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NAM General Discussion Thread

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

I was wondering: Is everyone with a knowledge of overpasses and puzzle pieces lost to RLS, or are there someone left who can tell up from down when it comes to those things? Because I need some help.

As you may be aware, some folks in another corner of Simtrop have recently been working on a mod to change the road textures in the game to a more European look (have a look  here ).

Now, I'd like to also switch over the NAM puzzle pieces and overpasses to this new look. The new road textures are basically based on the one-way textures, so the NAM one-way pieces fit the bill just right visually. All that's needed is to make them two-way, or to do a switcharoo on the textures used on the road pieces. I've had a look at the files, but it's all a bit too complex for me. If anyone is interested in helping with this, send me a PM or post in the thread mentioned above.

Thanks!

BTW - on a different note: I've noticed what seems to be a compatibility issue with the new stack and that nice gradual elevated hw to ground hw transition. When the stack is installed, the transition doesn't work. RedLotus - you may want to look into this.

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It only has one postition at the current time and that is the one you can plop it in.

Date: 1/30/2005 1:11:28 AM
Author: ryanb_sc4
Thanks for this one, guys!  Now my cities will really look Texan! 

Quick question:  Can this stack go diagonally, or orthogonally only?

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Date: 1/30/2005 9:41:06 AM
Author: morifari
I was wondering: Is everyone with a knowledge of overpasses and puzzle pieces lost to RLS, or are there someone left who can tell up from down when it comes to those things? Because I need some help.

As you may be aware, some folks in another corner of Simtrop have recentlt been working on a mod to change the road textures in the game to a more European look (have a look here ).

Now, I'd like to also switch over the NAM puzzle pieces and overpasses to this new look. The new road textures are basically based on the one-way textures, so the NAM one-way pieces fit the bill just right visually. All that's needed is to make them two-way, or to do a switcharoo on the textures used on the road pieces. I've had a look at the files, but it's all a bit too complex for me. If anyone is interested in helping with this, send me a PM or post in the thread mentioned above.

Thanks!

BTW - on a different note: I've noticed what seems to be a compatibility issue with the new stack and that nice gradual elevated hw to ground hw transition. When the stack is installed, the transition doesn't work. RedLotus - you may want to look into this.

^^^^^^^^^^
I am checking on this for you right now.

Sim City 4 Realism GURU

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Parkland - Adventures in Realism

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Posted:
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Date: 1/30/2005 11:19:27 AM
Author: ryanb_sc4
The gradual elevated highway - ground highway transition piece DOES work w/ the new stack.  I've been using it all night!
^^^^^^^^^^^
Im checking now

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What are you doing while trying to get the gradual highway to place? Are you plopping it or are you trying to get it to show up by dragging the highway on the elevated highway?


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Parkland - Adventures in Realism

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

Hey, Apologies in advance, I know you must get this same question ALOT, and yes ive read the readme htmls all the way through.

Firstly i put ONE of each file into my plugins folder, loaded up simcity4 and started to figure out where this and that goes. The avenue NAM piece seems to work fine, i dragged a piece of Avenue over a ground highway and sprouted a Bridge :-), That can also be said for the road bridge, and i dont need to drag that anywhere it's just ready to plop down, but every other piece is just a empty tile, ive tried the TAB key on every single one of them, as well as the home key, and still nothing. I tried to see if the highway interchange would be automatic, but it just build an ugly cloverleaf exchange. Please help, even if this question is not out of the norm 32.gif4.gif

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Date: 1/30/2005 11:46:06 AM
Author: newyorkrunaway1
This is possible and im not sure what your doing to make it not work, the below picture shows it.
<ahttp://www.masoria.com/images/Simtropolis/gradual.JPG align=baseline>T



Can the stacks be done with the flyover ramps above the mainlines (on the 3rd and 4th levels)?

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Date: 1/30/2005 4:19:31 PM
Author: heartofsong83

Can the stacks be done with the flyover ramps above the mainlines (on the 3rd and 4th levels)?

If you can find somebody willing to model it that way, there are people who would get it working in the game. That's the biggest obstacle to the NAM. There just aren't enough people to model the new network pieces.

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You go into the transit options for roads and highway.Look down the list.Its the pic with the finger...The one that should appear after you download the new interchange...Click it and it will give you the new stack...

Place said stack where ever and there you go...

newyourkrunaway1 great pic....Its better then mine...44.gif

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

OnSlope Puzzle Pieces

I did not mean to tease everyone with my OnSlope puzzle pieces.  The delay was because I had to stop modding shortly after I posted the message about them.

At the time I said they were functional.  They were, but some pieces were hard to use, and they all needed cleaning up.

The blurry part of the rail OnSlope puzzle piece comes from the nature of the S3D model used by puzzle pieces.  Unfortunately the texture of rail seems to show very badly in S3Ds.  I may be able to improve it using props, but I haven't tested this yet.

I am ready to publish a beta containing road, pedestrian, and rail OnSlope puzzle pieces.

I need to make an additional rail OnSlope puzzle piece but I think I will need some help from someone who knows intersections better than I.   The avenue OnSlope puzzle pieces still need a lot more work.  One-way pieces should be no problem; I just have not done them yet.

Before they are published, it would be preferable if someone could look them over to make sure they are fully compatible with the NAM.  I sent a message to redlotus a couple of days ago.

smoncrie

P.S.  The new stack beta seems to have an older version RUL file.  Was this intended?

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Posted:
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the stack is a seperate download, available on the new site

hope this helps...

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

Morifari, I think I can help.

First open the NetworkAddonMod.dat file with reader.  Then press on the Instance column head to sort by instances.   Search for instance 10000000 and verify that it is a RUL file.  Right click on the file and select Save decoded file.  Note the files it creates.  Change the file's type from .rul to .txt, and double click on it to open it as a text file.

In this text file search for the puzzle piece you want e.g. roadxrail puzzle piece
Keep searching until you find something that looks like:

[HighwayIntersectionInfo_0x0000702A]
; roadxrail puzzle piece

Scroll a short distance down to find:

AutoTileBase= 0x03120300

Note the number (or copy it into the paste buffer).

Go back to reader and type control-g

In the Goto window that pops up select Instance, enter the number (the number should begin with 0x) and click on Go.

This will take you to the model that the puzzle piece uses.  Make sure you select the S3D file with that IID. (Caution: sometimes a model is used by more than one puzzle piece.)

Click on the Mats tab in reader.  The numbers now shown in the Material ID are the IIDs of the FSH files the model uses, and you can use them to find the FSH files.  The road texture is usually only a portion of the total FSH texture.

There may be more than one model for a puzzle piece, their IID's will differ from the AutoTileBase number in the 6th and/or 7th digit.

I hope this is clear enough.

smoncrie

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

I just went to the NAM site and it answered almost all my question but one.Do I really need to pic and choose the files or can I slap the whole thing into the game?.Thanx

       

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You have to pick only one from each folder. If you put them all in there it will screw up your game like no tomorrow. Read the readme for exactly what would work in your game.


Sim City 4 Realism GURU

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Parkland - Adventures in Realism

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yeah, i put them in all at once,(Cuz i was too lazy to read the read-me) and I had so many problems.It's better to follow directions18.gif

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

Thanx.I have been taking a look at the editions NAM as added and I'm very impressed and kinda pissed off.

     I like what NAM has to offer but it pisses me off to think that EA could have added these to the expansion and made it a excellent  expansion.

   Well here is another reason to donate to Simtrop.

 

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Date: 2/1/2005 11:19:13 AM
Author: BlackBeard
Thanx.I have been taking a look at the editions NAM as added and I'm very impressed and kinda pissed off.

&nbsp; &nbsp; I like what NAM has to offer but it pisses me off to think that EA could have added these to the expansion and made it a excellent&nbsp; expansion.

&nbsp; Well here is another reason to donate to Simtrop.

&nbsp;
And look at this, If EA made an expansion pack you would pay $30 for it. You got it for free here. lol

Sim City 4 Realism GURU

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Parkland - Adventures in Realism

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Posted:
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If EA done a Expansion with NAM ideas plus a few other things.Then the answer is darn straight in a heart beat I would pay 30 bucks for a Expansion.1.gif

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Date: 2/1/2005 11:54:57 AM
Author: newyorkrunaway1

And look at this, If EA made an expansion pack you would pay $30 for it. You got it for free here. lol
quote>

I think they meant all this should have just been in Rush Hour, or even just Vanilla.

At least they programmed it so the NAM could be done by everyone here. 19.gif

Dave

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Posted:
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Date: 2/1/2005 12:23:26 PM
Author: BlackBeard
If EA done a Expansion with NAM ideas plus a few other things.Then the answer is darn straight in a heart beat I would pay 30 bucks for a Expansion.1.gif
If it had other stuff besides the NAM. I was talking about the NAM, not other stuff.

Sim City 4 Realism GURU

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Parkland - Adventures in Realism

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