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NAM General Discussion Thread

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Not sure if this belongs in the NAM Requests thread but this thread seemed appropriate so here goes ....

https://www.simtropolis.com/idealbb/files//JS_Rail_Over_Grd_Hwy_01.jpg

https://www.simtropolis.com/idealbb/files//JS_Rail_Over_Grd_Hwy_02.jpg

Using the Rail over Ground Highway and on-slope puzzle pieces I made an overhanging prop on a TE 1x1 lot to create a train trestle. I still have work to do on the model (obviously) but I thought I'd post a preliminary pic to show that the lot works and to illustrate the concept. Since it will probably be awhile before the next release of the NAM, I'm planning to go ahead and finish this project. The reason I posted here is to offer the model (when I'm done) to the NAM crew as a replacement for the current rail puzzle pieces. If the crew isn't interested, I won't be offended. I know you guys are very busy with other stuff. However, if you guys are interested and there's anything I need to know to make the model NAM compatible, please let me know.
 
EDIT by Andreas: Images changed to links. Please refer to the rules, 800x600 max.

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great work... once there was a post of another overhanging prop for NAM bridges based on onslope pieces but no download link.

I think the wall in the middle should be a bit more slim because the inner lanes of the highway are occupied with it. The bridge should have a fence because pedestrians can walk onto it and jump down.

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Here's a new pic:
 

It has walls now so stupid sims walking across the trestle (which isn't very smart to begin with) won't accidentally fall off down onto the highway. It also adds a bit more height for sims that are jumpers.
I think the textures look pretty good but I'm open to suggestions.
The trestle is narrower now hugging the rail tracks a bit better and the archways are narrower as well. The center column is now adjusted to match the width of the highway center barrier wall. All in all, I'd say it looks much better now. Comments ?
I have one last problem to solve as you can see. The train is sunken into the gravel which is supposed to be UNDER the tracks. 42.gif Oh well, tomorrow's a new day.


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Date: 1/29/2006 2:19:30 AM Author: Swamper77 Jay, You will need to create a custom LOD to keep the train visible. A custom LOD that closely follows the entire shape of the model would be ideal so it would also show the traffic driving underneath. -Swamper77
quote>

I don't know why I didn't think of trying that since I've had to do that before. I'll give it whirl. Thanks.

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I cloned the entire trestle to make the custom LODs and it worked like a charm. Thanks again Swamper. You saved me a lot of time. I was headed down the entirely wrong path. Here's the latest pic.

https://www.simtropolis.com/idealbb/files//JS_Rail_Over_Grd_Hwy_04.jpg

I'll be releasing this later tonight (still have to do the readme).
Just an FYI ... there will be 2 lots:
1. With the usual dirt base texture
2. With no base texture (for those that use the no grass mod).


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Date: 1/29/2006 7:10:02 PM Author: GoaSkin Don't you think a construction set shared into 1x1 pieces may be more usable? - slope piece - block piece - tunnel piece

I agree. That's why in my original post I offered the model to the NAM crew (although I doubt very much they would need it ... they're a pretty talented group) because creating NAM puzzle pieces is way beyond my current level of expertise.

Andreas: Apologies about the pixel size. I guess I've always tried to follow the < 150 kb rule.

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Sure, it is possible to make puzzle pieces in a bridge look and feel directly, but I think it's easier to handle if the bridge items are to be wrapped around the pieces. That makes the rotation rings shorter and people can decide theirselves if they want to have a stone bridge around the viaducts.

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46.gif I have been looking through this forum for over an hour and have yet to find a working link to the latest NAM. Perhaps there should be a pinned thread that is only for posting updated NAM links, seeing as how the site is so slow these days. 37.gif

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Date: 2/1/2006 7:05:06 AM
Author: Llama Lord
46.gif I have been looking through this forum for over an hour and have yet to find a working link to the latest NAM. Perhaps there should be a pinned thread that is only for posting updated NAM links, seeing as how the site is so slow these days. 37.gif
quote>
Well even better than that: There is a link on the front page of this site.

A simple search for NAM, you would have the question asked and answered.

PCk4tXG.jpg

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Hello,

Two questions:

1) I installed NAM but the diagonal streets did not work. Do I have to install ANT too to get to function or am I missing something?

2) Is it possible to only use the diagonal streets plugin without using the rest of the NAM files?

Thanks.

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Currently: Viewing Forum: SC4 Modding - Open Discussion
 

@MasterZen:

1.) No, the diagonal streets have nothing to do with the ANT. I once created a mod for diagonal streets that was based on the ANT, but since they are now included into the NAM, it's no longer relevant.
 
2.) No, the diagonal streets plugin relies on additional files that are included in the NAM.

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I'm having the same problem that Master Zen has, the diagnal streets doesnt work.  Do you have to do it like the roads to make it diagnal or is the another way to do it?

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Is there any easier way to create roundabouts (need to make hundreds) than making th little circles (i.e. plopp, click and drag, etc.)?

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I am assuming that there is no other way to make roundabouts, otherwise at least 1 of the 200 people that have viewed this thread since I posted would have known about it. 37.gif  I shall take this to the request thread.

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I really like the RH and thik that is is better than the round hghway for being out of a city, that is where i live and i dont see GH, they look alot like the RH I thnk that there shoul be a rest area in such a way that the lot actually had the rh in it and the exit textures would go to a parking lot instead of a road.

like this
      | | |
     /  |  \
    /   |    \
   /    |     \
 /  /|  |  |\
PP| |  |  | |PP
 
just make a exit to parking texture and you could make truck stops, rest areas, park or rv/ campground areas or a senic offramp for a mointias rural area.
 
I am looking fowrad to the next NAM relase. Is there a set date or timeframe for it?

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Since there is a custom bridge project, I think it is better to source out the bridge-related content in the NAM to have an independant bridge MOD. That means that the custom bridge MOD has to overtake the oneway-bridges from the NAM. If the MODs are splitted, bridges may not wait for the completion of puzzle pieces or reverted.

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Date: 11/19/2005 9:09:08 AM Author: smoncrie

I think people misunderstood part of my last post.&nbsp; The picture shows a new bridge that, as with any bridge, you create by dragging over water.&nbsp; It is not made with puzzle pieces, so ferries can pass under it.

<ahttps://www.simtropolis.com/idealbb/files//smoncrie%20newbridge2.jpg align=baseline>

Has this bridge been released, or will it be available in the next NAM update?
 
-Josh
--Toronto, Ontario

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Hmm... there doesn't seem to be an official NAM support thread... Maybe there should be?

Anyway, I noticed that the road-bridge-over-ground-highway on/offramp piece appears in my avenue puzzle pieces, right between avenue-over-GLR and avenue onslope. Is this a NAM bug, or do I have a conflict somewhere? (I can provide screenshots if that was confusing.)

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Im having a trouble with one of the new highway interchages.  I have the asphalt highway mod and the El-HW/Ground HW interchange still comes out in the normal concrete texture.  Is this a bug?

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Keiran Halcyon: I swear there used to be one. Maybe it wasn't pinned and got lost. (The NAM Requests thread sometimes falls off the front page, but it's been pretty happening recently).

As for your mysterious puzzle piece, have you tried plopping it? You may notice that its textures (sort of) match that of an avenue. GoaSkin made it, but the dimensions were misproportioned to fit onto an avenue. From what I know there wasn't enough time to fix it, but for some reason it was included anyway. The good news is you have nothing wrong. The bad news is I should probably look into it, as I had forgotten about it.

silvermac: The short answer: The ANT ( Additional Network Tool ) is part of the NAM ( Network Addon Mod ). It is a type of road created by Maxis that was left out of the game ( Dirtroad Tool ). Luckily for the NAM team, the code was still left in the game to use. It did not have textures, so the team added ones similar to the normal road networks. If you have just the NAM, they will look identical to roads, except that they have double the capacity and zones cannot grow on it. There are several other mods that change what the ANT looks and functions like.

How the NAM works? What aspect? (It's terribly complicated to summarize) If you want detailed descriptions search the site and you will find lots of info.

joeynymets: Probably. I'm not 100% sure on the difference between bugs, glitches, errors, and faults. But either way that's a problem with the asphalt highway mod, not the NAM, as that mod has to override the NAM.

-qurlix

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I ran a search for all thread titles containing NAM, got 6-pages of hits, none of which was called NAM: Support, so I just figured to post here.

You're right, that's the avenue overpass setup that I never really liked. The preview model and text both match the highway version, though, so these at least I think should be changed. I'd also suggest moving it to the custum interchanges button, in the same vain as the avenue Y interchange.

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Sorry if this asked in the wrong section.Is there Slope Ground Highway Pieces with NAM?.

  I seen some nice looking walls on STEX  and I want to try a sunkin Ground Highway.Oh I did look through all the my Highways pieces but nothing about Slope.Thanx

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