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Real Highway (RHW) - Development and Support

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Originally posted by: Madri

Thank you for the information. is there any teaser to when the next release could be?quote>

As a general policy, the NAM Team does not give release dates or timelines for releases.  We generally have no concrete idea on that end, and we also don't want to give out a date and then have to push it back if real life intervenes or there's technical issues that require additional time, which would inevitably disappoint folks.  Besides, we like to surprise people. 2.gif

While I can't give any sort of target dates or timelines, I can say that Version 4.2's release cycle will be largely dependent on the completion of the new "V5-Spec" texture set.

-Alex (Tarkus)

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Oh okay, not to offend anyone but rhw releases take very long the people who are modding it are only on V4 5 and a half years after the release, but I have to say the systems are excellent I rarely use maxis highways now. My favorite is 6C cause you can make it into a sunken-urban highway if you need to and it is much easier to work with than other wider RHWs. I hope it won't be to far into 2011 when V4.2 is released. Good luck and keep up the great work.

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This is beyond frustrating and I have no idea what I'm doing wrong to insert this curve in the exact same way I inserted the bottom one.  Anyone have any idea what the problem could be?

96174351.th.jpg

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Just one question.

Is it possible to change the textures for the Pedmall tiles in LE, Reader, etc.?

If yes, I'd like to make some new Pedmall tiles...

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I've just started using NAM (what a great mod!), but i'm spending an hour just trying to get simple overpasses and ramp systems, especially when connecting with normal Maxis roads. Is there a tutorial/reference on using and integrating RHW tiles?

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I also have a problem with the HSRP. I thought the following intersection is supposed to work, but it doesn't work with me:

kenwood.png

What can I do to make it function?

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Originally posted by: ImVhOzzi

Just one question.

Is it possible to change the textures for the Pedmall tiles in LE, Reader, etc.?

If yes, I'd like to make some new Pedmall tiles...quote>

The RHW thread is kind of an odd place to be asking this--but yes, it is possible to replace the textures.  All you need to do to change the PedMall textures is simply to create a new .dat and import a new texture at the same IID as the one you want to replace, making sure the new .dat loads after the NAM.

The valid texture IIDs are as follows:

0x5526710E - Standard PedMall

0x5526720E - Paved PedMall

0x553F200E - Cobblestone PedMall

0x553F201E - Red Brick PedMall

0x553F202E - Grass PedMall

0x553F203E - Sandstone PedMall

The easiest program to do that in would be null45's Batch PNGToFSH, which is available on both the STEX and LEX.  If you name your source PNG file with the appropriate texture IID, you can simply drag it into the Batch PNGToFSH window and it'll assign the IID and everything automatically.

Originally posted by: nathkel

I've just started using NAM (what a great mod!), but i'm spending an hour just trying to get simple overpasses and ramp systems, especially when connecting with normal Maxis roads. Is there a tutorial/reference on using and integrating RHW tiles?

quote>

First off, welcome to ST, nathkel!  Glad to hear you're enjoying the NAM and to answer your question, there are quite a few guides and tutorials floating around.  The RHW Interchange Guide over at SC4 Devotion is one excellent source.  I'd also highly recommend asteconn's RHW video tutorials on YouTube.  Hope that helps!

Originally posted by: Antica

I also have a problem with the HSRP. I thought the following intersection is supposed to work, but it doesn't work with me:

quote>

It was . . .that functionality was sort of added in HSRP Version 2, but as a few folks have recently reported, it doesn't work as intended, with some significant RUL stability issues, as evidenced by the sections of RHW ending up going the wrong way in your image.  The weird colored squares you're seeing results from the fact that the RHW's "color-corrected" textures for use on models and puzzle pieces changed IIDs in the Version 4.0 release, while the HSRP hasn't really been updated since 2008.

Originally posted by: Antica

What can I do to make it function?

quote>

Unfortunately, there's nothing you can do, except wait for an official update.  I've actually fixed the the texture flipping issue, but can't distribute a fix the directional flipping without having to update the NAM Controller file.  That will happen when we get around to releasing NAM Version 30.  As with all NAM Team content, there is no scheduled date or any timeline as to when that release will take place.  The bad texture reference is contained in the HSRP files, and unless we decide to move the HSRP-over-RHW stuff out of the HSRP files and into the RHW, it'll require an update of HSRP to be done.  That's something for which we still need to figure out the details.

-Alex (Tarkus)

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is there a tutorial on using the Neighbor connection pieces? i've plopped them on my RHW-6C and no traffic is still commuting into the other cities ! 28.gif


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is there a tutorial on using the Neighbor connection pieces? i've plopped them on my RHW-6C and no traffic is still commuting into the other cities ! 28.gif

There isn't a tutorial, and it sounds like you used them correctly.:golly:

They're actually quite a bit simpler than folks expect and seem to have unfairly gotten a "difficult" reputation. In fact, in the case of the 6C and 8C, technically, you don't even need the Neighbor Connector Piece as the center tile allows for traffic in both directions, but the RHW-6C ones exist to allow for a more spread-out and even flow into the next city.

I did prepare the following image, however, which better clarifies things and will be included in the next RHW release's documentation:

ncdiagram.png

If they're still not using it after all this, most likely, it's more likely endemic to the traffic patterns and network layout of your city.

-Alex (Tarkus)

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you were right tarkus.

its not the connection pieces, its the freeway itself! i did a query of the main route betwixt midtown and downtown, and i figured out that most sims from midtown use the freeway system to commute exactly 1 exit down just to avoid a major artery that was clogged at the main streets. when i went back and redid the RHW6C and deleted some of the other ramps, they were forced to ride the whole thing down into the city, now im just having problems getting them to actually enter the freeway system at midtown and exit at the suburbs [ in the next city tile, one tile east].


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Is it possible to have a RHW-10 splitter that splits into 2 6S lanes like this

l=lanes

lll lll

lllll

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It's under consideration and a very likely possibility in a future release. It won't happen by the next version, though. However, there will be an RHW-10 splitter that splits into an RHW-6S and an RHW-4 in Version 4.2.

-Alex (Tarkus)

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Forgive me if this has been answered before, but is there currently a SPUI available for the RHW?

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Forgive me if this has been answered before, but is there currently a SPUI available for the RHW?

Yes. There is one in the current release (Version 4.1) under the Avenue/RHW Interfaces button on the Roads menu, right before the Diverging Diamond (DDI) piece at the end of the TAB Loop. It's an ERHW-4-over-Avenue setup that hooks in with the Turn Lane Extension Pieces (TuLEPs) in the NAM. It is, admittedly, a bit on the tricky side to use--the RHW Readme has some guidance on how to use it, and there's a guide by Haljackey which can be found here.

-Alex (Tarkus)


  Edited by Tarkus  

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I have a question:

Are there going to me RHW Tunnels available in the next version?Because that would be nice, paticulurary for the higher-lane networks.


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As per RHW FAQ Item #8:

The RHW, with the release of Version 4.0, has bridge functionality. The first set of Plain RHW bridges, developed by smoncrie for Version 3.0, is included in the mod. choco and Blue Lightning have a number of bridges under development, including some for the Wider RHW networks.

Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time. Some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, have been added in Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button. For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of blahdy's Boston Big Dig (BBD) lots or buddybud's underpass lots, which utilize the Subway network.

-Alex (Tarkus)

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As per RHW FAQ Item #8:

The RHW, with the release of Version 4.0, has bridge functionality. The first set of Plain RHW bridges, developed by smoncrie for Version 3.0, is included in the mod. choco and Blue Lightning have a number of bridges under development, including some for the Wider RHW networks.

Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time. Some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, have been added in Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button. For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of blahdy's Boston Big Dig (BBD) lots or buddybud's underpass lots, which utilize the Subway network.

-Alex (Tarkus)

Well, I did notice that mrtlrlrn posted this while going through my old BAT thread..

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Roadsigns!!!  or  Transit Hubs/Transit Centers!

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That's true, but these are LOT-based 'tunnels'; they use the same technique that the Big Dig LOTs use. There are some ideas to convert this models to FLUPs, but so far, there hasn't been much progress here.


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Hey there,

I was wondering how i can build this:

Weneer_14.jpg

I've got the latest NAM, but i just can't find a puzzle piece for this!

thanks in advance

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it would be nice if there were some roundabout puzzle pieces for the real highway

maybe a 6x6 and an 8x8? there are a lot of roundabout in europe.

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i was just wondering, were there HOV & HOT lanes planned for the next release? or would that most likely be a RHW version 5 release?


  Edited by iowndiscti  

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There will be some HOV lane pieces for the RHW-6C/8C in Version 4.2, but these are strictly cosmetic (we still have no way of distinguishing whether a vehicle is actually high-occupancy). Here's a pic (courtesy of mrtnrln):

rhwcp02.jpg

If you wanted them to be HOT, all you'd need to do is stick a toll booth in the center there.

-Alex (Tarkus)

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There will be some HOV lane pieces for the RHW-6C/8C in Version 4.2, but these are strictly cosmetic (we still have no way of distinguishing whether a vehicle is actually high-occupancy). Here's a pic (courtesy of mrtnrln):

If you wanted them to be HOT, all you'd need to do is stick a toll booth in the center there.

-Alex (Tarkus)

from the picture.... my body went into convulsions. [ im so excited!]


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"Secret Weapon #1" of the RealHighway Version 4.2 has just been unveiled on YouTube . . .

Hope you enjoy!

-Alex (Tarkus)

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Do you know when this will be released? Like, are we talking weeks here, or months? :)

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this looks very cool :D

@mike: did you read the text at the start? :Pthere is no scheduled release date or timeline for release :P

meister


  Edited by meister1235  
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Do you know when this will be released? Like, are we talking weeks here, or months? :)

Read the intro. ETA: Unknown.

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