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NAM: Requests - 2nd Edition

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How about adding a shorter transition?

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And what about diagonal high-speed rail over RHW? It doesn't work for me because no HSR textures appear over RHW but monorail's.

P.S. how is NAM developement going?

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Hello

There are plans to make shorter transitions using Flex FA Real Highway Eventually. The HSR you have also mentioned is up for a major transformation.

Alas all of this work will take time. We only have 3 main active developers and with so many projects on the list things will take their time.

The current build of the NAM is slowly taking shape. We hope to get it out as soon as we can but we need to test it thoroughly to make sure it has no major problems.

-eggman121 (NAM Team Member)

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They are planned.  Diagonal stuff is more difficult to make in general, so that's why there's lag there compared to the orthogonal counterparts.

-Tarkus

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People have been requesting FLEXFly-over-FLEXFly (and submitting erroneous bug reports when they try to build FLEXFly-over-FLEXFly and it fails, as should be expected) for quite a long time now.  It's a complicated feature to do right, and if one were to add full crossing functionality at all points on the curve, it'd require probably around a half-million of lines of RUL2 code.  The most reasonable proposal was Ganaram's idea to restrict it just to specific points in the crossing, which might get it down below 100,000 lines.  A related idea would be to have specific FLEX pieces for it, and not use the existing ones in their entirety, which would perhaps cut down on people trying to build unsupported setups. 

Speaking as the person who would likely end up coding it, it'll probably be awhile before it happens.  It'll likely be a necessity for getting the T-interchanges more compact, which I'd like to do for the QuickChange Xpress project, and is the one thing that might accelerate it a bit more than would otherwise occur.

-Tarkus

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In the meantime, if you install the Maxis Highway Override from the NAM, there is a T-Interchange as part of that which can interface with RHW-4. In addition there are a couple of Roundabout interchanges, these make up some of the most compact solutions for RHW interchanges.

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Are there any models available for BAT with conncetion segments for el. Rail, monorail etc.? So if I want to bat a station I can use this pieces to ad a conncection that fitting in size and texture. Or how would you create these connections in BAT without the hazzle to make them fit in size to the respecting network? Also - did the NAM team ever release a modders resource with textures usable in BAT? Or is this an idea?

Or am I asking in the wrong place and this belongs to the BAT thread?

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Yes, such models do exist in the NAM, actually the actual network models are just fine for this, you just need an appropriate Prop Exemplar. Take a look inside z___NAM\z Props and Models to find them. Just leave a sufficient gap in your model (remember to exclude said GAP from the LODs), then you add it in LE using the prop. To get this perfect, you can export the S3D model from Reader and Import it directly into 3DS max or gMax (SC4BAT). Set this model so that it is excluded from being rendered and you have a helper or guide piece that won't be part of the final render.

This is really a preferable way to make a station model, since you can re-use it by altering the prop. For example if making an El-Rail station, it could work with overrides like Moonlights Alternative El-Rail Style. Or changed to work with Monorail/BTM/HSR for example. Whereas if you BAT such features in, they can never be altered. Let me know if you're missing something you need resource wise, it's no problem to whip up a prop exemplar or show you how if needed.

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Thank you so much. This will be of great help (apart from s3d export from reader so far didn't work for me - created always empty models).

It's a future project. Want to create some x-connection station where rail goes north-south and monorail goes west-east or vice-versa. Making parts of the station overhanging the lot - as to my knowledge the lots itself can't be TE in two different cardinal directions.

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On 01/10/2017 at 8:50 AM, Fantozzi said:

apart from s3d export from reader so far didn't work for me - created always empty models

Simply not necessary. If a true 3D model exists, you only need a prop exemplar that links to it to turn it into a prop. As with every other model in the game, once you've one of them, you can reuse it as many times for as many different purposes as you like.

If you end up with only geometry (no textures), that's perfectly normal. Because, SC4BAT can't link back to textures contained in a dat file or elsewhere. You need to manually extract those and re-apply the textures to each part of the model. However the UV values should be there, so you shouldn't have to do more than tell SC4 BAT which texture to use for which parts of the model, much like normal when creating a model file.

Sorry for not replying sooner, missed your response.

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