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NAM General Discussion Thread

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Date: 11/10/2004 10:28:10 AM
Author: CryinG.FreeM4n
After a ground/elevated highway junction with a realistic slope, here the second model I'm working on, an Avenue/Road interchange. The model isn't finished yet, it needs some adjustements...


AvenueXRoad_Mdl_Beta.jpg
quote>
may i have a suggestion, could you add intersections on the onramps coming on/off of the freeway and add a chain link fence along the middle section above the highway i think it would look a whole lot better
19.gif

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Posted:
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When do you think that the next update will be out? I am about to start a large transportation city it could really use everything that is being made here.

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Date: 11/10/2004 7:42:38 PM
Author: Casper3141
may i have a suggestion, could you add intersections on the onramps coming on/off of the freeway and add a chain link fence along the middle section above the highway i think it would look a whole lot better
19.gif
quote>

Absolutely, it was envisaged. That's why I said the interchange wasn't finished. I have still several things to do. This is only a preview.

9.gif

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Sorry for the dumb question, but I am still reletively new to Simcity4 (Mod, BAT and Lot wise...) but when will some of these latest projects you guys are working on be up for download? Will it be an updated version of the NAM? or will they be seperate downloads? Or, are some of the screens you guys been showing already do-able with the NAM?

Sorry, again 15.gif

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Date:11/10/2004 10:28:10 AM
Author:CryinG.FreeM4n

After a ground/elevated highway junction with a realistic slope, here the second model I'm working on, an Avenue/Road interchange. The model isn't finished yet, it needs some adjustements...

AvenueXRoad_Mdl_Beta.jpg
quote>

WOW, i need something exactly like that!  Except....i want an Avenue to Avenue exchange without an intersection.  Same idea, with the Avenue passing over the other one.  It would have on and off ramps on both sides, just like that!

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Posted:
Last Online: A long, long time ago... 
 
Most of the pictures in this thread have to do with either an upcoming, or a current version of the NAM.
 
As for the next release of the NAM, that is probably mostly up to Tropod.

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There is a slight chance your husband can be extr..*voosh*...make that a zero percent chance. Frink out.


Returning to a world with five fingers to a hand, (or four finger and a thumb if you're stuck up) I'm sorry I've been gone. (mainly to the people in the AVTL project...hope help is still welcome!) I'm in New York on a trip that involved previewing a pilot to some studio reps as well as doing our own viewer testing. Also, my brother got engaged and married. (I guess it happens everywhere...congrats to ry and sam! 40.gif)

Anyway...the NAM looks better every day. 44.gif I have the files for my oneway-road conversion piece on my laptop here in NY, so if you want me to send them to ya, Tropod, I will.
owtr135.JPG
They're basically finished. I also found a file on my computer that I'm guessing has to to do with the express_avenue_road_overpass (the one with the two lanes that go over and two that intersect). There's no model, but there's a text with some notes about RULs, the picture that was in this thread a long time ago, and some odd path file that was made incorrectly. I honestly have no idea where this stuff came from (I sure didn't make it). That was an awesome idea for any modelers out there who aren't busy (like there are any of those).

Oh well...maybe I'll try modeling for once.

Great to be almost back. 40.gif

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Can I just say that I'm loving the NAM, Puzzle pieces are VERY helpful... I now have Roundabouts with avenue flyovers in some of my cities... Much like you do find in many parts of the UK.

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It says that the NAM should remove monorail pollution, but how comes it doesn't work? Which file is this particular mod in? Like networkaddonmod.dat, trafficplugin.dat etcetc. Since I use monorail more than any other form of mass transit, I have been waiting for ages for someone to remove pollution from it. (I can't seem to do it myself). 42.gif

100th post! 39.gif

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Posted:
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Date:11/13/2004 7:26:00 PM
Author:Tropod

Where abouts you get(ting) this info (from)?

quote>

Always one for words, or at least, partial words.

Fits this man well the avatar of Yoda does !!!!

2.gif17.gif

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  • Original Poster
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    lol 17.gif 
    Well train for themselves think they do a Jedi Master seeks. 17.gif
     
    Straight from the History file extracted do I;
     
    08.14.04

    -    Monorail has been changed, so that it no longer creates Air Pollution

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  • Original Poster
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    Just posting some intersections, that currently have either graphical &/or pathing issues with them;
    (Please see text at the end of post for further details).
     
    Avenue L-Curve
    post-11-1100500021.jpg
     
    Avenue S-Curve x Orthogonal OneWayRoad
    post-11-1100500089.jpg
     
    Avenue Curve x Orthogonal OneWayRoad
    post-11-1100500149.jpg
     
    Avenue Curve x Diagoal OneWayRoad
    post-11-1100500186.jpg
     
    Avenue S-Curve x Orthogonal Road
    post-11-1100500366.jpg
     
    Avenue Curve x Orthogonal Road
    post-11-1100500509.jpg
     
    Avenue Curve x Diagonal Road
    post-11-1100500577.jpg
     
    Avenue S-Curve x Orthogonal Rail
    post-11-1100501141.jpg
     
    Avenue Curve x Orthogonal Rail
    post-11-1100501191.jpg
     
    Avenue Curve x Diagonal Rail
    post-11-1100501235.jpg
     
    Avenue Curve x Orthogonal Street 01
    post-11-1100501292.jpg
     
    Avenue Curve x Orthogonal Street 02
    post-11-1100501325.jpg
     
     
    All of these above items actually exist in the game. Not all of them are actually possible to 'draw' in-game though (*currently*), because Maxis had implemented coding so that it is not possible to draw them. A number of 3D Model based intersection ones have already been done (see latest NAM version), so I really see no reason why if the Textures, Paths, & appropriate coding is done, that these would not work.
     
    Anyone wanting to help with these,
    -Colour BMP 128x128
    -Alpha Channel BMP 128x128
     
    Post any zipped files in the development thread thanks. Or PM me for (email or other) details if need be.

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    Posted:
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    Can you repost the plugin that allows interchanges/puzzle peices to work at any angle, Tropod? I can't be bothered to look through all 70 pages of this thread... 14.gif Also, shouldn't it just be included in the mod itself?

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    Posted:
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    what are the instance IDs of those intersections, and what are the instance IDs of their counterpart non-intersection avenue sections?

    (does what i asked make any sense? i think i know what i'm taking about, but i'm not sure)

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  • Original Poster
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    @the Monkeys Uncle;  take a look at my sig  37.gif
     
     
    @friedbrice; These should be all of the applicable ones. These following are just the starting IID for each group.
    For each IID, there is 20 Textures.
    ######WZ
    W=Wealth. Wealth goes to ######3Z
    Z=Zoom. Zoom goes to ######W4
     
    Avenue Curve, L-Curve, & Avenue S-Curve (universal ones, where applicable)
    04007800
    04007900
    04008000

    Avenue Curve x OneWayRoad
    091A5700
    091A6000
    091A3800

    Avenue Curve x Rail
    04004700
    04004600
    04004300

    Avenue Curve x Road
    04005700
    04006000
    04023800

    Avenue Curve x Street
    04004500

    These are just the textures/IIDs used for these particular intersections/tiles, because of the way the games rules are done. Any new textures done though will (need to) be assigned new IIDs for their applicable intersection/tile (once rules & coding etc are done up).

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    Date:11/16/2004 4:39:56 PM
    Author:the Monkeys Uncle

    Ooh, I see. icon_redface.gif.  But how come it isn't being uploaded here at ST?
    quote>

     

    I've answered this question in previous posts (page back or something).

    Basically, with the site upgrade, some things are yet to get back to normal. At the moment the Mods section can't be accessed to put it there. Dirk's been to busy I guess.....so until then, well 42.gif

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    Just wanted to say (hope this isn't the wrong place to post this) that the NAM ( and DM's DatGen) are the 2 most impressive SC4 creations i've ever seen and are both miles above everything else. Kudos. The time and effort ( and brain power) put in by both you and DarkMatter have got to be astronomical !!! I use both all the time. I've been following the NAM New Requests thread and i'm not sure i really need or would use everything people are suggesting but just to add my 2 cents, i'd really like a train trestle i could put over roads, avenues, and highways !!! (and i want a pony too !) Right now i use the ground lifter for the rail and use tunnels for roads, avenues, and highways to go under. It looks and works okay but doesn't look as nice or realistic as a trestle would. okay, i'm done now. thanks for listening.


    Believe in only what you can prove.

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

    It's already in the NAM, called Rail Puzzle Pieces.

    You probably need the latest version.

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    Posted:
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    I have the latest version. The new puzzle piece (rail over avenue or over highway) is sorta the idea but what I really looking for is something more like a bridge when you drag the rail over water. It generates the proper supports to support the weight of ground rail trains. I'm not suggesting a modd that allows bridge building over roads, avenues, or highways but puzzle pieces of different lengths that work with either sunken roads or roads that are lower than the rail. You can do it with the NAM road over rail pieces but it doesn't come out looking very even but that's the idea I'm looking for so the rail looks properly supported. A fixed set of pieces that require a bit of terrain editing would be fine. Maybe specifically made to match to the heights of the hole digger / ground lifter tools or maybe a new set of terrain tools like those made specifically for these type of network transitions. I'll try to put some pics together to better explain although there have been many pics posted of what I'm talking about (overpasses that should be level (flat) come out jagged and bumpy). Right now I use S-Bahn pieces with el-grd transition pieces. Comes out looking clean and the rail looks like it has the necessary weight support.
    BTW, don't get me wrong. I am amazed, impressed, and delighted with the NAM. It adds tremendous improvements to the game.


    Believe in only what you can prove.

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    Posted:
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    I had a situation like that just recently. I have BRFs slope mod installed so I had my rail on a higher shelf as the ground lowered to a river. I wanted to run another road across before the river, but with the way the terrain was it would let me do the crossing. I decided to try the rail puzzle pieces, but they follow the terrain too easily and were too large for the area. After a lot of trial and error terrian editing I was able to get a tunnel to go under, then just drew the rail back overhead. I would like someway to have a piece maybe 6 tiles long that would stay level with the ends, making level rail bridges a possibility.

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

    Hello all.

    My game just crashed(and i hadnt saved in a while 9.gif) shortly after placing ELTRain/road pieces and also the EL-to-sub and sub-to-traintrack. these were the only non maxis items in the city so i believe one of them is the culprit. Has anyone else had problems with these items?

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    Posted:
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    elevated highway ramp problem

    when i build oneway road cross elevated highway it's alway ask for single ramp like this...[see pic.]22.gif
    1way_ramp.jpg
    Default prompt (without NAM) it's ask for double ramp, but why NAM remove it? !??14.gif
    (i'm not install auto prompt file)16.gif
    this is double ramp by game default44.gif
    road_ramp.jpg

    and..

    prompt for single ramp from memu it's too hard to place the ramp 14.gif14.gif32.gif hard to align. 20.gif

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    Posted:
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    elevated highway ramp problem

    when i build oneway road cross elevated highway it's alway ask for single ramp like this...[see pic.]22.gif
    1way_ramp.jpg
    Default prompt (without NAM) it's ask for double ramp, but why NAM remove it? !??14.gif
    (i'm not install auto prompt file)16.gif
    this is double ramp by game default44.gif
    road_ramp.jpg

    and..

    prompt for single ramp from memu it's too hard to place the ramp 14.gif14.gif32.gif hard to align. 20.gif

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

    I have a little question about NAM (which I downloaded from simtropolis):

    after the download I can see new items listed in my traffic menu (like new interchanges, new one way bridges, etc...) but when I want to use them it seems they're not there - instead of a red or green coloured square (when placing the item) I see a white square and I can't place the item (you can't see the item itself before plopping either - like you do when you place original items from the traffic menu)...my question is: do I need something else for the NAM to work? should I download it again? why can't I use the new features/items despite seeing them in the menu?

    thanks a lot in advance...

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