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NAM: Requests

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@haljackey: Of course it is possible, but most likely, nobody has the time and resources to do so at the moment. I suggest to get familiar with the modding tools (ilive's Reader, FiSHMan, SC4Tool), read some information about textures (I'm sure there are some threads buried somewhere in the forums) and do it on your own. Once you know how to extract images from the texture files (you can use the current mod as a template), it's merely some work in your favorite graphics program and import the images back as FSH files. I know this is probably not the answer you were expecting, but as you can guess, all modders are either occupied with other projects or having some real-life issues at the moment. This counts for almost every suggestion in this thread - a lot of things are possible (at least to a certain extent), but there is almost nobody who actually tries to contribute something. All modders started with basically no knowledge at all, and although it takes some time to learn the basics, we could definitely use some help...

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Could we have a NAM modding tutorial

I would love to help make the next installment of NAM, but I have no idea how to work my way through pages and pages of coding

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redlotus has created a pretty comprehensive "Interchange Development Tutorial", which describes the process of making new 3D models for highway interchanges and such, making textures, exemplar files, path files and much more. It's not exactly for the faint-hearted, but if you're willing to contribute your time, I suggest to have a look. I don't know where the tutorial is available at the moment, so I simply uploaded it to RapidShare - here's the download link: http://rapidshare.de/files/20555050/redlotus_interchange_development_tutorial.zip.html

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I think I remember NAM taking away the air pollution from the elevated trains, though I have the most recent NAM installed I see air pollution on eltrains now. I was wondering if this was taken away or am I missing something? (!!!!!!!) Also Andreas Roth you know me from HK/ASIA BAT TEAM, I have been hankering for some new highway peices but it seems production is a little slow, so........I think I might try my hand at making some peices but I dont know where to start for textures and measurements. There have been a lot of intersection type photos posted all over Simtropolis I would like to contribute. [edit] oops I didn't even read your above post 3.gif


I love coffee and buildings.

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hi everyone...i downloaded in october the NAM...now when will be available the new version on NAM?

many thanks

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And percentage wise, how ready is it? I know theres dragable GLR, higher monorail, el-rail, and train peices, and some texture fixes... all of which to me sounds like it would be good enough for another release. But eh, your the boss.

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Most of the individual components are done (except for the avenue roundabouts which are turining into one big pain in the [hind quarters] for me to finish). The components, however, having been made by different authors, need to be merged (which isn't a piece of cake when dealing with a bunch of changes to the same RUL file). Then the readme needs to be updated to include information on everything that is new in this release (the whole readme has already been revamped and restyled, if you didn't know). And we have to test everything many times once it's together. And then fix our mistakes.

But then we'll be done.

I hope.

-qurlix

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Sounds like the not-fun part. If you need any beta testers I'll be glad to assist.

Also, what will be included in the next release? Will we be getting those other ramps for the sunken highway? I know those were being worked on and talked about once upon a time, but it seemed to just disapear.

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Taken from the NAM General Discussion Thread posted on the 04/28/2006:

Originally posted by: Andreas Roth

There is no complete list, since it depends on the actual state of development which items are going into the next version, but here's some stuff you can expect:

- the new interchange puzzle pieces ArkenbergeJoe showed here

- the new bridges smoncrie published in his "Double-decker bridge" thread

- rural highway (based on the ANT)

- various fixes and updates for existing puzzle pieces

- various dual-networking puzzle pieces (el-rail over road etc.)

- mountain trail puzzle pieces

- some new on-slope puzzle pieces

- high monorail/elevated rail (for crossing elevated highways etc.)

- files for plugins are now included in the appropriate plugin DATs rather than the main NAM DAT

- enhanced NAM installer/NAM readme file

Future NAM versions may include:

- draggable puzzle pieces (GLR, pedmalls,...)

- draggable dual-networking

- GLR in avenue

- canal puzzle piecesquote>


PCk4tXG.jpg

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Ah, sounds good to me. Hope the dragable GLR gets all the bugs worked out. I've been using it more and more and simply cursing the fact that it isn't a real network. Its quite amazing what can be done with a, what is it now, 4+ year old game? And since it was being worked on years before hand, the basic technology that went into making it. And man, not yet has there been a city simulator worthy of being anywheres near the same playing field as SC4 is.

I will be anxiously awaiting the next release. A ground highway to elevated highway onslope peice is what I REALLY need now. And I actually needed it yesterday, a few weeks ago, and I need it now because I want to recreate a highway overpass here in CT where the highway is on an embankment and the road goe sunder it. But I need a onslope peice to make a short level transition so it can pass over. Ah well, I'll just have to wait.

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Okay, messed around a bit and got a good example of what I need and why.

BayCIty-Jul.jpg

BayCIty-Jul2.jpg

Its a simple ground highway onslope ground peice that conects to a regular elevated peice.

What I have to do now to get this to work is this:

BayCIty-Jul3.jpg

And my sims aren't liking it.

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yup that would be great as would an elevated highway onslope to go over another elevated highway and monorails and stuff

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I had exactly the same idea, that would certainly be a nice addition. As far as I know, there are ground highway Puzzle-Pieces under construction for the next NAM, I hope thisone is included.

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I'll show examples of other areas I've had to resort to that ugly avenue transition to do this. Some are elevation changes, embankements, and once I just had a road on a diferent level and wanted it to go under the highway.

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i hope some of these requests are included

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Since this seems to be a popular request lately, I feel compelled to post this image, originally posted by smoncrie in this post:

smoncrie%20new%20crossings2.jpg

I take this to mean that these will be included in the next NAM, so you can stop asking for it.

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Haha, yes, exacty what I wanted.

Now... if the NAM can just be finished up...

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what about helping the development of sunken highways: Instead of using tunnels, using the ploppable roads, avenue and stuff pieces, I can't get mine to work.

Is that currently available?

I just thought of a new Interchange, Like a T only this T makes the intersection while the Interstate is Diagonaly turning straight and the other interstate is junctioning it.

Example: I-275 I-4 in Tampa

map.gif

my discription isn't exact. this is the best pick I can find.

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Quick question, Along the same line as the post just above me, would it be possible to make a 'T' intersection where the joint is more diagonal? so as to simulate a spur off the main highway, instead of the traditional T?

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I would just like to see a T with two lane off ramps, is that possible?


Known as Kitsune on sc4e. NAM Team Member.

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What about squeezed avenues like in downtowns, they usually don't have a median.

I don't have any out of my own city examples, but there are several here in tampa.

Nebraska Ave, Morgan St. Jefferson St. Busch Blvd. I can't think of any others at this moment.

It might only be aethstic, but it brings a more realistic city feel.

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One more request. On the GLR network, there is a loop at the end, so trains can turn around. Is there any chance something like this could be incorporated for the Monorail? I have tried making one wth the existing track, but it is ugly, and difficult to create. It would be much better if there were one released with the NAM, or a stand-alone in the STEX. I would love to help, if anyone can suggest how, but I am a total $%&^! to modding, so I would need a bit of guidance.

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O.K., How about a rail to elevated rail transiton? So sims wouldn't have to put up with those tedious level crossings!

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Already been done:

https://www.simtropolis.com/stex/index.cfm?id=4338

However, refining it and adding it to the NAM wouldn't be a half bad idea. Theres also rail puzzle peices where you can do un-leveled crossings as well, but its only for straight peices.

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My suggestion for a new NAM addon for the next edition: Double decker Road-Road, Ave-Ave and Highway-Highway puzzle pieces We all know the El-Rail/Road double decker puzzle pieces and they work well. Now I had a city with alot of traffic and no place to build mass transit solutions like monorail, elrail or something like that. So what about roads with double the capacity? Just put the outbound traffic on the upper level and inbound on the lower. Same is for avenues and highways. Maybe some special ramps will be needed to devide the traffic in upper and lower levels, but this maybe a solution for havey traffic. So I'm just a player and do not know about creating BATs or Mods, so I will leave this idea to whom it may concern and who feels to be able to make this real. It's up to you - it's just a suggestion...

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I'm guna try and not be an ass here, since this question is only awnsered in random places.

It is IMPOSIBLE to stack the same transit network on top of itself. Hence why many attemts at stacked highways were halted. Something in the game code just doesn't allow for it, and its something that must be accepted. However, its a congestion vs. space problem you have, you may want to look into the severa roadtop subway/bus stops here on the STEX. I find them infinitely usefull all aleviating road traffic and the sorts.

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