Jump to content

1,267 posts in this topic Last Reply

Highlighted Posts

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

What is NAM and can win 98 SE run it?Thanx and Happy Holidays1.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Date:12/9/2004 11:44:41 PM
Author:BlackBeard

What is NAM and can win 98 SE run it?Thanx and Happy Holidays1.gif
quote>

NAM is the Network Addon Mod that Tropod and many others have helped to develop. The thread that explains how it works and what's in it is here: https://www.simtropolis.com/idealbb/view.asp?mode=viewtopic&topicID=49685&num=30&pageNo=1 . Beware: the thread is 72 pages long and the links to the NAM in Tropod's webspace don't work at this time.
As for it working on a 98 SE computer, it should if Rush Hour is working on that computer. The NAM references items that Maxis never finished in the Rush Hour Expansion Pack.

-Swamper77

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

Thanx Swamper and I take it this awesome MOD is in the MODS section?.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date:11/14/2004 6:18:05 PM
Author:Swamper77
 
/idealbb/files/Ave-ELHwy2.jpg
/idealbb/files/Ave-GHwy1.jpg
/idealbb/files/Ave-ELHwyPara.jpg
/idealbb/files/Ave-GHwyPara.jpg

quote>

 

Hey Swamper, did you make anymore progress on this project?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Sorry Kassarc, I haven't made anymore progress. The diagonals were giving me a headache and I put it aside. The problem I have is the trying to place the diagonal stoplights in the proper place with the proper rotation. I assemble the network tiles in Lot Editor on lots and then copy the positions to the network tiles with the Reader. I'll try again here during my Christmas break, which is after next week. However, I did get stop signs placed onto the onramps for roads, for both orthagonal and diagonals.
 
-Swamper77

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
No problem, I know what it's like to be frustrated trying to get something to work.
 
If it's not too complicated I'd love to be able to give you a hand with the project. You've made some great mods so far.
 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I have an idea . . . . not wanting to add to anyone's workload.

We can make props in the BAT now, right? To make the signs for the off-ramps more realistic (for the one-way road ramps), make a yield sign prop in the BAT, then place it on the ramp using the type 21 exemplars.

Just an idea . . .

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Hmm.. is there a reason why the NAM overpasses are so ugly, I mean, they don't look very good, and it looks like the were exported in draft quality. is it just simoncrie's screen, or me?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 
Tunafish,
 
I have also noticed how grainy the NAM puzzle pieces look at some resolutions.  Mine look the same since they are mostly modified versions of pre-existing NAM pieces.
 
I do not think the problem is export resolution.  I think it is related to the fact that NAM models are textured at only one resolution, and that the game uses several different zooms.  The effect seems to be particularly bad for rail pieces.  These pieces are texture mapped with the same FSH that the game uses for zoom 5!!!  I tried playing with the u-v mapping and was able to improve the appearance at higher zooms, but it still looked bad at lower zooms.  There are some things that I have not tried, like using a 512x512 FSH file.
 
To sum up: I have no solution for this, but other people are welcome to try!
 
smoncrie

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Hey everyone.  I'd like to apologize for not being around lately.  RLS has decided to hit me pretty hard this holiday season and I haven't had any time to get anything done.  I am sure that most of you are anxious to get the ground/elevated stack into your cities.  Unfortunately, I won't be able to get the project restarted until after the end of the year.  If anyone is feeling ambitious enough to help out, let me know and I'll make what I have available.  There are really only three things that need to be done to complete this intersection:  the textures need to be aligned so that all of the pieces are consistent with each other, all of the path files need to be created, and a new icon needs to be created for its button on the menu.
 
As for the lower quality of the new pieces that we've added to the NAM, there's not a lot we can do without tripling the amount of time it takes to create a new interchange.  You see, the original, Maxis-made pieces are actually made up of individual parts, each of which has a separate texture (i.e. FSH file) assigned to it.  When we create a new interchange for the NAM, we are pretty much forced to create one FSH file that combines all of the textures that will be used throughout the entire interchange.  This means that we have to shrink the original textures down to about 1/4 their former size in order to fit them all into a single, 256x256 FSH.  Obviously, this makes many of the pieces look 'less than stellar', especially at the closer zooms.
 
smoncrie:  I would recommend not using 512x512 textures.  Any users that run their games in Software Mode would not be able to see the pieces.  Instead, they would only see black/red/blue/green textures on those pieces.
 
-red

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Is it possible to create a puzzle-piece as a splitter for multi-highways? I've already done the basic modelling for one, but if it doesn't work, it'd be kinda pointless.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date:12/9/2004 5:17:18 AM
Author:smoncrie

Hi,
 
Here is an update on the NAM puzzle pieces I am working on. I call them 'OnSlope' Puzzle pieces.  All the crossings shown are completely functional.
 
/idealbb/files/xings.jpg
 
 
/idealbb/files/xing2.jpg
 
 
All the puzzle pieces rest on slopped ground and are flat if the elevation changes by 15 m in the tile. For crossing Highways or avenues, standard NAM pieces are used.
 
The road puzzle pieces are nearly ready to release, but some of the others still need a lot of work. (For example some pieces do not allow a one-way road to run along the top of the bank parallel to a sunken highway.)
 
If any one has some pointers on how to add points, or extra pieces, to an s3d model it would help to make good previews.  I could also use some suggestions on how to prevent the puzzle pieces from changing the shape of the bank when they are placed;  I currently have two road puzzle pieces: one that works well on raised ground overpasses, and another that works best on sunken highways with parallel one-way roads.
 
smoncrie

quote>

 

Those are really crisp looking and would really improve the eye-appeal in the game. Any idea on a release date ?


Believe in only what you can prove.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
What would look good for those overpasses would be concrete walls instead of the support. You would have filler peices for between the overpasses. These are common in England.

Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
There's not a whole lot of those where I live but that would look better than the supports now that I look at it. Maybe 2 versions should be made, one like the pictures Smoncrie posted and one like Dexter suggested

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

I've already made one like Dexter suggested. I'll try to get some screenshots out.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Edited because I was asking bullshit question.
 
 
Is there a way to change the  Seaport so it will not act like a freight truck-magnet.?
I you have not already analyzed it through you guys should look over the issues with freight stations.
 
 
After finding this mod i scrapped my old region and started again, thanks for all your hard, professional work.
Thanks for a amazing mod10.gif44.gif

Come visit my transit-focused Scandinavian city:
http://community.simtropolis.com/forums/topic/73348-welcome-to-europe/

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Date: 12/24/2004 12:54:32 PM
Author: JayStimson


Date:12/9/2004 5:17:18 AM

Author:smoncrie



Hi,




Here is an update on the NAM puzzle pieces I am working on. I call them 'OnSlope' Puzzle pieces. All the crossings shown are completely functional.





/idealbb/files/xings.jpg






/idealbb/files/xing2.jpg






All the puzzle pieces rest on slopped ground and are flat if the elevation changes by 15 m in the tile. For crossing Highways or avenues, standard NAM pieces are used.




The road puzzle pieces are nearly ready to release, but some of the others still need a lot of work. (For example some pieces do not allow a one-way road to run along the top of the bank parallel to a sunken highway.)




If any one has some pointers on how to add points, or extra pieces, to an s3d model it would help to make good previews. I could also use some suggestions on how to prevent the puzzle pieces from changing the shape of the bank when they are placed; I currently have two road puzzle pieces: one that works well on raised ground overpasses, and another that works best on sunken highways with parallel one-way roads.




smoncrie


quote>



Those are really crisp looking and would really improve the eye-appeal in the game. Any idea on a release date ?

quote>
Does anyone know the release date for these i mean its been almost a month....

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Why not add some texturing under the puzzle pieces? I'd figure some people have problems with seeing grass under the pieces... 42.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

You know, I think you might be able to add texture references to a type-21 network lot. This way, you can put true textures beneath puzzle pieces. Ima gonna go try it out now...

*runs to other computer meant for SC4*

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Also, I have a question, for the sloped portions of the rail pieces, why are the textures always blurred at a side view? 42.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

1) Needed most are switch track (Junction) pieces for Elevated Rail Over Roads. The Loop in Chicago has three entry points (It actually had four until 1957 - sometimes 68 trains an hour). More varied Over Intersection pieces for same, as well as Over Road Elevated Stations (think road-top type).

2) Four-lane high speed one-way roads, to substitute for highways, and allow construction of Centerline or median rail lines (Like in the Eisenhower, Kennedy and Dan Ryan Expressways in Chicago), with associated exit ramps and overpass bridges. Marrast-style over-rail stations for same (possibly with a center platform and long entrance stairs or ramp connecting to an overpass, maybe with an included handy bus stop). I attached a crude side view of what I mean (Ugly, but this is what 90% of the Eisenhower ones look like). This is not workable with the Lakeyboy Split Highway trick.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

This is not really a request for lots, just a feeler to see if anyone else is working on the same problems. I'm giving them a go, but I am a newbie and Programming Nimrod, and any advice would be welcome. Just didn't want my previous post to be misconstrued and shunted off!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

What is with that brigde for the ped mall pieces?

I've never seen it before.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Please place all requests in the NAM: Requests thread.

Thank you.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey Cjah, do you live in a busy city?

Because, if you have been to places like Hong Kong, or dense enough cities, you will find pedestrian overpass walkways. I assume the Ped mall bridges are used to recreate that concept?

Am i wrong?

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

Oh, those onslope puzzle pieces are amazing! I want them so badly..
It will give A LOT of variety in my favourite game part - road planning. And i have to say - it looks very-very good.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections