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NAM General Discussion Thread

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I dont think you understand the shear size of the US take for example Denver colorado.  It is probablly the most isolated large city in the country.  I am not sure what the closest big city is.  Chyenne WY isnt small but i dont think its that big.  I think Kansas City or Las Vages might be the closest big city, and neither are close.  I drove from KC to Denver a few yrs ago its about a 10 to 12 hr drive. 
 
This is important because where we do have MT the east cost the cities are close and people live in one city and work in another or wayyyy out in the burbs. 
 
Its not so much the people as it is the govt spinning their wheels. I live in ohio we have 3 major cities plus i think 3 others that border the state. i heard that they did studies on building a train system 3 times but never built it and spent more money doing the research, and ohio is a med sized state and only 1 state away from the east coast tracks but those studies are probablly over 10 yrs old and we still dont have any system. 
 
Also we arent that far away from cars becoming automated on highways, and when that becomes the case our highways will handle many times more, and on the wars ask the russians if they were scared of us.

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  • Original Poster
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    Last time I checked, this wasn't in the spam Off-Topic forum. So unless you're discussion something specifically to do with some aspect of the NAM, &/or show-casing an item for proposal/suggestion, reporting a bug/problem etc, then I suggest you leave the other chit-chat out of this thread thanks. I really see no need for a whole complete (background) history lesson on why people think something should or shouldn't be done. Stick to the topic thanks, & remember where it is.

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    I had a dream last night, and I came up with a great idea for a decent looking DN start piece.

    This is how I was planning on doing it

    D
    D
    D D is for double, B for bottom and T for top
    BT
    BT
    BT

    My new idea is hard to show in ASCII, but the roads that make the DN run perpendicular to one another, and would intersect right before the start of the DN. Its hard to show, but I'll add it to my queue of stuff.

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    Just thought I would do about creating some of those intersections I mentioned a few pages back.
    Someone with some texturing skills, if you'd like to lend a hand, that'd be great! As I'm not all that good with texturing.
     
    These are new intersections, but are by no means final/finished. I have some for double-diagonal onewayroads, too, but they'll need a little more stringent testing.
    And, for those of you wondering; no I haven't forgotten about Rail Puzzle Pieces, or Dual networks. I've run into a serious technical problem with Rail Puzzle Pieces, so for now they'll have to wait unfortunately, yet again.
    post-2-1092144516.jpg
     

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    Posted:
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    so builderman does this mean you will be working on the DN peices. 

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    Posted:
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    Date: 8/10/2004 2:16:57 PM
    Author: a11eria


    so builderman does this mean you will be working on the DN peices.
    quote>
    Yes, but I have plenty of stuff to do in addition to that.

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    Why hasn't anyone retextured the ANT as a dirt road so that it can be used for undeveloped rural areas?
     
    I see this as a way to actually have the ANT be of some use.

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    Posted:
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    Date:8/10/2004 8:20:28 PM
    Author:the Monkeys Uncle

    Why couldn't you just use roads for out in the country?  Or do you mean so that they could have higher speed limits?
    quote>

    I want dirt roads/streets simply for visual reasons. As it stands now, if I use the dirt roads mod I get patches of dirt and patches of street according to wealth level. I want continuous stretches of dirt. I think the ANT is the answer.

    The problem with the ANT is that is doesn't allow road access for development. For this reason, it is virtually unusable. Add to that the fact that it looks identical to a regular road, and the ANT is utterly pointless.

    My proposal is to retexture the ANT to make it look like a dirt road, and then we can use it in rural areas where there isn't any develpment needing road access.

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    I've got a challenge to anyone crazy enough to try it. It's a multi-modal transit/utility network designed as follows:

    <------------Water Pipes------------>
    <------Standard Freeway Lanes<-------
    <-----Trucks-Only Freeway Lanes<-----
    <--------Local Commuter Rail-------->
    <---------Local Freight Rail-------->
    <--Hi-Speed Regional Commuter Rail-->
    ----->Trucks-Only Freeway Lanes----->
    ------>Standard Freeway Lanes------->
    <------------Water Pipes------------>

    Those of us from Texas might recognize this design as the Trans-Texas Corridor Project. Anyone not familiar with this project can view the concept at this site:
    <http://www.dot.state.tx.us/ttc/ttc_home.htm>

    You can also visit the site if I've confused you! They have a nice picture of the concept.

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    *Off-topic*

    *Looking at shasta's signature 41.gif*

    Builderman, come quick!!! Get the dogs, and sick 'em! 3.gif

    *On topic*

    If anyone has seen the Lunalilo Fwy. on O'ahu, then you'll know that near the airport it becomes a double-decker 6-lane highway. Is this a possibility, to just put a ground highway under an elevated highway? I don't know, and sorry if this one has been mentioned millions of times.

    - James

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    Ok. Not quite an update, but something just as good I'm sure 2.gif [for now].
    This file is for this thread only. When the NAM gets updated next [&/or another temp file supersedes this], the contents of this file will be in there, & this file must be removed.
    NetworkAddonMod_NewIntersections
     
    The above file MUST be placed in the exact same folder as the main mod; & the file names must not be changed.
     
    The above file contains the following new intersections [there's a text-based file included in the above zip file, that contains the following intersections];
    -Orthogonal Elevated Highway x Double-Diagonal road
    -Orthogonal Elevated Highway x Double-Diagonal rail
    -diagonal Elevated Highway x Double-Diagonal road
    -diagonal Elevated Highway x Double-Diagonal rail
    -Orthogonal Elevated Rail[lightrail] x Double-Diagonal rail
    -Orthogonal Elevated Rail[lightrail] x Double-Diagonal road
    -Orthogonal Elevated Rail[lightrail] x Double-Diagonal onewayroad
    -diagonal Elevated Rail[lightrail] x Double-Diagonal rail
    -diagonal Elevated Rail[lightrail] x Double-Diagonal road
    -diagonal Elevated Rail[lightrail] x Double-Diagonal onewayroad
    -Orthogonal Monorail x Double-Diagonal rail
    -Orthogonal Monorail x Double-Diagonal road
    -Orthogonal Monorail x Double-Diagonal onewayroads
    -diagonal Monorail x Double-Diagonal rail
    -diagonal Monorail x Double-Diagonal road
    -diagonal Monorail x Double-Diagonal onewayroads
    -Orthogonal Onewayroad x double diagonal rail
    [for those of you wondering; Orthogonal = straight. Or in other words; following the grid. Diagonal = going against the grid].
     
    I did have highway x double-diagonal onewayroads done, but for technical reasons I've left them out [for now].
    I'm only interested in hearing bug/pathing problems with these; nothing else thanks [in other words; if you can't 'draw' any of the above new intersections, I do not really want to hear about it - I suggest you check your plugin folders &/or what you've done with the file]. I've tested these myself though, so hopefully they'll all be just fine.
     
     
    Regarding Streets/OneWayRoads; Neighbour Connections; these are most likely controlled [directly] by the EXE. Changing this is not likely to happen.

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    Date:8/11/2004 11:35:45 AM
    Author:Tropod

    Regarding Streets/OneWayRoads; Neighbour Connections; these are most likely controlled [directly] by the EXE. Changing this is not likely to happen.

    quote>

    too bad but i cant wait to get in game and try out these new intersections3.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 8/11/2004 12:54:12 PM
    Author: Casper3141

    Date:8/11/2004 11:35:45 AM
    Author:Tropod


    Regarding Streets/OneWayRoads; Neighbour Connections; these are most likely controlled [directly] by the EXE. Changing this is not likely to happen.

    quote>

    too bad but i cant wait to get in game and try out these new intersections3.gif

    quote>

    Me too.

    These intersections are great! Thanks!

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    Posted:
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    ive experienced problems with the ANT puzzle pieces - when i was placing two road over rail pieces side by side, and directly next to a two lane Urban Rail Station from STEX.. it crashed the game everytime after placing the second piece and returned to WIndows

    well - about 5 or 6 times of trying, the same thing happened.. but changing the order i was placing things and such i somehow got it to work

    just thought you should know 2.gif

    BTW when was the last update released????

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    hhmm.......there has been the odd report of crash here & there, with road over rail stuff. I'm beginning to wonder though, what might be a commonality for those having these crashes; because I've not experienced them myself, & nor is it a wide-spread problem. If anyone & everyone whose used them though, reported of the problem, then that I could understand. But the very very small number of folk posting this problem, just has me wondering that it might be something else causing the problem [just a suggestion. I'm not saying it necessarily is or isn't].

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

    is it possible to add some curves with the puzzle pieces, so we would be able to build viaducts through our cities!??

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    Date:8/6/2004 8:56:31 PM
    Author:Deaf2

    okay... here is a better version of the turn i made a while back but i've caught a snag. I do not understand how to make the rails (and even less so as its at a curve). So if any one out there knows how to and wants to share please do or pm me with ur email (or just post it) so i can send u a zipped up version of the gmax file (the roads will be included for reference).  Take a look a the pic below (remember its very simple, as i cannot do much more until i find out how to do the rails).

    [image Hosted Off-Site]
    NAMturn.jpg

    any help appreciated...
    quote>

    Can any one give me any ideas on how to pull the rails off (note they are the drk grey hings in the picture)...

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    deaf: create a spline in the shape of the railings you need. Then, check Display Mesh and tweak it to your liking. Finally, right-click it and convert it into an Editable Mesh.

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    Posted:
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    ardecila: i remember you posting great things waaaayyy back at the begining of this thread3.gifand im just wondering is any of it ready for download42.gif

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    Just another temp file for the NAM. This one, has the 'red' [or bad] previews, for the different Interchange [& interchange related] items that appear when you can't place them somewhere.
    Thanks to Redlotus for making this possible. He's done a lot [possibly all] of ground work on the file that handles the preview models for interchanges etc & the like.
     
    This file is for this thread only. When the NAM gets updated next, the contents of this file will be in there [unless there's any problems], & this file must be removed. [the file I posted a few posts above; both that, & this one here, can be used at the same time - just be sure to remove both of them when the main NAM gets updated].
    NetworkAddonMod_PreviewModels
     
    The above file MUST be placed in the exact same folder as the main mod; & the file names must not be changed.
     
    The above file converts/changes/fixes all of the current custom Interchanges/PuzzlePieces/PedMallTiles/Overpasses Cursor Preview Models, so that now they have a 'red' [or bad] preview model appear for them in-game, when it's not possible to place them.
     
    For those of you apparently having problems with some items, like the Road over Rail overpass/puzzlepiece crashing the game for example - when placing them; this 'may' actually fix the problem for you. This however is not a guarantee though, but rather a suggestion.
    Any problems with these though, please let us know.

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    I think that the double-diagonal one-way roads are cool, but what is the purpose of a double diagonal road? I just don't see the point in placing 2 roads next to eachother in the first place, let alone making them go diagonal. If I'm missing an important reason to have double diagonal roads someone please tell me.

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

    Can you make the puzzle pieces placable like road? Where i can make turns. It cool havving the pieces but they don't turn.

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    Posted:
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    Date:8/11/2004 3:20:12 PM
    Author:Deaf2

    Date:8/6/2004 8:56:31 PM
    Author:Deaf2

    okay... here is a better version of the turn i made a while back but i've caught a snag. I do not understand how to make the rails (and even less so as its at a curve). So if any one out there knows how to and wants to share please do or pm me with ur email (or just post it) so i can send u a zipped up version of the gmax file (the roads will be included for reference).  Take a look a the pic below (remember its very simple, as i cannot do much more until i find out how to do the rails).

    [image Hosted Off-Site]
    NAMturn.jpg

    any help appreciated...
    quote>

    Can any one give me any ideas on how to pull the rails off (note they are the drk grey hings in the picture)...

    quote>

    Deaf2 -

    First of all, I don't know what this is. It looks like you are trying to make a highway or an avenue with rail immediately next to it. If that is the case then cool. BUT, if you are trying to make a one tile rail piece, then you need to shrink the width by half.

    About the rails. Simply copy the same rails you have on your straight pieces, select the end polygon and extrude several times. Then apply a bend modifier, and ben it 90 degrees, then just tweak it a bit to your liking.

    I've been on a vacation out of the country so I have missed the last several pages of this thread, if someone has already helped you, then I apologize for the redundancy.

    Chozo

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

    Yeah, swamper is right about that picture.

    Casper: Well, the stack was done by Chozo in a much better form, the Urban Overpasses are lost in Tropod-land, and the Avenue Y-intersection will come soon. Anything I'm forgetting?

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    Date:8/12/2004 12:52:42 PM
    Author:dominohobbes

    I think that the double-diagonal one-way roads are cool, but what is the purpose of a double diagonal road? I just don't see the point in placing 2 roads next to eachother in the first place, let alone making them go diagonal. If I'm missing an important reason to have double diagonal roads someone please tell me.

    quote>

    Well, suggest you ask Maxis that then; as Double-Diagonal Roads comes with the stock standard game.

    Personally though; I do think they serve a purpose. The problem with them though, was that previously they weren't much use because they can't really interact with the other networks [since the intersections weren't there]. So now at least, the option to use them is more preferable I would think seeing as how there's some proper intersections for them now [& hopefully, that number can be increased].

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