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Hello,I am the Gunkid,and i am a designer,as in designer - I draw stuff,but do not,(and can't do to the fact that i can't download BAT) make stuff,and a part-time lotter,

And i would like to join the NAM team,also,if you would like to see my work,here the link.

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Well, since I joined ST almost three years ago, and have quietly enjoyed some of what it has to offer, I suppose now that I am out of school I should attempt to contribute back to a society which has kept SC4 so alive and fresh for so many. I am doing my best to hit the ground running with reading and researching into BATing, MODing and the like. I think I might possibly be of help in some areas due to my engineering and programming background. Not quite sure yet what projects are going on or where help might best be served. It would be nice to have a specific direction, but until then I will just study it all and see where it takes me.

Either way, I plan on being an integral part of this community for the foreseeable future as I am no longer so time-constrained as in the past. It will be a nice change to work on something for fun rather than always stressing over what grew to be neverending classwork.

P.S. NAM has rocked out for years now! It would be my highest honor to work on future projects of something so critically acclaimed in the past. To that end, time will tell...it always does.

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Im not sure if this is the right place to do so but: To all who worked on the NAM: THANKS!!!


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Great job NAM team for your last release . But i have a request . I don't know if is the right place but.... Is it possible to change the base texture of the tram mod . It will be nice to have the same as the MAPP pedestrian one . Thanks for the answer.

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Originally posted by: Andreas Roth If I'm not mistaken, the NAM also contains some ped-mall puzzle pieces that have GLR tracks on them (only straight tracks, though).quote>
 

That's the problem . i would like to know if we can change the base texture for make curve one of different puzzle too. Thanks for trying to help me.

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Originally posted by: Andreas Roth Yes, of course you can. There's a mod on the STEX that does exactly the same (search for "GLR" and it should show up), however, it doesn't look like the MAPP stuff. But if you (or someone else) is familiar with creating textures, it shouldn't be too hard.quote>
 

That what i was afraid of . I don't know anythings about texturing it . Thanks very much anyway.Andreas

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Now I'm making NAM overpass support files for pegasus's Alternate Railway Set Mod.

I need the IIDs for textures which is used in new controller files.

Can I use these IIDs?

TGI:0x7ab50e44 / 0x1abe787d / 0x5313e000-5313efff

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Posted:
Last Online: A long, long time ago... 
 

I am thinking about a MOD that adds the PEG PINE TRAIL props onto the NAM trail puzzle pieces. That may be possible without touching either NAM or the PEG TRAILs itself but before, more puzzle pieces must be added. That's something for the time when I came back from Logro

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@Andreas Roth: Thanks for replying.

At first time, I replaced the textures simply, then I saw the dirt flying in the sky.

I want to attach the Rail without dirt to the upper rail, and Rail with dirt to the lower rail using secondary texture.

But now, I decided to do this work again from the beginning.

I think that, new IIDs are not needed if I attached the MAXIS's texture IID to lower rail.

Thank you anyway.

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Posted:
Last Online: A long, long time ago... 
 

Barbyw, you can either PM here or make a post on her thread at the BSC room.

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thanks Swamper

another question: what is denoting if development is allowed next to a puzzle piece or not? taking eg the simplest puzzle piece straight el road 5020a700 can somebody expain this me, please?

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Hi Olasz-

Well, as far as I know, the issue of whether or not a puzzle piece will allow development next to it should be based on whether or not the network that piece is based on will.  To my knowledge, this is hardcoded into the EXE.

I've seen your images of the GLR-on-Street mod you're working on over on the HSRP thread (looks very nice by the way!4.gif), and I'm aware of the problem you're facing . . . how are the checktypes set up in the RUL file entry for the piece?  I'm thinking that may have something to do with it.

Hope that at least gives you some insight into things.

-Tarkus

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hey all NAM developers.. first i would say sorry because maybe this is not the right thread, but the NAM:request thread concentrate so much on highway and this thread is more to rail.. i have a little suggestion on the next nam, (or maybe a sooner update of the NAM)..

+ curve and turn for the raised rail pieces,

+ junction and diagonal junction for the raised rail pieces,

IMHO, those two additional would be little bit essential, well especially for me..

so thanx alot to all the guys at NAM development team..

keep on developing this one of the best thing ever happen in SC4!!!

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I don't know if this had been posted before, but I've installed the new NAM with left hand version plugin and still get right hand textures.

I checked to see that the file is present as well as removed all other plugins besides the NAM and I still get this:

nam2007uq8.jpg

EDIT: seems like I was too quick to post. I renamed the left_hand file to zzzz_left.... and it seems to have done the trick. So future release should take this into account.

Thank you for all your great work.

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@Tarkus:

the mistery is revealed - checktype in the highwayintersections RUL

basically this is how the new NAM content (underground rail) allows devt next to the tiles

Thanks for the suggestion anyway, only after comparing everything else could I find the key

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I think it would be great that if you make an on/off ramp which serves as a terminus of an Avenue. Also I would really like to see a three laned one way street or a six laned Avenue with HOV lanes connected to them.

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I guess it's time to show some of the current things the NAM team is working on, starting with draggable GLR. Yes, we finally cracked the issue, and memo managed to create a special puzzle piece that allows GLR to be dragged. 4.gif Here's how it works:

namdraggableglr01bq6.jpg

You need to place the starter puzzle piece first, such as the el-rail-to-GLR ramp, or a "flat" GLR puzzle piece with connector. Then select the normal el-rail tool and start dragging GLR from the connector piece.

namdraggableglr02fm5.jpg

The game will show the usual construction crew, like with other draggable networks.

namdraggableglr03ab7.jpg

You can also drag curves, and create intersections by dragging through other networks. There's a minor glitch with the preview models, though, they will show about 16 meters above the ground, like the el-rail tracks. Unfortunately, we haven't discovered a method to change this yet. After a while, you'll get the hang of it, though.

namdraggableglr04be0.jpg

Place the GLR stations as usual, by plopping them on the GLR tracks. Note: All existing GLR stations will have to be modified to make them ploppable on draggable GLR. For more information, see below.

namdraggableglr05du5.jpg

To activate the automata going through the station, you still need to drag a short strip of el-rail tracks through the station.

namdraggableglr06ss2.jpg

As you can see, commuters use the modified GLR station.

namdraggableglr07qe2.jpg

Another shot which shows that the station is actually used.

Some notes on draggable GLR:

1. As said above, when dragging GLR, the preview will still show up in a height of about 16 meters, like the el-rail tracks. It is unknown if this can be changed. You have to be careful when dragging curves and such, and it might need some trial and error to get it right.

2. All existing GLR stations will have to be modified. Since there are quite a number of them released at the STEX and elsewhere, this might be a huge task. In addition, you will have to bulldoze all GLR puzzle pieces from your existing cities and drag them again as shown above.

3. Draggable GLR, although being rather versatile, will still need some puzzle pieces, such as the aforementioned starter pieces, and intersection pieces, like el-rail x GLR (otherwise, if you cross GLR with el-rail, the el-rail will change into GLR), and the GLR-on-pedmall pieces.

Currently, we're thinking about a dual approach regarding draggable GLR. Instead of modding all existing stations, we could leave the ploppable GLR puzzle pieces intact, so you can place the existing stations on the puzzle pieces, and use the starter puzzle pieces next to the stations. It would also be possible to mod all stations, so they act as starter pieces themselves. Another thing we discussed is changing the base texture of all GLR tracks (except the ped-mall pieces) to the texture ebina is using in his GLR track mod. They probably fit in better in an urban situation, but look a bit out of place in a rural enviroment.

So here are some questions for you:

Would you like fully draggable GLR, with the need to bulldoze all existing GLR puzzle pieces and update all your GLR stations?

Do you want to keep your current GLR setup, and use draggable GLR only between your stations by using the starter puzzle pieces?

Or do you want to place the stations first, use them as starter pieces themselves, and drag GLR between them?

Finally, do you want to keep the current textures, or do you rather like the ones created by goalio and ebina?



Apart from draggable GLR, memo also managed to create some GLR in avenue puzzle pieces. There's a basic set available at the moment, which should cover most of the needs. Here are some pictures:

namglrinavenue01jh0.jpg

There are a number of intersections available, for all kinds of other networks.

namglrinavenue02rj1.jpg

Weaving GLR into an avenue...

namglrinavenue03ky2.jpg

It works! 4.gif

namglrinavenuejo0.jpg

All GLR-in-avenue puzzle pieces that are currently available.

This account is only used on occasion to update the NAM and other NAM Team products, or make official team announcements.  Private Messages (PMs) sent here may not be read in a timely manner. 

  • General questions, comments, or concerns about the mod should be directed to the NAM & Transit Networks Board.
  • Matters more appropriate for Private Messages should be directed to Tarkus, NAM Team Lead.

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Or do you want to place the stations first, use them as starter pieces themselves, and drag GLR between them? <-- Thats the option I like. And the GLR in avenue looks really nice. That'll fit in nicely with my upcoming transit network. My only question is will stations be possible inside the avenue?


Known as Kitsune on sc4e. NAM Team Member.

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NAM Team:  Awesome work!  This stuff looks great, and it may just make me a bit more inclined to use the GLR in my creations.

I wonder how this is going to work with Tarkus' Turning Lane Avenues (TLA) project.

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I like option 1, creating a fully draggable GLR. As I have no existing GLR system in any of my cities, so this seems best. Besides, everyone always has to update stuff when they download the NAM or some other popular MOD, so why not? (So who cares if you have to bulldoze it all! It's frustrating yes, but what isn't? Especially when you're talking about designing, building, placing a large modified transit system? I am constantly rebuilding/modifying/updating my transit networks and cities overall.)

On the avenue pieces:

Is there any discussion about adding some kind of barrier? Any kid could run right in front of a train while crossing the street. I can see the news ticker now: "Bubba Hicks splatted by train while chasing ball." (Maybe you should think about where you're putting your mass transit, Mayor?) The only thing similar I can think to this setup in RL is San Francisco's trolley system, but that is nowhere near the size and capacity of a GLR.

I lived for almost a year in Portland, Oregon and they had a GLR system set up spanning the suburbs. I originally didn't think there was anything resembling this, but after searching on the net the first hit I got was of this picture, which looks almost EXACTLY identical. 4.gif

300px-PortlandTriMetMAX.jpg

But, one must note the small section of linked chain railing. I think something  small and decorative (not to mention functional) would make the avenue pieces look more realistic. This is also the most recent line that was installed in 2004. They've also installed a smaller, more "sporty" streetcar system. (See below.)

Portland, by far, was the best experience of a city I can ever recall. I had no car, but I could travel anywhere I liked for just over a dollar. The ride was fast and effecient, and pretty much took me to all the places I could ever want to go. The only downside is the weather in Portland is rainy and dreary 75% of the year. The city itself is full of awesome people and culture, and I plan on returning some day. Best city transit system in the world, in my opinion.

Just a couple pennies worth for ya.

Some more pics:

por-lrt-10th-st-stn-pax-peds-1020451-200

por-lrt-stc-stn-shows-bulb-out-2003_d-cl

por-lrt-stc-pax-exit-retractable-ramp-10

por-lrt-stc-pearl-district-redevelopment

por-lrt-stc-turning-corner-riverplace-10

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The GLR in the centre median is so cool!4.gif Other than for turning lanes near intersections, the median in the ave serves no other traits. We can use that wasted space as a tramline!

Gotta say this is kind of a coincidence, as one road in Toronto just had its centre median converted into streetcar only lanes. Keep up the great work NAM Team!

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OMFG that is just AWESOME!!! i so happy 4.gif

keep up the great work

Regards

Meastro444

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Posted:
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Oh wow, that is awesome guys! I like the first option, where GLR is fully draggable. I've held off on using GLR in my cities because of the amount of time it takes to plop every single piece, not to mention that lovely crash that happens when you hover a puzzle piece over a station. And I'd rather have those newer textures because they're more suited to GLR in an urban/suburban environment, where they're used most of the time.

And also, the avenue pieces look great!

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