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So sorry for double posting, but I seem to have completed this Y intersection.

previewofyintersection3af.jpg

I'm not going to do an elevated version where the flyover goes under, it's a b*tch to model. Current size is 6x11. Is that about right? I believe it's currently about 1/4 scale, according to SketchUp.

And maybe a road flyover would be in the works, definitely a lot smaller?


Nine degrees of separation??

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Download the Network Addon Mod and its related components here.

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Shadow Assasin, your ideas are very creative and i think would be perfect for NAM....sorry i dont know how to use GMAX all that well yet....but still i really hope someone will do this.1.gif

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Wouldn't an elevated version of that be easy to do, just put what you have up on stilts? I know having the flyover ramp go under would be nice for symmetry's sake, but I would like to have both versions in usable form.

p.s., don't forget the mirror image of that as well (where the other road branches to the left instead of the right).

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Date: 6/17/2005 3:31:16 PM
Author: Keiran Halcyon

p.s., don't forget the mirror image of that as well (where the other road branches to the left instead of the right).
quote>


You don't actually need to worry about the mirror image as the specific network file that deals with interchange items handles this.

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Hi all,

I'm currently working on a set of MT stops, that I want to make seamlessly integrated with NAM's ped-mall tiles, both visually and functionally.
 
PMCT1.jpg

I face some problems with the subway station. While the station appears to be functionally OK, I can

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Date: 5/15/2005 6:41:20 PM
Author: ardecila
First off, I'm also working on some stuff. I've seen many requests for these.


14041736_a11ac1b89c_o.jpg


Additional Pieces for the El-Rail over Road. I managed to fit some reasonably-sized interchanges onto only road tiles, so they don't take up any outside tiles! These still need to be skinned and pathed.
quote>
I'd like to throw my support behind these. Finally, El-trains will be worth using! I would like to request, though, that multiple versions of those be included with various combinations of the roads beneath. (E.g., the T-juntion with a road T-intersection underneath, with just a road turn underneath, with a road 4-way intersection underneath, etc.) There are a lot of combinations, though; how many people out there would find them useful?

(Hopefully, when SC5 comes out, these networks will be built-in.)

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Alright, I should be able to make different versions, accessible through the Home/End keys.

I've recently come back to these to create new S3D models, to make them more closely resemble the ones in Chicago. I'm gonna release that as an Optional modd.

One thing about them, though - If you'll notice, they have a wider-radius curve, to make them more realistic. A tiny bit of the curve should stick out the corners. You'll still be able to plop stuff in those corners, but visually, under certain rare circumstances, the puzzle piece's model will stick into the building there.

Tropod - I designed them so the path file does not go into the corner tile, but the model does. I believe this configuration will work - correct me if I'm wrong.

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Wow, Ardecila, if all you were waiting for was someone to express interest, let me just emphasize that I as well would absolutely love to have those dual network puzzle pieces. They are absolutely essential to a realistic network of on road el-train. Now we just need a station...

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Well, Swamper77 made a station for them. It's pretty nifty. Search his name on the STEX.

One of these days, I'm gonna get around to making a full Chicago-style one, to complete the Chicago look. Until then, Swamper's will have to do.

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Date: 6/18/2005 2:04:56 PM Author: Keiran Halcyon
Date: 5/15/2005 6:41:20 PM Author: ardecila First off, I'm also working on some stuff.  I've seen many requests for these. 14041736_a11ac1b89c_o.jpg Additional Pieces for the El-Rail over Road.  I managed to fit some reasonably-sized interchanges onto only road tiles, so they don't take up any outside tiles!  These still need to be skinned and pathed.
quote> I'd like to throw my support behind these.  Finally, El-trains will be worth using!  I would like to request, though, that multiple versions of those be included with various combinations of the roads beneath.  (E.g., the T-juntion with a road T-intersection underneath, with just a road turn underneath, with a road 4-way intersection underneath, etc.)  There are a lot of combinations, though; how many people out there would find them useful? (Hopefully, when SC5 comes out, these networks will be built-in.)
quote>
 
very awsome i can't wait intill this is out 25.gif25.gif25.gif

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Just thought I'd post a little something I'd *experimented* with. This is nothing new really, except, the only tool I have used here is the Highway tool, nothing else at all.
highwayexperiment0022zi.jpg

highwayexperiment0012wj.jpg

The problem with this at the moment, is trying to get it to work properly, so that north & south sides can be differenitated code wise. As is, drawing on the north or south half is consdered the same by the game.

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Does anybody still want the Y-intersection? I can't create textures for it, lol, but I can send it as S3D for further editing if needed and that's about it.


Nine degrees of separation??

NAM Team member | NYBT Member | NHP Member

Download the Network Addon Mod and its related components here.

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To any/all developers & other interested parties:
I thought it would be a good idea to raise & clarify the issue regarding file names, specifically when one of us releases something (usually for testing) in-between main NAM updates. I think it would be a wise idea if RUL files &/or unique system files were kept seperate from other files & named accordingly when/if released seperately (some of us already do this on some level).

Format guideline (suggestions welcomed):
#NAME#_#FILETYPE#_#INSTANCEID#_#DATE#.dat
Name = does not matter, but will affect the loading order of the file obviously. This part of the file name though should have some relationship to the project its related to for which it's being released, so use your own discretion.
FileType = Type of file contained in the *.dat
InstanceID = InstanceID of the file contained in the *.dat
Date = date in MMDDYY format. Additional versions on the same date simply MMDDYY_#.dat where # = number or letter (preferably letter).

If there is more than one unique system file, then they should each have their own seperate .dat file & named accordingly.

A simple readme or explanation when posting a released file containing these, explaining the FileType & InstanceID portion in the file name itself might be a good idea. Hopefully this can be used to increase help for users & ourselves considering the nature of some of these files.




Shadow_Assassin:
If you would like to post the file somehow (maybe try using www.yousendit.com ) that way at least someone else can take a look at it. And then perhaps take it from there.

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Here [secure Transfer]

Download the Y interchange. It hasn't been spliced or textured, but you can do that... Now, I'm not sure about size, but it should be about right.


Nine degrees of separation??

NAM Team member | NYBT Member | NHP Member

Download the Network Addon Mod and its related components here.

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Well I don't really BAT myself, never have as I'm rather quite crap at it (I have trouble with 3D space with BAT). I've taken a look at the model you've done though. I've not looked at the dimensions but it looks very good19.gif. Being one big complete model though, may pose a problem. It is along the lines of what the Preview Model would be. The actual interchange itself needs to be in 16x16m pieces, with each 16x16m piece belonging to one tile (with a maximum of 256m in lenght & width for the whole thing). If you haven't read it already, I would suggest taking a read of the Interchange Tutorial Thread . In the mean time I will see what I can do, but someone else more atuned with the BAT would be better (& more preferable) with this.

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Well, I did a little more testing. This is something that has been raised before & thought not possible. This is something I stumbled on with the onewayroad puzzlepieces, with putting transparent arrows on them. At the time I did not follow this through, but now have decided to take a more thorough look at this;
Model files & Wealths; it does actually work.
These pictures involve only one actual item (PedMallTile as a test subject), so no tabbing is actually involved;
modelswealths0030wx.th.jpg alt=Free Imag

modelswealths0049bl.th.jpg alt=Free Imag


Technical aspects:
1. Model file: This is as per normal, except, the Texture the model file references: the part of the texture that is Transparent from what I can tell, is effectively used as a Mask for the wealths. This is pretty much the same with standard Textured network tiles. For clarity; model files are not needed for each of the different wealths (& that doesn't work actually), only a single model file (or 5 for each of the zooms) is needed for the base or generic & everything stems from there.
2. Wealths: Texture files for the different Wealths, follow the same conventions for normal network textures & is based on the IID of the model file itself, not the referenced texture. At this point, it doesn't look like textures are needed for all zoom levels, it does seem to depend on whether or not the there is just one model file for all zooms as opposed to 5 models (one of each zoom level~again).
3. The Models & the dislayed Wealths are actually dynamic, & will change & update based on the neighbouring tiles.

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Interesting. So you've gone & done it that way. Slightly different to what I had done(0x######WZ), but interesting to see that it works using other IID methods/formats too.
EDIT: Plus, not to mention your picture/set-up looks better than my crappy mock-ups 18.gif.

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Sweet, awsome discovery, the normal textures look better too.

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Shadow_Assasin:  I, too, have seen that texture lurking in the simcity_4.DAT file.  It's my theory that that was Maxis' early attempt at a highway texture before they decided on what they use now.

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HI, Everybody, here is my first time to post in the fourms.

 
 Do anyone like 30m high highways??
I've try to make 4 puzzle pieces (highway <-> 30m highway,
30m x blank, 30m x support, 30m x highway) to show the effect.
I don't know if it is useful or not...
 
Please give advise for it~
 
<ahttps://www.simtropolis.com/idealbb/files//taimaruko-200507020905.gif align=baseline>

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smoncrie
Regarding IIDs for files Wealth-dependant Models; I think perhaps, for where there is only one tile involved, just use the current NAM IID formats. This would apply to both Interchange-Base items & non-interchange-Base items. For where a single Interchange-Base item spaning more than one tiles is involved; At the moment the current idea would be to still use the existing NAM IID formats, except for the referenced Model/FSH files use the non-Interchange-Base format (if that makes sense?). At this point in time I'm not sure if this'd be the best way to do it, but is what I have in mind at the moment.

taimaruko:
Personally, I am not quite sure I see the point with 30m high highway puzzlepieces myself. For starters there would obviously need to exist incremental highway puzzlepieces to reach that height (like road start/end puzzlepiece). It may help if you could perhaps elaborate a bit more as to the purpose/idea behind it considering the network involved considering (elevated) highways are already elevated.

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