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I would love to know where can I find the avenue Y interchange!
That is really awesome... I want to thank everyone envolved in the project!
 
Thank you so much 29.gif 4.gif 44.gif  !!!

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Date: 9/13/2004 2:44:12 PM
Author: the7trumpets
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.
quote>
Wow, this is great news! I'll see if I can whip up some nice ped-mall lots tonight or tomorrow (it is already night here 2.gif ). Do they all have to be 1x1 or can we make other sizes as well?

EDIT: I just uploaded the pedmall lots pictured in my last posting for a test-drive, there are two lots included (1x1, 1x2): Download

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Date:9/13/2004 2:44:12 PM
Author:the7trumpets

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.
quote>

I'm an experienced lotmaker and I'd love to help with this. If you want to see my work search for my name in the lot exchange. I hope you consider me for this job 1.gif.

Thanks

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Date: 9/13/2004 7:00:27 PM
Author: Andreas Roth


Wow, this is great news! I'll see if I can whip up some nice ped-mall lots tonight or tomorrow (it is already night here 2.gif ). Do they all have to be 1x1 or can we make other sizes as well?
quote>

Other sizes are okay, but remember that it being 1x1 makes it more modular, and the more options we have, the more times you're going to have to tab through the menu to get to what you want. So I guess I'm saying make whatever you want, but don't go crazy, options are good, but make sure they are quality 2.gif.

Ryanr:

I'm a little interested in how you improved the UV map. I really haven't done any batting, so moving the points around on the texture is sort of foreign to me. Did you just shrink it in a little, to keep the edges from fraying out and running out of texture? Please let me know how you improved that, so that when I tidy up these lots they are as good as they can be 1.gif


[edit]
dominohobbes, of course I've seen your work!

If you'd like, please go ahead and submit something. Just remember that buildings and overlay textures are off limits, although I guess if you wanted to combine two textures into a new base texture, that would be fine. props and animated props are fine, and if you use any dependencies other than stock RH, please let me know so I can add it to the readme.

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Date:9/13/2004 6:30:32 PM
Author:Xurros

I would love to know where can I find the avenue Y interchange!
That is really awesome... I want to thank everyone envolved in the project!
 
Thank you so much 29.gif 4.gif 44.gif  !!!

quote>

 

Well its in the mod that everyone is working on... go back a few pages [1-3] and youll see where to download the files

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Sorry about that last post, I didn't know how laid back it would be 43.gif. Well here's my work so far (I accidentally took the pic at night)
/idealbb/files/pedmalltiles2.JPG
I can't attach the files for some reason26.gif I'll email them to you T7T.
 
Anyways about the lots I made, it's supposed to be for downtown/ upscale area. Dark brick with planters and lanterns, and the centerpiece is a tree with benches.

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Dear ardecila, Can you please send the model for this interchange to the 7trumpets.  He said he would be able to do the pathfinding for this interchange. The game could really use this interchange. (Hope its not too much trouble!)
/idealbb/files/diagoverpass2.jpeg

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Date: 9/13/2004 7:08:30 PM
Author: the7trumpets

Ryanr:


I'm a little interested in how you improved the UV map. I really haven't done any batting, so moving the points around on the texture is sort of foreign to me. Did you just shrink it in a little, to keep the edges from fraying out and running out of texture? Please let me know how you improved that, so that when I tidy up these lots they are as good as they can be 1.gif

quote>
I just noticed that the points where off a little. So I entered in exact #'s instead of the strange decimals that where there. Also I changed the height of the plane from .2 to .1. For some reason tropod had it higher then it need to be. To make the tiles darker I just darkend the texture in photoshop. For some reason the game brightens the tiles.

I'd be willing to help make the lots into ped. tiles, but I'm afraid I don't know how to do that. If tell me how you wouldn't have to do all the work.

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Date:9/12/2004 4:37:46 PM
Author:dominohobbes

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)

quote>  Ok, I got the screenshots 1.gif They're pretty cool but at the same time kinda useless.

/idealbb/files/hwy12.JPG I'll try to make interchanges soon, I haven't worked with these highways in awhile 2.gif

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Date:9/13/2004 8:46:58 PM
Author:zdog720

Dear ardecila, Can you please send the model for this interchange to the 7trumpets.  He said he would be able to do the pathfinding for this interchange. The game could really use this interchange. (Hope its not too much trouble!)
/idealbb/files/diagoverpass2.jpeg
 

quote>

see if you can get that not only in road form but also in avenue and one way street

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dominibles

Can those highways split apart and coul we use them just like any other network and could we attach them directly to regular highways with.

You may not see any use for them but i see plenty.


zdog

is that exit with a diagonal road or a diagonal highway.

BTW anyone know the status of diagonal highway with perpendicular roads.

Also what happened with the spui exit

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Date:9/13/2004 10:35:59 PM
Author:a11eria

dominibles

Can those highways split apart and coul we use them just like any other network and could we attach them directly to regular highways with. 

You may not see any use for them but i see plenty.


zdog

is that exit with a diagonal road or a diagonal highway.

BTW anyone know the status of diagonal highway with perpendicular roads. 

Also what happened with the spui exit
quote> No offence, but I see you did a great job spelling my name 17.gif. You're not alone, one in 3 people that I encounter on this site forget how to spell dominohobbes. Anyways, yes those highways can split apart, and they can be very useful, as 3 lanes can be for all cars and 3 lanes can be carpool lanes. I'll have to take more screenshots I guess... either tonite (it's only 7:30 here)or tomorrow.

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Date: 9/10/2004 3:05:02 AM
Author: kassarc16


ave-kruizing1.jpg



I really would like to see this one, maybe even an all-way version of it, where people coming from the right could take the other highway too.

quote>

This makes my suggestion a lot easier to describe. Ending and creating lanes suddenly like this is rather sloppy. Rather than end a lane, have it split off as a one-lane ramp to round the acute-angle corner. This would be very much like how many real-life interchanges are built in these situations.

Also, the Y-interchange is cool, but I would suggest following it up with a simple Y-intersection for avenues (2 ortho x one diag, as well as 1 ortho x 2 diag) and a highway version of this interchange. The highway version would be just like the avenue version except all the ramps would be 2 lanes instead of one. The 3 lanes of highway entering the interchange from each side would have its middle lane split, to make the 2 ramps, and then when 2 2-lane ramps come together, the inside lanes will merge. Again, this is a very common situation in real life. I suppose I should probably put up my own page for my highway interchange suggestions...

Anyway, I like how we're getting some cool interchanges on here, but we're still missing a lot of common basic types which any roadgeek would find essential. I can help with preliminary engineering -- making drawings so the modellers don't have to re-invent the wheel. I don't mean to overburden the modd squad, but rather to help this project develop in realistic directions where freeways are concerned.

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Sorry about the highway Y-interchange suggestion, I hadn't seen that Chozo had already been working on that. The fact that I'm limited to dial-up Internet makes it extremely difficult for me to participate in this thread effectively.

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Sorry that this is kind of off subject...but can anyone help me install the Network addon mod? I read the read-me and followed the instructions...but it won't work! Any help would be greatly appreciated! Thanks!44.gif

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do you have any other mods installed? did you put the file NetworkAddonMod.dat in the C:\Program Files\Maxis\SimCity 4\Plugins directory?

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Was I supposed to put it in the Program Files one? I put in the My Documents one! Is that what the problem is?

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That will do it, all game engine dependant mods (mods that change the game engine) should be in this directory, its also good to put all prop paks here

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Date: 9/13/2004 8:46:58 PM
Author: zdog720

Dear ardecila, Can you please send the model for this interchange to the 7trumpets. He said he would be able to do the pathfinding for this interchange. The game could really use this interchange. (Hope its not too much trouble!)

/idealbb/files/diagoverpass2.jpeg
quote>


zdog or ardecila

what part of that intersection is diagonal

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On thing I've noticed since I uploaded the Network Addon(which is Killer, btw) is that i have a lot more houses with a not road access...thing, on them.  Is that a bug in the program?

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after you add the NAM it takes a little game time for all the routes to be re-calculated, run the game ahead for about 6 months and they should work out.

Hope this helps...

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If not, you may unintentionally using the ANT for your zoning process. This is a very big no-no. In the documentation, it says that it acts like a highway, and it does. (At least for now) If not, I don't know...

Anyway, if anyone can help, in the Highways menu for Custom Interchanges, it's screwed up now. It used to have the partial cloverleaf and the diagonal&straight Elevated overpass. Now after getting the latest update, I only have the option to create the Y Avenue exchange. Also, the Avenue exchange does not have a little model above the cursor, it's just a Green Pointer (I got color on) and the grey square under it. I can't see where I'm putting it, but when I place it, it's fine. All I need is the menu fixed (Remember: everything's gone! Except the Y Avenue Exchange, and add a model icon thingie over the cursor, so I can see where, how, and what not I'm putting down).

But hey, the NAM is getting better everytime! 44.gif

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Date:9/9/2004 7:55:53 AM
Author:dklap3

First of all, thanx a lot to all the people that has worked on the NAM, I really enjoy it44.gif


Okay, now a crazy request. I would love to see a HUGE intersection, which connects highways in all possible directions (4 highways crossing). I'm doubt it is possible, but it would surely be very cool. It could look something like this:

8highway1.jpg

And here a photoshopped in-game version, look really messy though:

8highway2.jpg

Again, I strongly doubt it is possible, but if it is, there is probably better ways to make it than mine.

34.gif
quote>

Just for fun, I decided to work this interchange out for myself, including full transfer access in all directions (except the ones that make the acute angles) and stuff.  Also, I worked out all the under/over details, and eliminated weaving. 

/idealbb/files/bird-8-way-int.jpg

I wouldn't suggest that anyone spend time modelling this for SimCity - not only is it overly complicated, but it is exceptionally rare for a freeway interchange to have more than 5 legs in real life, let alone 8.  I'm going to bed now.  RyanB, remind me to put together a decent page for my ideas. 

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Greyveil, thanks.  I'll keep an eye on it for a while and see what happens.
Cachtaur, Nope, that's not it.  I use mostly streets, and only roads for busy places.  I alwas place roads by pressing R.  I like to use the shortcut keys.  Saves all the extra clicking.  hehe

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okay.. here i am again.. id like to see all these things in NAM, is it going to happen??

1. id want to see the rail to subway and rail to EL available in the NAM?? is this going to happen?? the japanese one i downloaded didnt show up in-game

2. id like to the actual roundabouts (which there is now a thread about, included in the NAM, will this happen? i still make manual roundabout using one-way roads and will continue for ones bigger than 3x3.. as i use them for highway and avenue interchanges almost allthe time

3. could marrast's underpasses be included?? also, a question about them.. do they work for streets, avenues, roads, ground and raisesd highways?? and are they a fixed length of tunnel?? as i would want them to be a bit longer than 1 or 2 tiles sometimes, so i can create a roundabout above the underpass tunnel.. or i would like it so that one side can emerge on sunken terrain - so this can be created

__ _ _ __
\_____/

basically from left to right is one form of transport.. those two little suspended lines are overpasees from going from outside your monitor towards the inside

4. the different texture ped malls... pedestrian only areas are veryyyy common in europe.. seeing as we dont have so many malls here - we have the scaled-down outside equivilant in parts of towncentres: walkways with shops etc. along each side....

also residential areas dont always have road acces.. not in some low-wealth apartment/house estates or low-wealth urban estates

cant this be changed with the ped malls? id like them to give residents access too

i also use the ped mall connector from STEX, instead of a mass transit stop to give access to ped malls, cant his be included in the NAM too??

there should be different texture ped mall connectors included which fit with each of the different texture med malls.. and just a few textures would be good :) like a red or other colour brick high wealth one, and a more white concrete med wealth one, and a low wealth crackeed uneven grey dirty concrete one. how about it ?? 1.gif BTW those pics on this page of a concrete/btick looking ped mall are nice......... just think of SC3000 and alllllll teh different paved areas that had with differnt styles, wealths, features and colours... i used to build my entire SC3000 cities from plopping everything.. so i used to make the pedestrian only areas too, and it didnt matter that they gave no access coz all the buildings were landmarks 3.gif

5. the car park lots!!! they look promising.. i think they could just be puzzle pieces as suggested, so you can fix them all together how you like.. and would make available to the game the appropriate pathfinding routes (depending on your configuration of them) and obviously have cars appearing in the parking spaces on them when it gets busy... i already use the 1x1 paved parking lot downloaded from STEX.. but what is being designed here looks much better by about 100 times 9.gif no offence to the creator or the 1x1 parking lot! it was still good 2.gif

6. the light rail system being designed and modded through a thread here, it should be included, definitely.

7.
roadonewaytransitionpath.JPG
i think that road to one way switch is perfect!! if made so it can be used in the RIGHT way!! contrary to some posts about it, i think it is highly realistic.. just 'cause in the pic it was on a straight road - - - that dont make it unrealistic or poinltess, you just have to use your imagination a bit and not only see what was on the pic, basically think where you'd use it..

and im not saying itd serve a great purpose... a simple one way road would do the trick in many cases, but it works in terms of making the game more realistic 3.gif we have them everywhere, and yes they are at a junction of some kind, but i think thats the whole point of using them.. i definitely would want to see them..

they use them in this country to try to stop people speeding round backstreets... with children, narrow roads and parked cars blocking the view round corners and of them children on the path... to cut out traffic light intersections with heavy traffic

heres an example:
l l
_______l l________
_ ____ ____ __
l l i i lXl
l l i i l l
l l i i l l
l l i i___l l
l l l ___l
l l____l l
l_____X l
l l

this is situated 2 mins from where i work near a busy crossroads with traffic lights.. X is where id use the one way to road convertors.. basically, all roads are two-way in the ASCII art.. but change to one way at the X, right before the road ends.. so cars can come out, but cant go in... and infact it looks like the photoshopped picture of the proposed mod.. at the transition they bring the kerb across from the adjacent road the road emerges onto, so it is only wide enough for the left lane (im in the UK remember).. maybe ill just show a pic, ey..? when i upload one

8. i like the prospect of having cul-de-sacs available.. but i doubt id use it while it still replaces ALL ends of roads, i want to choose, or place it manually - it doesnt look like thats possible so if anything id rather it not be in the NAM

9. the avenue turning lanes, from their respective thread? chuck them in too if they get completed 9.gif

10.
picserver.jpeg
ive been thinking of problems with what i suggested... such as having the overpass longer.. or with a curve in it.. and work as a puzzle piece.. i was thinking about the single-file slip lanes each side of the onramp/offramp... i guess it looks okay for when the cross a normal road.. but i think, for what i was suggesting, when they ebd on to a big roundabout, or lead somewhere else.. it would not work because we cannot connect to single-file roads in simcity - so it could simply feed across into the next city tile and open into two lanes??? (a normal one way road - which you can then connect on to in any way you choose with the usual road networks) please consider? 1.gif

11. further to all this, id also like to some more types of onramps (such as cloverleaf for road/avenue-to-raised or ground highway.. and options for 1 leaf, 2 leaf, and 3 leaf on ALL cloverleafs)

12.
eringate%20ramp.jpg
this is another good one.. but i think the onramps need to broaden as you get closer to the road, and become a road as a smooth curve, rather than a sudden sharp unsmooth turn as you enter/exit the road.... also needs a single-ramp version which can feed into a one-way road smoothly! please make this available!!!!!!!! id love all these new realisitc possibilities

13. ermm, there was a picture of a ped-enabled footbridge over a avenue a while back in this thread, i dont remember if someone told me where to get it?? i want it please? maybe it should just be put in the NAM too 3.gif

14. erm, i saw pics of overhead lines being added as props to rail lines.. things like this included in NAM would be good - also, if the railway signal bridge could be included as a prop, not a building. i dont use the nice railway signal bridge i downloaded coz it needs road access

all these would be vast improvements to what is already the ultimate mod



so anyway, theres some stuff to chew on

lots of the things have already been accomplished by someone or several people - id just like to see them included and possibly improved 44.gif

keep up the good work 9.gif and dont disappoint me on these suggestions lol 2.gif

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