Jump to content
qurlix

Real Highway (RHW) - Development and Support

3,920 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Well, the tutorial you're referring to was made years before Project Symphony came along, and Project Symphony was not intended to be used with that kind of tutorial. (Plus, you have some Euro textures lodged in your Plugins folder somewhere.)

Even more, PS disables the buttons for all of the original highway pieces, so on top of that, you're using the wrong puzzle piece.

Here's my question: Do you want to use Project Symphony or not?

Ugh, still have the Euro textures? I thought I got rid of all those. I guess I have to go comb through the folder again.Last time I used the NAM, Project Symphony wasn't here. I just gave the Sc4devotion thread a bit of a read and I definitely want Project Symphony. It looks like PS doesn't support sunken highways yet?

Thanks for the reply, that definitely straightened out some stuff with that problem.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

It does support them (I've built some myself), however you now need to build them like a sunken RHW network, not sunken MHWY.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Have a issue with mis over mis.

 

I'm trying to do a fairly involved setup and when placing a mis level 2 ramp over mis I get the red unsuitable area or it creates the ramp to the mis then connects a rhw2 to the mis on the ground, the area is totally flat I checked with road stubs.

 

If I place a level 1 mis over the mis a few blocks down the level 2 I was trying to place suddenly works.

 

A level 3 mis over ground mis turns the level 1 miss into a level 2 rhw2.

 

Ill get screenshots but its really annoying as nearly everytime I drag a level 2 miss over a ground mis running + wise of course it doesn't work when it should.

 

Also is it normal for the flexramp semi circle to show X's on the rhw4 road underneath for path instead of the arrows? as I would assume that means no path.
 

Here is a screenshot you you can see mis lvl 1 going over all 3 fine but mis level 2 this is what happens always and yes it actually ends up like that placement line.

 

mis.jpg

 

Here you can see mis goes over mis fine.

 

Why my mis plays up I do not know it should work fine other types tried rhw4 and that's fine doing this transition.

 

Edit: a 1 tile gap works.

 

Also why is the flexfly showing xx on the rhw below in drawpaths?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The reason MIS over MIS works fine in that image and not for you is because we've completely rebuilt the code for this release.  There's still some teething issues, particularly with L2 networks like you're using, but once we've fine-tuned the new code base, it'll be a vast improvement.

 

-Tarkus

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I have a need for RHW 2 lvl 2 Type D to connect 2 elevated mis ramps on/off  to a road on the side but theirs none available.

 

Also for a mis to 2 mis splitter/ramp type A at lvl 0 and 2.

 

I've been building a exchange based on this to do north/south and a tunnel with multiple on/offramps for city connections but I'm finding allot of limitations due to lack of pieces and flexible systems.

 

having to extend the exchange the same size nearly as the entire intersection already just for a extra on/off ramp for the tunnel due to lack of space and flexibility of the RHW and transitions on something like this.

 

You can see the top at the offices one place I would use the duel mis to rhw2 lvl 2 piece as that's done by mis to rhw4 then to the main road which would be better and more compact if it was a proper mis to rhw2.

 

Also when I place 2 opposing lvl 2 mis that are next to each other over a rhw4 one rhw4 piece underneath automatically changes to a RHW2 regardless and I cannot fix it, reverse direction of the rhw4 seems to work fine but I don't want the opposite direction.

 

And while traffic works on the outside the inside is blocked making the next junction useless and unused for straight on if you turn on the outer.

 

This is why I want a mis to RHW2 lvl 2 transition as below that pic is a cliff which they will go onto as a on/off ramp.

 

A few other lvl 2 transitions / ramps for 6s 4 etc would be handy instead of having to drop to lvl 0 which sometimes you don't have the space to do especially when you want to do a transition at that level as a overpass  for another network its not really that good or visually pleasing to drop to lvl 0 do a ramp then bring back up on a ramp to lvl 2 for the pass.

 

Screenshot of it.

 

rhw-mis-bug.jpg

 

Flex path seems to be intersections or something confused me at first but the traffic query works fine and traffic works normally.

 

rhw-flex-path.jpg

 

 

Its really annoying all these bugs etc making this exchange.

 

I must be pushing the rhw interchange to its limits here and building something that is 'too complex' for the rhw design intentions. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I am also assuming that currently, you cannot drag MIS over RHW6C. No matter what I try, it either refuses to let me or it completely gnarfs up my RHW. Bit of a headache doing my trumpet interchange now!

 

EDIT: In fact, good old RW4 seems to be the only wider-than-1-tile highway I can drag an elevated MIS across. Neither 6C or 6S work, which renders them a bit pointless if you're trying to make a junction that requires elevated MIS to cross the highway, like a Trumpet for example.

 

Double EDIT:

 

As demonstrated by Revenger above, the level 1 MIS works fine. However, the only slope to go from ground to level 1 is the FlexSlope, and that's graphically broken with MIS (half way along, the slope breaks)

 

So basically this RHW idea is a good one, but it's very very raw at the moment as most stuff doesn't work anywhere near properly and is therefore rendering the mod relatively useless, sadly.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

For some reason MIS decited it is only permitted to create T-Intersections. The game outright prohibits +-intersections to the point where loading a city with older L2 MIS would probably be the main reason so many people are having older cities crash.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

You can get around it if you try multiple things and are prepared to spend allot of time on it as you can see in my post

 

Theirs both the bug where it cannot drag then a bug where it changes a underneath rhw 4 into a rhw2.

 

As you can see in my link I use 5 mis lvl 2 over rhw4 and my end result how I wanted it I never gave up till I got it right though I believe I pushed the limits of the rhw system making that interchange.

 

It is very buggy as I have shown and this took me 12+ hours to perfect this interchange with those bugs by leveling terrain, blank spaces, order of placement etc etc etc.

 

I found making that interchange, the pieces were very limited and not flexible/compact enough for what I wanted to do with curves flyovers and flyovers over ramps etc which is what real life has on that interchange and that is linked to google maps in my thread.

 

If anyone needs a pic to showcase the RHW with what can be achieved, my pic is one to use I guess as long as I know etc and credits given etc I'm fine with it to be used to showcase the RHW.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

do the flex flyover ramps work over diagonal rhw 4? i clicked around to try and stabilize the structure, but that yielded no results.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Out of curiosity, in which RHW menu are the RHW filer pieces? I am building an interchange and need the diagonal filler pieces for MIS and RHW 4 L0 but can't find them.....


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Im  trying to build a rhw6s bridge over my river and it just will not work.

 

I get 'failed smoothing terrain' on it.

 

II can build a normal bridge weather its road/ave/maxis highway only rail won't work and says that message.

 

It even works in the opposite direction do whats the big issue doing it one direction and not the other? there shouldn't be one because obviously the terrain is ok for it to work one way.

 

I tried a maxis rhw 6s that worked and I tried to connect the ends and only one side on each connected being road to bridge direction bridge too land just converted into a weird stub thingy so the maxis rhw 6s bridge is currently useless as you cannot connect it to the rhw properly.

 

I even leveled the river underneath multiple times and same message' failed smoothing terrain' its exactly the same I think as 2 squares down.

 

I have backed of building in simcity 4 the last few days because this is not fun, fighting the rhw on everything I want to do.

 

I want to just get on and build my cities not having to fight rhw and redo things allot of times to do simple things which the standard game can do easily.

 

Sorry is I appear rude I'm just frustrated with fighting the rhw on everything and I really appreciate the work you all do but more coding has to go into fluidity of joining stuff etc so pieces don't break into 20 bits everything you want to a single piece and stuff flows better apart from that the rhw is great but needs polish in how fluid and integrated it works.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I have an issue with bridges. Can anyone help out please.

I tried with RHW-4 and 6 using the MHW to drag the bridge.

I looked everywhere but couldn't find anything. 

 

frederictonjan200136597.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

How do I fix it in mine.

Fixed, as in, it's been patched up in a developmental copy of the NAM, and is currently pending release.

All that Github stuff is is a list of every known issue that's to be fixed in NAM 31.1 or later. You can't really fix it for yourself without, 1, knowing the code needed to fix it, and 2, knowing where to put it.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Did the textures just derp? Did I make a texturing error?

rhw_irl_textureset_01.jpg

No! This is the new Irish/South African texture set, with yellow lines on the outside and white on the inside. It's still in the starting stages, but this is what I got so far:

rhw_irl_textureset_02.jpg

rhw_irl_textureset_03.jpg

rhw_irl_textureset_04.jpg

rhw_irl_textureset_05.jpg

rhw_irl_textureset_06.jpg

Still a daunting task ahead of me to convert all ±5000 textures from the RHW to this format...

Best,

Maarten


Read the Readme or drown in bugs and glitches; the choice is yours...

Deep lurk mode: ACTIVE

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Good grief, Maarten!  There must be a better way?  All those extra textures are going to bloat the package up a lot, don't you think?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Actually, since we decided to put in texture mods in the NAM installer, this will be in it too. Though it might not be as big as you think eventually. The installer has some very good compression ;)


Read the Readme or drown in bugs and glitches; the choice is yours...

Deep lurk mode: ACTIVE

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Are there any more texture variations planned? Japanese? Fantasy?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Actually, since we decided to put in texture mods in the NAM installer, this will be in it too. Though it might not be as big as you think eventually. The installer has some very good compression ;)

Don't care about the installer size.  I probably missed something.  Is it possible to have more than one texture set loaded for RHW?  Damned nuisance to have to do a partial reinstall if you switch regions.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Is it possible to have more than one texture set loaded for RHW?

Refer to the FAQ question 12.12.7 on a SAM-like RHW setup. Short answer, no.

Clarification: A SAM-like setup's a no-go, and only one texture set can be ever loaded at one time.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Are there any more texture variations planned? Japanese? Fantasy?

Depends on how much they differ from the existing ones, how much reference material I have and if it's technically possible to make it really conform to the real thing. Currently, this texture set I'm working on is pretty daunting.

FYI, the Schellingen Texture set for the RHW is already a fantasy texture set. So are the Imaginian and Schellingen arrow overlay textures.

Actually, since we decided to put in texture mods in the NAM installer, this will be in it too. Though it might not be as big as you think eventually. The installer has some very good compression ;)

Don't care about the installer size.  I probably missed something.  Is it possible to have more than one texture set loaded for RHW?  Damned nuisance to have to do a partial reinstall if you switch regions.

For me, re-installing is a minor inconvenience; the installer automatically checks what you have installed and then you only have to switch texture sets.

Furthermore, you could always back-up the road texture sets in another folder so you don't have to re-install it everytime. Also, the current Alternate Components Guide helps you selecting the new components before you install them with preview pictures of them.

Best,

Maarten


Read the Readme or drown in bugs and glitches; the choice is yours...

Deep lurk mode: ACTIVE

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey, Maarten, I was playing a bit of devil's advocate there.  I can't count the number of times I've used the installer to tweak some feature.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Well, if you do that, we can't help you with that really. If we would conform to your situation, we would actually make it worse for a lot more other players. So I think this is not really a design choice we can't make much better. I think the current situation including documentation would already suffice...


Read the Readme or drown in bugs and glitches; the choice is yours...

Deep lurk mode: ACTIVE

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Frankly, I like the current system. It allows me to add/remove certain components without uninstalling the NAM.


Check out

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Yes, its pretty slick.  There is a new framework that this is hung on, different from previous installers.  A good choice.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Easy Question;   Forgive me if it has been asked

 

I have the RHW-6C_Steel_Barriers_Mod, it has worked before, only just remembered I had it, tried it but failed...

 

Do you now if this mod still works with 31.1,.... please so yes....

 

If not could you do something with those dam ugly and dated concrete barriers on the highways,

 

I don't no if you guy's use them else were in the world, but here in Australia almost all the highways have been updated to steal cable or

compressive steal barriers (much like the ones they use on the NASCAR tracks to absorb high speed impacts), you hardly see concrete any more.

 

 

 

This MOD was one of my favorites

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Are those smooth curves for the RHW-6S? Those look nice.

 

Will there also be a FARHW-6S to diagonal transition?

  • Like 1

Check out

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections