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NAM General Discussion Thread

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This was posted a while back I think, but I was wondering, if you didnt find a way to make it how you want, you could bring both lanes together at the entrance and raise the tower so that it is on a small platform that extends over the roads, so they cars would be going through something like a small tunnel.



Date: 7/21/2004 11:22:25 PM
Author: JEC

here's a better view of what the problem is:

/idealbb/files/puente2.jpg

how could i make this function on a ploppable lot: having the two one way roads connect to one side (where the roads are seperated) and then merge them together with the curve. i'm not sure really how to explain it, maybe the picture can do it for me. this is why i can't just make it an avenue bridge and have the one-ways connect later, it's part of the model.

the center piece that supports the whole structure is causing my little dilemma.

of course i could just make it not as wide to fit inbetween the one-way roads, but it won't look as good.

thanks for the help so far, i really appreciate it


one last thing, it also serves as a pedestrian bridge. would that be possible to have pedestrians walk through the middle section?
quote>

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Any ideas why since installing this I no longer get demolision anims when I knock down a building, or road, or anything? Also, I don't get the little semi-transparent road thingy that normally follows the mouse pointer around before actually building the road. Maybe this is normal, but I've not seen it mentioned anywhere in the readmes or on here so thought I'd ask.

I installed the mod by doing this....
Removed Transit_BugFix_RH_ExpandedOptions.dat
Removed Transit_Supp_1_2_1.dat
Removed Plugin_DM_TransitSupermod_Automata_Crime10_v2_0.dat
Removed Plugin_DM_TransitSupermod_RoadTopMT_LoCapacity_v2_0.dat
Removed Plugin_DM_TransitSupermod_TrafficSim_PathfindingPERFECT_Speedx10_v2_0.dat
Installed NetworkAddonMod.dat
Installed NetworkAddonMod_Traffic_Plugin_PerfectPathfinding_10xSpeeds_10xCommute.dat
Installed NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat
Installed NetworkAddonMod_Automata_Plugin_Standard.dat

I have no other transit mods installed. Any way to get roadtop mass transit back though?

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Sorry, my bad. Forgot I reduced visual effects and disabled clouds last time I was in SC4 doing a load of screen captures. 31.gif40.gif

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Posted:
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I'm still doing this... but it's almost done.

http://www.wotax.net/simcity/namj/

I uploaded Japanese translation of NAM manuals. If there are any problems with this, please tell me.
It will take some more to translate .dat files because I had trouble with handling Japanese characters with iLive reader(I have to make .txt files with UTF-8 LF).

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I use the Road-Top Mass Transit lots without any problems; therefore, I think you can keep it, but remove Transit Bugfixes and other things that aren't NAM-related.

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WHAT HAPPENED TO THE THE HIGHWAY STACKS BACK ON 23!?!
I've looked for a link for them or something to tell me what happned to them! For two weeks I've been searching
for and I haven't fround them!26.gif26.gif26.gif Can anybody tell me where to find them?

EDIT:Please?

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Look. These things take time. And I mean time. These stacks have about 135 tiles in each. Interchanges are made of full-3d pieces, one for each tile. Not only that, but each piece needs to be skinned (a very lengthy process), pathed (imagine working through 135 20-line-long files of pure numbers), and previewed, one by one.

Believe me when I tell you each one could take 1 1/2 weeks of nonstop work, without sleep or a life. This stuff isn't easy. That's why the tutorial was created, because many hands make light work.

Before you make an impatient post here, take a moment to download and look over the Tutorial. I guarantee you'll think differently.

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I read the tutorial a month ago and man that thing is complicated! I would help but I don't know if I can even read the tutorial, let alone make interchanges18.gif

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  • Original Poster
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    Date:9/29/2004 4:39:30 PM
    Author:Yuryu
    I'm still doing this... but it's almost done.
    http://www.wotax.net/simcity/namj/
    I uploaded Japanese translation of NAM manuals. If there are any problems with this, please tell me.
    It will take some more to translate .dat files because I had trouble with handling Japanese characters with iLive reader(I have to make .txt files with UTF-8 LF).

    quote>

    I can not read Japanese, but I had a look & so far it looks good 2.gif. Make whatever changes you like, whatever is necessary. About .dat files & Japanese characters; if you have to many problems, let me know & I will help convert the files (if possible).

     

     

    39.gif39.gif39.gif39.gif39.gif39.gif

    39.gif39.gif39.gif39.gif39.gif39.gif

    Thread passes 100,000 views. Anyone got cake? 17.gif

     

    As mentioned, time & time again, these things take time. And currently, I don't really have anything on the table (I'm inbetween things at the moment). I don't really BAT, & I don't really Texture, I personally am more of a modder (I personally prefer to shy aware from the BAT when I can3.gif). I would suggest those of you good with the BAT, & even those of you not so good with the BAT, to take a read of the Interchange Tutorial Thread & download the tutorial (make sure it's the latest version). One Single person does not have to go through & do each & every step of the tutorial. If folk in general were to share an item/project, say like a single interchange, these items could be made a lot quicker. Folk don't really need to worry about some aspects until further down the track. As long as a model (interchange/etc) is made, & rendered into its seperate pieces (according to the tutorial), then it can be put into the game (though it would still need Paths to function, but it wouldn't need them just to 'build' the item). As for what'll be in the next release...........well who knows, I haven't had much sent to my email, & if you do have something worth sending (please, finished models thanks, or at least rendered Models) then PM me just be sure anything sent is zipped.

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    Mmmmm...cake.

    My first ever network piece is coming along, it's so amazing to go from seeing the pieces made to actually making them yourself!

    If you can't tell, it's supposed to be a oneway to road conversion tile.
    owtr111.jpg
    I messed up on the effects directory and the path files were rotated the wrong way, but c'mon, I actually just dragged that! The RUL system does work! I think it's more amazing to me than to you...9.gif

    I'll finish it comepletely, and yes to several q's that it will go inwards and outwards, I'm just putting the extra paths in there and hoping they'll just be ignored.
    40.gif

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    Any plans on a diagonal onewayroad head-on to diagonal road transition 37.gif. As for the Effect DIR; they don't come into play for the IntersectionSolutions RUL. So far so good though 2.gif. Any problems, do tell.

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    A question about One-way transitions, were the diagonal 1-way Avenue ones possible? I swore all the transitions for that were done, though they aren't in the latest mods.

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    From the History file;

    07.18.04- - Double-Diagonal OneWayRoads to Diagonal Avenue transition. NOTE: The Avenue tool must be used to drag over the end of a Double-Diagonal OneWayRoad section in order to join the two.

    If that doesn't answer your question, can you be a bit more specific with what you're asking?

     

    Any BATTERs at all, if they want/could make use of the following BAT file (It is a zipped gmax scene file);

    This is the Stack that TGC had created (many thanks to TGC for this). It is however, not 100% complete;

    Elevated Highway over Ground Highway Stack Interchange.zip

    (EDIT & also);

    Y-GroundHighway_Interchange.zip

    (PLEASE,  Do not download these if you do not have BAT &/or do not have the  Interchange Tutorial  by redlotus).

    The first one needs to be sliced (properly), something I'm not famliar with at all, with BAT.

    EDIT: I can't remember who, if anyone, has these model (files), &/or whether or not anyone has/is actually in the process of rendering/texturing them (properly). If so, please let me know thanks (PM me), otherwise I'll just assume no one has it.

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    I just have to jump in here and say you guys rock! The NAM has added SO much versatility to the way I can lay out my cities. I see lots of I wants and not many thanks for all your hard work posts here so I thought I would interject that.


    SimCity 2013: Too much sim and too little city...

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    Posted:
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    Date:9/30/2004 2:29:39 AM
    Author:Tropod

    From the History file;

    07.18.04- - Double-Diagonal OneWayRoads to Diagonal Avenue transition. NOTE: The Avenue tool must be used to drag over the end of a Double-Diagonal OneWayRoad section in order to join the two.

    If that doesn't answer your question, can you be a bit more specific with what you're asking?

    quote>

     

    Perfect, thanks. I knew I read that they were in there, but I missed that note. I always tried dragging the oneways into the avenue, so it never worked. ANother question though, is there anything I should know about using the Roadtop MT mod? I swore there was a bug with the NAM regarding road capatities or something.

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    Date:9/30/2004 5:28:48 PM
    Author:Yajimari21

    i have the NAM 8-12-04 version installed and i cant find the avenue interchange.
    quote>

     

    go to the custom interchange tab in the highway menu. the icon will show the el-diagnol interchange. select it and press tab and you'll fid the Y interchange.

     

    please read recent posts and the read-me before you post. this has been answered many times before.

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    im having trouble with the NAM custom highway mod and i want to know if somebody have the same problem as i do

    first off when i create an elevated highway and place a toll booth on it then choose the perpendicular ramp and hover it back and forth over the booth a few time and then game would crash. i would like to know if anybody have this same problem or it just me.

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    Date:9/30/2004 10:25:22 PM
    Author:lie01234

    im having trouble with the NAM custom highway mod and i want to know if somebody have the same problem as i do

    first off when i create an elevated highway and place a toll booth on it then choose the perpendicular ramp and hover it back and forth over the booth a few time and then game would crash. i would like to know if anybody have this same problem or it just me.
    quote>

     

    First off welcome to simtropolis

     

    second, thats very wierd. mabye something else is doing it. hmmm. Tropod?

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    @Yajimari21; make sure you have the latest version Get the latest NAM right here.
     
     
    @kassarc16; The Roadtop MT mod, is essentially a Lot. So it really doesn't, shouldn't, wouldn't, have any impact, bearing, interference, etc, with the NAM. This is not to be confused with any other Traffic/Automata Mod that might be packaged in to/with the same mod though.
     
    @lie01234; Welcome to the site2.gif. As for your problem, I suggest you be a lot more specific about the problem (set-up, which Highway Ramp, etc etc). Far as I'm aware, no one has reported any (serious) issues with the latest version. So just make sure you have the latest version (first).
     

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    Posted:
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    Date: 9/30/2004 7:42:18 PM
    Author: kassarc16ANother question though, is there anything I should know about using the Roadtop MT mod? I swore there was a bug with the NAM regarding road capatities or something.
    quote>

    If you are using any x10 traffic-speed mod, due to the unchanged transit switch costs of the RT stops, they essentially count as a 90% speed reduction on that tile (more than can be gained by infinite congestion!). The easiest way to fix this problem is to use one of the NAM traffic mods that increases commute time allowed x10, rather than traffic speeds. This will also fix the problem with all other custom transit stations, and will have the same effect ingame (as far as I've found).

    An alternate/advanced method is opening up the MT dat files (or the one dat if you're not using the update by cjmarshall), and edit the Transit Switch Cost properties.

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    Posted:
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    thank you for the welcomes and great site.

    first off, i think i have the lastest patche and mod. i have 1.1.638.0 patch and using the NAM 09.04B.04 beta. i started new game built a straight elevated highway and place a toll booth on the middle of the highway. then i would choose the perpendicular or the parallel single sided ramp and hover over the toll booth a couple of time. then the game would freeze and close and then im back to viewing my desktop. i hope this explanation is more clear than last.

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    Posted:
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    Date:9/30/2004 2:29:39 AM
    Author:Tropod

    Any BATTERs at all, if they want/could make use of the following BAT file (It is a zipped gmax scene file);

    This is the Stack that TGC had created (many thanks to TGC for this). It is however, not 100% complete;

    Elevated Highway over Ground Highway Stack Interchange.zip

    (EDIT & also);

    Y-GroundHighway_Interchange.zip

    (PLEASE,  Do not download these if you do not have BAT &/or do not have the  Interchange Tutorial  by redlotus).

    The first one needs to be sliced (properly), something I'm not famliar with at all, with BAT.

    EDIT: I can't remember who, if anyone, has these model (files), &/or whether or not anyone has/is actually in the process of rendering/texturing them (properly). If so, please let me know thanks (PM me), otherwise I'll just assume no one has it.

    quote>

    I wouldn't recommend using that file to create the overpass.  There were a number of issues with it that I found with it after creating the Interchange Tutorial.  However, I have been working on rebuilding it for the past couple of days.  I didn't make any drastic changes, so the stack will still pretty much look like TGC's version, but I've made it much more modder-friendly. 

    I am currently working on dividing it up into pieces.  Once I'm done with that, I'll post it to my briefcase for anyone who wants to help out.  I'm hoping that someone will be willing to become a Render Farm to help speed things up.  Otherwise I think that it will take me 3 or 4 months to get it all done myself.

    -red

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    Posted:
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    Tropod: Yes, I'll do a diagonal.

    : I don't think that is a fixable problem. When Maxis made the Rush Hour expansion, they toke a few shortcuts in how transit-enabled lots work as well as how they interact with interchanges. I believe the problem is that the system can't handle how it can rotate the piece to work...it sees the pieces and the correct type of highway, but it doesn't know why it won't work so it keeps trying until it goes berserk.


    as for me, I'm looking for a solution to my problem, either:

    A) How could I refer the exemplar to a texture rather than a 3D model? (So I don't have to use a 3d model at all in the oneway conversion tile)

    B) Otherwise, if someone could send a comepletely flat rendered S3D file so I could just UV map that.

    -edit: replace that with...

    How do you associate the exemplar and texture of an IntersectionSolution with the RUL and Path?


    Thx 40.gif

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    Well, you shouldn't need to do any models for the road-oneway conversion.

    All you should need is those 4 lines tropod showed you in the RoadOnewayIntersectionSolutions section of RUL file 0x10000002, along with textures at that IID for each zoom and wealth level, as well as paths and any type 21 exemplars if you so desire. Of course, the lines he posted will only be good if the rotations of your textures are as he assumed they were.

    When using textured networks, you don't use an exemplar to refference the texture, just make sure you use the correct GID (7b...something I think) for the textures.

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    Ok...I was really confused. I had no idea how anything would reference each other. I didn't realize that IntersectionSolutions worked like simple networbs. phew!

    The GID of the other network FSHies is 1abe787d so I'm gonna go with that, unless it is supposed to be something special? Anyway, I think I've finally got the hang of the RUL system...of course I know nothing about rail directions or what 'transmogrify' means.42.gif


    I hope none of you live near Mount Saint Helens [:0] (why doesn't that smilie work?)

    40.gif

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    Posted:
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    Does 60+ miles count? 32.gif32.gif
     
    Now don't forget to make a one-way to road piece too, since it's much different than the road to oneway.

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  • Original Poster
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    @lie01234; are you able to take a picture showing the set-up & the item on the cursor, thanks. How To: Insert images in to your posts. If you have trouble inserting a picture, just attach it to your post.
     
     
    redlotus; point taken 2.gif (I've removed both files then). I spent an afternoon rendering some 102 models/pieces, only to find not all of them came out as expected14.gif (I should stop trying to take short-cuts I guess17.gif). And so I posted those files (instead), hoping someone may take them on (I'll be happy to render some stuff, just wish it didn't come out all wacky like like it did ~ probably my BAT skills at fault though).
     
    @qurlix; I'll PM you some detailed stuff regarding this (it's way to much to post ~ prepare for some heavy reading 3.gif).

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