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NAM General Discussion Thread

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Okay, this may be a little hard to understand but here I go. I have a Mac and after I downloaded NAM I found that many of my residential areas were going dark and their commute times where long even if they worked right across the street from where they lived. I don't know why its doing this, it started happening after I got NAM. So I applied one of the traffic plugins but I didn't know which one to use. I tried the one that said "NetworkAddonMod_Traffic_Plugin_PerfectPathfinding_5xCapacity_10xSpeeds_10xCommute.dat". I don't know what it means but I thought it would improve commute times, but it didn't. It didn't do anything. So I don't know what to do. It's weird because my commute time (according to the graph) says that it's really low, but sims keep saying its long. The demand for residential is very high too, but I'm struggling to actually get anyone moving into my city. I have no clue what to do.

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My roads menu takes longer to load... but then I expected that, considering the amount of pathing, textures, models, and god-knows-what else goes into the colossal NAM..! But I've not had any specific crashing problems with the roads menu. I don't even have the GLR crashing problem anymore, can't remember why, but then my memory is shot.

--

I've had a quick search, but ST servers are testing my patience at the moment..but only slightly, I'm on beta blockers 2.gif.. anywho, in the same fashion we have curved rail puzzle pieces for heavy rail.. could we have a curved highway piece, or maybe an extended-diagonal el-ground transitional piece? I feel either, but especially the former will be utilizing a lot of existing resources to something which will add a large dimension to highways.

John

EDIT: Sorry, my computer finds it funny to hide the last page from me

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@janmaz: The different traffic plugins are explained in the readme file. If the weird behavior started right after you installed the NAM, then it might be that you have another traffic plugin, or maybe one of the early pathfinding mods installed, that collides with the NAM now. Again, please check the readme file for a list of mods that should be removed after installing the NAM.

@BlackStar: Well, I suppose such pieces could be developed, but it also needs someone who actually takes up the challenge and makes them. Then NAM team is glad to help with the modding and such, but we definitely need a few people who model the items that are requested all the time.

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Andreas, any idea why cars won't drive on roundabouts or one-way>avenue transitions in my region?

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Last Online: A long, long time ago... 
 

Wow NAM saves luives by the minute!

but hey, I just noticed one thing.

The turninglanes are on the wrong side of the road! What's with that?

Can you make the cars drive on a specific side or do they have to drive english style?

I bet a couple of thousands already has pointed it out but I didn't feel to go through 2 years of posting...

So do anyone have an answer on how I can fix this? It looks really stupid...

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When installing NAM select Left Hand Drive so you will have to uninstall and reinstall the NAM

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Ahh, thought it was something like that. But since the folder was named Left Hand Version I thought it was for the ones who use their mouse in their left hand xD

But lucky me that I can move them freely 'couse I downloaded the Mac version ^^

Thx

Edit: Nope the turninglanes are still on the wrong side of the road...

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Last Online: A long, long time ago... 
 

Anyone here have news on a draggable GLR? I know it was supposed to be added into this version of the NAM (20) but its not there. Will it be released anytime soon? Thats what I was really looking forward to!

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Originally posted by: MaybeMemories06 Anyone here have news on a draggable GLR? I know it was supposed to be added into this version of the NAM (20) but its not there. Will it be released anytime soon? Thats what I was really looking forward to!quote>
 

I think it's going to be in NAM 21.  They just showed pictures in the NAM: Development thread this week for the first time if I'm correct.

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I was wondering if anyone was working on fixing the shading bug with the NAM puzzle pieces, pictured below. There is also a shading issue with the concrete walls by Jeronij... (I have so many addons I can't remember if they're included in the NAM or if they're a seperate download.)

NAMshading.jpg

Why does this happen?

How can it be fixed?

Why does it happen to the concrete underbridge pieces as well?

Anyone know why?

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schm0:  Well, as far as I know, that's just a glitch with the way Avenue textures are and how they have to be applied to the puzzle piece.  That piece you have there you could probably just rotate 180 degrees and it would line up, but it is a problem with some of the others, which the only solution would probably be to create another puzzle piece and incorporate it into the rotation loop. 

It would still function the same, though, so it would just be eyecandy, though it probably wouldn't be too terribly difficult to add that in.

-Tarkus

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Originally posted by: Tarkus schm0:  Well, as far as I know, that's just a glitch with the way Avenue textures are and how they have to be applied to the puzzle piece.  That piece you have there you could probably just rotate 180 degrees and it would line up, but it is a problem with some of the others, which the only solution would probably be to create another puzzle piece and incorporate it into the rotation loop. 

It would still function the same, though, so it would just be eyecandy, though it probably wouldn't be too terribly difficult to add that in.

-Tarkusquote>

The shading difference happens independent of rotation or direction. All the pieces that serve as a connector to the vanilla networks have a slightly darker shade to them.

[Edit: I realized I might have been missing some dependencies concerning the Jeronij's Modern Concrete Walls v2... I must have lost them somehow. sc4devotion claims that I have downloaded them once before... As of writing this I have yet to test the wall textures to make sure they work properly and don't shade so dark.]

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schm0:  Sorry . . . I was looking at the wrong texture flaw (the way the striping/tire tracks don't line up between the pieces).18.gif 

That one you're talking about (at least, the one I think you're talking about) has nothing to do with jeronij's mod--that appears to be entirely a NAM thing there.  It could just be fixed by just exporting the texture used on that piece, darkening it, and importing it back.  Perhaps it will get fixed for NAM v21 (the next version).2.gif

-Tarkus

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Tarkus: Sorry for the confusion. It's entirely an eye-candy issue, but I think it's mostly a rendering thing. It seems like those textures are for night-time lighting, but I'm not sure.

NAM Gods: I'm sure you're aware of this minor shading problem... anything you can do to fix it?

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I think it's not possible to fix it because the glitch depends on the rotation of the puzzle piece, so the same texture sometimes appears too bright and sometimes too dark. Thus you can't darken the texture. The road surface doesn't have the right brightness because the actual puzzle piece looks like this:

Free Image Hosting at www.ImageShack.us

However, it's usually used in another manner, but the shaddows remain. The light is reflected from the road surface in a different angle and therefore has a different colour. This shaddow is added by the game and it's nothing we can control.

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LivingInThePast: That piece is angled so, because it is the on-slope piece. If your post was meant to be sarcasm it was not evident, sorry.

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Originally posted by: memo I think it's not possible to fix it because the glitch depends on the rotation of the puzzle piece, so the same texture sometimes appears too bright and sometimes too dark. Thus you can't darken the texture. The road surface doesn't have the right brightness because the actual puzzle piece looks like this:

Free Image Hosting at www.ImageShack.us

However, it's usually used in another manner, but the shaddows remain. The light is reflected from the road surface in a different angle and therefore has a different colour. This shaddow is added by the game and it's nothing we can control.quote>

[Original post edited]

Is this a prop built in the BAT, and if so, is there a way to change the rendering for each rotational view? Is it possible to fiddle with each view's render to change the texture's shading or add lighting to adjust for the game's coded shadowing? And finally, is there a way to change the texture depending on the angle it's rendered at?

As far as using the "OnSlope" pieces for anything other than being on a slope, I've never seen them used in this manner. However, I have seen them used in 14m and 16m trenches, with a slight dip or rise in the road resulting.

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No, it isn't a prop that was rendered in the BAT. However, it's theoretically possible to change the model for each rotational view, but it would take too much effort. The models would need to be rotated and retextured for each view, not to mention the waste of IDs. It's not possible to change the texture depending on the angle.

But hey, I've never seen a perfectly consistently coloured road. Most of them rather look like a rag rug here in Germany. 2.gif

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I don't know whether this has been asked before, but I was wondering ... the Rural Highway Project is attempting to include a Modular Interchange System with its highways, is it possible that the NAM will someday make a MIS too for the regular highways, or is this entirely out-of-the-question? And to what extent can the RH-system be mixed with the regular highway-system?

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Does it only crash when you use puzzle pieces near transit-enabled lots? If so, that seems to be an unfixable bug, so you just have to be careful and lay down puzzle pieces first.

If it's something else, please provide some more detailed info to give people a better perspective on it.

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It probably is that... thanks.

What kind of transit enabled lots do you mean?

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Originally posted by: interpol12 It probably is that... thanks.

What kind of transit enabled lots do you mean?

quote>

 

Like the Big Dig lots.  I put a puzzle over one of them once, ruined 1.5 hours of work because I forgot to save before I did that.

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Pretty much any lot that you can run road/rail/highway or other networks into or through. Like the Big Dig lots mentioned above, and any Roadtop Bus Stops or On-network stations.

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Hi, I am having trouble with the mod downloads and am about ready to shoot myself, lol. I click to download and nothing happens, I joined the site, tried again, and nothing happens...can comeone please tell me what the hell I've done wrong?

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Can anybody tell me the height of the standard GLR trams?

I don't want to have to re-do my station after testing...

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Sorry if i'm posting in the wrong thread but I'm new here. How come I can't use the light rail system? I only get 1 puzzle piece for them and no stations? Did I download the wrong version?

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Sup3rbck:  You're in the right thread.  When you select the "Ground Light Rail (GLR)" puzzle pieces button, press the TAB key.  Each press of the TAB key will cycle through to another GLR piece. 

Stations are separate and not included with the mod.  However, vester_DK was nice enough to post a listing of GLR Stations and GLR-related downloads here, which will link you up with some.

Hope that answers your question.  And welcome to the Forums!

-Tarkus

Edit: 500th post.

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Originally posted by: Sup3rbck Sorry if i'm posting in the wrong thread but I'm new here. How come I can't use the light rail system? I only get 1 puzzle piece for them and no stations? Did I download the wrong version?quote>
 

Use the "TAB" button to gain access to the other pieces. 2.gif

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