Jump to content

Photo
* * * * * 3 votes

FAQs and Download Links for NAM, RHW, and NWM

  • Please log in to reply
3 replies to this topic

#1 Tarkus

Tarkus
  • Member
  • Court Official

  • 2,280 posts
  • LocationOregon
Awards
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  

Posted 15 August 2008 - 03:01 PM

namfaqlogo.png
Last Updated 3/15/2014--Under Construction


The NAM requires SimCity 4 Deluxe/Rush Hour Version 1.1.638 or later. It will not run on Original SimCity 4 (any Version 1.0.x of SC4) and attempting to run it on Original SimCity 4 will cause the game to crash. Because of the massive changes to how transit networks are handled in SimCity 4 Deluxe/Rush Hour, it is not possible to make a version of the NAM that is compatible with Original SimCity 4 (ditto with 99.999% of all custom content out there, which requires Rush Hour/Deluxe).

Note: This list is continually undergoing additions and construction.
Here, you will find answers to some frequently asked questions regarding the NAM, including common technical support issues. It also covers optional NAM Components, like the RHW, SAM, etc. If your question is not answered here, the quickest way to get a response is generally by posting in the NAM Issues Thread at SC4 Devotion, or the NAM General Discussion Thread - 2nd Edition at Simtropolis. Please note that this particular thread is not intended for asking new questions or commenting. Any irrelevant posts will either be moved or deleted by the site staff.

WHERE TO DOWNLOAD


Note:
STEX = Simtropolis Exchange (http://www.simtropol...ry/1-simcity-4/ )
LEX = SimCity 4 Devotion Lot EXchange (http://sc4devotion.c...lex/Default.htm)
You must be logged in at either of these exchanges in order for the download links to work properly.



Network Addon Mod Version 32

Simtropolis STEX
SC4D LEX
ModDB Page

Please Note: Due to Apple's removal of Rosetta, we are no longer offering a separate NAM for Mac package, and will not provide technical support to Mac users.  We recommend that Mac users run the Windows version, using either a dual-boot system (e.g. Bootcamp) or a kernel layer like WineSkin.

NAM Common Technical Support Issues

1. Why am I getting a red arrow, preventing me from placing certain puzzle pieces, like Avenue Roundabouts or RHW pieces?

Spoiler

2. What is the correct order for installing the NAM and its Plugins?
Spoiler

3. After installing the latest NAM, why do my Railroads, Light Rail and Monorail no longer work?
Spoiler

4. Why is my game crashing to desktop after placing puzzle pieces?
Spoiler

5. What is going on with the traffic simulator options?
Spoiler

6. After installing the latest NAM, why are there missing textures at my Road intersections?
Spoiler

7. What is BSC Cleanitol?
Spoiler

8. Should I DatPack the NAM?
Spoiler

9. When is the next NAM coming out? Or the next RHW, etc.?
Spoiler


Edited by Tarkus, 15 March 2014 - 02:03 PM.
Links updated.


#2 Tarkus

Tarkus
  • Member
  • Court Official

  • 2,280 posts
  • LocationOregon
Awards
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  

Posted 19 February 2010 - 01:10 PM

RealHighway Mod (RHW) FAQ
(formerly Rural Highway Mod)


1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?
2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?
3.  Why am I getting RHW Version 3.0 textures showing up?
4.  When is the next version coming out?
5.  Why the name change from "Rural Highway" to "RealHighway"?
6.  Is the RHW Left-Hand Drive (LHD) compatible?
7.  What is the MIS?
8.  Can the RHW make bridges and tunnels?
9.  Why are only freight trucks able to use my RHW-4 or RHW-6 neighbor connection?
10.  What's new in RHW Version 4.0?
11.  What will the next version include?
12.  What's the difference between the "S" and "C" versions of the RHW-6?
13.  What are all the networks currently included and in the works for this project?
14. What's going on with the Euro texture end of things?
15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?
16.  Why are the interchanges larger than Maxis?
17. Will "Maxis-styled" plop interchanges ever be produced for the RHW?
18.  What about traffic signals for the RHW?
19. How do I make Neighbor Connections with the Wider RHWs?
20. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?
21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?


1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

Yes.  While long thought impossible and completely locked in the executable, jondor successfully devised a method for displaying the RHW on the Region Transport Map View.  He released a mod enabling this functionality, which can be found here.  Please read the documentation enclosed with the mod for more information on how to use it.


2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?

The only thing which causes this issue is outdated transit mods in your Plugins folder (old versions of the NAM, RHW, or other high-level transit mods with altered RUL files).  It is suggested that you delete your NAM folder from your Plugins, then run the BSC Cleanitol definition included in the NAM July 2009 Download, then reinstall the NAM Components in the following order:

1. NAM May 2010
2. RealHighway Mod Version 4.0

(If you are running the SAM, HSR, or any other current NAM components, they may be installed any time after installing the NAM.  The NAM Essentials July 2009 package update is not required, and contains files you already have if you have the July 2009 NAM Core.

If you have a DatPacked NetworkAddonMod.dat file, it's possible it is outdated and thus, may be the root of your problem.  Simply delete the DatPacked file, and it should solve the issue. 

For more information on this issue, please see the NAM FAQ Item #1.

3.  Why am I getting RHW Version 3.0 textures showing up?

You still have Version 3.0 (or Version 3.2) files sitting in your Plugins folder, which are overriding your Version 4.0 installation.  The file structure has changed in Version 4.0, so installing it will not automatically overwrite your previous installation.  As such, you must remove/delete any previous RHW files before installing Version 4.0.


4.  When is the next version coming out?

Version 4.0 was just released on May 9, 2010.  As far as Version 4.1 and beyond, we have no idea.  Enjoy 4.0 in the meantime!


5.  Why the name change from "Rural Highway" to "RealHighway"?

The project was originally named the "Rural Highway Project" back in 2005, when it started, before many of the later innovations in the current mod had even been conceived.  Yes, it can still be used in rural areas, and we are planning to extend the more "rural" features of the mod even further as development continues, but really, it's also become a multi-purpose network that is designed for building realistically-scaled highways and interchanges in urban and suburban settings as well.  In addition, there's been proposals throughout the past 4 years to change the name from "Rural Highway" to something else at various points.  RealHighway was chosen as it: a) has historical precedence, having been suggested by project founder qurlix back in 2006, b) it retains the acronym "RHW", c) removes the "rural-only" stigma.


6.  Is the RHW Left-Hand Drive (LHD) compatible?

Yes, it most definitely is.  Make sure you have installed the proper LHD compatibility files in the installer, however, and that you've installed the NAM's LHD Plugin as well.


7.  What is the MIS?

MIS stands for Modular Interchange System.  It is a feature that was introduced as part of Version 2.0.  The MIS is a new network tool for creating interchanges with the RHW.  It involves a series of draggable and small ploppable ramp segments, allowing for thousands of new interchange possibilities.  It will be further expanded in future updates to the RHW mod.


8.  Can the RHW make bridges and tunnels?

The RHW, with the release of Version 4.0, has bridge functionality.  The first set of Plain RHW bridges, developed by smoncrie for Version 3.0, is included in the mod.  choco and Blue Lightning have a number of bridges under development, including some for the Wider RHW networks.

Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time.  Some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, have been added in Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button.  For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of blahdy's Boston Big Dig (BBD) lots or buddybud's underpass lots, which utilize the Subway network. 


9.  Why are only freight trucks able to use my RHW-4 or RHW-6 neighbor connection?

In order to create a neighbor connection with the RHW-4 or wider or the MIS, you will need to use the new Neighbor Connector Pieces, new to Version 4.0.


10.  What's new in RHW Version 4.0?

RHW Version 4.0 includes numerous new features:

   
  • New FLEXFly (FLEXible FLYover) system by Blue Lightning added, allowing for elevated flyover ramps.
  • New Draggable Ramp Interfaces (DRIs), allowing for easier construction of interchanges.
  • Greatly improved Neighbor Connection functionality, with the addition of new Neighbor Connector Puzzle Pieces.
  • RHW-8C (compact) network added, occupying 3 tiles with a slight overhang on either side.
  • RHW-6S converted from a 4-tile network to a 2-tile network with overhanging models.
  • Fractional Angle RHW (FARHW) pieces added, allowing for fractional angle RHW-2, RHW-4, RHW-6S and MIS Ramps.
  • Wide-Radius Curves added for RHW-2 and MIS networks.
  • Improvements to RHW-6S, 6C and RHW-8 diagonal functionality.
  • New puzzle pieces added to allow for construction of Single-Point Urban Interchanges (SPUIs) and the Diverging Diamond Interchange (DDIs).
  • Diagonal Y-Splitters added to the MIS Ramps.
  • Improved diagonal functionality for RHW-4, ERHW-4 and EMIS, including new intersections.
  • New default North American texture set, blending the traditional "RHW look" with the scaling improvements introduced in version 3.0.
  • Numerous new ramp interface and transition pieces.
  • New diagonal overpass puzzle pieces for the ERHW-4 and EMIS.
  • FLUPs underpass system compatibility.
  • New cosmetic pieces, allowing finer control of the look and feel of your RHW networks.
  • New filler pieces for all networks, allowing more flexibility in tight spaces.
  • New bridges, including bridges for wider RHWs, by choco (downloaded separately).




11.  What will the next version include?

You'll just have to wait and see.  We like to surprise people. Wink  You'll probably be able to get a general drift from the development pics shown here, though.


12.  What's the difference between the "S" and "C" versions of the RHW-6?

The "S" version is the "separable" version--it acts similarly to the RHW-4 in that the two halves of the highway do not have to be adjacent, allowing for variable width medians.  It does, however, take up more room (4 tiles of right-of-way).  The "C" version is the "compact" version, which were made to address the space concerns, and it only take up 3 tiles, but cannot be separated.   The RHW-6C, provided one has NAM Simulator A installed, will also have increased capacity over the RHW-4, but less than the RHW-8.

The "S" version will be changed to a 2-tile setup with a slight overhang in the next RHW release, which will make the network more flexible.  The capacity will remain the same.


13.  What are all the networks currently included and in the works for this project?

Here are the basic ones, which will give you an idea of their size:

Wider RHW Types and Space Consumption
RHW Type Tile Width
RHW-2 1 Tile
RHW-4 2 Tiles
RHW-6C 3 Tiles
RHW-6S 2 Tiles1
RHW-8S 4 Tiles
RHW-8C 3 Tiles1
RHW-10 4 Tiles
MIS-1 Ramp 1 Tile
The RHW-4 and MIS Ramps also come in an Elevated Form at 15m, which line up with the NAM Elevated Road/OWR/Avenue puzzle pieces.

1--These networks have slight overhang onto adjacent tiles.

Here is a listing of their capacities.  The values are based off the different flavors of Simulator A and Z, the only two Simulators fully compatible with RHW Version 3.0.  Different simulators will have different values set.  Note that the game handles capacity on a per-tile basis, not a per-lane or per-path basis, so some additional width on the wider networks may just be "functional eyecandy" (automata can and will use the extra width not accounted for in the capacity).

In addition, as per a discovery made by myself and jplumbley in September 2008, network tiles with paths in 3 or more directions are technically considered "Intersections" by the game, and thus, the Intersection and Turn Capacity Effect modifies the capacity of those tiles.  The TLA networks have a series of "crossover" paths, which result in paths exiting from 3 or more directions, so they qualify.  The crossover paths on the RHW-6C, RHW-8 and RHW-10 thereby render those networks to essentially be intersections.  In order for the networks to function at a proper capacity, the first number of the Intersection and Turn Capacity Effect in the Simulator must be greater than or equal to 100%.  With Simulator A, it is set to 150%, and with Simulator B and Simulator Z, it is set to 100%.  Thus, Simulator A, B or Z will be required for proper functionality with RHW Version 3.0 and the Wider RHW networks.

Do NOT use the "Standard", "Better Pathfinding" or "Perfect Pathfinding" options (Simulators C, D and E) with RHW Version 3.0.  They are not compatible and will result in improper Wider RHW functionality.

For more information on this phenomenon, please read jplumbley's post here

Below are the capacities for each RHW network, based on the different "flavors" of the two compatible simulators, A and Z.
(Note: This table is under construction to reflect latest NAM developments on traffic simulators.)

Capacity for RHW Networks on Per-Tile Basis
RHW Type A Hard A Medium A Easy B Hard B Medium B Easy Z Low Z Medium Z High Z Ultra
RHW-2 4200 6250 9400 4800 7200 10800 6000 10000 15000 30000
MIS Ramp 4200 6250 9400 4800 7200 10800 6000 10000 15000 30000
RHW-4 8400 12500 18800 9600 14400 21600 12000 20000 30000 60000
RHW-6S 8400 12500 18800 9600 14400 21600 12000 20000 30000 60000
RHW-6C 18900 28125 42300 14400 21600 32400 18000 30000 45000 90000
RHW-8 25200 37500 56400 19200 28800 43200 24000 40000 60000 120000
RHW-10 25200 37500 56400 19200 28800 43200 24000 40000 60000 120000
14. What's going on with the Euro texture end of things?

mrtnrln released a Euro RHW set for Version 4.0 based on the default Version 3.0 set, which is available on the STEX at Simtropolis.

Shadow Assassin is working on an update of his popular international texture set for Version 4.0 as well.  The existing SA RHW Euro Set is not fully compatible with the new RHW Version 3.0 release, due not only to the substantial number of new features added since the set was created, but also due to Instance ID changes designed to mitigate the "texture artifacting" bug that afflicted RHW Version 2.0.

Much like the actual RHW mod, there is no set release date for any aftermarket texture sets.

15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

There will not be a SAM-type setup for the RHW.  While it is a nice idea, it's simply not feasible, as it would require producing likely 3-4 times the number of puzzle pieces.  Considering that once the system is built out to its full extent, there will be literally hundreds of puzzle pieces included with the RHW, it would be far too much work. Not to mention it could possibly overload the IntersectionOrdering RUL (RUL 0x10000000) for a merely cosmetic modification. 

16.  Why are the interchanges larger than Maxis?

The RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.  Check out the Tutorials and Guides section for more information.

17.  Will "Maxis-styled" prefab/plop interchanges ever be produced for the RHW?

No.  The massive amount of time required in making one, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable. 

18.  What about traffic signals for the RHW?

The idea has been discussed, but due to the fact that many users have significantly different views on what the RHW is and should be, any addition of traffic signals and traffic control devices will be through Optional Plugins and not included in the actual RHW mod.  Furthermore, because the RHW does not fully support Stop Points in its paths, any traffic signal applied to the RHW will be "eyecandy only" and cannot synchronize with the Automata/in-game traffic.


19. How do I make Neighbor Connections with the Wider RHWs?

Place the appropriate Neighbor Connector network piece over top of your RHW where the neighbor connector arrows appear at the edge of your city tile, and then connect all RHW carriageways with the "Underground Loop" pieces (the little blue arrows with the "N" in the middle).


20 How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

With Version 4.0, it is now possible.  New fillers have been added and the existing pieces have been adjusted to be easier to use.


21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?

At this time, no.  That functionality will be added in a future release, after Version 4.0.



#3 Tarkus

Tarkus
  • Member
  • Court Official

  • 2,280 posts
  • LocationOregon
Awards
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  

Posted 11 April 2011 - 06:58 PM

Network Widening Mod (NWM) FAQ

1. I can't place the NWM puzzle pieces, and I'm getting a gray mouse cursor or red arrow. What's wrong?
Spoiler

2. I'm getting an "##Intersection Placement String Missing##" message when trying to plop NWM pieces. What's wrong?
Spoiler

3. When is the next release coming?
Spoiler

4. What networks are included?
Spoiler

5. Why are you using Roads instead of Avenues for the multi-tile two-way networks?
Spoiler

6. Do these networks allow for full RCI zone access?
Spoiler

7. Will these networks show up on the Region Transport View?
Spoiler

8. What about neighbor connections?
Spoiler

9. What is planned for Euro textures?
Spoiler

10. Are these networks be able to interface with the RealHighway mod in the first release?
Spoiler

11. Is this mod compatible with the existing Road Turning Lane (RTL) Plugin?
Spoiler

12. How are turn lanes implemented?
Spoiler

13. What are you planning to do with streetlights, traffic signals, and rail crossing gates?
Spoiler

14. What Traffic Simulator Plugin options are required for the NWM?
Spoiler

15. What are you doing regarding T-RAM integration?
Spoiler

16. I am having difficulty using U-Drive-It (UDI) on the TLA networks. What should I do?
Spoiler

17. Will these networks actually improve capacity or are they just eyecandy?
Spoiler

18. I've heard rumors of the OWR-1 being switched over to a Street-based OWS-1--what is the current plan on this? Are you getting rid of the OWR-1?
Spoiler

19. How come cars on TLA-3/5 networks are making left turns and disappearing and cars on OWR-4/5 are going in circles in the middle of the road?
Spoiler

20. I am getting grass textures colliding into my NWM transitions, creating a weird transition. What is going on here? Have you guys found a fix for this?
Spoiler

Edited by CaptCity, 12 December 2011 - 11:48 PM.


#4 A Nonny Moose

A Nonny Moose
  • You've got to be kidding!
  • LocationHensall, Ontario, Canada
Awards
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  

Posted 10 August 2013 - 10:51 AM

Hey, Tarkus, I think this thread needs a general update.


 

 

Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
I haven't lost my mind -- it's backed up on tape somewhere.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users