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Originally posted by: iowndiscti

well as long as the same types of traffic are entering the tunnel from the same direction [ i.e. people taking the same route to work, as they are from work], then it shouldnt matter if  the traffic is "merged in" with each other right? [ because on the traffic map, you'll see the traffic enter the subway, turn into a subway train, and then leave the subway seperately correct?] quote>

Not quite.  Buses, pedestrians and cars will enter the subway, but there would be no way to differ between them upon exiting the subway.  It'd all be cars (or buses or people if you prefer, but still not right).


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I have a request for a support for custom BAT content. Would it be possible to include a readme in NAM Team releases which details the puzzle piece measurement and or some gmax line files.

My goal for some BAT projects I have in mind include pieces that sandwich up against the NAM curves but function much like many extension pieces currently do with a one point tile plop but have an unobtrusive overhang. Network transition pieces that raise and lower would be helpful too. I just think that this information would open the door for a wave of new NAM friendly custom content like the NAM curve railway station.

The gmax line files just to establish a clear definition would be skeletons and or bones we could slip into our gmax workspace to quickly get accurate curves to build from.


"Be normal and the crowd will accept you. Be deranged and the will make you their leader." -Christopher Titus

..and Happy to be a Backpacker

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Originally posted by: jim 546

Originally posted by: iowndiscti

well as long as the same types of traffic are entering the tunnel from the same direction [ i.e. people taking the same route to work, as they are from work], then it shouldnt matter if  the traffic is "merged in" with each other right? [ because on the traffic map, you'll see the traffic enter the subway, turn into a subway train, and then leave the subway seperately correct?] quote>

Not quite.  Buses, pedestrians and cars will enter the subway, but there would be no way to differ between them upon exiting the subway.  It'd all be cars (or buses or people if you prefer, but still not right).

quote>

This is exactly the problem.  It's why in the Big Dig, buses are prohibited from entering the tunnels.  If you want full tunnel capability along with the ability to build or plop arbitrary lots over the tunnel, there's no substitute for the standard Maxis tunnels.  The various hole digging and ground raising lots available on the STEX can aid in making these tunnels buildable essentially anywhere.

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Here's one I noticed: when a STR crosses a road at a diagonal (or possibly even perpendicular), it's missing a stop line. Can someone fix this?


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First of all, I would like to say that the NAM is an amazing tool - I believe it is at least partly responsible for continued enthusiasm about SimCity 4; if some of you aren't already doing this sort of thing professionally (creating video game content), you probably should be because you have great talent.

Secondly, I would like to offer a few suggestions for the next release of the NAM:

1) More flexibility with the NWM.  Currently, it doesn't seem to be integrated in the game very well and is tedious to try to use. (For example, building overpasses with puzzle pieces simply does not work with the NWM.)

2) Diagonal high elevated rail pieces and diagonal high monorail pieces.

3) More flexibility with double-decker puzzle pieces.  I would suggest more puzzle pieces for more practical use of this type of network, and elevated double-decker puzzle pieces for overpasses.

4) More types of double-decker networks. (One I personally would like to see is elevated rail over avenue, although I realize it can be done by simply running one-way roads on either side.  And, of course, double-decker highways.)

5) Integrating existing sunken network pieces into the NAM. (Buddybud's sunken highway walls are currently the most dynamic out on the STEX.) This suggestion is merely for consolidation.

[i'm sure most--if not all--of these suggestions have already been brought up in these NAM threads, but I just wanted to put my own two cents in!]

Thirdly, I am wondering when the next release of the NAM will be?? 9.gif

Thanks,

farmerjohn

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@ farmerjohn2689

1) NWM is still at it's first release, the next release will bring a lot of new stuff, and at some point overpasses will also be included

2) I don't use those pieces almost ever, so can't say a lot of this one.

3) At some point, these stuff will probably be included.

4) ADNA (Asymmetrical Dual Networking Avenue), that is the el-rail over avenue you mentioned,  is under development. You should check sc4devotion.com forums NAM section for stuff about NAM, RHW, TRAM, NWM etc. development. All the stuff I am telling here has been showed sometime in public at SC4D.

5) This will probably not happen, as NAM team only develops the networks, not the decorative stuff etc. around them.

Also, NAM Team never sets exact release dates, next release will be released when it's ready.

-- Ciuu96, NAM Associate

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Originally posted by: iowndiscti

Is it possible to Get an RHW 10 to an RHW 6 splitter? i would do it the regular way but i find that it takes "SO MUCH ROOM!"

quote>

Yes.  mrtnrln made a couple such pieces with an RHW-10 splitting into an RHW-6S and an RHW-4.  You can see preliminary versions in this screenshot:  They will be in the next RHW release.

piecesnorm.jpg

Originally posted by: iowndiscti

and im having a problem with the MAVE 4, it doesnt have turning capabilites does it?

quote>

No, it does not--it's set up basically like the default Avenue.  You'll need a TLA-5 if you want that sort of functionality.

Originally posted by: iowndiscti

[ the only thing i could think of would would be to make an MAVE 6 to Ave4 + OWR 1 (2) transition, it will allow people to go back to the maxis avenue, while traffic from additional areas could merge in via the independent OWR's]

quote>

Kind of like an RHW Type C ramp interface . . . interesting idea.  I like it.

Originally posted by: iowndiscti

*Note*  a list of things that absolutely cannot be codded into the game for certain reasons might be helpful to put on this page, just to stop people from asking for things that cant happen 2.gifquote>

It'd be a fairly long list.  Some of the stuff's "impossibility" is subject to change as well (see the RHW on Regional Transport View or the diagonal bridge trick).

But here's a crack at it:

Things that are generally deemed impossible:

-anything involving the default tunnels aside from changing the appearance of the portals

-adding new transit types to the game (those of you wanting bikes, or for buses and freight trucks to be treated separate from cars, or functioning HOV Lanes, you're out of luck)

-adding new networks to the game without using the "starter piece" technology

-true underbridge roads

-reversible lanes (there's no mechanism to make path directionality dependant on the game clock)

-some situations involving pieces with three or more networks overlaid

Things that aren't technically impossible, but simply won't be done ever for various reasons:

-Pre-fab Maxis-style interchanges for the RHW.

-Lot-based content (Stations, Toll Booths, etc.) included in the NAM or any of its RUL-bound "satellite projects" (i.e. RHW, NWM, etc.)

-Expansion of the "auto-turn lane" functionality that exists for the Road and Avenue networks.  (Mainly for software design reasons--it complicates the base network, making overrides more difficult and there's encapsulation issues as well.)

-Alex (Tarkus)

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Something is missing from the GLR in Avenue/Road pieces - although it may not be possible to make that:

When a road crosses an avenue end piece (without the GLR) you get a double-T. That same piece would be nice to have when you want to end an avenue with GLR in a road that also carries GLR perpendicular to it (appologies for the crude illustration:

                             ||

---------------------+|

============]||

---------------------+|

Currently, you need to use a conversion piece that turns the avenue into a road and end it with a GLR/Road T-junction. And it does look rather ugly.

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In that screenshot of awesome RHW pieces that are in the making, I don't see a 6S splitter where the RHW4 is the exit ramp and the main forward route is a single lane:

Picture1.jpg

I've found myself in many a situation where that'd be useful.

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Not that I understood much of that last post, or even the need for all those puzzle pieces in the so-called RHW, but can anyone tell me when highways are getting a texture that resembles their real counterparts? I know, it is only a game, but I have never seen roads anywhere on this planet that looked like they've been painted with Magic Markers.

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Originally posted by: DocRorlach

Something is missing from the GLR in Avenue/Road pieces - although it may not be possible to make that:

When a road crosses an avenue end piece (without the GLR) you get a double-T. That same piece would be nice to have when you want to end an avenue with GLR in a road that also carries GLR perpendicular to it (appologies for the crude illustration:

                             ||

---------------------+|

============]||

---------------------+|

Currently, you need to use a conversion piece that turns the avenue into a road and end it with a GLR/Road T-junction. And it does look rather ugly.

quote>

The illustration gets the point across. 2.gif  Seems like a logical addition, though most of thefolks involved with GLR and GLR-Dual-Networking on the NAM Team have been on hiatus as of late, so it may take some time.

Originally posted by: Indiana Joe

In that screenshot of awesome RHW pieces that are in the making, I don't see a 6S splitter where the RHW4 is the exit ramp and the main forward route is a single lane:

Picture1.jpg

I've found myself in many a situation where that'd be useful.quote>

Sounds like a reasonable idea.  I would not be surprised to see it in a Version 4.x release.

Originally posted by: DocRorlach

Not that I understood much of that last post, or even the need for all those puzzle pieces in the so-called RHW, but can anyone tell me when highways are getting a texture that resembles their real counterparts? I know, it is only a game, but I have never seen roads anywhere on this planet that looked like they've been painted with Magic Markers.quote>

The wide array of RHW pieces can be a bit bewildering at first, but the main reason is to provide more options for connectivity.  Many of those options have come out of requests from users.

With regards to the "Magic Marker highways", to which system are you referring--RHW or the default Maxis system? 

The RHW's textures are currently undergoing another revamp--probably their final revamp--with improved scaling and geometry, a less "flat"/"squeaky-clean" appearance.  The revamp project will also result in the creation of a new and complete set of Euro/International textures as well.

The Maxis Highways are kind of "in limbo" mainly because of the difficulty of doing anything significantly different with them.  There have been some experiments and prototypes, but there's no dedicated effort on that front at this point in time.

-Alex (Tarkus)

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Tarkus;

I was referring to the RHW (should have mentioned the marker was B&W). I always understood you cannot do anything really with the Maxis ingame highway originals other than recolour them. That's fine, but if the RHW is the way to go, then it would need not only a more "realistic" texture, but also elevation and certainly interaction with NWM. BTW: In that picture the supper-large X on the bottom left does not make sense: if a two lane RHW joins a 4- or 6-lane tangentially, then the flow-in (the area where in reality cars merge in and out of either) would have to be at least thrice the length. As it is shown here, it would onl work if everyone drove Smart Cars steered by an electronic controller.

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DocRorlach: this was only a demonstration picture. The large X consists out of four pieces of two splitter types, namely the A and B-type splitter of the RHW 10. What I've shown here is an unrealistic setup. If I was using this piece for real, I would leave at least 10 tiles room before I place the next piece.

And another question, what do you mean with that the RHW "also elevation and certainly interaction with NWM". Can you elaborate your point, please?


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I assume he means overpasses for both the RHW and NWM. The RHW (as of 4.1) is able to pass over other NWM networks. The NWM networks are getting their elevated counterparts soon.

As for textures, the newest batch is quite similar in style to the NWM ones, which look pretty realistic.


I don't know what to put here anymore.

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Apologies, Maarten - I obviously did not see this for what it was.

Meanwhile, below are some of the rail puzzle pieces I'd like to see in future NAM releases:

rail_ideas.jpg

Apologies for the crude drawing.

The dual-track switchover would be nice to have even if it was merely eye candy. And except for the parallel curve track (obviously) these miht also be handy for the single track section.

And while we're at it: there is one, currently available switch - straight to 45'  - that is simply too long. I wonder if that could be shortened by one or two tiles.

Of course, I might be suggesting stuff that may not even be possible..

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Thanks. But that poses all manner of problems, foremost among them would be collisions since the game uses the tracks directionally. This would only work if it could connect to two single tracks (curving away, for example) on at least on one side.

what I am harping on  11.gif about are parallel double-tracks.

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Hi all, and thank you for the great contributions to our beloved SC4.

I propose the following puzzle pieces for a future NAM update:

diagoffr1.jpg

orthooffr1.jpg

Outlined in red are proposed puzzle pieces that would allow vehicles to merge off the main route without having to turn at a traffic light. I propose these puzzle pieces would work great with oneways and avenues, but could work with roads as well. I know many of my cities would benefit from these pieces.

Also, I was wondering if there has been any plans for making diagonal onslope pieces for road, oneways and avenues. I find it odd that we've had these diagonal onslope pieces for rail and Maxis highways for so long now, but we still haven't seen them for roads, oneways and avenues.

Thank you for your time, and again for your contribution to making this game so much more realistic!


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My only request would be... Is it possible to make all of the nwm pieces diagonal? Cause every time I try to make a "turn" in 5 lane one direction avenue ... Well I can't.

Also If possible... Make the rhw pieces diagonal too.. That pretty much will do it for the next update.

Thanks team

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Since we are "talking" of roads and elevated roads: can the access ramp for road viaducts be made about two tiles longer (rail would only need one additional tile). Reason being is that thay are unnaturally steep. Being greedy, I would also love the rail viaducts (straight pieces at least) to be actual viaducts rather than rail on stilts. I know it can be done with additional downloads overhanging the tile, but what I have seen thus far has not impressed me. Either the pieces do not fit, or they look out of place.

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Sorry about the double-post but this is just too strange to overlook:

Instant SinkholeAn "instant sinkhole", the size of a roundabout and a perfect octagon!

Achieved by placing a NWM conversion piece - one way to three-lane NWM.

I thought the first one to be a fluke, so I tried it again. The hole goes "all the way down" because it took some 15 seconds to level, using the god-mode leveller at full strength.

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More interchanges for the Maxis Highways sounds good. How about a Roundabout or Volleyball interchange?

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Originally posted by: Wiimeiser

More interchanges for the Maxis Highways sounds good. How about a Roundabout or Volleyball interchange?quote>

What's a volleyball interchange? Slam dunk on the exit to Brooklyn?

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Not sure if this has been requested before or not but:

Rail viaduct over STR

Road/Avenue/OWR over Tram in Avenue/Road and Tram on Street/Road

And possibly elevated T-RAM (like how we currently have elevated Avenues but include the tram part)?

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Volleyball interchange:

http://en.wikipedia.org/wiki/File:Knooppunt_barok.png

Also, I see no reason the RHW MIS system shouldn't be able to join a road t-junction (3 roads and the ramp joining the same place)

EDIT: Come to think of it; double-width Maxis Highways with a buildable strip down the middle, volleyball interchanges would be how they intersect

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I'm fairly new to the NAM and it's additions so I may be overlooking some stuff, especially in the RHM departement as I haven't even come close to using its full potential, nevertheless I have a few suggestions:

1-more double decker options

           A. El-rail and monorail on avenue

           B. Bridges! especially for the tram on avenue but also dual bridges with a rail under the road/avenue/highway whatever, that's quite common where I live

           C. FLUPs Integration, e.g. I often use el-rail on road and sometimes I need to use a FLUP on that route so I always have to deviate the el rail, it'd be great if the road just went under say, for instance, an avenue, and the el rail just kept going over that avenue

           D. NWM compatibility? is that even possible, like a MAVE-6 with tram or even the TLAs?

           E. This is probably impossible, but humm, for instance a Elevated Highway running on top of an avenue, so we'd have roads intersect the avenues and then a straight section of the avenue would connect to the Highway.

2- Triple network? e.g. tram and el-rail on road?  I never really felt the need for this but sometimes my El-rail lines were so close to my tram on avenues that I would have liked to merge them

3- Elevated (or sunken) Highway exits straight to a roundabout

4- Avenue cloverleafs, just to keep traffic flowing rather than always having lights or roundabouts, maybe even incorporate the NWM MAVEs?

5- Some avenue custom intersections, for example, commuters travelling in one direction would be able to turn left but commuters in the opposite direction wouldn't be able to turn right. Imagine like a viaduct that gets commuters from their lane, over the oposiong lane and onto a OWR. Also maybe do it for Highways too.

6- I only just noticed this and was going to see if anybody else had he same prob but started writing this instead so here goes, you can't use FLUP with NWM, can you? if no then make it so xD

I don't think that's all but I have to sleep right now.... I'll post more later

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@ tiansivive

1A: El-rail over avenue is currently under development, and monorail one has been proposed few times if I recall correctly.

1B: Under development if I recall correctly. Also, somebody over at simcity china has already done at least Tram-On-Road and Tram-In-Road bridges, I just can't find the link now.

1C: Additional FLUP pieces are always under development, so this will also probably find it's way to NAM someday.

1D: Possible, has been proposed few times but currently isn't under development.

1E: Elevated Highway over Avenue is under development.

2: As there are probably not so many people wanting this, it is unlikely that this would be made soon. I'm not even sure is this possible, I think I have heard somewhere that you cannot make puzzle pieces with more than x amount of networks.

3: Not sure what you mean, but basic dumbbell intersections should be possible with the current exits. If not, at least RHW can do that.

4: As ploppable interchanges are really hard to do, this probably won't be done. Can't you just use the highway one for this?

5: If you mean this as an addition to the TuLEP system, it is possible.

6: Very likely that this will be done pretty soon, as there is demand for such stuff. Elevated NWM networks are also planned now.

@ 1946

The BRT system that you have requested has been asked also before, but will probably never be done as there isn't so much demand for this. As an replacement, you can use the Bus-only  lots included in this pack to make bus roads to your cities.

Also the single track GLR/TRAM system has been requested before, and will probably be created at some point 

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