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Could you make iPhone 5C and iPhone 5S for RHW? I don't know if it would be possible without jailbreaking them first though.

Is this supposed to be a joke? o.O


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Huh?  It doesn't make much sense to try to play this game on a smart phone.  Not on those tiny screens?  Auggh!


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LOL!! Yeah, I think it's a joke to me at least, good one Xylo!! 5s and 5C as in 6S and 6C & 8S and 8C highways... This being the first iPhone with both and S and C versions...

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I really like how the new Network Addon Mod included many other packages and a Cleanitol file. It would be nice if the next Network Addon Mod would be more inclusive with more options for signage and lights. I would love to be able to see a lit up bridge at night. :) 

 

--Themaroonday 

Bridges should light up at night. Check to make sure you have power reaching the bridge (or try a different one; some are purposefully dark).

 

As far as I can tell, all of my bridges have lights at night.

 

Unless of course, you're referring to the viaducts, in which case it's a matter of T21s (well, different ones anyway; bridges use these too) (and I have no idea how to fix that w/o screwing up pylon placement on upcoming draggable viaducts).

 

 

Remember, there's a patch necessary for most player-created items (such as the new bridges) with lights to actually light up; it's mentioned in the NAM installation instructions.  Without this patch, they won't light up (as I can testify, having deliberately not applied the patch to avoid some of the more obnoxious lighting schemes on otherwise wonderful lots).

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Hi guys, it's probably an already existing question but, Have you planified exit and entrances for the three lanes elevated highway and the others ? At this time we must reduce the numbers of lanes and make our ramp like this exemple :)

15290222a7c09a80d745c9c03973093b.jpg

Bringing the picture over for clarity...

 

Darknono35, have you tried using the draggable ramp interface pattern on the EL-networks? (RHW-2 into an elbow from the side, and then drag

parallel). I believe the NAM Team removed a number of tabbed ramp buttons in favor of flex and draggable ramps, so you might want to try that instead. Redundant pieces are slowly being phased out.

 

IIRC, all of the L1 and L2 networks support the A1 and B1 draggable ramp interchange overrides. But I don't have the documentation in fron tof me so I can't be sure.

 

Also, Xylo, that was a pretty funny (if slightly harsh) comment. It's unfortunately pretty accurate, too.


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LOL!! Yeah, I think it's a joke to me at least, good one Xylo!! 5s and 5C as in 6S and 6C & 8S and 8C highways... This being the first iPhone with both and S and C versions...

 

Perhaps we could sue Apple for stealing our trademarks. :evil:  (Fun fact: The RHW is 2 years older than the first iPhone.)

 

 

Hi guys, it's probably an already existing question but, Have you planified exit and entrances for the three lanes elevated highway and the others ? At this time we must reduce the numbers of lanes and make our ramp like this exemple :)

15290222a7c09a80d745c9c03973093b.jpg

Bringing the picture over for clarity...

 

Darknono35, have you tried using the draggable ramp interface pattern on the EL-networks? (RHW-2 into an elbow from the side, and then drag

parallel). I believe the NAM Team removed a number of tabbed ramp buttons in favor of flex and draggable ramps, so you might want to try that instead. Redundant pieces are slowly being phased out.

 

IIRC, all of the L1 and L2 networks support the A1 and B1 draggable ramp interchange overrides. But I don't have the documentation in fron tof me so I can't be sure.

 

Also, Xylo, that was a pretty funny (if slightly harsh) comment. It's unfortunately pretty accurate, too.

 

 

The plan from the very beginning has been to eventually port all the ground-level designs to the various elevated levels, likely using a FLEXRamp-based approach for implementation. 

 

However, developing elevated content is considerably more difficult than developing ground-level content, because the modeling is much more intensive (the ground ones are built using textures or flat planes with textures applied to them) and there's always been a significant amount of time passing between the release of a ground-level piece and its elevated counterpart.  Until NAM 30, there were only two Elevated RHW ramp interfaces.  The number increased to 3 with NAM 30, with the addition of the elevated 6S Type D1--a piece whose ground counterpart had been around since NAM 22/RHW 2.0.  In other words, it took 3 years before we elevated that one piece.  NAM 31 finally saw some Type B ramps (5 years after Type B ground ramps debuted), and the total is now at 8 (9 if you count the DDRHW Type A1).  In contrast, there's somewhere thereabouts of 90 ground-level interfaces.  We have a good bit more modeling capacity now, so I suspect that backlog will start to clear up a little quicker.

 

There's also an additional complication when making ramp interfaces for the RHW-6S, because of the overhang, which causes it to collide a little with the MIS (and it would collide a lot with the RHW-4, in the case of some sort of X2 ramp).

 

jQGOKhE.jpg

 

uiCvlUR.jpg

 

-Tarkus

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Good point Tarkus, I usually use the wide exit ramps when making a parallel exit on the overhanging networks, just 6S I guess, would making the exit ramps wide on elevated 6S make an easy fix? It'll still line up great with 8S and 10S networks great and I always use the super awesome wonderful FAR exits now when I need a tight exit ramp. Coupled with the really neat curves that go from FAR through the diagonal to orthogonal look and work great. If it's possible to make that a flex piece as well, the 6S exit ramps would come out sharp. But I don't know, that would be a flex/puzzle piece, since you cant drag FAR RHW. You guys would know volumes more than I...

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How feasible would it be to narrow the inside of the EMIS so only the barriers overlapped? Actually, that asymmetry would make using the Euro textures easier, especially the starter/filler pieces.

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There's also an additional complication when making ramp interfaces for the RHW-6S, because of the overhang, which causes it to collide a little with the MIS (and it would collide a lot with the RHW-4, in the case of some sort of X2 ramp).

A type A1 Wide FlexRamp could be able to overcome that problem entirely (and would give another available ramp type for all other networks), but everything else aside, is there a viable footprint that could be used?

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Here's a suggestion about a nasty little thing bothering me for a while.

 

There are three features in the NAM that I've been using for a long time very often: Railway Viaducts, SAM, and Pedestrian Mall Pieces. All three features give me new possibilities to design my cities, and I'm of course grateful for that. But unfortunately, they aren't very compatible with each other. My suggestion: Please introduce puzzle pieces for railway viaducts over the SAM streets and all the other Pedestrian Mall Pieces beside Concrete and Pavement. I've attached a screenshot from one of my old city centers; I personally think that the part where the Diagonal Viaduct over Small Street puzzle piece reverts the SAM 8 Cobblestone Street to Maxis Street is really disturbing. It is by now possible to create at least lots for orthogonal viaduct over orthogonal streets (with the EL Network Prop file); however, these lots are considered as traffic stations and therefore they can't be placed next to each other without interrupting the traffic flow.

 

Edit: Attachment removed, added link to ImageShack Upload instead.

 

6znw.jpg


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It is by now possible to create at least lots for orthogonal viaduct over orthogonal streets (with the EL Network Prop file); however, these lots are considered as traffic stations and therefore they can't be placed next to each other without interrupting the traffic flow.

The NAM doesn't deal with lots in that nature, only puzzle pieces or draggable networks; It's actually quite problematic if you try to make a lot (or transit station) function the same way as a puzzle piece.

The props you're referring to are likely the props used for the NAM's transit stations, and that's their primary purpose. They're not used for puzzle pieces.

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Is there any chance we'll get some ramps for diagonal RHW-6S? The only option I seem to find right now is Diagonal 6S to FA MIS, which not only is a rainbow tile in two rotations (which I do assume will get fixed) but also makes it hard to connect to other networks that pass at acute angles, because the footprints get so large. There's a piece for the RHW-4 that throws off an orthogonal MIS, can I hope that this will happen for 6S, too or is that unlikely?

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Is there any chance we'll get some ramps for diagonal RHW-6S? The only option I seem to find right now is Diagonal 6S to FA MIS, which not only is a rainbow tile in two rotations (which I do assume will get fixed) but also makes it hard to connect to other networks that pass at acute angles, because the footprints get so large. There's a piece for the RHW-4 that throws off an orthogonal MIS, can I hope that this will happen for 6S, too or is that unlikely?

 

More diagonal ramp interfaces have been part of the plan for some time now, but they are more difficult to make than ortho pieces.  The Type A1 and B1 Diagonal ramps are in the process of being FLEXed, too.

 

-Tarkus

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Here's a suggestion about a nasty little thing bothering me for a while.

 

There are three features in the NAM that I've been using for a long time very often: Railway Viaducts, SAM, and Pedestrian Mall Pieces. All three features give me new possibilities to design my cities, and I'm of course grateful for that. But unfortunately, they aren't very compatible with each other. My suggestion: Please introduce puzzle pieces for railway viaducts over the SAM streets and all the other Pedestrian Mall Pieces beside Concrete and Pavement. I've attached a screenshot from one of my old city centers; I personally think that the part where the Diagonal Viaduct over Small Street puzzle piece reverts the SAM 8 Cobblestone Street to Maxis Street is really disturbing. It is by now possible to create at least lots for orthogonal viaduct over orthogonal streets (with the EL Network Prop file); however, these lots are considered as traffic stations and therefore they can't be placed next to each other without interrupting the traffic flow.

 

attachicon.gifBeispiel.jpg

We're looking to make the rail viaducts draggable over time, which should increase compatibility with the other networks. Otherwise, we'd be looking at several hundred of puzzle pieces, which no NAM team member is interested in.

Cheers

Willy


NAM Team Member   ||   Check RealRailway development   ||   Visit Port St Claire

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I think it would be nice if I could build concrete highways like this one: http://goo.gl/maps/bhgFb

All I'm asking is for a simple retexture, nothing complicated

It sounds like you're asking for a concrete version of the RHW. Unfortunately, as texture mods are purely cosmetic and serve no practical function, they are not really even part of the scope of the NAM, though several texture mods were included in the last NAM to relieve headaches of trying to offer support to users who failed to read readme's (or simply were unsure of how to install the things, which is admittedly not always straightforward, though thankfully very simple).

 

I also would like a concrete texture for the RHW, but have recognized that I'll need to make it myself if I want it, which means it may be a ways off (think 1 to 2 years, depending on how quickly I can understand the concept of texture creation for transit networks. Image creation is not my specialty).

 

cosmetics, unfortunately, are the responsibility of the end-user. NAM policy is (generally) form follows function, and texture mods have very little function.


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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Awhile ago, I actually created a Photoshop Action script to tweak the default textures into concrete colors automatically.  The main issue has been the non-automatic parts of the process, especially wealthification, and of course, finding time to do the non-automatic parts.  I'd still like to do that at some point.

 

-Tarkus

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It sounds like you're asking for a concrete version of the RHW. Unfortunately, as texture mods are purely cosmetic and serve no practical function, they are not really even part of the scope of the NAM, though several texture mods were included in the last NAM to relieve headaches of trying to offer support to users who failed to read readme's (or simply were unsure of how to install the things, which is admittedly not always straightforward, though thankfully very simple).

Textural modifications have actually gotten more respect than before, and not just because we wanna ease the headaches of people by including them in the NAM. As of now, there are two new RHW Texture Sets (South African and Ontario) in addition to what already exists (Euro), brought about by our other NAM Team Pony. (Alas, no tribute for concrete as of yet).

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If we're on such a roll, I wonder how a set with white roads and black lines would fare. Or how about red/green/blue lines?

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If we're on such a roll, I wonder how a set with white roads and black lines would fare. Or how about red/green/blue lines?

Asking an octogintacentillion times for the same exact request won't make textural requests go faster, especially if they have no semblance to real life, in which case, it reduces the odds of it being created by NAM Team members to zero out of infinity. We've been through this before.

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There are a few things that complicate the development of a concrete texture set, or any other texture set including a different base colour.

 

- What filters to use and how to use them consistently?

- What to do with wealth texturing?

- What to do with cross-linkage, where a RHW network transitions or intesects with a non-RHW network? Especially rail crossings are a pain...

 

Remember, if you want to turn the entire RHW into a concrete network, we're talking about 5000 textures excluding MipMaps (which can be generated)...


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Thanks. The set's a brand new set, all textures have been/will have to be made from scratch, unfortunately meaning it would take a long time before the set would be ready.

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I was really just citing examples...

 

Anyway, that's looking good, Sam!

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Thanks. The set's a brand new set, all textures have been/will have to be made from scratch, unfortunately meaning it would take a long time before the set would be ready.

I honestly think that's the only way any such texture set could look good enough. Applying filters to the asphalt texture set reveals they are too bland to serve as basis for concrete, which has a rougher appearance. And any filters that increase the roughness of the surface would have to avoid blurring the markings, which is a hassle.

Cheers

Willy

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NAM Team Member   ||   Check RealRailway development   ||   Visit Port St Claire

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