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NAM: Requests

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These highway ramps from the last NAM (Jan 2007)

I know that there was a patch released that made the concrete part of the ramp match the asphalt highway texture.   However, it is not compatible with the latest NAM.  Has anyone found a way to make it compatible with the latest NAM?  If not, I would request this texture to be NAM-compatible.  Thanks!

The image

Shot of the ramp with compatible texture replacement (January 2007 NAM)

http://img209.imageshack.us/img209/9527/downtownmar812118288036dn1.jpg

Shot of ramp with non-compatible texture replacement (June 2007 NAM)

Thanks for your time NAM Team!

     -Haljackey

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Ok, here's the deal...with mountain roads where i live, sometimes there are dotted yellow lines in the middle of the road to allow for passing. Approaching a curve, the line becomes solid on your side and stays dotted on the other, like this:

 - - - - - - - - - - - - - - - - - - - - - - - -

but closer together. In the curve, there is a double yellow line. Coming out of the curve your line becomes dotted and on the other side it stays solid, and after a while the solid line goes away, leaving a dotted line so you can pass that really old geezer driving the brand spankin new 1977 oldsmobile.

and about geepaze's thing, i think that is the Big Dig Mod. 

And there are some roundabout-on-top-of-sunken-highway interchanges in Washington DC.  They are incredibly complicated, but I think that there could be some sort of a more simple version made.

And how is the gray road textures mod coming along?  Last i knew (two months ago) it was 16% done.

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Nerdly,

We can't tell the game how to do the lines like that without complex RULs. However, there was a mod that replaced the straight road pieces (orthagonal & diagonal) with dashed lines. Sadly, that mod disappeared in the forum upgrades and the creator of it is no longer around.

-Swamper77

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the dotted lines indicate where you can pass in one lane and multi lane roads, like if there is a double yellow line, no both lanes cant pass in a 2 lane road. But if one side is solid, and one is dotted, then one side can pass and one side cant. If there is one dotted line, then both sides can pass.


2tKyRe7.jpg

ahhhh i'm busy. Also swat-medic.

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@geepaze: we already have that...it is called bigdig and was created by blahdy. they are currently renovating it so it will use underground RHW.

@arkray7: get the latest NAM, it is in there...you have to tab through the pieces to find it and it's slightly longer than the other onslope pieces due to the way el-rail works. they also released an onslope piece for ground highway.

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can some diagonal road and avenue intersection over higway pieces be made

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Any chance the NAM Team could make a puzzle piece where monorail intersects with the new avenue+GLR pieces?

Any chance they could also intersect the elrail over road double decker puzzles pieces with the avenue+GLR puzzles pieces?

How about allowing for elrail over avenue double decker puzzles pieces?

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Originally posted by: cleaner475 I think we are starting to run out of ideas for new NAM items

anyone got any new road ideas?quote>

Well, the main road ideas right now are part of the RHW project.  And, since that project is no longer being updated here at Simtropolis, things are a little slow right now.  

However, I did have a road texture request on the last page that never got answered, so the ideas are there... But many of the people who worked on these projects have relocated to different servers.  Kinda sad really, but we will just have to be patient!

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Originally posted by: haljackey
Originally posted by: cleaner475 I think we are starting to run out of ideas for new NAM items

anyone got any new road ideas?quote>

Well, the main road ideas right now are part of the RHW project.  And, since that project is no longer being updated here at Simtropolis, things are a little slow right now.  

However, I did have a road texture request on the last page that never got answered, so the ideas are there... But many of the people who worked on these projects have relocated to different servers.  Kinda sad really, but we will just have to be patient!quote>

You are right, haljackey--the people who are working on the NAM relocated at SC4devotion...and their forums. As you said, it is kinda sad.

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Originally posted by: warrior

Is it possible to change the textures when you drag elevated highway over an avenue roundabout, as the textures don't match up?quote>

That will require changes to the RUL files and new models to be created for those intersections since they don't exist.

Originally posted by: Artman94But many of the people who worked on these projects have relocated to different servers.  Kinda sad really, but we will just have to be patient!quote>
You are right, haljackey--the people who are working on the NAM relocated at SC4devotion...and their forums. As you said, it is kinda sad.quote>

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Originally posted by: warrior surdanis: where do you get double decker avenue and road?

quote>

 

Actually, the only double decker puzzle piece in the NAM is the ElRail over Road. The GLR+Avenue puzzle pieces are simply dual networking.

My problems occur when trying to make a city with both Monorail and the ElRail/Road because they cannot cross. Also when I try crossing Monorail with the new GLR+Ave or when trying to cross the ElRail/Road with the GLR+Ave. If they could cross, I'd be ecstatic!

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Originally posted by: cleaner475 I think we are starting to run out of ideas for new NAM items

anyone got any new road ideas?quote>

Actually, the opposite is true. There are more than enough ideas - what is lacking is some folks that actually tries to create anything for the NAM. The NAM team is trying to support everyone as good as possible, but since it's a small team, we simply can't do everything that is requested. A lot of suggestions are indeed possible, but not feasible because of the incredible amount of work.

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Originally posted by: haljackey
Originally posted by: cleaner475 I think we are starting to run out of ideas for new NAM items

anyone got any new road ideas?quote>

Well, the main road ideas right now are part of the RHW project.  And, since that project is no longer being updated here at Simtropolis, things are a little slow right now.  

However, I did have a road texture request on the last page that never got answered, so the ideas are there... But many of the people who worked on these projects have relocated to different servers.  Kinda sad really, but we will just have to be patient!quote>

 

Yes Haljackey, many of the "new road" ideas like Turning Lane Avenues (TLA), One Way Road-5 (OWR-5) and Wider Avenues, will all been joined together to create a larger mod along with new work on the RHW.

It will take much time and effort for all of these mods to be updated and released, since there are only 2 of us (Tarkus and I) working on the RUL system.  The RUL system for RHW is going to be given a massive overhaul, since there are things in there that will not work properly with the new draggable technology, and some of it is just not needed.  Starting from scratch seems logical and practical.  For all of these mods to co-exist a new texture IID structure for them is being introduced to create organization and stability in the system.  With this new structure, it will be easier to copy RULs between "texture sets".

RUL sets will work for each texture set of the same tile width.  Meaning any 2-tile networks will be based off of the Avenue network.  These texture sets include:

Turning Lane Avenue - 5 Lanes

One Way Road - 5 Lanes

Medianless Avenues

RHW-4 and RHW-10 will be separate.  The choice of leaving it as an ANT texture set or doing a GLR trick over the ground highway system are still yet to be decided.

3- Tile wide texture sets will be more complicated and will take more RULs to complete.  These texture sets include:

Turning Lane Avenue - 7 Lanes

Avenue - 6 Lanes

Medianless Avenue - 6 Lanes

But once one of each of these systems is created RUL-wise, it will be easy to transfer the RULs between texture sets.  Texture sets should not be more than 3 tiles wide (unless it is the RHW-10 which is 4 tiles wide).  When you get more than 3 tiles wide the sims will not use the extra tiles to their fullest extent and the extra tiles become "useless".

For those who think it is "sad" that most transit modders have left ST.  You shouldnt say its "sad" because if you hadnt noticed already transit modding at ST was slowing at an alarming rate.  And as Swamper77 said, this is due to the fact that ST was down often and it was hard to keep a project moving forward when most transit modding projects require 3 or more people to complete.  Without steady communication between modders the project can run very slowly and get bogged down.  SC4Devotion provided a stable place where all this work can happen smoothly, just look at the flourishing abundance of work happening over there now.  Projects like:

Boston Big Dig: Link

Draggable Textures: Link

Street Addon Mod:  Link

And more!  SO how can this be "sad"?  It is obviously benefitting the community as a whole.  ST isnt the center of the universe (although some of you think it is).

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Okay, this is the request thread, right?! Can anyone make a larger variety of highway intersections? More specifically, I would love to see a elevated/ground HWY clover leaf intersection. I would do it myself, but unfortunatly, I lack the computer savy to do so. I only know how to play the game, and I love it, of course. It's almost as addictive as heroin.

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jplumbly is right. There isn't really a need to be sad...i guess...

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If everyone gets sad then ST servers will melt.

I am perfectly fine with th number of intersections we have, and I could make some more with the elevated puzzle pieces.

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If there were tutorials on what a RUL is, how it works, and what it consists of, I'd gladly join the cause. I've tried working with the BAT but I seem to find a lot of the BAT tutorials lacking... I have a project that is dead-ended due to the fact that I have to sit on my hands until Tarkus can address the things I brought up with him. 4.gif

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@schm0 There a are few tutorials out there. But they are for people that already have a good grasp on atleast one of the RULs. The problem with learning the RULs is it cannot be taught all that easily. You just have to read and read the old threads in the Modding R & D forum and learn. That what I did, thats what Tarkus did and thats what many of us did. It is not so much learning as it is knowledge from reading. The more you understand, the more you can do. If you understand what I mean.

What is the "dead-ended" project?

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I'm sorry if this has been posted, but I would think that expanding the railroad underneath the roadset would be great, especially railroads under avenues. With that in mind, would creating my own set be difficult?

I would also like to see Grand Central modeled as a station that could work this way. Like the real thing, the avenue could wrap around it.

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I'm sorry if this has been posted as well, but as far as road/avenue puzzle pieces, which are elevated already and can go in the water, at least on mine, could you make seperate road puzzle pieces just like those, except big enough for ferries to pass through? The only diagonal bridges existing in game, are the puzzle pieces.

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My C4BHWO/OR Project. 4.gif Tarkus is looking into it, but design is spread too thin among not enough people. There's only a few dozen or so really talented people still working on this game. Who knows if I can amass enough knowledge quickly enough.

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i think we should have one lane one way streets. same capacity as streets but have one lane and go one way. mabye put in a bike path or something for the extra space3.gif

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2 things| Draggable Ave/GLR: Is it being made? Turning Lanes for Ave/Road intersections: Swamper77 said about 2 pages ago, there is only textures being made, Can't you use the existing textures(A bonus being it would be compatibil with euro textures)

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an el rail track with wires.....I had sth like that but i lost it. It was on the japan page.....

in Simtropolis it's a mod which gives a possibility to make a wires in the ground rail and GLR puzzle so why don't do it on elevated rail ?!

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