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Andreas Roth

The diagonal streets mod

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Help! i got the nam and diagonal streets don't work! Then i found this thread and sdownloaded it form here but that doesent work! how do i get them to work?

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Well i figured out today that i could make the diagnol streets before actually knowing it.. yet i did make some but i had to do it one square at a time.. do you guys have to do one square at a time or you can just do it regularly?

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is this now in the NAM, i had a look through the readme file for it and could not find any information on it in there. Am probably being blind 7.gif also is the roundabout mod in the NAM too?

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Diagonal Streets have been part of NAM since the last version (0725). But, a new NAM version has just been released (as in, within the last couple of minutes). So I would suggest taking a look at it:
https://www.simtropolis.com/idealbb/view.asp?topicID=64340&pageNo=102&num=30

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Quote -Limitations
 
Please keep in mind that we cannot change the behaviour of the ANT, though. Therefore, it still won't be possible to develop any zones along this network! RCI and civic buildings won't have any road access and must be touched by another network, such as the normal streets or roads/avenues.
 
I thought I read this and I just posted in the Diagonal Dirty Streets thread that I am having no problem (I think) with residential lots placed on the diagonal road/street.  After a couple of years fast game time they still have there Sims and there is no unconnected Zot.  Also placed a farm and it appears to be serviced. 
 
Maybe this was surfaced elsewhere but I thought I would tell you of my observation (Even if it is incorrect).
 
Buck

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Thank you.  Now I guess I got to look up what the ANT does and does not do and why I need or don't need it.  I'm not a newby but you would think so by how little I know and/or remember.
 
Thanks again.
 
Buck

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Hi guys! First of all, I just wanted to say how much I appreciate all the work you guys do. The NAM is the greatest thing to happen to SC4 and all its components bring me joy when I see them appear in my game. However, and I'm entirely sure this is of my own doing, I'm having some problems with the Diagonal Streets mod included in the latest version of the NAM.

Here's what I mean. See how the intersections don't fit together properly and just don't look right? I thought this was a problem caused by my not drawing the street right or something, but I read through this whole thread and looked at people's pictures of perfect diagonal streeted areas (JayStimson and aleking come to mind), and I began to wonder further. Finally, I've decided to come here for help seeing as how you guts are such masters of the game and how it works, etc. Take a look at this test neighbourhood:

westburycountynov1041128883901.png
 
     Based on the stuff shown in this thread, I know that turn and intersection with the road aren't looking right. Hopefully with your help, I can figure out what's wrong and experience this wonderful mod at its best.
 
Jamie 40.gif

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It's not a problem with your game; it's simply a limitation of the game. Either draw that area in such a way that you don't get those intersections, or just leave it. I know it's pretty annoying, but it's the best it can do.


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  • Original Poster
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    It may be possible to create special rules for such intersections, but I'm not an expert on this territory. Of course, this would also mean to create many more textures. I suggest to be more flexible with laying down your streets, i. e. starting the left intersection with a small orthogonal stretch and change it to diagonal one time further (of course, this would require moving your railway in this case).

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    Posted:
    Last Online: A long, long time ago... 
     

    Thanks for the help guys. I wasn't implying that there was a problem with the game, I was just wondering what I was doing wrong to get the streets to look like that. Anyways, I'll try to make the networks a little more flexible and hopefully things will work out! Thanks once again!

    Jamie 40.gif

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    Very interesant !!! 19.gif

    That's one of the things that bugged me too.

    Look forward for some more info and off course the release....


    PCk4tXG.jpg

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    Date: 10/21/2005 1:01:26 AM Author: Keiran Halcyon Wow, that's sweet. How'd you do it? Puzzle pieces?
    quote>

    It looks like it was done with puzzle pieces. The images are too bright to be drawn textures. This would definately solve the issue of the diagonals having to be completely FLAT. Good job, ArkenbergeJoe! To make the images on the pieces match the drawn network textures, the images need to be darkened 30%. Andreas, could you translate this for him?

    -Swamper77

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    Date: 10/20/2005 1:53:15 PM Author: ArkenbergeJoe

    hi

    Mein Problem: Diagonale Strassen brauchen ein vollkommen ebenes Gel

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    @andy33b: It's only the last tile of a diagonal street that can be sloped. Basically, a diagonal street is a series of zig-zag curves for the game, with modified textures and paths for the traffic. Every network will level itself when you lay it down in this zig-zag pattern. Since these puzzle pieces that contain a diagonal piece of street are slope-conforming independent of the surrounding tiles, you can do diagonals on slopes.

    @ArkenbergeJoe: Swamper77 sagte, da

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    Translation:

    The current textures were only made for testing purposes, to see if it works right. In a post in SimForum, frimi said that slope conforming diagonal streets possibly could be created with adding new exemplar files - does someone know more about this?

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    Translation:

    I managed to create wealth-dependent textures. I used the original street texture, but I don't know why it's brighter.
     
     
    @ArkenbergeJoe: Aus irgendeinem Grund werden Texturen von 3D-Modellen heller dargestellt als Base-, Overlay- oder Netzwerk-Texturen. Deshalb hat Swamper77 ja vorgeschlagen, die Texturen um 30% abzudunkeln.
     
    For some reason textures on 3D models are displayed brighter than base, overlay or network textures. That's why Swamper77 suggested to darken them by 30%.

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    Translation:
     
    I did some more testing and found out that the game seems to create a separate street texture below the one from the S3D file [which I deactivated temporarily]. This one has the same color as the in-game streets and changes according to the surrounded zones. My problem is that when I build these puzzle pieces in undeveloped terrain, there are no textures. They will show up, once I zone RCI, and they even stay when I remove the zones afterwards.

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    Posted:
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    Date: 10/23/2005 3:36:57 PM Author: Andreas Roth
    Translation:
    I did some more testing and found out that the game seems to create a separate street texture 'below' the one from the S3D file [which I deactivated temporarily]. This one has the same color as the in-game streets and changes according to the surrounded zones. My problem is that when I build these puzzle pieces in undeveloped terrain, there are no textures. They will show up, once I zone RCI, and they even stay when I remove the zones afterwards.

    quote>

    Maybe you need to check and adjust this propertie:
    LotConfigPropertyZoneTypes --> you need a 0x00 value for the unzoned areas
     
    I hope it helps, not sure though 34.gif.

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