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Networks: Custom Content:

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NOTE: Please keep any posts related to the topic at hand, otherwise posts may be deleted without warning.

The purpose of this thread is purely for Example How To's & Sample pics displaying how various custom network items work or may need to be used in order to work. This is not a discussion thread, it is a tutorial-based thread.
Please look through this thread if you have any problems using any custom made network related items.
The images contained in this thread are for illustrative purposes only & are only meant as a guide.
-------------------------------------------

PuzzlePieces: Road: Orthogonal
The following displays the way in which Puzzle Piece(s) should be used. This example applies to any of the Puzzle Pieces where there is an overlapping network involved.

3.gif


1. First, drag a road section like so;


/idealbb/files/PuzzlePieces002.JPG

2. Next, select the Puzzle Piece Menu Tool from the Roads menu.

It is currently located near the bottom of the roads menu;


/idealbb/files/PuzzlePiece_MenuButton.JPG

HOME/END keyboard buttons rotates the current piece, & TAB cycles through the different types of Road overpass Puzzle Pieces.

The cost of the current piece will be displayed on the cursor, along with what kind of Puzzle Piece.

3.gif


3. The first piece on the cursor should be the following:


/idealbb/files/EndPuzzlePiece_CycleRotation_TempWorkAround.JPG

If you have trouble using the TAB button to cycle to the next piece, then rotate this piece so that it appears exactly as shown above; and then use the TAB button to cycle to the next piece.

4. Press the TAB button till you get to the Road over Road Puzzle Piece.


Now take a note of the following picture: This is NOT how you place the piece:


/idealbb/files/PuzzlePieces003.JPG


If you place the Piece on top of an existing section of Road like above, then you will not be able to connect the underneath portion of the Road properly with the rest of the network, & subsequently it will not function properly as intended.


5. In order to overcome this, the Piece must be placed like the following picture illustrates:


/idealbb/files/PuzzlePieces004.JPG


Placing it like this allows for the network section to function properly. This includes both the underneath portion and the elevated portion, and including UDI.


6. And with a little bit of practice [& patience], a variety of different combinations is possible:


/idealbb/files/PuzzlePiece_Example.JPG



Please see the documentation included in the NAM for anymore information.

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    PuzzlePieces: Avenue: Orthogonal
    The following displays the way in which Avenue Puzzle Piece(s) should be used.
    Because Avenues are played as a 2x2 network in the game, there is a slight difference between some Avenue Puzzle Pieces. Of which, sample/example pictures will be shown to illustrate how they should be used.



    1. First, drag a road section like so

    /idealbb/files/Avenues_PuzzlePiece001.JPG

    Note that this stretches 4 tiles.


    2. Next, select the Avenue Puzzle Piece Menu Tool from the Roads menu.
    It is currently located near the bottom of the roads menu;

    /idealbb/files/Avenues_PuzzlePiece002.JPG

    HOME/END keyboard buttons rotates the current piece, & TAB cycles through the different types of Avenue Puzzle Pieces.
    The cost of the current piece will be displayed on the cursor, along with what kind of Puzzle Piece it is.

    3. The first piece on the cursor should be the following:

    /idealbb/files/Avenues_PuzzlePiece003.JPG
    If you have trouble using the TAB button to cycle to the next piece, then rotate this piece so that it appears exactly as shown above; and then use the TAB button to cycle to the next piece.


    4. Press the TAB button till you get to the Avenue over Road Puzzle Piece.
    Now take a note of the following picture: This is NOT how you place the piece:

    /idealbb/files/Avenues_PuzzlePiece004.JPG

    If you place the Avenue Piece on top of an existing section of Road like above, then you will not be able to connect the underneath portion of the Road properly with the rest of the network, & subsequently it will not function properly as intended.

    5A. In order to overcome this, the Piece must be placed like the following picture illustrates:

    /idealbb/files/Avenues_PuzzlePiece005.JPG

    Placing it like this allows for the network section to function properly. This includes both the underneath portion and the elevated portion, and including UDI.

    5B. For an Avenue over Avenue Puzzle piece, there is a slight difference; the following sample picture should be self-explanatory:

    /idealbb/files/Avenues_PuzzlePiece007.JPG



    6. And with a little bit of practice [& patience], a variety of different combinations is possible

    AvenuexPuzzlePiecesOverpass2.jpg


    Please see the documentation included in the NAM for anymore information.

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    PuzzlePieces: OneWayRoad: Orthogonal

    The same principles apply to OneWayRoad Puzzle Pieces, as do the normal Road Puzzle Pieces, for the pieces that have an overlapping network [for example: OneWayRoad over Street Puzzle Piece].
    However, because OneWayRoads are slightly different [their Pathing system], I will just do an example on how to use them.


    The following displays the way in which OneWayRoad Puzzle Piece(s) should be used.



    1. First, select the OneWayRoad Puzzle Piece menu button;

    /idealbb/files/OneWayRoad_PuzzlePiece001.JPG

    HOME/END keyboard buttons rotates the current piece, & TAB cycles through the different types of Avenue Puzzle Pieces.
    The cost of the current piece will be displayed on the cursor, along with what kind of Puzzle Piece it is.


    2. Using the TAB keyboard key, Cycle through the pieces until you get to the OneWayRoad over Blank Terrain - Straight Puzzle Piece.

    /idealbb/files/OneWayRoad_PuzzlePiece002.JPGhttps://www.simtropolis.com/idealbb/files//OneWayRoad_PuzzlePiece002.JPG width=357 align=baseline border=0>


    3. Next, place 3 of these OneWayRoad Puzzle Pieces next to each other in a straight line, like so;

    /idealbb/files/OneWayRoad_PuzzlePiece003.JPG

    Make sure the each of the OneWayRoad Puzzle Pieces are in the right direction:
    Highlight the tile with either the RouteQuery Tool, Normal Query Tool, or the Bulldoze Tool
     
    <ahttps://www.simtropolis.com/idealbb/files//004_PuzzlePiece_OneWayRoad_Orthogonal_BlankTerrain_3Tiles_DirectionalArrows_Highlight.JPG align=baseline>
     
     
     
    4. Then, using the TAB key cycle through the pieces until you get to OneWayRoad Start Puzzle Piece - ON & place the Piece on ONLY one end of the existing section, like so;

    <ahttps://www.simtropolis.com/idealbb/files//005_PuzzlePiece_OneWayRoad_Orthogonal_Start;End_ON_DirectionalArrows.JPG align=baseline>
     


    5. Then, TAB/Cycle until you get to the OneWayRoad Start Puzzle Piece - OFF & place this Piece on the OTHER end of the structure, like so;

    <ahttps://www.simtropolis.com/idealbb/files//006_PuzzlePiece_OneWayRoad_Orthogonal_Start;End_OFF_DirectionalArrows.JPG align=baseline>


    Placing it like this allows for an Extended OneWayRoad overpass to function as intended. This also includes UDI. If it is not done like this, UDI will not work properly on the whole thing from one end to the other [& quite possibly other aspects won't work properly either as intended].



    6. If the above is done properly, the [extended] overpass should be able to carry commuters/traffic, like so;

    /idealbb/files/OneWayRoad_PuzzlePiece006.JPG


    Please see the documentation included in the NAM for anymore information.

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    These are a follow-on from the above example posts;
     
    Puzzle Pieces: Ped Mall Tiles
     
    1. As with all items, be sure to read the menu description for any important information:
     
    <ahttps://www.simtropolis.com/idealbb/files//001_BuildRoadsMenu_PedMallTils.JPG align=baseline>
     
     
    2. Some players have reported trying to use Ped Mall Tiles in place of road in front of Residential zones. This is not the intension of the item, & should not really used as such. Commercial & Industrial zones however are different.
     
    <ahttps://www.simtropolis.com/idealbb/files//002_BuildRoadsMenu_PedMallTiles_Placement_RZones_1A_Bad.jpg align=baseline>
     
     
    3. For use in conjunction with Residential zones, Ped Mall Tiles can be placed along the side & back. The zoning arrows should still (preferably) have access to Road (or street,onewayroad, avenue) containing Car access.
     
    <ahttps://www.simtropolis.com/idealbb/files//003_BuildRoadsMenu_PedMallTiles_Placement_RZones_1A_Good.jpg align=baseline>
     
     
    4. With a little patience, & trial n error, Sims will use Ped Mall Tiles to commute to & from work. If in doubt, experiment.
     
    <ahttps://www.simtropolis.com/idealbb/files//004_BuildRoadsMenu_PedMallTiles_Placement_RZones_1A_Good_Complete.jpg align=baseline>
     
     
     
     
    Puzzle Pieces: Road: Diagonals:
     
    1. Drag a road diagonally like so;
     
    <ahttps://www.simtropolis.com/idealbb/files//001_PuzzlePiece_Road_NormalRoad4Tiles.JPG align=baseline>
     
     
    2. Select the Road Puzzle Piece, & Tab until you get to the Road over Road Puzzle Piece, & then use the Home/End Keys to rotate the item.
    NOTE: This is not how you place the item. If it is done like this, the underneath portion can not be linked up properly with the rest of the network, & will not function properly.
     
    002_PuzzlePiece_Road_Diagonal_Road_Diago
     
     
    3. Take note of the difference between this image & the one above. If it is placed like this, the underneath portion can be linked up with the rest of the network, & function properly, which includes UDI.
     
    <ahttps://www.simtropolis.com/idealbb/files//003_PuzzlePiece_Road_Diagonal_Road_Diagonal_Good.JPG align=baseline>
     
     
    4. With a little bit of practise, trial n error, a variety of different combinations is possible. If in doubt, experiment.
     
    <ahttps://www.simtropolis.com/idealbb/files//004_PuzzlePiece_Road_Diagonal_Networks_Diagonal_Complete.JPG align=baseline>
     
     
     
     
    Puzzle Pieces: OneWayRoad: Diagonals:
    OneWayRoads are different from road. As with Orthogonal OneWayRoad PuzzlePieces, Diagonal OneWayRoad Puzzle Pieces Flow of Traffic only flows in one direction (where applicable).
     
    1. Drag a road like so.
     
    <ahttps://www.simtropolis.com/idealbb/files//001_PuzzlePiece_OneWayRoad_NormalRoad4Tiles.JPG align=baseline>
     
     
    2A. As with Orthogonal OneWayRoad Puzzle Pieces, Diagonal OneWayRoad Puzzle Pieces need to be placed according to their Directional Arrows (where applicable) in order for them to work properly.
     
    002_PuzzlePiece_OneWayRoad_Diagonal_Road
     
     
    2B. Any OneWayRoad Puzzle Pieces that join should be connected properly. Take note that the Directional Arrows in this image & the one above are flowing in the same direction. If these are not connected properly, then OneWayRoad PuzzlePieces may not work.
     
    <ahttps://www.simtropolis.com/idealbb/files//003_PuzzlePiece_OneWayRoad_Diagonal_Road_Diagonal_DirectionalA.jpg align=baseline>
     
     
    3. With a little bit of practise, trial n error, a variety of different combinations is possible. If in doubt, experiment.
     
    004_PuzzlePiece_OneWayRoad_Diagonal_Netw
     
     
     
    Puzzle Pieces: Avenue: Diagonals:
     
    Because Avenue networks are two-tiled networks, using their PuzzlePieces is a little different. A lot of the Diagonal Avenue PuzzlePieces involving an overlap contain 2 Pieces per network. If in doubt, experiment.
     
    1. Drag a road like so;
     
    001_PuzzlePiece_Avenue_NormalRoad5Tiles.
     
     
    2. Select Avenue Puzzle Piece & TAB to the Avenue over Road PuzzlePiece, & use HOME/END keys to rotate &/or Cycle through the item;
    NOTE: This is not how you place the item. If it is done like this, the underneath portion can not be linked up properly with the rest of the network, & will not function properly.
     
    <ahttps://www.simtropolis.com/idealbb/files//002_PuzzlePiece_Avenue_Diagonal_Road_Diagonal_Bad_1.JPG align=baseline>
     
    3A. Take note of the difference between this image & the one above. If it is placed like this, the underneath portion can be linked up with the rest of the network, & function properly, which includes UDI.
    NOTE: For Avenue over Road diagonal Puzzle Piece, this is only half of the process.
     
    003_PuzzlePiece_Avenue_Diagonal_Road_Dia
     
    3B. This is the other half of the process.
     
    004_PuzzlePiece_Avenue_Diagonal_Road_Dia
     
     
    4. Because there exists an Off-Set with Avenues, Avenue Puzzle Pieces contain Filler Puzzle Pieces. Filler Puzzle Pieces are used in places where normal Avenue Puzzle Pieces may not fit, work, &/or be appropriate for a given situation.
     
    005_PuzzlePiece_Avenue_Diagonal_Road_Dia
     
     
    5. As with the previous step, Avenue Filler Puzzle Pieces are used in places where normal Avenue Puzzle Pieces may not be appropriate for a given situation.
    NOTE: In this case, this Avenue Filler Puzzle Piece contains Directional Arrows, & should be placed accordingly, otherwise they may not function properly.
     
    <ahttps://www.simtropolis.com/idealbb/files//006_PuzzlePiece_Avenue_Diagonal_Road_Diagonal_Good_1C_AvenueFiller_1B.jpg align=baseline>
     
     
    6. This is just the Start/End Piece, connecting with the above.
    NOTE: as with any diagonal Puzzle Pieces, if you keep pressing the HOME/END Keys it will rotate the item from one off-set to another.
     
    008_PuzzlePiece_Avenue_Diagonal_Road_Dia
     
     
    7. This is normal Diagonal Avenue Puzzle Piece.
    NOTE: This particular piece should be used, where possible, instead of any Avenue Filler PuzzlePieces.
     
    <ahttps://www.simtropolis.com/idealbb/files//009_PuzzlePiece_Avenue_Diagonal_Road_Diagonal_Good_1C_TerrainBlank.JPG align=baseline>
     
     
    8. With a little bit of practise, trial n error, a variety of different combinations is possible. If in doubt, experiment.
     
    <ahttps://www.simtropolis.com/idealbb/files//010_PuzzlePiece_Avenue_Diagonal_Road_Diagonal_Good_Complete.JPG align=baseline>
     
     
     
    Puzzle Pieces: El-Road Dual-Networking:
     
    Seeing as how some players have expressed trouble using this item, this will just go through a simple example showing how they might be used.
     
    1. If building the item, you want zones to face it, it is best that the zones are done first as depicted.
     
    001_PuzzlePieces_ElRoad_ZoningFirst.JPG
     
     
    2. Next, build a stretch of road along the zones as depicted.
     
    <ahttps://www.simtropolis.com/idealbb/files//002_PuzzlePieces_ElRoad_BuildRoadSecond.JPG align=baseline>
     
     
    3. Select the ElRail-Road Tool, found in the Miscellaneous Menu.
     
    <ahttps://www.simtropolis.com/idealbb/files//003_PuzzlePieces_MiscMenu_ElRoad.JPG align=baseline>
     
     
    4. When placing the item, be sure that the item is placed on top of existing sections of the network, otherwise the item may not work properly.
     
    <ahttps://www.simtropolis.com/idealbb/files//004_PuzzlePieces_ElRoad_Road.JPG align=baseline>
     
     
    5. It may take little bit of practise, trial n error, but if done properly a given set-up should function. If in doubt, experiment.
     
    <ahttps://www.simtropolis.com/idealbb/files//005_PuzzlePieces_ElRoad_Complete.JPG align=baseline>
     
     
    For any more information, please see the documentation included with the NetworkAddonMod.

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    New possible intersections with NAM showed in pictures
    Part 1
     

    I've wanted to do the most complete listing of all the new intersections available with the Network Addon Mod. Each one will be shown in pictures to help to clear out the confusion that may rise from the names they have.

    This part shows new intersection available in the latest NAM release (July '05) . However, it's possible that I'll mistake some of them with intersections that were first available in older NAM versions, or even with intersections that come with the game by default (but I doubt this one will happen). If any errors occure, feel free to tell me via PMs.

    Most of the intersections don't require a detailled how to. Most of the time, you just have to drag the corresponding network in the same way as despicted in the pictures. There are a couple exceptions and they'll be mark with stars [ *** ] and explained.




    • Avenue diagonal one tile shift.
      AvenueDiagonalOneTileShift.JPG




    • Avenue short curve
    • Avenue curve with one-way road offsplit
    • Diagonal road into orthogonal avenue [doesn't cross the median of the avenue]
      nam0061by.jpg



    • Avenue Y Junction formed of two diagonals and one orthogonal sections
    • Diagonal avenue dead ending into a street corner***
    • Diagonal avenue transition into an orthogonal road [was in a previous NAM release but now has new textures]
      nam0054wi.jpg

      ***You have to build the street corner first and then drag a diagonal avenue into it. It won't work if you try to build a street corner from a diagonal avenue dead end. 



    • Avenue Y Junction formed of two orthogonals and one diagonal sections
    • Diagonal avenue dead ending into a road corner
      nam0048ol.jpg



    1. Orthogonal avenue T intersection + Diagonal shifted avenue
    2. Avenue corner + streets junction [has a small texture glitch] 
    3. Avenue corner + roads junction
    4. Avenue corner + one-way roads junction
    5. Orthogonal one-way road into diagonal avenue [doesn't cross the median of the avenue - great for interchanges 2.gif]
    6. Orthogonal steet into diagonal avenue [crosses completly the median of the avenue]
    7. Orthogonal road into diagonal avenue [doesn't cross the median of the avenue]
    8. Orthogonal avenue dead-ending into a diagonal road
      <img align=baseline>


     

    1. Orthogonal avenue T intersection + Diagonal non-shifted avenue
    2. Orthogonal street into an avenue corner
    3. Orthogonal road into an avenue corner
    4. Orthogonal one-way road into an avenue corner
    5. Diagonal road ending into orthogonal one-way road
    6. Orthogonal avenue dead-ending into a diagonal road one sided [more a glitch than an actual new intersection, may be corrected in future NAM versions]
    7. Diagonal avenue dead-ending into a diagonal road [may has been possible in older NAM versions or without the NAM]
      <ahttp://img215.imageshack.us/img215/8504/nam0027kb.jpg align=baseline>
     
    1. Diagonal one-way road ending into orthogonal road
    2. Street junction into a diagonal road
    3. Diagonal avenue dead-ending into a diagonal road [may has been possible in older NAM versions or without the NAM]
    4. Diagonal avenue dead-ending into a diagonal one-way road [may has been possible in older NAM versions or without the NAM]
    5. Orthogonal and diagonal one-way roads ending into a diagonal road [is possible without the NAM]
      <img align=baseline>

     

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    Probbably because the name is fairly easy to use.

    Also, please do not revive old threads, especially if they are dead for 4 years.

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    Hi

    Do you know how to drag the avenue glr pieces or is it possible?

    thank you bye

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    sorry i thought was the right section

    thanks for helping

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    Hi.. i just downloaded this mod and run the setup but for some reason it doesnt seem to have worked.. can anyone help me?

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    when im trying to place a road puzzle piece my curcer is still appering red and i cant place anything

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    You seem to have an outdated controller file in your plugins. First of all, make sure you do not have any Network_Addon_Mod_Controller.dat files outside of the Network Addon Mod folder, or another copy of the NAM. Then, run the NAM Essentials found here. If this fails, remove all traces of the NAM (including any duplicates) and reinstall it.


    I don't know what to put here anymore.

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    why this awesome thread's pictures missing

     

    7 years quite long time

    Please do not revive old threads by posting comments that have no relevance to the discussion at hand, especially if the time gap between then and now is measured in years. Information can get outdated between now and then, or in this case, lost. It's also against site rules.

     

    Users may not post within their own thread simply for the sake of making that thread appear at the top of the forum. This is commonly referred to as "bumping". The edit function should be used to add to a previous post. Please do not revive or bump old threads after they have dropped to the later pages, unless there is significant new topical information to add.

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    Should be an automatic lock on any thread that is not used in more than two years.

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