Jump to content
Tropod

NAM General Discussion Thread

4,321 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I love the underbridge scenery! Blank terrain under the on-slope puzzle pieces bugs me, so this would be nice. I would definitely download it. Good job!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

GLR error very often

and then the game close.
 
15.gif think i'm creating manything change but it close without save8.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 9/5/2005 12:53:11 AM
Author: mr.v

GLR error very often


and then the game close.


15.gif think i'm creating manything change but it close without save8.gif
quote>

Go to the GLR-support thread and read the first post. That might help. There is a know bug with transit enable lots, that only ea can correct.
Before every time, I start to lay the GLR-tracks, I save the game, then if crashes I only loss a little.

You find a link in my signatur.

PCk4tXG.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Crying.freem4n created this avenue exit once what looks better than mine and so, it would be better to replace it using this model:

AvenueXRoad_Mdl_Beta.jpg


The creator has gone here.

- does anybody have an e-mail address of him, personal contact or received a model file?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Maybe this has been discussed before but I couldn't find it;

Is it possible to make below ground level puzzle pieces?
 
 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Goaskin, I don't think I made myself clear enough; what I meant is; is it possible to make actual road/street etc puzzle pieces below the ground level (similar to LOTs with the underpasses).
 

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    Date: 9/9/2005 10:21:26 AM
    Author: xannepan
    Goaskin, I don't think I made myself clear enough; what I meant is; is it possible to make actual road/street etc puzzle pieces below the ground level (similar to LOTs with the underpasses).


    quote>


    One of the biggest differences with Lots & Network items (such as those in the NAM): the Buildings that exist on Lots are not actually real/true 3D Models (they're actually box models from what I'm aware), whereas network items are real/true 3D Models.
    What you're suggesting; Redlotus apparently tried this ages ago. I also made a half-assed attempt at this myself some time ago. We concluded that it wasn't possible, but as with anything we may of overlooked or missed something.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I thought to export true 3D models you need a different export filter for BAT, but create the model the same way as you create buildings. What is different when you export a model what's partially in underground using the true3D filter?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Date: 9/9/2005 1:05:51 PM Author: GoaSkin I thought to export true 3D models you need a different export filter for BAT, but create the model the same way as you create buildings. What is different when you export a model what's partially in underground using the true3D filter?

    I think that you are misunderstanding the changes that I've made to the BuildingMill Script.  These changes were:
    1.  Eliminate the back-face culling.  With the default script, all of the vertices in the current camera's view that are obstructed by other parts of the model would be removed in order to reduce the number of polygons for each model.  Normally, this isn't a problem, since regualr buildings use 4 different models and texture combinations to simulate the 3D look.  However, netwrok items need to be true 3D since there is only one model-texture combination for all four views.  I believe that the main reason for using one true 3D model for all 4 views was for terrain-conforming with network pieces.
    2.  Removed the rounding that the filter used.  This wasn't an absolutely necessary change.  However, I found that it made the skinning process easier in certain situations.
     
    Now to the topic at hand (subterrain networks).  The reason that some of the network lot BATs look like they go underground is pretty much what Tropod said.  BAT models are really broken down to a simple box  with a texture applied to it.  Take Marrast's rail underpass for an example.  What you are really seeing on his model is just the top square of the box with a texture applied to it to make it look like it is going underground.  This is why UDI vehicles turn green as they go through it, just as they would if they were driving behind a building.
     
    Xannepan:  To answer your question, yes we can technically create subterrain network puzzle pieces, but there are problems that pretty much make this ability useless.  First, you would never be able to see the network.  Subterrainian 3D network pieces don't have the illusion texture to make it visible.  Second, you wouldn't be able to zone or place buldings on top of such a network, because all networks (except the subways--a special, exe-controlled network) reserve the tiles that they are placed onto.
     
    Hopefully this answers all your questions on this subject.  If not, let me know and I'll try to explain more fully.
     
    -red

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Can this be fixed? The picture shows the diagonal avenue converted to the dual one-ways and then when I try to change the direction of the one-ways the game puts an intersections there. I'd like to be able to do this w/o the intersectin.

    avenue3.jpg

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You can do that. Draw the one-way that you want to split off directly from the avenue end tile, and then draw the straight section sneaking in next to it.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I don't see a problem :

    Edit: I've changed the picture  
     
    <ahttp://img383.imageshack.us/img383/1875/aveone0ne.jpg align=baseline>

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Got to post quick because I don't have much time but this is what I think he is talking about with the one way road split intersection. The thing I hate most in all of SC4 is this intersection that gets built.

    Here is a picture. Don't have enough time at the moment to say anymore.

    <ahttps://www.simtropolis.com/idealbb/files//really%20really%20quick.JPG align=baseline>

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi there!

    I just want to ask about under bridge puzzle pieces.
    I saw the pics before but i can't find it now and nothing about it in the both NAM threads.
    May bei should search better but...

    Any way, what's the status of the Underbridge Road Puzzlepieces?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     
    Date: 9/15/2005 11:07:38 AM Author: chriss So, how come I can't do it?&nbsp; Or coveresly, how is it done?
    quote>(grin) You have to do it just after the avenue, without a piece oneway between curve and the avenue 2.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Um, leave a space? If i just leave a space it doesn't connect up . . .

    Care to explicate further?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    No space. Do the curve directly after the avenue ends, as my picture it shows

     
    Edit: Look, isn't it simple ? 2.gif
     
    <ahttp://img381.imageshack.us/img381/5882/aveone3vc.jpg align=baseline>

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Looks real easy! Still can't do it though. Which means either I'm missing something or something is conflicting.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    But what if you needed to use all one way roads and not an avenue leading into the 45 degree one way split?
    Also, will it work with the way I have done it in my post above?

    (I'm now a commoner!)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Date: 9/15/2005 8:35:35 PM Author: chriss Looks real easy!&nbsp; Still can't do it though.&nbsp; Which means either I'm missing something or something is conflicting.
    Ok, I try it again 1.gif Look at this (it's made with the last official NAM-release):

    <ahttp://img373.imageshack.us/img373/5411/aveone2ag.jpg align=baseline>
     
    Hope, that helps 1.gif
    If something goes wrong now, you have a fileconflict, which you have to solve first.
     
    lakeyboy
    That is a question of rules. The RULes are fulfilled with directives how the game has to draw the trafficways.
    We run slowly into a stage, where one RULe conflicts with another, if there is not enough space between the ways (roads, oneways, avenues and so on)
    That is, what Teirusu (for example) has to have in focus, when he creates new RULes.
     
    Edit: No, it is not possible, to draw it that way for now and I don't know wether it will be possible or not

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     
    Date: 9/16/2005 12:00:19 PM Author: chriss Definitly a file conflict then.&nbsp; Hm.30.gif
    quote>I've tried several combinations (with/without euro-mod, with/without no_oneway_arrows) it's always functional. I'm sorry, but I cannot help you then. A tip: Put all network related files together in one folder. May be, you find an old one 

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    Date: 9/15/2005 7:48:52 AM
    Author: Criquette
    Hi there!

    I just want to ask about under bridge puzzle pieces.
    I saw the pics before but i can't find it now and nothing about it in the both NAM threads.
    May bei should search better but...

    Any way, what's the status of the Underbridge Road Puzzlepieces?
    quote>


    Underbridge puzzlepieces; was only ever a concept/experimental idea that at the moment has not proven fruitful (functionally there's issues). So they don't actually exist nor were they released.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections