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This looks awesome, but where is the stack interchange that you used to be working on?  I have been looking so foward to it, and last time I asked about it my message seemed to be ignored.  Can you give us an update on it Great Chozo???

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I have a question regarding the

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ScLu;

You only need to use ONE out of EACH of the categories. That is, One Traffic.dat, and One Automata.dat. DO NOT use two from each category, that will mess you up hardcore, lol.

I hope that helps.

 

 

 

Date:7/11/2004 3:49:03 PM
Author:FireSka

This looks awesome, but where is the stack interchange that you used to be working on?  I have been looking so foward to it, and last time I asked about it my message seemed to be ignored.  Can you give us an update on it Great Chozo???

quote>

 

FireSka,

Your last message wasn't ignored, it was......... well..............  yeah ok it was ignored, but for the record I don't remember seeing it, but I have been gone for awhile, so that might explain it. I apologize for not getting back to you on that.

The stacks that I was previously working on, have been finished. The models for them are done but the modding for them has yet to be finished, more on this below.

You see there is far more work to do, than me just pumping out a model. Lets say that the modelling is phase one, and the MODDING is phase 2 (some people seem to forget about this part). Well the Elevated over Ground interchange is now in phase 2. It will be there, until it is done. If you want a timeframe on that part ask Tropod or Redlotus, and either one of them can tell you how long that part takes. This isn't something out of Dusktroopers BAT thread, so I have every intention of getting itinto the game, I am not just posting it for looks 2.gif.

And while the Ground over Ground, and Elevated over Elevated stacks are very good looking, it has been determined that they won't be worked on just yet, becasue they are just simply a facelift of an already functional part of the game. The manpower is going to be used on getting things that weren't previously possible in the game, to be now be possible in the game. This means that the Elevated over Ground Highway Interchange Stack Blah Blah Blah, that I have already made will be worked on first, and it is in fact being worked on right now (phase 2 remember 3.gif). After that is done, then the Y interchange that I have just posted will be worked on. AND THEN, once that is all said and done, the other facelift stacks will be worked on. This is something that I have no control over, because this is how Redlotus wants to do things, and to be honest I actually support it. I am in favor of using our time wisely, which means, modding previously impossible game elements, as opposed to just fancying up the existing elements.

So here is a quick summary, and if you don't like it, then too bad, but this is the way it is going to be:

Ground over Ground Stack  -----  Will be completed later

Elevated over Elevated Stack  ------  Will be completed later

 ---  both of the above are as time permits projects ---

Elevated over Ground Stack  ----- Currently in Phase 2 ( the modding part)

3 Way Y Interchange  ------  Next in line behind the El over Gnd. Stack ( this is the one that I have just posted earlier today.)

Various variations on the Y Stack ---- will be worked on as time permits, and if deemed wanted and necessary

Diagonal Intersections ,

        Ground over Ground ----  once again these are facelifts, so as time permits

Elevated over Elevated  ---- see above, as time permits

Elevated over Ground ------  will be worked on as soon as the model is revised for the final time, then it will be put in queue most likely behind the Y.

 

A quick word about the different styles:

As you may have noticed, there are two different styles for these stacks. One with Maxis like Boxy supports, and one with fancier supports that I have deemed Mars style. We are going to be using the Mars style supports, as they look better, and when reskinned, using the texture that is on the current supports in the game, they will blend in and give your roadways some architectural variety.

 

There's your update FireSka. I hope I don't come off like a Jack Ass, but once the model is done, it is out of my hands. So be patient and before you know it, we will have sims driving on these new roadways.

I am particularly looking forward to the 3 Way Y, just because of the versatility it will bring. So if I had my way, then I would work on it first, but I don't do the final modding, so that is that.

Well, I am glad that all of you enjoy these creations of mine, I have enjoyed building them.

I am now going to set my sights, on getting the SPUI that has been talked about for awhile into a model.

Cheers,

Chozo

If you thought I was being mean, then here is a duckie to console with 40.gif , hell I'll give you 3 more 40.gif 40.gif 40.gif.

Tropod, Red, if you feel the need to correct me on any of this, then go right ahead, but I was basicaly usiing Red's e-mail as a basis for this post.

Lotus, if you need anything else from me, other than that model, for your tute, then let me know.

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Thanks Great Chozo for the update!  I do realize that after modding, the pathfinding and other features to make it functional must be worked on, and that is the part I wanted an update on, which I now got.  Thanks a lot and I am looking foward to all of the stacks and interchanges.  I appreciate the amount of time you, Tropod, Red Lotus, and anyone else spends on this stuff.  Thanks to you all you have turned a great game into one of the best games I have ever played!

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Posted:
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I am interested in possibly helping out on the modding side of this project to possibly assist in getting some of these models in the game quicker (maybe working on some of the non priority stuff). I do not have a tremendous amount of time, but I am willing to self-educate by looking at some of the current modding tutorials. Please note that I am starting from square one on this.

I am a programmer by trade, and have a lot of machine code level knowledge, so i will be able to come up to speed fairly quickly.

Let me know, and I would like to get started learning the art of modding.

Please note that I am not capable of 3d modeling, so any assistance would be in modding other peoples intersection creations.

Thanks,
Chris...

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Date: 7/11/2004 7:12:38 PM
Author:
I am interested in possibly helping out on the modding side of this project to possibly assist in getting some of these models in the game quicker (maybe working on some of the non priority stuff). I do not have a tremendous amount of time, but I am willing to self-educate by looking at some of the current modding tutorials. Please note that I am starting from square one on this.


I am a programmer by trade, and have a lot of machine code level knowledge, so i will be able to come up to speed fairly quickly.


Let me know, and I would like to get started learning the art of modding.


Please note that I am not capable of 3d modeling, so any assistance would be in modding other peoples intersection creations.


Thanks,

Chris...
quote>


PM RedLotus or Tropod, as they are the main modders here on this.

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Date:7/11/2004 11:15:45 AM
Author:The Great Chozo

Look Tolomar, you are famous 10.gif.
 
quote>
 
Not only that; I discovered you were listening to DJ Tiesto, one of my favourite DJs. 10.gif
 
The new three-way interchange looks breathtaking, just as much as your stack interchange. Excellent work! Today, I spent about 8 hours modding several BATs and lots into German versions, but I guess that pales against the enormous work the modd sqad does when creating all the incredible stuff we'll find here. Much appreciated! 1.gif

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Date:7/11/2004 7:50:18 PM
Author:Andreas Roth

Not only that; I discovered you were listening to DJ Tiesto, one of my favourite DJs. 10.gif

quote>

Indeed I was Andreas.

I have a very wide range of musical tastes, and when it comes to that type of music, there are very few who can top Tiesto. George Acosta, is another favorite of mine, as well as Oakenfold, but Tiesto takes the top prize. I love his work. And if I remember correctly, the song that was playing was In My Memory.

Thanks for you comments, they are much appreciated.

TGC

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Date:7/11/2004 4:32:15 PM
Author:The Great Chozo

ScLu;

You only need to use ONE out of EACH of the categories. That is, One Traffic.dat, and One Automata.dat. DO NOT use two from each category, that will mess you up hardcore, lol.

I hope that helps.

quote>

Then that means I can't have both higher capacities AND faster commutes at the same time!8.gif15.gif8.gif15.gif8.gif15.gif8.gif15.gif8.gif15.gif

No offense, but I thought Tropod might have covered the compatability issues that might have come up. Can this issue be resolved in the next version? Cause I would really appreciate having multiple files of the same main category, but one of each sub-category.

Note: I'm not making any addon requests, just a request for intra-mod compatability.

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Date:7/12/2004 2:41:38 PM
Author:ScLu

Then that means I can't have both higher capacities AND faster commutes at the same time!8.gif15.gif8.gif15.gif8.gif15.gif8.gif15.gif8.gif15.gif

quote>

ScLu,

No offense but you really should read the documentation that is included with the Mod. Tropod spent many hours working on that, and he didn't do that just so he could increase the file size of the download. He did it so that people could answer there own questions, (such as this one). I'll help you here, but in the future, please read the documentation.

Yes you can have both faster commutes and higher capacities. Go open up the folder that was unzipped with the mod, which contains all of the traffic plugins. There are four .dat files which give you both Higher Capacity AND Faster Commutes.

I'm not going to list them here (well I will post a pic just below this paragraph), becasue I will leave it up to you to find them. There are 30 files in the traffic.dat folder. One Read Me, which SHOULD HAVE BEEN READ BY NOW, and then 29 .dat files which alter the games traffic simulator. Now which one out of the 29 you want, is up to you, but you CAN have what you are looking for.

Edit -- Here you go ScLu, I hope this helps you a little more, but keep in mind that me helping you is no substitution for reading the docs. included with the mod.

/idealbb/files/untitled4.jpg

Now out of the two folders above, you pick one .dat file from each of them and place that in your plugins folder.

 

/idealbb/files/untitled

Now see all the above names. That is what you get to choose your traffic.dat file from. I don't know why you think you can't have Higher Capacities and Faster Commutes at the same. Just look at that file list and see for yourself the 4 files that make that possible. OH and see the Internet Explorer File at the top, that is the traffic.dat file ReadMe, and if you had read it, then I wouldn't have had to post this reply. (but it is ok, cause it raises my post count without having to Spam  **coughDuskTroopercoughcough** )

A WORD TO EVERYONE-----

I speak for Tropod when I say this. PLEASE READ ANY AND ALL DOCUMENTATION THAT IS DOWNLOADED WITH THE NAM. AND IF YOU STILL CAN'T FIND THE ANSWER THERE (which is highly doubtful that you won't). THERE IS A LINK IN THE DOCUMENTATION TO THE Q&A THREAD, WHICH MAY HELPYOU FURTHER. Reading the documentation will help you avoid very simple problems like the one ScLu is having.

Chozo

Well I hope we learned the moral of the story today. Always read the documentation before you ask silly questions. You wouldn't put together an Ion propulsion hyper-drive engine without reading the manual, would you 2.gif 3.gif.

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I DID read the readme.30.gif I guess I just overlooked the files.19.gif

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Where can we download the Network addons by The Great Chozo? Sorry to seem stoopid! 43.gif

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ok its been awhile since i posted on here.... i must have read the documentation about 5 times everytime i download it. cause inbetween is a fairly long period of time and i forget which is better, perfect or better. by the way redlotus which do you use?

also i downloaded and used the i live reader program thing in the back because i actually wanted to contribute to this amazing peice of work, by doing what i want in the game. the elevated rail line over a road, obviously this is hard to do because making the stations would be hard. the train would have to be fairly high from the road in order to place a hanging station type thing. with stairs coming down to the sidewalk. well i looked into it and well im moving in a month so i really dont have time to actually read the documentation on the actual modding itself. i guess ill just have to wait till sept.32.gif

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Hmmm ... I think there should be a thread, locked save for Tropod and the other modders' replies, for updates and such, and one - unlocked and publicly available - for questions.  That might help alleviate some of these stupid repeditive questions.  Look it up in the dictionary, BTW: perfect is 100% good - there is nothing better than perfect.  Use common sense.

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SPUI:

spuiprev1.jpg

Whaddya guys think? It's not as wide as it could be, but the tiles next to the ramp would be virtually unusable. I'm also considering doing the avenue version with two-lane ramps.

Oh, and that slope isn't a mistake. That's how steep the Maxis ones are.

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wow... thats very good i would want that for sure!!! Manns thats good!

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Yeah..the SPUI looks good, but I think the SPUI should be over a ground highway, and not under a elevated one... Thanks everyone who is working in this project!!

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The ground-highway one is coming soon . . I did the elevated-highway one first because it's easier. The ground-highway one is going to be a bit more challenging. Not a lot, just one minor hurdle I have to think through and solve. Namely, how do you get traffic to work accurately on a SimSPUI? I'm not sure if the SC4Path files can dictate a complex intersection like the SPUI's Single Point. With the el-highway, it doesn't really matter, cause you won't see it.

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ardecila
 
That looks pretty good all in all however as someone who has gotten on and off one of the few spuis in the Eastern US and maybe the only in ohio.  I do see a few suttle thing that could be changed. 
SPUI's are generally only done on high traffic exits like say an ave.  Also the right exit lanes have a merge lane dont know how doable this is.  Another thing cant tell for sure or not but the exit lanes should be 2 lanes ie those who are making a left turn will not slow down those making a right turn. Also one of the advantagdes of spuis is the gradual turn you make.  Thus you can make a faster turn and more traffic goes through the intersection in less time. 
One way you could acheive this would be to bring the inside turning lanes closer together.  Yes i know they are touching.  traffic doesnt flow thorugh these lanes at the same time.  I will see if i can find a pic of the sawmill and 270 inaterchange. 
 
here is how OHDOT put what I just said above
 
The SPUI simplifies signalization by bringing all left-turning traffic and thru traffic to one signalized intersection, as opposed to the two signalized intersections used by a conventional diamond. The SPUI uses only three main phases to control traffic, increasing operational efficiency. The SPUI's superior operating characteristics, combined with the increased turning radii and free-flow right-turn movements, allow higher traffic saturation flows. Turning radii for left-turn movements are greater than 100 meters, which allows for a 50 km/hr design speed. An additional design benefit is the reduction in the number of signalized intersections along Sawmill Road and an increase in the distance from adjacent intersections.

here is the link that has everything. 

http://www.highwayengineers.org/scanner72402e.html

Some where someone above posted a link that had some pics.  Sorry for the huge post folks but just wanna get the spui right. 

I hope all of this is helpful

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Everything looks awsome. Keep up the great job you all are doing.   44.gif
 
 
Subedei

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Tropod, I just sent you an e-mail. If you haven't checked it by the time you read this post, then go check it now.
 
----------------------------------------------------------------
 
OK, I thought that I would give you fans out there a little peak into a certain aspect of producing these models for the NAM.
 
The Y is done, and it is in Tropod's inbox. The final things I had to with it, was slice it into one tile sections. Now the whole thing is 16 by 16 and that won't changes, cause these things in real life are that big, and bigger in some locations.
 
There are a total of 102 one tile pieces that make up this model. Here is a shot illustrating that. :
 
/idealbb/files/untitled
 
Can you make out each piece in that picture. (If you can't, you need you eyes checked 3.gif)
 
Now the thing abut the pieces is that they aren't just the model all sliced up and recolored, they are in fact an individual piece. There are 102 one tile pieces, and if you highlighted all of them, then you would see that have 102 objects selected. I won't go into how this was done, it is fairly simple to figure out if you are well versed in Gmax, but nonetheless it is a royal pain in the ass to do. Trust me.
 
Now look at this picture. I have deleted the sections that were highlighted in the above shot. Now you can see half of the pieces with spaces in between. This should give you an idea of what the pieces are made of. Even the columns had to be sliced where they were sitting on a tile border. You can see that reflected in this shot. :
 
/idealbb/files/untitled
 
Looks kinda funky huh ?
 
I didn't move any of the pieces, I just simply deleted the one that were highlighted to give you this perspective. It is the same model that I posted the render shots of a few days ago, but now you can see it in its base element.
 
This is what the modders will work with when they do their thing. Each piece (in some cases more than one can be worked on at a time) will be worked on by itself. So as you can imagine, this is why these things will not be done in 6 days, rather they will be done closer to month's time or maybe more.
 
I just though that I would give yall this little inside look. These are some of the things that we have to do when we produce models for this mod.
 
There is always one poster who won't know what is going on here, so I will say this once. The model will not look like this, these shots were only made, and the pieces deleted, for the sole purpose of making the pictures in this post. Please don't get paranoid on me. 2.gif
 
I can't wait for these to be in the game, but I have to. So just sit back and be patient, and before you know it this and other additions will be included in an updated download.
 
Peace
 
The Great Chozo

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Nifty.

I still want to see it in the game though. That thing will be so cooooooollllllllllllllllllll............


PS. Thanks for the boolean tip TGC.

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Date:7/13/2004 6:49:29 AM
Author:Builderman



PS. Thanks for the boolean tip TGC.
quote>

Anytime Bulderman.

BTW, the tip about hiding objects is just as useful. I do that a lot, when I have a piece that I don't want to mess with, but I need to work around it. I just hide it like I showed you with that torus, and then when the time comes to bring it back, then you already have it in the correct spot. (just how the torus popped back up right where you wanted it to be fused to the booleaned cube). It also helps to keep your viewport free of clutter. That is a very versatile little trick. You should definately play around with that one.

Anytime you need more help, just ask.

Chozo

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Date: 7/13/2004 6:54:40 AM
Author:




Date:7/13/2004 6:49:29 AM

Author:Builderman




PS. Thanks for the boolean tip TGC.
quote>

Anytime you need more help, just ask.



Chozo

quote>

I might just have to take you up on that one ;)

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