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Originally posted by: Funker Help. Everytime I use those puzzlepieces of NAM, the game stops to windows desktop after some minutes. What causes this problem? Puzzlepieces making this happen are for example those doubledecker pieces.quote>
 

This is probably the most discussed and explained bug in the game. You can only avoid it by not hovering a puzzle piece over a transit-enabled lot.

It is also well documented in the NAM Readme, under Technical Notes:


1.4.2 Placement & Transit Enabled Lots

An issue with the game which may cause the game to crash has been identified. At this time the exact precise cause of the issue is yet to be determined. The following outlines the general-case scenario in which the issue may cause the game to crash:

Items related to known issue:

Transit Enabled Lot(s) (TEL); this can include both Maxis originals & any custom made TEL.

Interchange Related Item(s) (IRI); this can include both Maxis originals & any custom made items that are interchange-base related, such as; Highway Overpasses; Ramps; Cloverleafs; PuzzlePieces; & other similar item(s).

Cursor of Interchange-base Related Item(s).

Point of Crashing:

If the Cursor contains an IRI on it & then this Cursor is hovered over &/or clicked on (&/or repeated) a TEL, it can in some circumstantial cases cause the game to instantly crash to the desktop. Currently this is only known to occur if the IRIs' network on the Cursor is the same network with which the TEL is compatible with.

Solution:

Currently at this time, a full-proof work-around to the issue is not yet known. It is simply advised that users avoid moving the Cursor over a TEL if the Cursor has an IRI on it to minimize the chances of the game crashing. It is also advised that any TEL that exists in a city has its compatible network drawn right into/through the Lot, as this will also minimize the chances of the game crashing.

For more information on the above issue, see the following webpage Cursor + Transit Enabled Lot = Crashing.

The issue described above has been looked into, & currently at this time evidence seems to point to the problem existing within the games’ executable itself, therefore there is nothing that can (currently) be done about this to completely & properly rid of the bug (unless Maxis decides to address the issue). The reason the issue has been mentioned here is because it has a probable significant impact on the use of this mod & those that use it.

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Thank you guys so much for your hard work! I am so excited to hear the NAM has been updated and the MIS is FINALLY here! (W00t!) The release of these two mods has resparked my interest in SC4 and I thank all of you for that! Keep up the good work! And, Iiiiii'mmmm Baaaaack! 2.gif

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I need some help to make my model. I started making retaining walls for the raised road onramps, but after trying to fix my model for a while I still have some slight problems. I used a custom LOD and I think it is the LOD that may be the problem. And also I deleted the interior faces (the ones facing the ramp) so the shadow of the wall displays as a thin line (only the top and side edge faces cast a shadow.) Here is a picture, if anyone could help me; I would be able to know what to do to make walls for the other NAM puzzle pieces as well here is a picture:

trianglething.jpg

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I am creating alternate textures for the road roundabouts, to eliminate the crosswalks on road entrances that make the roundabout look boxy. I have successfully replaced all three types of road entrances and the street entrance. However, I cannot find the IIDs of the one-way road entrances to the road roundabout. They do not seem to be in the same file as the rest of the textures. Could you please supply me with the appropriate IIDs? I have attached snapshots of the textures which I have created and the textures which I would still like to replace.

I have found the IDs that I needed; they are hidden within NetworkAddonMod1.dat.

post-244215-12985082837327_thumb.png

post-244215-12985082841358_thumb.png

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Welcome back.  I think we would be very interested in the NAM stuff you were working on. 39.gif You might be interested in the NAM stuff that we have been working on too. 2.gif

I would suggest popping over to www.SC4Devotion.com and seeing what we are up to now.

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Thanks Neddiggis, but it looks like I will need permission to get into the NAM development groups.


I would like someone on the NAM development team to contact me about what to do with my stuff.   [Edit] Opps,I just noticed I got some PMs...

I just had a look at the latest NAM

Here is what I have that it does not have:

3 Highway OnSlope pieces (Straight, T, Double T) both orthogonal and diagonal.  These OnSlope pieces also use a new technique (I call it colour fixed) that corrects the dark bands that show up on OnSlope pieces at certain angles.

Double high Elevated Rail with ramps and colour fixed Onslope pieces. (19 new pieces)

Double high Monorail with ramps and colour fixed Onslope pieces. (19 new pieces)

Colour fixed GLR Onslope, GLR neighbor connector, GLR Bridge.  Improved GLR x Elevated Highway and GLR x Avenue puzzle pieces that allow one to place the puzzle pieces on existing Highways and avenues, and work with the Highway OnSlope.

Elevated rail over road pieces: No Pylon, 45 degree, 90 degree, T, and +.  Also cosmetic fixes, like streetlights.

Improved Elevated Highway x Monorail intersection.

A partially complete mod (more than 50% done) that visually improves how Ground Highway bridges connect to the Ground Highway, improves paths and adds bridge shadows.

Two-way-Left-Turn Avenue puzzle piece with wealth textured sidewalks.  This piece also allows U-turns. (experimental)

Double Decker bridges that combine Highway and  rail, elevated rail, or monorail. This includes the puzzle pieces needed to connect to the bridges (All experimental)

 


All of these things need more testing.

 

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welcome back, id like to point out highway onlsope pieces do exist. and what is the point of an onslope highway T? you should really head over to sc4devotion....

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Welcome back it is awsomifying to even see an active post by you.

Wow Smoncrie, Both I and Neddiggis are on the NAM team, and just to let you know, a god like you doesn't need permission to get back in the development groups. I realise I was not part of the NAM team when you were last active, but I'm pretty sure that eveyone considered you part of the team but not active.

That is an amazing list of content, and you should really join SC4Devotion, and see some of the projects there, and of course to contribute your own creations.

-Jonathan

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

Mightygoose,

I have been gone so long that I feel like a fish out of water, but I am in the process of going over to sc4devotion now.  (I only learned about it today)

As for Highway OnSlope pieces, the NAM has orthogonal pieces, but not diagonal pieces or double T pieces, and they are not colour fixed.

As for why both straight and T Onslope pieces…

When I was developing the first OnSlope piece, I found that, for some orientations, puzzle pieces tended to deform the slope they were placed on.   After quite a bit of experimentation I found two solutions 1) place puzzle piece tiles at the top of the slope, 2) have an intersection at the top of the slope.  These solutions became the straight and the T Onslope pieces.

The straight Onslope pieces are simpler to use and are needed when the network connected to the Onslope piece runs on top of an embankment (When the ground slopes down on both sides of the network.)

The T OnSlope pieces allow one to make network connections/intersections to the tile(s) right at the top of the slope.  (Or the bottom of the slope for Highway T and both top and bottom for the Double T)

The picture I showed in a previous post shows the use of the Double T diagonal Highway OnSlope. It allowed me to place the one-way overpasses right along the top of the slope

 [edit] Thanks everyone!  It's nice to be back.

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aah im with you now nice work... on whats capable you might want to check out my thread over their... it is all about interchanges and the NAM....

[linkie]

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I must concur with Andreas.  It's great to see you back around, smoncrie, and it's also great to hear you have a bunch of amazing stuff still sitting around!  That really is quite the list.  4.gif

-Tarkus

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Originally posted by: mightygoose aah im with you now nice work... on whats capable you might want to check out my thread over their... it is all about interchanges and the NAM....

[linkie]quote>

Hey MG, your link isn't working!  If you are linking to the compendium, there's a direct link to it in my signature.

I agree with MG here, its a great display of NAM stuff, past and present.  I recommend you check it out sometime smoncrie!

Best,

-Haljackey

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Stupid question but im new and i dont know how or to where i should mods download and i dont know where to get help. Help please.?!

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Can we have the ortho-diagonal transition puzzle piece for road, one-way road as it exists for el-rail??? It would be very usefull!!!

Thanks all!

dav

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The curve roads can be transitionize to other networks as on Roads, Rail, Streets, Avenues, and Highways as well.

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I am showing this design of this kind of Round about over the 45 curve road. That is make possible. Computer games cannot be reach to be reality.

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I need some help - I can probably make it on my own but I need some directions or a pointer to some tutorials. I need to make an avenue that stretches along this path.

schematicqq7.jpg

as you can see its about 30 degrees not 45. Any pointers would be helpful.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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bixel, hi. I dealt with this problem creating the FAR road puzzle pieces, which involved pretty much the same concept as what you are proposing. Avenues, like roads, are texture based, so the steps are as follows.

First, you have to come up with a gridsquare framework that allows you to get reasonable close to your desired angle while still allowing you to limit to some reasonable number the discrete textures involved. The FAR is based on a 1x3 gridsquare system, which provides for an effective linear road surface angle of about 18.4 degrees from orthogonal (0-180/90-270). The closest I could get to your approximate desired angle of 30 degrees were

1x2 26.565 degrees

2x3 33.69 degrees

Since you have curved transitions at each end (for which additional textures will be required and which, I note, will present even using a sophisticated graphics program a time-intensive task to create) my guess is the 2x3 arrangement would best suit your needs. Because your avenue is two gridsquares wide, you will have to create six texture squares, as three of them can be flipped in assembling your 4x3 puzzle pieces. Making the end curve puzzle pieces 4x4 will give you, with three linear 4x3 "straight" section puzzle pieces in the middle, a total of 17 gridsquares- the long axis of your development area, so that is fine. Once the PNG or BMP textures are created, you are at a point of departure. You can choose to either create two transit enabled lots (one for the curve at one end, which would be rotated for use at the other and the other being the aforementioned 4x3 "straight" section) with the SC4Tool. The lots would then appear in your "Parks" menu and could be plopped just like regular transit items, although there are game considerations and limitations (automata would not cross them, for example) involved in their use. Or, you could coordinate the making of actual NAM content puzzle pieces with the NAM team, which would involve writing code for the RUL 10000000 subfile in the NAM controller, creating a path set with Daeley's Path Creator or by hand, and then assembling the exemplars, path subfiles, and S3D and other subfiles into a puzzle piece DAT, and then waiting on a NAM update. Your pieces would then show up in the transit submenu grouped with other avenue content. The FAR took this latter course.

On a small scale, I would say that doing TE lots are your easiest and fastest way to do what you propose, but the latter alternative is the one that will allow the greatest degree of realism and play value to be gained from what, in either event, you will have to work fairly hard to accomplish.

If I can be of further help, please post here or shoot me a PM.

David


____________________

D. Edgren

pC7xdO.pngiZbJCf.png

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Kay been working on the textures.

#1 A little update, I got both N and S connections done and I have a grid system based on the fsh files from the SC4 DAT and they fit perfectly, its a lot of pieces tho for the puzzle. but the Alpha files are ready to go as well. I just don't know what to do at this point.

#2 Yet another Update! Resolved an issue where N connection was not properly lined up with avenue. The diagonal stretch (turns out) that it has to be a certain length and can be extended by doubling that.

#3 Both N and S connector groups are 3x2 tiles. Meaning there are 6 Textures there to complete the puzzle. The Diagonal Piece is special however _ and I need to find the length of where it begins to repeat correctly, simply adding another diagonal piece next to each other does not work because of the specific angle I am using. So....

#4 ok hopefully the last update - finally got a nice repeating texture, thankfully i was able to reduce the amount of pieces down to 6!

solvedoz7.jpg

29.gif

40.gif - Kay what do I do now guys?? 3.gif


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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I'm back...

...I know, you thought I'd left you hanging...

Nice job on the textures. As avenues are more an urban thing, the short radii of the transition in 1, 2 and 3 aren't really that big an issue, imho. I can see where you had to "cheat" the inner transition curve a bit on the boundary between 2 and B- you can always perfect the texture later on. The next step is to prepare each 128x128 pixel texture square and a corresponding alpha map. Why don't you post those after you're done with them (remember, they need to be BMPs or PNGs), and I'll check back in a day or two and we'll go from there.

David


____________________

D. Edgren

pC7xdO.pngiZbJCf.png

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