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NAM General Discussion Thread

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    Date:10/18/2004 12:04:23 AM
    Author:DuskTrooper

    Ok, Sorry for not reading if this is already covered, but will this be compatible witht he light rail mod?
    quote>

    To be honest; I'm not entirely sure at this point. I have read that thread a dozen times if not more, & I still don't 'get' it 42.gif15.gif. It should be compatible though, since I may not enable the 3-way/dual/intersecting EIRail/RoadxRail piece in the main released version (considering the changes needed~everyone would have to replace the Traffic Exemplar). Putting aside the EIRail/RoadxRail intersection though; I don't see why it should not be compatible. The EIRail/Road Pieces are essentially EIRail & Road networks, & don't touch any LOTS at all, whereas the lightrail mod does.

    For something like EIRail/RoadxStreet, this won't be an issue. Since no changes are required to be made to the Traffic Exemplar for a EIRail/RoadxStreet to be functional, since Cars/Sims can already commute on Road network.

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    1)

    Date:9/22/2004 11:37:08 PM
    Author:sargeantcm

    Didn't get any work done on the trumpet today, I decided to jump into something new instead - the other 'bread and butter' base interchange I plan on creating - a directional-Y:

    0008.jpg

    quote>

    2)

    Date:10/17/2004 12:24:37 AM
    Author:Tropod

    EDIT: Well I'll be......it actually posted! Just as I hit Submit my ISP died ...;17.gif
    ...Well, I intend on progressing (further) with this;
    <ahttp://img97.exs.cx/img97/2249/EIRailRoadDualNetworking001.jpg width=611 border=0>
    quote>
     
     
     
    1) Will I be able to use these where a highway goes around a town , would have two of these (one on each side) whitch lead to a buissness route into town and then back to the highway.
    2) I like this, will there be a version over a one-way street, over a street, over a avenue, and over rail road tracks ?

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    I don't really see any reason why the light rail mod would conflict with the NAM... at least not with the current version (v0.02TE) as it uses rail instead of ANT. If we can make some nice tramway puzzle pieces, we might even keep it that way.

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    Date:9/22/2004 11:37:08 PM
    Author:sargeantcm

    Didn't get any work done on the trumpet today, I decided to jump into something new instead - the other 'bread and butter' base interchange I plan on creating - a directional-Y:

    0008.jpg


    quote>

    I just wanna say that interchange looks awesome. Has any progress been made with this?

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    Date:10/18/2004 1:29:49 PM
    Author:RoddyC

    Date:9/22/2004 11:37:08 PM
    Author:sargeantcm

    Didn't get any work done on the trumpet today, I decided to jump into something new instead - the other 'bread and butter' base interchange I plan on creating - a directional-Y:

    <ahttp://home.comcast.net/~sargeantcm/sc4rh/0008.jpg width=470 border=0>


    quote>

    I just wanna say that interchange looks awesome. Has any progress been made with this?
    quote>

    It'll be great when you have the interchange done, can you do a version as follows:

    /idealbb/files/bypass3.jpg

    Where the highway bypasses a town / city.

    Alt Version:

    /idealbb/files/bypass_alt_version1.jpg

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    ron01_000_000, You could do that if you just drag an avenue right up to the highway just before the intersection.

     

    Tropod, I think the el-rail track over the road is really cool! I have always wondered why Maxis never put this feature in.



    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    Date:10/18/2004 3:53:05 PM
    Author:Dexter

    ron01_000_000, You could do that if you just drag an avenue right up to the highway just before the intersection.

    Tropod, I think the el-rail track over the road is really cool! I have always wondered why Maxis never put this feature in.

    quote>

    Yes, BUT you have to use a T intersection, not very realistic. 28.gif

    Some other intersections I would like made for SC4-RH:

    /idealbb/files/int_1.jpg /idealbb/files/int_2.jpg

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    The first one is commonly referred to as a Spui (single-point urban intersection), which is requat #B7 1.gif

    The second looks like a partial cloverleaf/stack (parclo), currently the concentration is on finishing TGC's full stack interchanges 2.gif

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    I think I might get in on the NAM thing. Well, first I have to learn how to modd. People say it is easy, but I never take the time to really learn the material for BATTing and Modding. Hmmm, maybe this weekend I will make time for this, or even later this week maybe.
     
    But, don't mind me, I think this is coming along great. 19.gif

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    39.gif39.gif39.gifRail Puzzle Pieces! Yay!39.gif39.gif39.gif Great work team. I've have been waiting for these ever since normal PP's were created!
     
    Because of this (The NAM),and the Light Rail Mod (tram) Mod), I might even get Melbourne going again and start a CJ. I feel I have already covered all the Multi-Highway stuff and it's time to move on. (Unless anyone objects).
     
    One thing that would like to see is Street Overpasses and Puzzle Pieces. There are sometimes low capacity streets in the suburbs or the country that totally look out of place with roads. Just a suggestion.

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    Idea: A Road Bridge Puzzle Piece in L-Form. For doing turns in Bridges.
    And an Y-Interchange like the one for the Avenue, for Highway, too.

    simtrop1.jpg

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    Hey I'm sorry if this has already been covered, but I don't have the time to read through 68 pages of posts.
    Anyway, is there an overpass for avenues in the works? I know I can overpass a road with an avenue but you can't overpass avenues.34.gif So if there are plans to make overpasses for avenues, THANK YOU!!!!!!

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    Date: 10/19/2004 5:50:56 PM
    Author: XSpiderman
    Hey I'm sorry if this has already been covered, but I don't have the time to read through 68 pages of posts.
    Anyway, is there an overpass for avenues in the works? I know I can overpass a road with an avenue but you can't overpass avenues.34.gif So if there are plans to make overpasses for avenues, THANK YOU!!!!!!
    quote>

    Man, you can do it already with the puzzle pieces. Choose road puzzle pieces and start to press TAB untill you get the right one for the road over ave.

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    Overpasses for Avenues already exists in the actual Network Addon Mod. U can build Overpasses for Roads, Oneways and other Avenues. Overpass for Rail an normal Street doesn't exist yet.

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    That was double post 34.gif

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    I have tried with different combinations but with the corner pieces, I can't get the Elevated Rail and the road going smoothly. It always cut off. I've tried every combination I can think of. Can someone please tell me how to place the corner pieces correctly? Thanks in advance.

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    Sorry for the delay in my response, I don't follow this thread too closely.
     
    ron01 - To answer your question # 1, yes.  I plan on eventually trying to create all possible rotations of these interchanges.  As far as your suggestions, I didn't include a ramp on the inside of the diagonal because usually on a layout like the one where you would use this interchange, there's a quicker route to get to that direction so those ramps are unnecessary.  It's also a bit of a challenge to do all this and keep it inside a 16x16 footprint.  I do like you alternate version, however.  I might take a look at that after I get a couple more of my own designs done.
     
    To go along with XSpiderman's request, I think we all realize the puzzle pieces are a great tool.  But, I think we need interchanges to go along with those overpasses.  Has this been looked at yet?
     
    As I've said before, my interchanges are still a ways off unless I can get someone to volunteer to do the skinning and pathing, etc.  I have alot of other BAT projects I want to finish as well.
     
    -Chris

    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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  • Original Poster
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    Just on different Rotations; the RUL is quite capable of handling any 90/180/270 degree rotations for interchange based items. So the same model doesn't need to be rendered 4 times at four different angles (just in case anyone was/is wondering).
     
    btw; I can fully understand & appreciate not wanting to read through all the pages of this thread, but everything in the NAM, is well, in the NAM, including the details of what is in it. Do take the time to at least read the CONTENTS file 21.gif...................
     
     
    @ron01; about the EIRail/Road dual pieces; they are what they are, currently. I don't really forsee that they'll expand much at all, as they're rather restrictive in some ways. I figured I'd just make the current ones, as a base from which to perhaps go from for starters. I'd suggest taking a look at the previous page for more info regarding these.
     
    @lakeyboy; Street Puzzle Pieces aren't a bad idea. Personally never thought of them being of much use though really, since the main focus on puzzle pieces is the ability to more control on really busy intersections. Streets typically aren't, &/or don't comprise of, busy intersections. About the EIRail/Road pieces; they work on the same/similar principles as typical Puzzle Pieces do. There's detailed instructions on how to use Puzzle Pieces in the NAM. I'd suggested using that as a guide to get EIRail/Road pieces working.
     
    @Sylver81; several people have (already) suggested making non-straight puzzle pieces. Soon as one is modelled, rendered, textured, well it can then be added.
     
    @sargeantcm; Currently, as far as I am aware, red, myself & you are the only persons doing anything at the moment (to varying degrees). Not sure if anyone else is doing anything or not (if they are, I'm not aware of it). It'd be great to have more interchange items though, I just wish more talented Batters would help out. Others (such as myself) are willing to help out with other (non-bat related) aspects, like rendering & other aspects.
     
     
    And while I'm at it;
    post-2-1098195815.jpg
     
    post-2-1098195989.jpg
     
    I'm still trying to do a proper Start/End piece.......it's taking me ages to do in Bat.

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    Date:10/18/2004 3:32:17 PM
    Author:ron01_000_000

    /idealbb/files/bypass_alt_version1.jpghttps://www.simtropolis.com/idealbb/files/bypass_alt_version1.jpg>

    quote>

    I agree this looks like a pretty efficient version. If you do it, you might even consider flipping the order of the bridge such that the southbound lanes go over the westbound, this might reduce the amount of embankment / construction work necessary.

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    I'm having troubles with my NAM. I just get a red cursor when I try to place anything that came with it. I have reinstalled it twice and am certain there aren't conflicts because there weren't before I updated it. Does anyone know what's wrong?

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    I apologise if someone has pointed this out before, but I've noticed a minor issue with the paths for the avenue Y-interchange. Observe...

    sc4-ypath1.jpg

    sc4-ypath2.jpg

    As you can see, people still get to their destination so it's not a functionality issue - it's just a visual thing. The biggest annoyance is that automata vehicles will magically jump from one ramp to another. Also it seems that automata are incapable of travelling on the right-to-left path seen in the screenshot. Sims are still able to use this route, but automata will always disappear as they go under the overpass.

    Nonetheless it still looks great and functions as it should. 3.gif

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    Tropod nice work! I really love those! They are going to be sweet in my San Francisco region!!3.gif

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    Date:10/24/2004 4:50:16 PM
    Author:RoddyC

    I apologise if someone has pointed this out before, but I've noticed a minor issue with the paths for the avenue Y-interchange. Observe...

    sc4-ypath1.jpg

    sc4-ypath2.jpg

    As you can see, people still get to their destination so it's not a functionality issue - it's just a visual thing. The biggest annoyance is that automata vehicles will magically jump from one ramp to another. Also it seems that automata are incapable of travelling on the right-to-left path seen in the screenshot. Sims are still able to use this route, but automata will always disappear as they go under the overpass.

    Nonetheless it still looks great and functions as it should. 3.gif
    quote>

     

    It happens in U drive it too. If you direct your U drive it vehicle to go through the overpass it will miss the turn off and then magically jump onto the ramp you intended it to go on. Not a big issue for me as I only play Free drive not the missions.

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  • Original Poster
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    For technical reasons, this main update is currently on my webspace:
     

    NetworkAddon_Beta

     

     

    The above link, contains the update details as well as a link for the file.
     
     
    Just one of the new additions;
    Looks a little wacky I know 3.gif3.gif, looks heaps better than the Stairs I had done though 18.gif 
     
    post-2-1098873700.jpg
     

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    Good job! 4.gif
    I see there was a lot of work done since the last update. The stairway made of countainers is pretty funny, at least it's better than nothing 2.gif When someone with BATting skills will finish the work, it'll be a very useful addition to the game. BTW I was wondering if this update is supposed to replace the file in the Modd section of ST, because there was a couple of releases in the past couples of days that were only for testing purposes and weren't really official updates.

    Continue the good work 44.gif

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    Date:10/23/2004 12:41:03 PM
    Author:Tropod

    I'm still trying to do a proper Start/End piece.......it's taking me ages to do in Bat.
     

    quote>

    Hmm, do you want a little assistance in making some stairs, or maybe a glass elevator, or maybe a glass covered stairway that snakes its way down on a single tile??

    Let me know T, I would gladly help you out.

    What technical problems forced you to place the new update on your own webspace ?

    Chozo

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    Tropod,
     
    I have a slight problem with the latest version of the NAM. I seem to be unable to place the avenue and ground highway Ped Overpass pieces onto their respective networks. The tool keeps on trying to place the overpass along side the network that it is supposed to go on. Any ideas of what I should do?
     
    -Swamper77

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    EDIT: Ok, uploaded a new(er) version:

    NetworkAddonMod_beta

    As with before, the updated details & link to download the file is in the above link. This is a main updated, includes updated documentation, & replaces any & all previous versions etc etc etc End Edit.
     
     
    @Dr. Neitchskrimfrauwnmoya; Yes. It replaces any & all previous versions/files ~ I'll be posting another version shortly, because of a minor item that shouldn't have made its way to release the way that it did.
     
    @TGC; Well I've managed to get something out for it. So it is set-up now, & the S3D model (& textures & paths) are in the file. So if anyone wants to improve it at all, by all means go right ahead 2.gif. As for the latest version not being in the mods section; it's temporarily out of order at the moment (as far as uploading/adding/changing mods there goes).
     
    @Swamper: thanks for pointing this out. It shouldn't be doing that at all. I'll fix that asap.

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