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Tropod

NAM General Discussion Thread

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Whoa, Chozo.  I'm gonna be busy...
*checks his schedule*
for forever 3.gif
 
Seriously, though.  Awesome job on these.44.gif
 
I'm not sure how many of the different variations I'll be able to get into the game before my thumb gives out (I use a trackball, if anyone was wondering), but we'll plug through these as quickly as we can.  I am going to first start working on ardecila's Avenue Y-Intersection, which shouldn't take too long since it is a smaller model.  After that, I would like to work on your collection in roughly this order:
1.  All Elevated Y-Intersection
2. Ground/Elevated Stack (both orth/orth and diag/diag)
3.  Ground Diag over Ground Orth
4.  All Ground Y-Intersection
After that, my order preference is a little less restricted.  I assume that ardecila and others will come up with other ideas.  As I've mentioned before, I will be working mostly on new intersection types that are currently not possible in the game.  Any new intersections that are just face-lifts of existing ones will be put on the back-burner.  To answer your question more directly, I would like to get all of the combinations into the game.
 
This brings me to another thought.  The four items on the list above (plus the avenue Y) could take me up to four months to complete.  If anyone would be willing to help out with these (and has the time and commitment to see it through), I could certainly use the help.  I would be willing to teach someone what to do, but a familiarity with BAT, the Reader, and a few other modding aspects would be required.  If you think that you fit this description, send me a PM and we'll arrange some time to go over things in chat.
 
-red

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

Orthogonal means straight sides, literally.


How about the diagonal/diagonal stacks? They shouldn't require too much extra work on your part, just rotating and a little squeezing should do the trick.

Since Chozo is already working on the highway Y-int, I'm not really sure what to do next. There have been plenty of requests for SPUIs, so I might look into that next. First I'd have to look into how traffic works on the in-game diamond interchanges. Once I do that, I could say for sure whether SPUIs are possible.

I could also do some prelims on the diagonal-trumpet-into-straight and straight-trumpet-into-diagonal intersections, if someone hasn't done it already.

As for the helping out, RedLotus, I'm interested. I'm gonna take a few days to make sure I'm comfortable with Reader, then I'll give you a decision.

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Couldn't you make trumpet interchange?!
I think it's not so difficult to make, and we need a different T interchange..
 
/idealbb/files/trumpet.jpg
 
/idealbb/files/transfil.jpg
 
 
Oh..and I also tried to recreate the Modified Cloverleaf posted before....
That's what I got...
/idealbb/files/Modified
 
 Edit the post if this thread is not the right place to show it to you...12.gif
 

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

Oh, so that's a trumpet interchange. For the moment, I'm sticking to RedLotus' idea of only creating intersection possibilities that don't exist yet.

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Date:6/20/2004 8:40:14 PM
Author:The Great Chozo

Date:6/19/2004 8:32:38 PM
Author:ryanb_sc4


TGC - I'm probably asking for everyone when I ask, 'When is this stack going to be ready?'

quote>

Well Ryanb, I think you actually are asking just for yourself. The people who need to know, know the status of these stacks. I apologize for the stacks not being ready sooner, but there is something called real life that I give precedence over gaming. I am not 13 years old anymore, and I can't spend every waking hour of my day in front of my computer. Patience is a virtue my friend, remember that. (and by the way, it still won't be ready for quite some time, as it has to be modded, and path files need to be written, etc.......) So in the meantime just sit back and enjoy the progress.

Ok that being said, I have a most welcome update for all of yall.

As some of you may know, I had to resize the ramps and medians on all the models, as well as add the 'Maxis style' supports to some of the models that didn't have them already. Well most of them are done, and here are shots of the first 6 stacks that I have finished.

The 'Normal (or Maxis style)' Stacks:

Comments anyone ??

The Great Chozo

quote>

Arr, yeah. Nice work!!! Just one thing I've noticed though is the texture issues on the ramps... I realise that these are by no means final, but I just noticed it. It's still good though, and the width on the ramps is a definite improvement... I'd feel much safer driving on that stack than the previous one 18.gif. Also: have you considered some sort of sign on those bracket-like supports (the ones that go over the highway underneath)? just that I think that'd look hella cool. If it's not possible, it's not necessary, just a thought.

And yes, patience is a virtue, a realisation made by few people these days, unfortunately. 30.gif

Keep up the good work, TGC! And that goes for everyone else involved in development of this mod - you all deserve credit.

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/idealbb/files/overpassproblem.JPG
 
tropod heres my a shot of 2 overpasses that dont show up.  i already fixed them.  but sc4 blew up and i dont think i saved so let me know if you want the actual city. 
 
 

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I would just like to post a thank you for the abilities imparted by thius mod.  They are all greatly appreciated and welcome additions and I can not wait to see what else becomes of this mod.39.gif

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  • Original Poster
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    Date:6/21/2004 6:53:45 AM
    Author:a11eria

     
     
     
    tropod heres my a shot of 2 overpasses that dont show up.  i already fixed them.  but sc4 blew up and i dont think i saved so let me know if you want the actual city. 
     
     

    quote>

    I can't see anything in the games files that would prevent this from appearing. And I've even tested this overpass myself [just now; before posting this]. It's the same overpass in both spots, Road over Avenue. So unless you've got the most recent update [which should be NetworkAddon_Beta_06.19.04_B -look at the Unzipped folder name for version], there'll be nothing I can do really to help at all [there's no point bothering trying to pinpoint any problems, if you don't have the latest version].

    I will say this though; I find it odd that nothing would appear. I can only imagine that there's a missing file or something is conflicting with this, as I can't think of anything that might cause this to occur.

    If you've gone and built this, exited the game, removed the mod, then started the game and loaded the city, well then of course this is to be expected. Otherwise, I'm not really sure what it is you're trying to get across42.gif.

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    Posted:
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    hi,

    i had this idea!

    cant you guys make something like this

    A river bank set like pegs,
    and on top of it a boulevard,

    that would be so cool to make coastal roads,
    and mountainroads.

    here are some photoshopped images

    idea2.jpg
    these are the lots i mean

    idea1.jpg
    these are with a boulevard on top


    no one who likes the idea?
    42.gif

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    Date:6/21/2004 8:28:35 AM
    Author:lord titan

    hi,

    i had this idea!

    cant you guys make something like this

    A river bank set like pegs,
    and on top of it a boulevard,

    that would be so cool to make coastal roads,
    and mountainroads.

    here are some photoshopped images


    these are the lots i mean

    these are with a boulevard on top


    no one who likes the idea?
    42.gif
    quote>

    Maybe it has got something to do with the fact that I have said countless times; what we do in this thread has nothing to do with LOTS 21.gif.

    I suppose though, something like that is possible within the realms of what this thread is about. The Road/Rail/OneWayRoad/Avenue networks, could be modded so that they're all raised [& actually, the Road-based ones already are, kind of2.gif]; but there's a few different methods this could be done, one more easier than the other, and one with more flexibility than the other; not to mention the difference involved with the amount of modding involved to do such a thing [& the file size to go with it].

    So, the current Avenue Puzzle Pieces that exist with the mod will have to do [just fine]. If someone wants to replace them though, well they may want to talk to myself or Redlotus first before even contemplating such a thing.

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    I think this was mentioned before, but it might not have been this thread, but I was wondering if someone would be able to make a new ground highway to elevated highway piece. When connecting the two highways together ingame you get an unrealistic slope for a highway, it should be a nice gradual slope across several tiles.

    Also, all this work everyone is doing on this project is amazing! Thank you to everyone involved in making it happen. 9.gif

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    i like the puzzle pieces a lot...however when i try to do it i feel i HAVE to do it in order. like i cant place where i want the road to go under an avenue then go back and place the inbetweens (start/end and the actual overpass. and also the road underneath didnt connect to the existing road already layd out.


    also is there any way the puzzles can turn so that a road can go straight under neath

    ================\ /=================
    (^raised,groundv)\(but viewed from up-top)/
    ------------------\======================/-------------------

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    heres a general question about mods and lots that you get from simtropolis..and other sites.

    can you edit the file name at all?

    can you make subfolders to put say landmarks together and diferrent transit stations?

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    Posted:
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    I can confirm this conflict, and I found another one with the ground to elevated rail (that can be found on one of those Japanese sites). In both cases, some textures are mixed up. Here are the conflicting TGIs:
     
    oppie's canal set:
     
    OppieCanalWaterTile-0x5ad0e817_0xcdbbc38_0x400000.SC4Model - FSH file TGI:
    7AB50E44; 0CDBBC38; 00400420
     
    Japanese rail-to-el-train:
     
    HaS_Trst_RailToElev_cd4024b1.dat - FSH file TGIs:
    7AB50E44; 0D2E3B53; 00400420
    7AB50E44; 0D2E3B53; 00400421
    7AB50E44; 0D2E3B53; 00400422
    7AB50E44; 0D2E3B53; 00400423
     
    NetworkAddonMod.dat - FSH file TGIs:
    7AB50E44; 1ABE787D; 00400420
    7AB50E44; 1ABE787D; 00400421
    7AB50E44; 1ABE787D; 00400422
    7AB50E44; 1ABE787D; 00400423
     
    As far as I can tell, these are the only 0040042x instances in the Network Addon Mod, so I suggest it's easier to change them rather to change the canal set or the rail-to-el connection.

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    Ok im going to feel really stupid if this has been covered but when i install just the network addon file and make sure and delete the older version i get a few problems. In the game the puzzle peices and the new interchanges wont work they just show up as a single blank tile with a red arrow before you plop them. Perhaps another mod is conflicting this or maybe im just doing something incredibly stupid. Either way i need help.

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    Andreas Roth, could you possibly link me to where you got the ground to elevated rail lot? I've been searching for it, but only found the ground to subway lot...

    And Joerg, yea, conflicts.

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    Date:6/21/2004 6:03:27 PM
    Author:Pkmnrulz240

    Andreas Roth, could you possibly link me to where you got the ground to elevated rail lot? I've been searching for it, but only found the ground to subway lot... 
    quote>

    I'm afraid, no. But I'm almost sure it was on the same site as the ground to subway thingie. Try searching the Japanese BAT thread, or maybe ask there.

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    Hey everyone,

    First I want to express my gratitude to everyone who's contributing to extending the life of SC4 by creating some more content, especially MODders and BATters. I know how much work all this is (and also how much fun it is sometimes or pleasure when making a breakthrough) and I think too many people don't realise that and keep requesting new things every minute on the threads...
    Anyway...

    So I come to the point...

    I've tried to follow about the ANT project but I have to say I am a bit confused, I don't really get the point of the modding that is being done. As far as I've understood this leftover network is being developped into another road alike network. Don't anyone think there is enough with streets, roads, avenues, ground highways and el highways? Personnaly I do. I think the best way to improve road alike networks is by creating new interchanges, new over/underpasses, land bridges, etc.
    The only kind of road network which I feel is still missing in SC4 is underground roads and so on. I know we can achieve quite a lot with tunnels but there are still no possibilities to make tunnels turn or cross. I think (if another road network was needed) we should investigate a way to build underground roads like we can build a metro (or subway). Maybe even have some kind of underground interchanges with access roads between the underground network and normal over ground...
    Maybe my drawing will make you understand better... The highway would here join the underground network through ploppable tunnel entrances and then we could either drag or plop underground network pieces (probably in a sunken view of the city like for the metro...). To make the whole thing much more fun we'd then have underground interchanges (here in blue) that let the underground network connect with upper ground...



    If my idea doesn't sound interesting I am a partisan of the light rail project. But to be used more like a tramway, with rails that could be both blended into roads or avenue or just seperate... I've seen some shots of what i'd like it to look like:

    romenn.jpg
    hiru.jpg

    Anyway this was my word... hope it is appropriate in this thread... it could also stick in other threads...
    undrgrndnetwork.jpg

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

    Date:6/21/2004 12:31:20 AM
    Author:ardecila



    How about the diagonal/diagonal stacks?  They shouldn't require too much extra work on your part, just rotating and a little squeezing should do the trick.


    quote>

     

    No squeezing needed, just a little 45 degree rotation on the whole object. Have a look see :

    /idealbb/files/untitled

    Don't worry about the little texture defects on the off ramps, that was a result of vertex editing while creating the stacks. They won't be there in the game, because they will be reskinned (I sincerely hope that this is the last time I have to quote a disclaimer about the textures. HINT HINT WINK WINK 2.gif)

    Thanks for the comments yall, especially you DT, the drooling smiley is a nice touch :)

    Chozo

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    Posted:
    Last Online: A long, long time ago... 
     
    I don't normally double post, but I thought I would in this case.
     
    When viewing the stacks from the Top view in Gmax, with certain elements hidden there are some cool shapes that the ramps form. I got an idea while fooling around just now.
     
    Tropod, and Redlotus both of you work waaaaaaaaaay too hard, almost like yall are getting paid (don't you wish 44.gif). I thought why not give yall your own logo, so I made a quick one, it isn't flashy by any means, but it gets to the point.
     
    Well here you go guys, you definately deserve this in my book.
     
    /idealbb/files/Red
     
    Well I hope you enjoy.
     
    TGC

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    Posted:
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    WJ_Webhog
    whats with that underground thing thats attached to your post and ... also tell me more about that rail mod.  Looks pretty kewl

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    Posted:
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    Tropod is single sidded ground highway exit in the works

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    Posted:
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    Hey Guys,
     
    That project is finished. look through the pages.
     
    -MTLT

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