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NAM General Discussion Thread

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Date: 6/16/2004 8:32:29 PM
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Can someone post some real-life pics of a stack exchange? Thanks. :)


-Vlad
quote>

Check page 8 of this thread:
https://www.simtropolis.com/idealbb/view.asp?mode=viewtopic&topicID=49685&num=20&pageNo=8

Also check out Houston Freeways

I cannot wait for this baby to get done! truly amazing work guys!

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First of all, I am glad to announce that I have found an easier fix to the software mode problem.  Attached is a fix that should texture the intersection for all of you who were having troubles.  As usual, just unzip this file into the same directory as the main mod file.  Let me know if this doesn't help.  **NOTE**  If you are running in hardware mode and don't have any problems with the interchange as it currently is, you do not have to use this fix.  Since I had to reduce the texture file to a quarter of its old size, you would probably notice a decrease in the texture quality.  In short:  Don't use this fix unless the interchange does not display correctly in your game!

Author:smartpig

Re the ground level ortho-diagonal interchange:

Would it be possible to to make one of the blue roadways pass under the red highway and the other pass over? Then the semidirect ramps could exit or enter from the left and there would be no weaving lanes. Also, the semidirect ramps could have a somewhat bigger and more realistic-looking radius.

Hmmm.30.gif  I give up.  Which ones are the semidirect ramps?42.gif  Seriously, though, I cannot split the blue highways like I did with the elevated version.  Doing so would require that I raise the diagonals, which is a little beyond my 3D skills.  Well, I might be able to do it, but the quality would end up less than I would consider acceptable.

Author:  WJ_Webhog

I'm searching and searching but I can't get the signification for ANT...

I can never seem to remember what it means half the time, either.18.gif  I think that it was originally christened the 'Additional Network Tool', although you could also use Add-on Network Tool or (as BM suggested) Alternative Network Tool.

Author:  The Great Chozo

I am working on a Ground to Elevated model, though I don't know if it will be able to be put in the game, but that question is for more knowledgeable people, other than myself.

and

After you read this post, would you mind e-mailing me this model ?

The Ground to Elevated version should be possible.  At least I have a pretty good idea on how to implement it.  Same thing goes for the Y-Interchange.

As for emailling the diag/orth model to you, I'll have to see if I can't dig up your email address.  I assume that you were able to keep your old one.  If not, PM me with your new one.

-red

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Posted:
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Yeah - the paths that the cars TAKE through the intersection would be the same, but the path FILES are locked to the geometry of the terrain. It needs a new set of path files. Also, path files contain all the paths that transit types can possibly take on the tile.

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You should just kinda bend the T interchange so instead of the top being straight, it would be a diagnal.
 
And for Redlotus, although I respect that your doing all these great interchanges, we have a great interchange already for diagnal intersections. also the new one is ugly and takes up more space than nessacery. I would start work on the Y interchange.

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I'm already working on one.  Basically like my avenue Y-intersection (which you can see earlier in the thread), but with highway pieces on each end.  I should have pictures in the next couple days, once I refine the basic shape (which is already made) and texture it.

Joexcooldude -  you realize that those are basically the same in terms of traffic direction, right? That could be possible, but you'd need 4 different interchange models (well, two really, since you could just flip each).  And you WOULD need 4 sets of path files.

\/ <-( I'm working on this)  others ->  \|  |/  \|  |/
|                                                          |  |    \  /

DuskTrooper - the people who think stacks are bad will wish a terrible plague upon your family for bringing such an atrocious concept into a public forum!  Not really a good idea, as no one would use it except you.  Maybe.

My Active Projects:
Y-interchange, avenue (fully modelled, needs rendering)
Orth road over Diagonal highway  (fully modelled, needs textures)
Y-interchange, highway  (model needs refining)

I kind of have a lot on my plate right now, so I'm going to stop taking suggestions for the moment.  I'll still continue to post updates on the above projects, though.

RedLotus:  I love that diag-orth ground interchange.  Could you post a pic at zoom 5?  The details are sort of hard to see at that level.

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Posted:
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Peeps, is ANT network can be use only like a car/ped network, or it may change to another types of transportation?

If so, it can be used just like a very local street railway or tramway. With different textures and so on.
It can be placed between the one way roads, and then we'll got a very great urban looking avenues.

Is it possible?

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Date:6/17/2004 2:28:23 AM
Author:ardecila

I'm already working on one.  Basically like my avenue Y-intersection (which you can see earlier in the thread), but with highway pieces on each end.  I should have pictures in the next couple days, once I refine the basic shape (which is already made) and texture it.

Joexcooldude -  you realize that those are basically the same in terms of traffic direction, right? That could be possible, but you'd need 4 different interchange models (well, two really, since you could just flip each).  And you WOULD need 4 sets of path files.

/ <-( I'm working on this)  others ->  |  |/  |  |/
|                                        |  |      /

DuskTrooper - the people who think stacks are bad will wish a terrible plague upon your family for bringing such an atrocious concept into a public forum!  Not really a good idea, as no one would use it except you.  Maybe.

My Active Projects:
Y-interchange, avenue (fully modelled, needs rendering)
Orth road over Diagonal highway  (fully modelled, needs textures)
Y-interchange, highway  (model needs refining)

I kind of have a lot on my plate right now, so I'm going to stop taking suggestions for the moment.  I'll still continue to post updates on the above projects, though.

RedLotus:  I love that diag-orth ground interchange.  Could you post a pic at zoom 5?  The details are sort of hard to see at that level.

quote>

It was a joke!  And hocus pocus you too!  j/k18.gif


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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  • Original Poster
  • Posted:
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    Well, I've finally managed to figured a way to do OneWayRoad Puzzle Pieces. I am trying to make them, efficiently, so as to make using them as easy as possible for players without sacrificing how they work [this particular aspect has been the hardest part].......now I know how Maxis felt when dealing with onewayroads 14.gif18.gif17.gif.
     
    [image hosted off-site]
    OWRPuzzlePieces01.jpg
     
    These will be ever so slightly different from the Road/Avenue Puzzle Pieces, but they'll still function just fine [if used properly 2.gif - that is the especially tricky part]. Their application though will have some amazing uses I can imagine;
     
    OWRAVEPic04.jpg
    [note the onewayroad there in the 2nd pic]
     
    There's still a number of things that I need to work out, and they need some really good thorough testing still too [by you (beta) folk2.gif]. But in any event, they should be in the next main update [along with some other changes].

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    Posted:
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    Date:6/16/2004 11:15:21 PM
    Author:DuskTrooper

    18.gif
    How about a big 'mixing bowl'18.gif
     
    It is a bunch of highways ending in a massive concrete field ( 12x12 maybe, a huge roundabout type thing. ) where people can drive to another highway.  Sure, slow, but it would be cool!
     
     

    quote>

    a bit like the magic roundabout in Swindon then?

    lifemagi1.jpg

    i used to have to drive through that 18.gif

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    Posted:
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    Yes, I was talking about a 3 full highway intersection. Thanks
     
    Subedei

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    Posted:
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    this is really cool stuff you guys have been working on.

    Where can i download all this stuff?
    44.gif

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    Posted:
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    frogface... that is really confusing how do you drive through that?!?!

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    Posted:
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    Date:6/17/2004 12:12:45 AM
    Author:Tunafish

    And for Redlotus, although I respect that your doing all these great interchanges, we have a great interchange already for diagnal intersections. also the new one is ugly and takes up more space than nessacery. I would start work on the Y interchange.

    quote>

    There's always one in the crowd.21.gif 

    First of all, what I work on is my perrogative.  Though we do have a diag/orth interchange already, it is only the elevated version and I am working on the ground version.

    Second of all, I am waiting for others to finish up their models so that I can start adding them to the mod.  I figured I could start working on the this one while I'm waiting.  However, I don't expect to get it out of the modelling stage for at least a couple of months--AFTER I have added the intersections that others are working on.

    Lastly, as to the quality of the model, if you don't have any constructive criticism to actually help add to the quality, just keep it to yourself.

    ardecila:  I see from your list of projects that the Avenue Y-Interchange is far enough along that I could start adding it to the mod.  Is there any way I could talk you into sending the model my way in its present state?  I would actually prefer to do the renderrings myself since I know a few tricks that would help make reskinning it a bit easier.  It's not a big deal if you don't want to, but if you could let me know, I'll PM you my email addy.

    Thanks,

    -red

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    Posted:
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    Date:6/16/2004 11:58:51 PM
    Author:redlotus



    First of all, I am glad to announce that I have found an easier fix to the software mode problem. Attached is a fix that should texture the intersection for all of you who were having troubles. As usual, just unzip this file into the same directory as the main mod file. Let me know if this doesn't help. **NOTE** If you are running in hardware mode and don't have any problems with the interchange as it currently is, you do not have to use this fix. Since I had to reduce the texture file to a quarter of its old size, you would probably notice a decrease in the texture quality. In short: Don't use this fix unless the interchange does not display correctly in your game!

    quote>

    Redlotus, I tried the the software mode fix, and it works fine. Thanks a lot! (Unfortunately, I had to switch back to software mode due to some graphical glitches my Matrox card produced in hardware mode.)

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    I'm eagerly anticipating that 3-way avenue interchange. If you've seen my last CJ update of Ocean Shores, you'll understand that I've done interesting things with avenues already.
     
     
     
     
     
     

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    Date:6/17/2004 12:20:55 PM
    Author:Buggi


    Okay, I have noticed a fundamental flaw in this design. Not sure if anyone else has noticed or not. 43.gif

    Lets say the red lane is north-south and blue is east-west. How would a south-bound driver get in the east bound highway lane? Same for the northbound needing to head west. I think the clover-leaf style ramps you have need to be connected to the blue highway instead of traveling all the way back down to the red highway.

    On a side note, superb work all... never did I think a year ago that the modding community would be doing this type of work. *claps* 35.gif

    quote>

    Actually, there is no flaw in design, as you can see in the following picture. The clover-leaf style ramps do connect to the blue highway, but the ramps go further to the red highway again for the drivers who leave the blue highway at this point.

    /idealbb/files/Grnd_Diag-Orth_directions.jpg

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    Posted:
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    Date: 6/16/2004 7:28:11 PM
    Author:


    Date:6/16/2004 6:59:48 AM
    Author:arrellb

    Hey, Marrast,

    I love the group of underpasses that you put out on the STEX awhile back. Do you think it would be possible for them to become a functional addition to the NAM if somehow Tropod and others can upgrade them from their 'eye candy' status and remove them from the landmarks menu? Just a thought.42.gif
    quote>

    Actually, these underpasses are functional - the only thing that does not work is U-drive-it, and civic vehicles, such as police and fire trucks, can't pass them. This cannot be fixed since the underpasses are lots, but rail and road traffic goes through them perfectly.


    I attached a ZIP with modified lot files of the three underpasses, they now have custom icons and descriptions, and the lots can be found in the 'misc. transportation' menu. Just unzip them and overwrite the original files.


    Marrast, I hope you don't mind I modded your lots without explicit permission - I loved them right from the beginning, and use them all the time. Great work on the models, and excellent details! 19.gif


    EDIT: Just to make it clear: These underpasses are not part of the Network Addon Mod, and they will not be included because they are lots, no network tiles!

    quote>


    Andreas,

    Thank you so much for this update. I really love what Marrast created also, and I am using these underpasses extensively in conjunction with the NAM. Maybe someday somebody can figure out how to create some for the network.
    Again, many thanks.44.gif35.gif35.gif35.gif

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

    RedLotus: Yeah, sure, you can render it if you want to. I just gotta reduce the poly count first. If I sent it to you now for skinning, I think you'd have a heart attack. There are about 18 tracks of polygons in each deck. Pretty scary stuff.

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    Posted:
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    What about roads etc. under bridges(over land of course)?
    Could someone do this with this modd?

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    Hey, everyone... Yet another victim of relocation & ISP changes here. And boy was there a lot to catch up on! The stacks and overpasses and puzzle pieces all look great, but it was the pedestrian walk-ways that I found most interesting. Given the development limitations of the ANT, I think turning it into a pedestrian network would be awesome! I'd love to use it to connect mass transit depots with commercial plazas. Would certainly provide a different strategy for setting up commercial areas, and might well convince a few more of those rich sims to get on bus/subway. Besides the practicality of it, my down-towns sure would look pretty with some cobblestone sidewalks. Any chance of this being pursued further?

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    Posted:
    Last Online: A long, long time ago... 
     
    This is awesome! Redlotus can you make something like this for the ground/elevated diagonal stack?
     
    /idealbb/files/diag-orth1.jpg

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    Posted:
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    Date: 6/17/2004 3:36:57 PM
    Author:
    What about roads etc. under bridges(over land of course)?
    Could someone do this with this modd?

    quote>


    You would think that the ability to build roads under bridges would have been addressed by now with all of the other more sophisticated functions to mods. I second your request. 1.gif

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    Posted:
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    Date: 6/17/2004 5:12:54 PM
    Author:


    This is awesome! Redlotus can you make something like this for the ground/elevated diagonal stack?



    quote>

    Ooh, I really like the look of that one!19.gif

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