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NAM General Discussion Thread

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Well, there is one nearby, at least 7 tiles away. I've only modified its capacity to allow 100000 travellers to pass through.
I was also spawned way way out near my river (subways can't go steep, so I transfer it to elevated rail and make the el. rail go as a bridge over the water, then I sink the el. rail back in with another transition) I was spawned out there. Sideways, too.

Also, as I have said, this happens with the Monorail and the standard Rail (the sideway part). When I start a mission, sometimes I spawn sideways and I automatically lose... Radical Ordinance helps a lot :)

Any ideas?

EDIT: I havn't seen anyone talk about this, but the concept of the transitions are really just stations that don't require road acess, but require the two things that need to be connected (like the new Subway to Rail, it's just a station where subway riders change to rail, and vice versa, and it also has some great pathing, allowing the rail to go down...) With the thing in the parentheses, maybe it's an idea that the game thinks that because transitions are more like mass-transit-stops-in-the-middle-of-nowhere-but-has-a-purpose, so it spawns a train inside, near, far, where ever you are from it. So if a regular station spawns you there, this transition station would be considered a station and also spawns you there.

Food for thought. Cactaur55

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  • Original Poster
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    Ok, just an update for this UDI EI Rail stuff;
     

    EITrainUDI_v2.1_TempTestingPlugin.zip

    (make sure you remove the previous version of this, otherwise problems will arise).
    Menu Icons has been fixed, thanks to Andreas. The menu slot for this has also been moved, so that it's just before monorail UDI menu Icon.
     
     
    And here's just a pic showing the EI Rail UDI in motion 18.gif
     
    post-2-1094116186.jpg
     
     
     
     
    Cactaur55; I took another look at this, regarding EI Rail UDI spawning from subway to EI Rail transition; I suppose this could be fixed, but then any custom created EI Rail Station Lots that people have, well EI Rail UDI won't work/spawn with this. Part of the problem is because the OccupantGroup used for EI Rail Station is also used for subway to EI Rail transition.

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    Posted:
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    udi.jpg
    heres of pic of UDI el trains working...
    everything seems fine so far, havent noticed any bugs.
    also seems to work with the subway mod as you can see 9.gif

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    Posted:
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    I know I mentioned this on the driveable mods site and I noticed that the UDI el-trains topic came up here so I wanted to know if anyone here would know how to modify some paths onto the el-station shown towards the bottom of this post. Ardecila said it was possible but I am no modder...I am not sure how to do what he suggested, let alone find the right program to try.

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    Posted:
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    Well finally I got the NAM to work! Thanks for everyones help! But the only problem I have is that I have to rebuild at least 1 EL station for the UDI to work, it just doesn't work on the fly, and my system's pretty set up so far. Also, I can only go from one station to another, no matter how slow I'm going, it just stops right when I reach the station. What's wrong?

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    Posted:
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    Date: 9/2/2004 10:15:55 AM
    Author: RodneyMullen03


    Well finally I got the NAM to work! Thanks for everyones help! But the only problem I have is that I have to rebuild at least 1 EL station for the UDI to work, it just doesn't work on the fly, and my system's pretty set up so far. Also, I can only go from one station to another, no matter how slow I'm going, it just stops right when I reach the station. What's wrong?
    quote>

    did u drag the tracks all the way through?

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    Posted:
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    I just want to say Thank you to everyone for their hard work on this project and to let you all know that your work is greatly appreciated.
     
     
    Subedei

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    Posted:
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    Ok, here's the four basic parking lot textures:


    /idealbb/files/AsphaltSpace.jpg/idealbb/files/Asphalthttps://www.simtropolis.com/idealbb/files/Asphalt%20_.jpg>

    AsphaltSpace.jpg Asphalt _.jpg


    /idealbb/files/Asphalthttps://www.simtropolis.com/idealbb/files/Asphalt%20L.jpg> /idealbb/files/Asphalthttps://www.simtropolis.com/idealbb/files/Asphalt%20l%20l%20.jpg>

    Asphalt L.jpg Asphalt I I.jpg


    A second set could be made including various options for grass curves and edges. Is anyone from the transportation mod team available once I have finished designing the tiles? I handle all the textures, designing placement of cars, create icons for the menu bar, and tooltips, all that's needed is someone to handle implimenting it ingame.

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    Date:9/2/2004 5:44:34 AM
    Author:Tropod

    Ok, just an update for this UDI EI Rail stuff;
     

    EITrainUDI_v2.1_TempTestingPlugin.zip

    (make sure you remove the previous version of this, otherwise problems will arise).
    Menu Icons has been fixed, thanks to Andreas. The menu slot for this has also been moved, so that it's just before monorail UDI menu Icon.
     
     
    And here's just a pic showing the EI Rail UDI in motion 18.gif
     
    post-2-1094116186.jpg
     
     
     
     
    Cactaur55; I took another look at this, regarding EI Rail UDI spawning from subway to EI Rail transition; I suppose this could be fixed, but then any custom created EI Rail Station Lots that people have, well EI Rail UDI won't work/spawn with this. Part of the problem is because the OccupantGroup used for EI Rail Station is also used for subway to EI Rail transition.

    quote>

    Cool! I've been waiting for this for awhile. Does it work with that rail to el rail transition 42.gif

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    Thalassicus, I LOVE your idea for the parking lot tiles.  Let me caution you that what I am about to suggest is way different than anything we've done before, but if it's possible, it would be ultra cool.  If tropod or red have any thoughts on this, I'd be interested to hear them:
     
    The Interchanges RUL file (which is where tropod created the puzzle pieces) refferences paths and exemplars directly, and the exemplars in turn refference s3d files, with a full TGI number.
     
    Would it be possible to change the TGI that the exemplar refferences to the TGI of a type 21 exemplar, which has a TGI refference to an FSH texture base to use?  The result would be that we COULD put props on these puzzle pieces, and more so than that, it may auto-select what wealth level to use also.
     
     
    However, as I said, the above is probably not possible, I just wanted to offer it up for Tropod and others to think about.  I'll be happy to do some of the RUL editing on it, but I don't even know how to open the BAT, much less take a texture and turn it into a ped-mall type lot which doesn't get messed up by hilly terrain.

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    Yes, I dragged the tracks all the way through. If I didn't, the system wouldn't be usuable! And I just found out the Metro Stations on the Exchange are the only ones that work.

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    The ANT is the additional network tool and is a network that looks like a road but with the capacity and speed limit of a highway.
    Please Read the thread before asking anymore naive questions, they are kind of irritating to me 11.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    the7trumpets,
     
    We CAN put props on the puzzle pieces, and we can use different wealth levels.  And we can do it without changing the RUL files (except it might be useful to add more instances of the puzzle piece). 
     
    Here is the result of a second quick test:
     
    /idealbb/files/NP6.jpg

    I did this by creating two new CarCluster props that do not change during the sim day (because I found the original changing version did not work).  I created a new type 21 exemplar to place these props on the Ped Mall, and as you can see, it worked.  I also tried to add an overlay texture, but that part did not work.  Perhaps if I looked into it a bit more...
     
    smoncrie

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    Posted:
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    I'm not a partisan of requests but since I haven't read about this anywhere I'm going to suggest it...

    I'd like to see a road to one way road transition, and maybe a one way road to road transition...
    what it would look like (in bad):


    roadonewaytransition.JPGroadonewaytransitionpath.JPG

    What are your thoughts?

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    Posted:
    Last Online: A long, long time ago... 
     
    hmm, i think it looks slightly insane... dunno about you, bit its a bit impossible, and the crash amount would be really high, and there would be cars doing u-turns in the middle of the road. you would need to split the lane going in the direction of the one way, and make part of the splitted lane double up, and the other do the u turn, so it is possible to turn around without accidents. another way of putting it is : a normal road end (u-shaped) and only one lane carrying on past the u-bend and doubling up into a full one way road. i think you get what i mean... i would do it in ms paint, but i cant find it for some reason, i think it got deleted, while im here, does anyone know of a replacement for MSpaint, i have irfanview btw, but you cant draw with it, just crop.
    -Kev
     

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    No cars would do a U-turn it makes no sense to come down the road and then make a u-turn...
    But along the normal road you could imagine some lots with people driving out of their homes and wanting to go in the opposite direction of the one way road.
    This kind of raod configuration exist in many cases so there is no reason why it should be ruled out saying it is not realistic.

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

    Yeah, personally, I think that has to be one of the stupiedest things requested so far, but hey if you want it, I'm sure someone could make it.

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    well what would happen to the cars travelling the other way, where would they come from? what im syaing is that some cars (automata) would need to turn for realism.

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    Date: 9/3/2004 1:57:41 PM
    Author: newyorkrunaway1
    How is this stupid and ridiculous? Obviously you have never been to any major downtown area, where there are atleast 1 or two of thes intersections within the downtown area.
    quote>

    Well, I don't know about where your from, but here in Philly I can't say I've ever seen one. If a road changes from one way to two directions here, it's always at an intersection. I'd really like to see a picture of a real one of these, if you can find one.

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    Date: 9/3/2004 2:14:01 PM
    Author: the Monkeys Uncle
    That isn't rediculous at all! In fact, it is a feature I would like to see.
    quote>

    Well could you at least show me a picture of one in the real world, because useful or not, I still think it's EXTREMELY unrealistic.

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    Posted:
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    Date: 9/3/2004 12:39:12 AM
    Author: smoncrie


    the7trumpets,




    We CAN put props on the puzzle pieces, and we can use different wealth levels. And we can do it without changing the RUL files (except it might be useful to add more instances of the puzzle piece).




    Here is the result of a second quick test:




    /idealbb/files/NP6.jpg




    I did this by creating two new CarCluster props that do not change during the sim day (because I found the original changing version did not work). I created a new type 21 exemplar to place these props on the Ped Mall, and as you can see, it worked. I also tried to add an overlay texture, but that part did not work. Perhaps if I looked into it a bit more...




    smoncrie

    quote>


    So are you saying that the only limitation is that we can't put overlay textures or animated props on these tiles? Sorry about my ignorance, I was just not really here during the whole puzzle pieces phase, so I haven't really looked into how they work...I'll go back to the reader now ;)

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    Posted:
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    Date: 9/3/2004 1:59:47 PM
    Author: iamrobk
    Date: 9/3/2004 1:57:41 PM
    Author: newyorkrunaway1
    How is this stupid and ridiculous? Obviously you have never been to any major downtown area, where there are atleast 1 or two of thes intersections within the downtown area.
    quote>

    Well, I don't know about where your from, but here in Philly I can't say I've ever seen one. If a road changes from one way to two directions here, it's always at an intersection. I'd really like to see a picture of a real one of these, if you can find one.
    quote>

    I can try and locate o picture of one for you. The only difference in his to the reall life ones are that the people have a road to turn off on, it just doent stop immediatly. 16.gif

    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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    Posted:
    Last Online: A long, long time ago... 
     
    the7trumpets,
     
    I am saying that we can put some props on network tiles (not just puzzle pieces), and that they cannot always be placed the same way they are in lots.
     
    I have not done enough tests to say what can or cannot be done.  For example, I recently noticed a number of uses different values of rep 2 of the LotConfigPropertyLotObjectData property.   I believe that rep 2 is listed as undefined, but I may be able to describe some values with a bit more study.  In any case they are additional ways putting 1 or more props the network tiles.
     
    One thing I can say is there is only one set of props per network tile IID (Edit per network tile and zoning type and wealth) .  This includes streetlights.  Which may be a problem, if you want a certain pattern of streetlights.
     
    As for textures, I have not seen any examples of them being used in type 21 exemplars,
    so it is quite possible that they cannot be used in these exemplars.
     
    smoncrie

     

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 9/3/2004 2:35:12 PM
    Author: newyorkrunaway1
    Date: 9/3/2004 1:59:47 PM

    Author: iamrobk

    Date: 9/3/2004 1:57:41 PM

    Author: newyorkrunaway1

    How is this stupid and ridiculous? Obviously you have never been to any major downtown area, where there are atleast 1 or two of thes intersections within the downtown area.
    quote>


    Well, I don't know about where your from, but here in Philly I can't say I've ever seen one. If a road changes from one way to two directions here, it's always at an intersection. I'd really like to see a picture of a real one of these, if you can find one.
    quote>


    I can try and locate o picture of one for you. The only difference in his to the reall life ones are that the people have a road to turn off on, it just doent stop immediatly. 16.gif

    quote>


    Well I have seen several of those, there's one in a small town like 5 minutes from my house. However, what the original suggestion was is not what we are talking about now.....it's completely different, really.

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    Posted:
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    Date: 9/3/2004 3:20:57 PM
    Author: iamrobk
    Date: 9/3/2004 2:35:12 PM

    Author: newyorkrunaway1

    Date: 9/3/2004 1:59:47 PM


    Author: iamrobk


    Date: 9/3/2004 1:57:41 PM


    Author: newyorkrunaway1


    How is this stupid and ridiculous? Obviously you have never been to any major downtown area, where there are atleast 1 or two of thes intersections within the downtown area.
    quote>



    Well, I don't know about where your from, but here in Philly I can't say I've ever seen one. If a road changes from one way to two directions here, it's always at an intersection. I'd really like to see a picture of a real one of these, if you can find one.
    quote>



    I can try and locate o picture of one for you. The only difference in his to the reall life ones are that the people have a road to turn off on, it just doent stop immediatly. 16.gif


    quote>



    Well I have seen several of those, there's one in a small town like 5 minutes from my house. However, what the original suggestion was is not what we are talking about now.....it's completely different, really.
    quote>

    The real life ones are at stoplights with options to make turns...there are no roads that have u-turns like that.

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