currently works. A single click with the light rail tool on any orthogonal or diagonal street tile will trigger the override. At intersections, there's no automatic continuation however, for obvious reasons, but an override gets triggered once you chose where to have the TOS continued. The tile with the question mark is just that; it asks where you want to continue the tram line. (This specific tile is necessary for technical reasons.)

https://www.youtube.com/v/nAwkbD8NNzY


Cheers
Willy
Title: Re: T-RAM
Post by: manga rivotra on February 14, 2016, 12:39:21 PM
Simply wonderful  ;D
Title: Re: T-RAM
Post by: Themistokles on February 14, 2016, 01:54:57 PM
Stunning! &apls
Title: Re: T-RAM
Post by: Simcoug on February 14, 2016, 02:03:02 PM
That's so awesome!!   :popcorn:
Title: Re: T-RAM
Post by: compdude787 on February 14, 2016, 09:32:40 PM
Wow, that's really cool!! It will sure save people a lot of time when building these networks!
Title: Re: T-RAM
Post by: Terring7 on February 15, 2016, 04:02:06 AM
Nice :thumbsup:
I wonder if we can do the same for roads and avenues as well. Of course there will be plenty of different results in this case, so that would be a challenge.
Title: Re: T-RAM
Post by: FrankU on February 15, 2016, 04:37:05 AM
Ouch, I hurt my bottom  :'( while falling off my chair. This is great!  &apls
Title: Re: T-RAM
Post by: Seaman on February 15, 2016, 10:51:34 AM
very nice and I asume, this will be a very useful and handy feature!   :thumbsup:

May I ask 2 questions:

- is the default Maxis street texture supported also?
- is a support for the (draggable) wide radius curves for streets intended (or even included yet)? I've seen these curves in a good use by mayors and can imagine a support would be highly appreciated.
Title: Re: T-RAM
Post by: Swordmaster on February 15, 2016, 11:57:14 AM
Thanks everyone.

Nice :thumbsup:
I wonder if we can do the same for roads and avenues as well. Of course there will be plenty of different results in this case, so that would be a challenge.

I've started exploring TIR, coming up with a double-dragged diagonal setup (it's a tile wider than diagonal roads).

(http://i.imgur.com/LohJe91.jpg)


very nice and I asume, this will be a very useful and handy feature!   :thumbsup:

May I ask 2 questions:

- is the default Maxis street texture supported also?
- is a support for the (draggable) wide radius curves for streets intended (or even included yet)? I've seen these curves in a good use by mayors and can imagine a support would be highly appreciated.

1/ I personally am on the bandwagon of Noah's new specs for the network. However, it would be a nice idea, using his master textures, to include a set with the default street asphalt instead of the cobbles he currently uses. Let me mull that one.
2/ WRC Tram on street? Should be possible.


Cheers
Willy
Title: Re: T-RAM
Post by: gn_leugim on February 16, 2016, 05:26:13 AM
Now that's a nice "wake up thread"!  :popcorn:
Title: Re: T-RAM
Post by: romualdillo on February 16, 2016, 08:44:05 AM
I think I'm going to scream... *screams*  :bnn:
Title: Re: T-RAM
Post by: willyart on March 24, 2016, 01:50:12 AM
Happy to find the T-RAM dev thread!  T-RAM is definitely the mod I'm most excited about at the moment.

BTW I agree with the other poster re. tram-on-street, I'd like to have it with the default texture as well.