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This has nothing to do with the current string we're on, but I found a bug in the Beta of the Network Addon. The U-Drive-It Elevated Train will only work with the original elevated train station, and not any custom ones.

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It's not a bug. The mod actually changes the original station so it supports the UDI. The custom ones haven't been changed yet.

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Date:9/10/2004 10:36:52 PM
Author:Thalassicus

I had assumed they only needed to transfer from a MT lot because they were pedestrian traffic, which requires a transition...if car puzzle pieces require this, how were road/avenue bridges done? 42.gif Anyways, it should be easy to make the extra tile, I was considering it since the parking lots already need a way to visually connect to roads.

quote>

Well, the road network puzzle pieces have the advantage of only working when it's a straight 02 RUL end from the same network before.  Anotherwords, there is already a car path from the previous tile pointing into the puzzle piece.  For parking lots, there are no car paths to 'turn in' to the parking lot, and while in theory we could make such a thing, and accomplish the correct look with puzzle pieces or RUL overrides, we would then be talking about re-drawing about 100 textures to allow cars to turn into parking lots from all the different straight, angled, and curved pieces from roads, streets, avenues, and oneways.

So, a much easier method is simply to create the entrance lot, which passes car traffic.  While we may not 'need' to adjust the transit swith point, being able to is always a plus 2.gif.

Remember in SC4's geometry the hypotenuse of a right triangle is equal to both sides combined, so going through a parking lot wouldn't be a short cut. Speaking of which, what network does the ped mall use the speeds of? If it's streets, since large parking lots are commonly found next to avenues it will inherently discourage shortcuts combined due to the lower speed, plus the geometry factor.

This would only be overcome if congestion is sufficient enough that the transit speeds become equal or disproportionate on the main thoroughfare, and only be a factor for sims turning left or right. Then again, this is a problem in real life too. To discourage through traffic from surrounding neighborhoods all the strip malls in my area are not connected to the residential streets, typically with a brick wall between to discourage vandalism and such, and taking right-turns through parking lots is illegal (although you still see people doing it...) So it would basically be it would be more of a realistic design factor to consider when building the parking lots, probably not neccessary to address too strongly from a switch-point standpoint.

quote>

I tend to agree with you, but we really won't know what's necissary until we're testing it.  As I said above, it may not be necissary to boost the transit switch point, but it's nice to know we can if we need to.

The tiles themselves are actually 6 cars wide, and the cars are spaced too close together to use wider spaces, leaving an empty car space between each tile:

/idealbb/files/CarSpacing1.jpg

If there a limitation to using the 6 cars I'm unaware of I can remove the extra lane, otherwise it would probably look best to have the lot full of cars 1.gif

quote>

Hehe, you can see how little I use the lot editor 18.gif.

Ya, 6 cars wide is fine, we'll just have to place the props accordingly.  One piece of good news, Karybdis said he has a more complete lotconfig line spec, which among other things, describes the correct GIDs and other things in order to use animated props and prop familys on these tiles 9.gif.  As soon as you get some textures up, I'll start making the puzzle pieces and entrance lot.

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Where are the oneway textures located? I'm trying to find them to compare arrows to.

I've used FSH's about as much as you've used the lot editor 1.gif (ironic considering my avatar 41.gif)

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the oneways are in the 0x9###### series.  However, the arrows are overlays which are placed on top of the oneway textures.  I'm not sure where they are, but I suspect taking a look at Tropod's no oneway arrows modd will shed some light on it.

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Hi guys


I recently made a post that I had a problem with the NAM.
The7Trumpets have helped me with it so I could find the problem, and now I've discovered that the Road Over Rail Overpass Mod is conflicting with the NAM!

The Road Over Rail Overpass Mod is conficting in a way that some of the features the NAM has, it can't be placed!

Maybe someone can now easily find out what it is causing it? So that those 2 mods can exist side by side to eachother?

I know the NAM already has those features that the Road Over Railoverpass Mod has, and I personally think that the RORM (road over railoverpass mod)
has become obsolete? 30.gif

Thanks to 7trumpets for helping me out! 44.gif

Greetz Thunderm@n

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I agree on that, but I had the RORM installed months before I just installed the NAM, so I didn't knew that the NAM had such features...
Only noticed it when I tried to figure out what kind of features the NAM had.

That's the reason why I stumbled onto this problem...

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!!!WARNING!!! This post is LOOOONG! !!!WARNING!!!
 
I know, I know.  It's a little big, but don't say I didn't warn ya.
 
 
Okay, this post is a little long winded, but I kept puttin it off for about a month, and now I'm writing this while my dad is working on his truck (don't ya hate it when cars get 150,000 miles on em?).  Annnnywayyyy...
 
I have a few suggestions for the NAM (summary first):
  1. An eight way cloverleaf*
  2. One-way road overpass-intersection*
  3. New kinds of bridges (different support styles other than blah-blah-blah-blah-blah-blah)
  4. Different (more) ped-mall textures
  5. More puzzle-piece types (curves, diagonals, intersections, etc.)
  6. More puzzle piece networks
  7. More puzzle piece support textures/types (bricks, arches, trestle, suspension wires, etc.)
  8. Double-decker highway*
  9. Ped-malls as a dragable network
  10. ANT network needs faster speeds
  11. More kinds of intersections
  12. One-way highways
  13. The ability to drag one network under another

Some of these suggestions are pretty CENSORED obvious, so I won't even think about mentioning them again. As for the others...

 

1. An eight-way cloverleaf

Because of the sheer size of the pic, I can't even upload it as a zip.14.gif8.gif Oh well.15.gif I can describe it.34.gif

Here goes41.gif42.gif...

All eight highways converge onto a roundabout 12 lanes wide with an inner radius of 3 (three) tiles (what that means is that the roundabout is three tiles wide with four lanes in each tile to facilitate traffic).  Because the inner radius of the roundabout is three tiles and the outer radius is six tiles, that only leaves two tiles for the perimeter to mess with. However, that description only tells you how to design the orthagonal inlets/outlets.  This little pic shows how to do the diagonal inlets/outlets (only shows the corner, but I'll tell ya the rest).

/idealbb/files/8-way-corner-detail.jpg

This color is the ground in SC4.  This color (cyan (almost)) is the whole tiles in the corner.  This color is the half-tiles in the corner (as well as the partials in the lower left).  This color is the remaining half of the partials in the lower left (and part of the on/off ramps in the interchange).  And this color (yellow) is the actual on/off ramps in the interchange.

Black and white translation for the colorblind:  This color (dark green) is the ground in SC4.  This color (cyan (almost)) is the whole tiles in the corner.  This color (blue) is the half-tiles in the corner (as well as the partials in the lower left).  This color (dark/brick red) is the remaining half of the partials in the lower left (an part of the on/off ramps in the interchange).  And this color (yellow) is the actual on/off ramps in the interchange.

All the on/off ramps are on the outer edge of the roundabout (because it's one way) and are three lanes wide.  All the highways converging on the interchange are on the same level (elevated or ground).  However, due to a game engine glitch, the interchange must be placed before the highways are built.  The reason the roundabout is so wide is to facilitate traffic from EIGHT DIFFERENT HIGHWAYS!  (THAT'S TWELVE LANES HANDLING 24 LANES OF HEAVY TRAFFIC IN CONGESTED CITIES!6.gif)  Talk about heavens-to-betsy-bottlenecked-backed-up-all-the-way-to-the-border-my-boss-is-REALLY-gonna-be-pissed-off-that-I'm-late-again gridlock!  (whew!)  O_O  Also, this interchange is radially symmetric (except for the traffic3.gif18.gif).

Well.  Whaddya think?  Did I describe it well?  Yes?19.gif  No?20.gif  Maaybe?42.gif

 

2. One-way road overpass-intersection

This is a simple one-way road variation on this suggestion made a while back by wicher on page 44.  Nothing more, nothing less:

picserver.jpeg border=0

 

4. Different (more) ped-mall textures

The name almost says it all.19.gif  I was kinda thinking of like cracked or light concrete for slummy parts of town.  Maybe dirt paths for rural communities.  Or something a little ritzier for the R$$$ or CO$$$ areas.  Or even something that looks clean and industrial for the high-tech areas!  Yeah!10.gif  All-in-all, just a bigger variety of textures, maybe even with overlays to simulate walking paths.

 

6. More puzzle piece networks

Networks like sublevel highways (highways that are below ground surface, but are not completely buried), ground level monorail, sublevel, or even UNDERGROUND monorail.  Or supersonic rail transport (useful for those multi-city or cross-region commutes).  Maybe even double-decker rail (can handle twice as much traffic as std. rail, but each deck travels in one direction).

 

8. Double decker highway

A double decker highway with two-way decks could easily handle twice as much traffic in the same amount of space as a single deck highway.  Although I have yet to figure out transitions, I have figured out the most basic of elements:

This is a cross section.  The violet and green represent the individual lanes of the upper deck (three in each direction).  Likewise with the red and blue.  The cyan is the support structure.

/idealbb/files/2DeckXSection.jpg

This is an onramp from the side.  It's a perpendicular onramp that is the default seven tiles long by four tiles wide in the center.  The violet and red represent the upper and lower decks respectively.  Likewise, the two shades of green represent the on/off ramps.  The blue strip is a road.  The cyan bars are the supports.  And the silver is the sublevel view.

/idealbb/files/2DeckOnRampSide.jpg

This is an orthagonal intersection from two sides.  Green and red for one highway.  Violet and blue for the other.  Cyan is the supports, and the silver and grey represent sublevel.

/idealbb/files/2DeckIntersection01.jpg/idealbb/files/2DeckIntersection02.jpg2

I have not troubleshooted the intersections except the perpendicular on/off ramp.  I'll just leave that to all you smart guys in the community (I do make A's, I just don't know how to BAT yet15.gif).

 

11. More kinds of intersections

Road to highway.  Ground/elevated hwy cloverleaf.  Trumpet interchange.  The possibilities are ENDLESS!9.gif4.gif

 

12. One-way highways

Highways that are two tiles wide and have six lanes of traffic going in only one direction.  One-way [super]highways have more than double the capacity of standard highways and can keep traffic running smoothly.  Plus, if they can be developed into three and four lane packages as well, we could create realistic highways that diverge on hills, run adjacent to each other on plains, and even cross over each other to create MASSIVE interchanges!25.gif6.gif

 

13. The ability to drag one network under another

Such an ability could allow five neighbor connections in a two tile width.  Elevated highway on top.  Road and light/freight rail next.  And subway and water pipes on the bottom (subterranian).  Just imagine an EL rail line that runs right over a road or avenue!  Or a rail line right ON a road!2.gif

 

I'm done.  Long, ain't it?18.gif  Although some of these suggestions are not doable at all and are probably just a waste of my air, but I just thought what the h***.  I'll suggest them anyway.  Besides, there's bound to be SOMEONE who might want to try it out just for the h*** of it.21.gif  I don't care about what you say to put me down, I just said some ideas to put on the drawing board.  If they get thrown out, then I'll know the game coding dosen't allow for them.30.gif

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I really love the way number two looks/would look. I loved it back on page 44 and I still ike it now. If someone who has BAT skills could simply shift the road over road overpass half a tile over and add that straight lane, we would be nearly done!

I've tried working around with thirteen myself, except in terms of have a rail line in the avenue center, but my RUL knowledge is lacking.


oh, and I love the new Avenue Y!

avenuey.JPG

You can create great central diamonds for your cities by putting four in a square.

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First let me say thanks for all your suggestions.  I'm going to just outline what is and is not possible, so that those who want to give them a shot won't be wasting thier time ;)

Date:9/12/2004 1:35:06 PM
Author:ScLu
  1. An eight way 'cloverleaf'*

quote>

While possible, I would personally rather see a three highway interchange, since I have never ever seen a 4 highway interchange, and having roundabouts where you are forced to slow down to 30MPH on a highway just doesn't seem very realistic.  Still, if someone want's to give it a shot, more power to them, thanks for the suggestion 1.gif.

2. One-way road overpass-intersection*

quote>

This is very possible, and I'd love to see that as an option as well, it just takes someone to take up the challenge

3. New kinds of bridges (different support styles other than blah-blah-blah-blah-blah-blah)

quote>

This is possible as well.  However, the Bspec format and details of creating pylons and the RULes for bridges (the Bspec files) are not detailed in the interchange tutorial.  If someone really wants to do this, let me know and I'll see if I can write a tutorial on the bspec files and get red or someone to explain the s3d oddities with the bridges (pylons, etc)

4. Different (more) ped-mall textures

The name almost says it all.19.gif  I was kinda thinking of like cracked or light concrete for slummy parts of town.  Maybe dirt paths for rural communities.  Or something a little ritzier for the R$$$ or CO$$$ areas.  Or even something that looks clean and industrial for the high-tech areas!  Yeah!10.gif  All-in-all, just a bigger variety of textures, maybe even with overlays to simulate walking paths.

 

quote>

Awesome Idea.  I've been thinking the same thing.  If anyone has any specific suggestions, or wants to draw some, please post them here.  If creating your own, please attatch a zip file of a dat containing the FSH's you want to see.  Otherwise I'll just pick some of my own, and hopefully get it included in the next version of the NAM.

5. More puzzle-piece types (curves, diagonals, intersections, etc.)
 
quote>
 
This is possible, but I want everyone to realize that this may get into the realm of unusable with the complexity that diagonals and other things come into play.  As a general rule, anything you want added that is a ground network improvement (additional intersections, etc) is done much more easily with simple FSH textures, paths, and RULes so that they appear automatically when you draw them in a specific way.  If someone wants to make them, I'm all for it, but remember that the more puzzle pieces there are, the more complex and crowded the menus get.
 

6. More puzzle piece networks

Networks like sublevel highways (highways that are below ground surface, but are not completely buried), ground level monorail, sublevel, or even UNDERGROUND monorail.  Or supersonic rail transport (useful for those multi-city or cross-region commutes).  Maybe even double-decker rail (can handle twice as much traffic as std. rail, but each deck travels in one direction).

 

quote>

I'm not exactly sure what you mean by sublevel highways.  While all of these ideas are theoretically plausable (with the exception of completely underground non-subway networks), there would be no way to adjust the capacity or speeds on a per-tile piece basis, the capacity and speeds are set based on the network type that is defined.  Additionally, if we made a doubledecker rail for example, drawing any other network accross it would make it unusable, because the drawing engine would think it was a normal rail track and make a normal track crossing.  We could again, in theory, create all these intersections, but just be mindful that it would be quite a considerable ammount of work.  As with the other suggestions, if someone really wants to take this on, and just needs to know all that would be necissary, please don't hesitate to as me to deliniate what would be necissary to complete this.

7. More puzzle piece support textures/types (bricks, arches, trestle, suspension wires, etc.)

quote>

As with point 5, this is completely doable, and fairly easy.  Just be mindful about the menu congestion.

8. Double decker highway

A double decker highway with two-way decks could easily handle twice as much traffic in the same amount of space as a single deck highway.  Although I have yet to figure out transitions, I have figured out the most basic of elements:

quote>

As with suggestion 6, there would be no way of changing the speeds or capacities of such a 'double decker' highway, unless we wanted to give up one of the two highway networks we have now (elevated and ground).  Again, this would be a huge undertaking, while very possible.  Doing it without replacing the ground or elevated highway networks would require using puzzle pieces, and quite a few puzzle pieces would be necissary, but again, it is very possible.  As with anything else, if you want to give it a shot, just ask me the specifics of what is necissary.

9. Ped-malls as a dragable network

quote>

Sorry, but there's simply no way to do this without giving up one of the networks we currently have, or designating the ANT as a walkable network.  If we did this though, it would take away our ability to control what type of textures we use in the ped mall tiles, which I think is one of the cool things about it (as you requested earlier in point 4).

10. ANT network needs faster speeds

quote>

I'm not exactly sure what its speeds are right now, but what do you use it for?  There aren't any intersections between it and other networks defined, so it's very difficult to use in a real city.  I just thought it was relatively un-used by people in real cities as of now.

11. More kinds of intersections

quote>

I assume you mean actual intersections instead of interchanges.  The difference is that interchanges are 3d intersections.  While intersections are just that, a 2d intersection between two ground networks (road and street, for example).  I couldn't agree more about the need for this.  If you have an idea, just draw up the applicable FSH textures and post them up here, I'll be happy to do the paths and RULes, so let's see some textures!!!

12.One-way highways

quote>

Unless we use puzzle pieces, this isn't really feasible.  However, as I suggested in another thread, it would be very possible to edit the highways such that if you drew two of the same type directly next to each other, it would magically turn into a four tile wide highway, with two tiles per direction of travel.  Again, this just needs someone to do the models.  I'd love to do the RUL coding which would make these work, we just need someone to do some modeling  please please???

They couldn't have more than double the capacity though, since the capacity is a network-wide variable.  They would have double the capacity, in effect though, since they would use twice as many tiles.

13. The ability to drag one network under another

Such an ability could allow five neighbor connections in a two tile width.  Elevated highway on top.  Road and light/freight rail next.  And subway and water pipes on the bottom (subterranian).  Just imagine an EL rail line that runs right over a road or avenue!  Or a rail line right ON a road!2.gif

quote>

While doable in theory, it would be problematic in practice.  Let me explain 3.gif.  It would be fairly easy to do the RUL coding to allow one network to be drawn underneath or on top of another.  HOWEVER, it would be impossible for a third network to cross this 'double network' tile.  The game simply cannot have more than two above ground networks on top of each other on the same tile, it will just return a red no-draw line, and not allow you to build it.  So, if you have visions of elrail running through downtown above your avenues, with oneways intersecting the elrail-avenue combo, it's not possible.  If however, you make a concession that you will turn off one of the networks to the side before it intersects with anything else, it is possible.

The capacity and speeds of this new network tile however, would have to take on the attributes of one of the two contributing networks, and could not combine them.  It's just how the game works.  For instance, if an elrail ran on top of an avenue, the capacity could not be the elrail capacity plus the avenue capacity, it would just be one or the other networks capacity.

To the issue of neighbor connections, it would be problematic.  Creating a neighbor connection creates the connection in the other city, so a double-network tile may not correctly transfer the second network's travel type.  This hasn't been proven though, it's just a possible flaw.  For sure, you would have to draw the double network tile to the connection point in both cities manually, since the automatically created connection in the other city would just be of the network type which it is defined as.

 

 

Anyway, like I've been saying, I'm just WAITING for someone to do actual texture drawing or modeling so I can do some RUL editing here 18.gif.  I love all the suggestions, but seeing actual models or textures posted would make me even more happy 9.gif.

I will see what I can do about the ped mall textures though, if you have any specific requests, please make them known.

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Date:9/12/2004 1:35:06 PM
Author:ScLu

 

12. One-way highways

Highways that are two tiles wide and have six lanes of traffic going in only one direction.  One-way [super]highways have more than double the capacity of standard highways and can keep traffic running smoothly.  Plus, if they can be developed into three and four lane packages as well, we could create realistic highways that diverge on hills, run adjacent to each other on plains, and even cross over each other to create MASSIVE interchanges!25.gif6.gif

quote> Already Possible, using Multi Highways (I'll explain this soon, I have to take Screenshots)

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Date:9/12/2004 1:35:06 PM
Author:ScLu

2. One-way road overpass-intersection

This is a simple one-way road variation on this suggestion made a while back by wicher on page 44.  Nothing more, nothing less:

picserver.jpeg border=0

quote>

One thing I should mention about this interchange and the paths:

It may be impossible to keep the path arrows on the route querry from looking odd, since the path files would involve one two different lanes where one must go straight and the other has the option to turn.  UDI would be fine, and the automata 'may' look okay, it depends how the actual algorithm uses the 'look ahead' property in the automata tuning exemplar.  it's set to 3 tiles, but I'm not sure if that includes the tile it's currently on, or if that means 3 tiles ahead of where it is now.  Increasing this number significantly decreases computer performance, however, so as a general rule which we learned in the avenueY, any lanes diverging should have to turn into different tiles within 2 tiles of diverging where they can no longer change lanes for best performance with automata and route querry arrows.

If this interchange were 'squished' a little so that there were only 3 tiles from the ramp up to the bridge piece above the road, it would probably work better visually, but it might look to squished.

 

Just wanted to throw that out in case anyone was going to give it a shot.

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sc4lu

a number of those things have been discussed and have been declared not possible. Others have been discussed and are being worked on. However i dont know the status on some of them. Im pretty sure that the curved puzzle peices are being worked on. The 8 way has been declared not possible. I do not know the status of the DUN stuff. DUN will change things big time we could do double deck 2 tiles wide with 6 lanes in each directio. It is believed by me and others that any networks more then 2 tiles wide is not doable.

Overpass intersections and diagonal puzzle peices both would be very useful. I dont know if anyone is workign on either of these.

Last i knew tropod was workign on the puzzle peices for RR but he was having problems and said that he had to start over. I am assuming that that work is lost and we may have to start over. I agree with you on the ped malls and with the oneway highways the one way highways would be useful for threading through a city. But i dont believe it has ever been discussed. The one way overpass needs to be done but to the best of my knowledge no one is workign on it. We also need the spui and diagonal exits and the exit in the previous page.

Unfortunately atm due to tropod leaving and with redlotus being busy as a father the
modd squad is short staffed.


xeph3rok

yes that is possible there is a tutorial on how to do it.

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the7trumpets

Whats the scoop on the RR puzzle peices did you get what tropod had gotten done or will that have to be started over.

Also does you or anyone have the stuff that tropod was working on or anything else to work on the NAM.

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Yes this is presently possible. I have attached some screen shots. I hope they show up all right this is the first time I ever tried to attach a file here. It is very time consuming and any little mistake will destroy the tunnel and you'll have to start over again. But I think the time is worth it. I would try it first on a practice city so you can get the technique down. Use ctrl/shift/alt to get the god mode terrain menu to make a mountain to draw the tunnel through. Then at the farthest view in carefully draw the water back in. Save the city after each step because it's very frustrating to have to go back to the beginning. As you can see in the screenshots the Sims will commute through the tunnel bu the UDI will not work. Instead of going under the water the UDI vehicles will come out onto the surface just before the water and stop.

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Date: 9/12/2004 3:47:53 PM
Author: xePh3roK
Hey i've an Idea...
Is this possible?

tunnel.JPG
quote>
I wasn't sure how the forum here worked. I made a reply but it came out as an original message. Also the screenshots didn't show up like I wanted. Can anyone help me?

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@the7trumpets: I'd love to see this texture for a pedestrian mall - it's already in the game, and I made a lot for myself, but it would be much nicer with commercial buildings developing along it (the ones in the picture obviously got a no road access zot and dilapilated soon after I plopped the lot). As far as I read, it is possible to place car props onto the ped tiles, so it might be possible to place some lamp posts and planters on it, too.

fussgaengerzone.jpg

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how did you make the Y-interchange for avenunes???? is it possible with the latest NAM?

also that number 2) would be good.. but it should not be a fixed intersection... you should be able to use the overpass like a puzzle piece.... coz id wana make it wide enough to put a roundabout made from a one way road underneath.. (or also to make the overpass curved, in some cases) and the slip lanes from the avenue can connect to that roundabout, instead of the straight road

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I didn't like how the ped. tiles where so bright. So I darkened up the texture up a bit to make them fit better. Also I made a change or two to the UV Map, so it looks nicer. Here is a side by side of the new and old, and for reference the square with the potted tree is a lot. Also Andreas Roth, I'd be willing to make a new piece with that texture. I like that one a little better too.

pedtilesNEWOLD.jpg

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Date: 9/12/2004 8:06:16 PM
Author: edcase2k4-thugangel1983
how did you make the Y-interchange for avenunes???? is it possible with the latest NAM?
quote>

It won't auto-draw . . you have to plop it. Great work on the avenue Y, guys! It was really fun batting it, and I'm sure you got the same sort of kick I did when you finally got it in-game, skinned, pathed, exemplar'd, and RUL'd. Now I can finally build that Capital City I planned out!

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wow. the y-interchange is really cute. how about other avenue interchanges with road or street?

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i have a problem with the interchange button: the cursor only turns red when i want to build any interchange. i've already deleted the older version of nam and had also this problem with older version using the overpases.

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I've removed the old NAM and installed the new update, however the avenue interchange is not there. Where is it? What do I need to do to get it?

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Concerning Pedestrian malls:

Props on these tiles are definately possible, animated and non-animated. I have not been successful in getting overlay textures or buildings to work though.

If someone wants to design some nice ped mall lots, with a few sparsely placed benches, different textures, etc. and attatch them to a post here, that would be great. I'll be more than happy to take the lotconfig lines from your lots and put them into a type 21 exemplar, along with....desirability for CO 1.gif. Yep, apparently props can have desirability and demandsatisfied properties, meaning we can make these pedestrian malls desirable for CO just like the plazas are....kinda makes you wonder why on earth maxis didn't make plazas walkable.... oh well, I guess they did have a lot on thier hands :)


Please let me know if you want to design some lots, otherwise if I don't hear from someone I'll try my hand at it, but I'm not exactly an expert lot maker 15.gif.

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Date: 9/13/2004 2:30:03 PM
Author: Dan DeVille
I've removed the old NAM and installed the new update, however the avenue interchange is not there. Where is it? What do I need to do to get it?
quote>

Dan,

the avenue interchange is located in the custom interchange button with the freeways.

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sorry for posting here but...i think the links were from here (originally) and led to the japanese BAT thread somewhere..

anyway, i downloaded some, and they didnt work at all 7.gif they are Ying Yang Fountain Park.. a large park with pond.. and the rail to el + subway connector.. the two parks just appear as an empty cursor space. taking up the size of the lots, i guess... and when you click.. there is something there coz you can bulldoze it, and cant place other things.. but theres also, NOTHING, there, if you get me... and the rail-el/sub wasnt in any menus.. can anyone help, coz it was in this thread i originally asked where the rail-el/sub convertor came from and asked if the train automata physically went onto the other track (which is what i would want) aswell as the route/pathfinding working aswell (which someone showed an example picture of, claryfing the pathfinding works)

anyone else use them plugins with no problems??.. id like to see the rail-el/sub convertor included in the NAM pleeeeeeeeeeeeeease 1.gif

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Date:9/12/2004 4:28:45 PM

Author:the7trumpets


10. ANT network needs faster speeds

I'm not exactly sure what its speeds are right now, but
what do you use it for? There aren't any intersections between it
and other networks defined, so it's very difficult to use in a real
city. I just thought it was relatively un-used by people in real
cities as of now.

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Date: 9/13/2004 6:06:17 PM
Author: Edman_123

I'm not exactly sure what its speeds are right now, but

what do you use it for? There aren't any intersections between it

and other networks defined, so it's very difficult to use in a real

city. I just thought it was relatively un-used by people in real

cities as of now.

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