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actually I agree with this 100%. I realized that it'd be nice to have a parallel parking SAM in conjunction with the standard SAM-1 parking. Though, knowing how things work, it'd likely be a replacement mod, more-so than a proper additional SAM texture.

Personally, I'm hoping for a proper setup where we can have access to both, cause that'd be wonderful to have. And, should be fairly easy to do (relatively speaking), as you wouldn't need the spaces on things like curves, intersections, and like railroad crossings and such

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On 7.1.2025 at 3:05 AM, acdrisk said:

I have always thought an additional SAM type with parallel parking spaces along each side would make sense. Similar to SAM-1's parking spaces, they wouldn't be functional. But it would allow more realistic looking downtown areas. I know there was a mod from years ago that did something similar, but it wasn't quite right.

Do you by chance mean something like this?

6784516e96ec9_Scr_UrbanStreet.jpg.c61f0abe54ef7e90c6fdc869e5cdb0b0.jpg

I've been working on such a mod a few years ago. I kept it for myself for now because of three reasons: 1. It's imo just a coincidence that it turned out acceptable to me, I'm not really a graphics expert, 2. with my abilities, I'm limited to orthogonal street pieces, and 3. the modding is tricky, as you will see in the explanation below. I think there are three ways to make this possible:

  1. Making an entire street override, like another SAM set. This is beyond my abilities, and surely also a huge amount of work for the NAM people.
  2. Making a texture override, along with a T21 mod, for, let's say, high density zones. Entirely possible, but people will have little control over it. This means: Literally any street tile adjacent to medium and high density zones will be replaced by streets with streetside parking and literally all others not. By the way, ploppable buildings count as low density. You will have barely any way to fine-tune this mod, such as allowing the parking bays to appear near plopped buildings or low-density zoning.
  3. Making a puzzle piece. Again, this will cause a lot of work, especially if it comes to making this possible for any other piece than a straight orthogonal street, and the NAM people most likely won't do this because of their policy of avoiding puzzle pieces, but actually, this allows you to have a certain degree of control. In fact, I made this mod you've seen by making an override for one of the straight street puzzle pieces that come with the Rural Roads in NAM which I'm using for literally only this purpose.

Solution 2 and 3 mentioned above are possible to do for me, and if you can live with their caveats, I'll see if I can release such a mod in the next days or weeks.

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well, given how the street side parking works, you really only need it on the straight sections. So, overall, it should be generally one of the easier SAMs for the team to work on (conceptually). Cause you'd only need it on:

  • straight orthogonal
  • straight diagonal
  • straight FAR-2
  • straight FAR-3

and icr of the top of my head if streets even have any FAR variants past ortho and diagonal. Cause all the crossings wouldn't need it (rail + street, and any road network + street); the exception would likely be the street + street T sections, where one side has parking and the other has a branch.

And as for how much work it would actually be? really only they'd be able to say (I haven't seen the code and such for it so I wouldn't know). Could always check with the guy who did the asphalt with bike path texture, they'd be able to say how much work it is. And, likely, the current setup would end up as a SAM-1 override, more than it's own thing, so it'd likely inherit SAM-1 stuff (though i could be way off in how that part works out)

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Hi everybody!

First of All, thanks to NAM Team for all the work done in these years.

I was wondering if it is posible to take into account some aesthetic details to be corrected if possible:

There are some corners in SAM that can be considered too sharp. Buses, trucks, even cars and motorcycles have problems when turning at an intersection.

At the same time, by correcting these corners, the traffic signals involved should also be relocated. I give you at bottom some pictures that can help to explain what i'm talking about.

Theoretically, what I am requesting was already solved in other NAM versions, for example in this video tutorial of NAM38 you can see that SAM 7 had soft corners: 

 

Thanks for consider this. I am not asking for all of them to be changed but at least SAM 7 and SAM 10. If I can help in any way to correct this please tell me. At least I could help relocating T-21 signals.

 

67c4889533eb2_NewCity-Aug.20311740931053.jpg.da455780b1d0088e524971a4b0e0b56b.jpg

67c48896b96e8_NewCity-Aug.20311740931100.jpg.b4106d78c66d2ae40fdd24c5b972d08c.jpg

67c4889b1512b_NewCity-Aug.20311740931325.jpg.c05251d296e0292730eccd11fa662688.jpg

67c4889989347_NewCity-Aug.20311740931265.jpg.f4f79385cd509550ed394b017f1a08e2.jpg

67c489ce81ebb_NewCity-Aug.20311740931581.jpg.dd4a4c00b405f5f7c8baa4ef02e2c8b5.jpg

67c489cca1751_NewCity-Aug.20311740931456.jpg.da8d3a17752707218341f75d90fad8c1.jpg

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Apparently sharp corners are used in The Netherlands for pedestrian safety reasons, that's probably why.

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20 hours ago, Wiimeiser said:

Apparently sharp corners are used in The Netherlands for pedestrian safety reasons, that's probably why.

Having been involved with the SAM dating back to its 2007 debut, there definitely wasn't any thought of The Netherlands' apparent use of such corners as a safety feature.  It all stems from the original Maxis Streets having sharp corners.  Many of the texture sets compiled into the SAM (particularly early on) were of 2005-2006 vintage, based off the geometry of Maxis Streets, and the texture creation kit that Diggis released to help those interested in designing new SAM Sets also used this same geometry, leading to it being adopted for every later SAM Set with curbing.

The smoother, rounder geometry that is now featured by default with the NAM on the Maxis Streets (and other Maxis surface roadway networks) was a 2011 invention, the work of NAMite superhands (who was also responsible for much of the texture work in the NWM, and also substantial bits of the pre-RRW version of Single-Track Rail).  They were originally released as part of the separate-download "NAM Retexture and Cosmetic Mod-North American" mod, which got merged into the NAM itself as part of the "Monolithic NAM" initiative for NAM 31's March 2013 release.  MandelSoft used that as the basis for his Euro version, which also got merged in during the NAM 31 cycle.

On 3/2/2025 at 11:12 AM, ohdude said:

Theoretically, what I am requesting was already solved in other NAM versions, for example in this video tutorial of NAM38 you can see that SAM 7 had soft corners:

IIRC, those SAM 7 rounded corners were also a product of superhands' work, and were originally included in that retexture mod that got merged.  Not sure how they got resquared.  There's probably some weird business that happened with them amidst file architecture adjustments involving the SAM and texture sets in general in the mid-40-something NAM releases.  In any case, a copy of superhands' original SAM 7 cosmetic file is attached below.

Longer term, here's been talk about taking my "old" (2018-vintage) Default Asphalt Streets Mod (DASM, popularly known as "Tarkphalt") and using that as the future basis of SAM 7, and it does have the rounded corners.  The rounded corners on SAM 2 now were also my work (I kind of semi-templatized Tarkphalt, similar to Diggis' SAM kit), though that project was in the midst of NAM 48's cycle, which I missed the end of (along with the initial phases of NAM 49's development) due to being on an extended RL hiatus.  (Tarkphalt also needs me to update it before I let it back into the wild.)

Doing something with SAM 10 or other sets would be a more involved process--no idea when those might end up on the docket, but rounder corners are something that has generally been something that's been in the developmental thought process in recent times (see the optional rounder Road/OWR DxD intersection options in NAM 49).

-Tarkus

NAM_Retexture_and_Cosmetic_Mod_SAM7.zip

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19 hours ago, Wiimeiser said:

Apparently sharp corners are used in The Netherlands for pedestrian safety reasons, that's probably why.

That in general isn't true ! Tight streets maybe and road or offscreet parking maybe ?

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On 02/03/2025 at 8:12 PM, ohdude said:

I was wondering if it is posible to take into account some aesthetic details to be corrected if possible:

So I feel the need to point out, this isn't about fixing anything, rather about personal preferences. I for one am less of a fan of the smooth corners and quite happy with the sharper ones, which absolutely are in use in many real cities. As such, what this comes down to is choice, it would be better if this was an optional selection, like the Cull de Sacs v.s. End Stubs.

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Being on the NAM Team, my requests to expand / enhance this mod have been internal with the team, but I wanted to share a laundry list of items I've stacked up over the years here so it doesn't get lost on discord / my own notes. I'm sure many here will be interested to know what I seek, but just know I am more than happy with the way the mod is and the current plans for new releases.

---

No order, no priority

GLR smooth curves
Elevated Rail smooth curves
RHW-10C
RHW-12S signs (Frickinhuge set)
RHW-12S cosmetic pieces
Official NAM signage pack
FARHW for RHW-12S connections
L1/2 rail over diagonal RHW
Diagonal L1/2 rail over RHW
BTM over wider RHW widths/diagonal
Draggable cosmetic pieces for RHW
TLA-9/Ave-8
RHW-6S Flexfly
Avenue smooth curve with OWR 'exiting' on the curve
L3 transition piece (22.5m onslope)
Remaining drag pattern RHW ramps made as flex (better for slopes)
More BTM curve pieces and junctions, similar to RRW
Onslope curve (similar to curve transitions)
Diagonal and/or FAR basketweaves
Features from Quickchange pieces being available as separate ploppable models
Turn lanes for L1/L2 avenue
Slip lanes for diagonal-diagonal intersections
REW working for avenue, not just OWR
1 or 2 tile transition piece for FTLs when going from single to double turns (different directions)
Longer avenue to road transition (similar to NWM, RHW)
RHW intersection pieces with avenues
Remaining RRW pieces to replace Maxis textures for completion's sake, even if they aren't realistic
Full quickchange loop piece (270 degrees)
Midblock crosswalks using raised/lowered walkway
Smooth curves for Ave-6/TLA-7, similar to RHW-C
Ability to drag MIS ramps from Ave-6/TLA-7, similar to avenue
Flex pieces for MIS ramps to/from avenues (better for slopes, puzzle pieces already exist)
L0 BTM (Similar to GHSR)
More RHW-S to C pieces including ramps at transition
Flex piece for type A ramps, but including a empty tile or two between ramp and mainline
RHW exit ramp directly parallel to a elevated RHW (0 tiles)
Longer el-rail to GLR transition (similar to the L0 to L2 RHW piece)
Central barriers for L0 RHW-S networks, so they look like L1/2/3/4 at L0
3.75m hole digger (can do half a level up, half a level down)
Slope tolerant curves for RHW 

---

If you need more details/images for these, let me know and I explain or showcase examples

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7 hours ago, Haljackey said:

Being on the NAM Team, my requests to expand / enhance this mod have been internal with the team, but I wanted to share a laundry list of items I've stacked up over the years here so it doesn't get lost on discord / my own notes. I'm sure many here will be interested to know what I seek, but just know I am more than happy with the way the mod is and the current plans for new releases.

---

No order, no priority

GLR smooth curves
Elevated Rail smooth curves
RHW-10C
RHW-12S signs (Frickinhuge set)
RHW-12S cosmetic pieces
Official NAM signage pack
FARHW for RHW-12S connections
L1/2 rail over diagonal RHW
Diagonal L1/2 rail over RHW
BTM over wider RHW widths/diagonal
Draggable cosmetic pieces for RHW
TLA-9/Ave-8
RHW-6S Flexfly
Avenue smooth curve with OWR 'exiting' on the curve
L3 transition piece (22.5m onslope)
Remaining drag pattern RHW ramps made as flex (better for slopes)
More BTM curve pieces and junctions, similar to RRW
Onslope curve (similar to curve transitions)
Diagonal and/or FAR basketweaves
Features from Quickchange pieces being available as separate ploppable models
Turn lanes for L1/L2 avenue
Slip lanes for diagonal-diagonal intersections
REW working for avenue, not just OWR
1 or 2 tile transition piece for FTLs when going from single to double turns (different directions)
Longer avenue to road transition (similar to NWM, RHW)
RHW intersection pieces with avenues
Remaining RRW pieces to replace Maxis textures for completion's sake, even if they aren't realistic
Full quickchange loop piece (270 degrees)
Midblock crosswalks using raised/lowered walkway
Smooth curves for Ave-6/TLA-7, similar to RHW-C
Ability to drag MIS ramps from Ave-6/TLA-7, similar to avenue
Flex pieces for MIS ramps to/from avenues (better for slopes, puzzle pieces already exist)
L0 BTM (Similar to GHSR)
More RHW-S to C pieces including ramps at transition
Flex piece for type A ramps, but including a empty tile or two between ramp and mainline
RHW exit ramp directly parallel to a elevated RHW (0 tiles)
Longer el-rail to GLR transition (similar to the L0 to L2 RHW piece)
Central barriers for L0 RHW-S networks, so they look like L1/2/3/4 at L0
3.75m hole digger (can do half a level up, half a level down)
Slope tolerant curves for RHW 

---

If you need more details/images for these, let me know and I explain or showcase examples

That 's a stunningly list !  What I like would be  a RHW 4 Diagonal connector. Some area you have no choice to make a regular neighborhood connection. Diagonal aat least RHW 4 would be great !

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I would like a SAM version regarding rail, for istance electrified str and där if possible

 

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On 1/26/2026 at 10:10 PM, Haljackey said:

Being on the NAM Team, my requests to expand / enhance this mod have been internal with the team, but I wanted to share a laundry list of items I've stacked up over the years here so it doesn't get lost on discord / my own notes. I'm sure many here will be interested to know what I seek, but just know I am more than happy with the way the mod is and the current plans for new releases.

---

No order, no priority

GLR smooth curves
Elevated Rail smooth curves
RHW-10C
RHW-12S signs (Frickinhuge set)
RHW-12S cosmetic pieces
Official NAM signage pack
FARHW for RHW-12S connections
L1/2 rail over diagonal RHW
Diagonal L1/2 rail over RHW
BTM over wider RHW widths/diagonal
Draggable cosmetic pieces for RHW
TLA-9/Ave-8
RHW-6S Flexfly
Avenue smooth curve with OWR 'exiting' on the curve
L3 transition piece (22.5m onslope)
Remaining drag pattern RHW ramps made as flex (better for slopes)
More BTM curve pieces and junctions, similar to RRW
Onslope curve (similar to curve transitions)
Diagonal and/or FAR basketweaves
Features from Quickchange pieces being available as separate ploppable models
Turn lanes for L1/L2 avenue
Slip lanes for diagonal-diagonal intersections
REW working for avenue, not just OWR
1 or 2 tile transition piece for FTLs when going from single to double turns (different directions)
Longer avenue to road transition (similar to NWM, RHW)
RHW intersection pieces with avenues
Remaining RRW pieces to replace Maxis textures for completion's sake, even if they aren't realistic
Full quickchange loop piece (270 degrees)
Midblock crosswalks using raised/lowered walkway
Smooth curves for Ave-6/TLA-7, similar to RHW-C
Ability to drag MIS ramps from Ave-6/TLA-7, similar to avenue
Flex pieces for MIS ramps to/from avenues (better for slopes, puzzle pieces already exist)
L0 BTM (Similar to GHSR)
More RHW-S to C pieces including ramps at transition
Flex piece for type A ramps, but including a empty tile or two between ramp and mainline
RHW exit ramp directly parallel to a elevated RHW (0 tiles)
Longer el-rail to GLR transition (similar to the L0 to L2 RHW piece)
Central barriers for L0 RHW-S networks, so they look like L1/2/3/4 at L0
3.75m hole digger (can do half a level up, half a level down)
Slope tolerant curves for RHW 

---

If you need more details/images for these, let me know and I explain or showcase examples

@Lucario Boricua asked me to prioritize this list to get a better idea of some quick wins. I won't rank the entire list, that's too hard to decide, but will break it up into 3 segments: stuff I want the most, stuff that can wait, and stuff that could be done someday if someone wanted to.

However as specified in my original post, I am more than happy with the way the NAM is now, and the current planned content/enhancements in upcoming releases. This is just my personal wish list.

---

Priority 1
GLR smooth curves
Elevated Rail smooth curves
RHW-10C
RHW-12S signs (Frickinhuge set)
RHW-12S cosmetic pieces
FARHW for RHW-12S connections
Remaining drag pattern RHW ramps made as flex (better for slopes)
Features from Quickchange pieces being available as separate ploppable models
Turn lanes for L1/L2 avenue
Longer avenue to road transition (similar to NWM, RHW)
RHW intersection pieces with avenues
Smooth curves for Ave-6/TLA-7, similar to RHW-C
Ability to drag MIS ramps from Ave-6/TLA-7, similar to avenue
Flex pieces for MIS ramps to/from avenues (better for slopes, puzzle pieces already exist)
Flex piece for type A ramps, but including a empty tile or two between ramp and mainline
Longer el-rail to GLR transition (similar to the L0 to L2 RHW piece)
3.75m hole digger (can do half a level up, half a level down)

Priority 2
Official NAM signage pack
Draggable cosmetic pieces for RHW
L1/2 rail over diagonal RHW
Diagonal L1/2 rail over RHW
L3 transition piece (22.5m onslope)
TLA-9/Ave-8
RHW-6S Flexfly
Avenue smooth curve with OWR 'exiting' on the curve
Onslope curve (similar to curve transitions)
Diagonal and/or FAR basketweaves
Slip lanes for diagonal-diagonal intersections
REW working for avenue, not just OWR
1 or 2 tile transition piece for FTLs when going from single to double turns (different directions)
Full quickchange loop piece (270 degrees)
RHW exit ramp directly parallel to a elevated RHW (0 tiles)
Central barriers for L0 RHW-S networks, so they look like L1/2/3/4 at L0


Priority 3
BTM over wider RHW widths/diagonal
More BTM curve pieces and junctions, similar to RRW
Remaining RRW pieces to replace Maxis textures for completion's sake, even if they aren't realistic
Midblock crosswalks using raised/lowered walkway
L0 BTM (Similar to GHSR)
More RHW-S to C pieces including ramps at transition
Slope tolerant curves for RHW 

---

Obviously, if there's something in priority 2 or 3 that can be done easily, that should be prioritized as it's a quick win too :)

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Just a few things I noticed on my return to using NAM heavily in the past weeks that would be nice (most have workarounds however). Some I suspect might not be possible, but I'll mention them all the same.

  • Diagonal RRW under viaduct rail is missing and vis a vis.  There are puzzle pieces, but these don't connect with the rest of the network (unless I'm missing something very obvious).
  • Connections for the 4x4 roudabouts feel like they should have road to diagonal access, but don't.
    • on that note I tried to do a RHW4 connection to the diagonal on a 4x4 roundabout which didn't work - This is something I can see myself using again however.
  • The flagpole/lamp on the pedmalls shouldn't occur on every tile - it looks a bit weird to me as is (I think I remember seeing a mod where it only occurred every 2nd or 3rd but I can't find it anywhere).
  • I know this is probably not feasible, but it would be nice if there was some capability to make more of the bridges accessible to different RHW networks (for example have a RHW6 bridge be compatible with RH4).
  • Just a general vote for more bridge variety. I know they're probably complicated to make, but gee I love me a good bridge.
  • 90' curves for RHW 10S - or at least a better way of creating something close to it. Making a curve with 10S currently feels super clunky to get working.
  • Seconding a vote for NWM compatible viaducts. It feels clunky going back into avenue and then back into the old network again.
  • Seconding a vote for more curves for GLR, ER as well as the NWM networks.




 

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1 hour ago, EastChapel said:

The flagpole/lamp on the pedmalls shouldn't occur on every tile - it looks a bit weird to me as is (I think I remember seeing a mod where it only occurred every 2nd or 3rd but I can't find it anywhere).

There is this mod:

Thx for pointing that out. I installed it some time ago on my mac version but couldn't get it to work. As I'm now on windows via bootcamp I have to give a new try

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2 hours ago, simster007 said:

There is this mod:

Thx for pointing that out. I installed it some time ago on my mac version but couldn't get it to work. As I'm now on windows via bootcamp I have to give a new try

This mod does not modify the dragable Pedmalls, only the puzzle pieces.


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1 hour ago, Ulisse Wolf said:

This mod does not modify the dragable Pedmalls, only the puzzle pieces.

I know, should have mentioned that.

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