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excuse me, i'm italian (then my English isn't very good).I have found this forum and i downloaded plenty of these filies, as the NAM... I am writing here because I had some problems this morning... Itried to use tram-on-road and I downloaded some stations, but sometimes the game goes on the blink and it stops. Why do these things happen? please I would like you answer to my question in the simplest (or most simple, I didn't know how to say!!!) english as possible.

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@FaB96, Welcome to Simtropolis.

If you have problems with nam files(as the tram-on-road) you should check out & register @sc4devotion.com as that where the NAM Team's main place is now, and you can ask your question on the tram-in-road problem here sc4devotion.com/forums/index.php, it's NAM's own forum-place on sc4devotion where you also can see what's in the works for the future updates of NAM.

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FaB96.....if you hover a NAM puzzle piece above a station, you will get a CTD (crash to desktop). its a problem in the .exe file, and cannot be fixed. however, the newest NAM (July) has many pieces modded to prevent a CTD.

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How do i get the proper correct turning lanes like this for the UK?  I have downloaded and uninstalled all the relevant NAM LHD 3 times now and the road markings are still on the wrong side, traffic drives on the left but the road markings are wrong. 

Is there a link to download this mod below, i'd like my turning lanes and give way lines on the correct side of the road. thanks?

Originally posted by: Dexter

I was bored so I made up an avenue/road turning lane texture. It's of a euro design, and a right hand drive version can be made by flipping it. I will also make a USA style one, an one for crossroad when I have time.

Compressed Texture

If anyone has any suggestions on them, please comment.

I'm not sure when modding team will have time to modd this, and when it will be released, but I will post the textures seperately in a zip file shortly.

*Please note that the texture shown above is a compressed JPEG version, and will not be used in the game.quote>

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Currently, these textures are not included in the TuLEP mod (actually, they are made far before the TuLEP dit even exist. But thanks for digging these textures up! I can use (parts of) them for my Euro TuLEP Mod 2.gif

EDIT: Well, it seems that they look in game very good 2.gif

ukturninglanes.jpg


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Well,may I give a little suggestion at here,If here is not a correct place to give,then just delete my post,Thanks

I think you all have seem before,el-rail on avenue.

Currently,in NAM, el-rail on road/street and tram in avenue are promoted(Perhaps there is better word to describe),yet,

el-rail on avenue atill not available.

I guess you get my point.

Thanks and sorry for my very poor English grammer.

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Hi oh great NAM team. I am indebted to your great work 9.gif

May I suggest a few things related to RAIL;

1) The mod for the electric wires that automatically appear on tracks seems to be missing from the new 6x3 tile smooth curve rail viaduct that comes with the latest NAM release. Maybe we could have that? Otherwise, its been a very very useful addition to the NAM might I say 4.gif

2) We've had a double track smooth curve rail (i.e. 7x3). Could we make that into a 6x3 instead? That would free up a lot of space in cities and make it look denser.

3) With that same double track curve, is it possible to make a quadruple track curve too, or even sextuple curves? It would certainly makes metropolis look more realistic with more lines and denser tracks feeding into 1 corridor heading to a central station. Currently you can put 4 tracks together from a straight to a curve but you can't use 2 smooth curves for that transition.

Sorry for so many suggestions. I have many ideas but I have no idea how at all to mod or BAT 3.gif

P.S. I have attached photos to better describe what I mean. I'm not sure if its uploaded though. Hope you guys understand what I mean.

post-212719-12985112467523_thumb.png

post-212719-12985112470549_thumb.png

post-212719-12985112473238_thumb.png

post-212719-12985112478282_thumb.png

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The reason the catenary is missing from the smooth Rail Viaduct curve is because the files needed to put the pylons there simply don't exist. The catenary mod would have to be updated with the necessary T21s to put them there.

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Here's some of the stuff being worked on, from the NAM Development thread over at SC4D.  I do not take credit for any of these creations - I'm just the messenger:

 

99057974.jpg

nam110720102.jpg

piecesnorm.jpg

More exciting stuff is sure to come down the pipeline!

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For some time now, I have been working around something that probably shouldn't happen.  If you use a NAM related tile, like a Ped Mall, and want to put something next to it like a Maxis Monorail station, the game refuses on grounds of unsuitable terrain.  But if you remove the NAM related tile or tiles, the Maxis peice will indeed go where you want it.

I have always known, since I worked on BATs and the Lot Editor that you cannot come out flush to the boundaries of a grid square because the game will not allow you to place such lots.  The NAM developers may have overridden this restriction, but doing so has caused the annoyance outlined above.  Will you be able to address this problem?46.gif


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That's unfortunate.  Is it necessary or can it be fixed?


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With the road curve puzzle pieces, I used the 90º road curve to set up a nice set of roads for an upscale neighgorhood.  To my chagrin I found that I can't even plant trees on top of these tiles where there is blank terrain.  Any chance of allowing props to be inserted, say from the tree menu, on these tiles?  Users would just have to not plant a tree in the traffic lanes.

And while I am here, I have looked most places I can think of and need some definitions.  Please unwrangle the two acronymns FAR and FARR.

curvevu.jpg

Edit: Monday, 14 February 2011

Further to this, the SAM textures do not work with the street curve pieces.  Hope you will be able to allow this, as well.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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FAR = Fractional Angle Roads

FARR = Fractional Angle Railroads

Also, in this plugin there are street curves for 3 SAM sets. As far as I know, there is no way to make SAM textures automatically appear, when you plop the default street curve on a SAM street. There are still plans to eventually make curves for SAM sets too.

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Thanks. 

I actually dropped the SAM herringbone brick texture onto some roads connected with the puzzle pieces, and there was no response from the pieces.  Hope this gets done soon.

With the other problem of no props on the piece fillers, I hope that can be solved as well.  Without these little "fixups" the pieces make nice roads only partially possible.  While I am not a CJ producer, this little disfeature would drive me wild if I were.

The textures fix works very well, thank you.  with the little cul-de-sac added and the nicer overall result, the experience of playing has clearly improved for me, and I trust, others.  Keep up the good work.  The NAM and its associated add ons are a powerful incentive for everyone to play this game even more. 

The work being done by the creative groups keeps me gong, and you are all to be praised for your dedication and fine work.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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Originally posted by: A Nonny Moose

The textures fix works very well, thank you.  with the little cul-de-sac added and the nicer overall result, the experience of playing has clearly improved for me, and I trust, others.  Keep up the good work.  The NAM and its associated add ons are a powerful incentive for everyone to play this game even more. 

The work being done by the creative groups keeps me gong, and you are all to be praised for your dedication and fine work.

quote>

Thanks, John--I appreciate the kind words and I'm sure the rest of the NAM Team does as well! 4.gif

Originally posted by: A Nonny Moose

I actually dropped the SAM herringbone brick texture onto some roads connected with the puzzle pieces, and there was no response from the pieces.  Hope this gets done soon.

quote>

There has been a bit of work done on getting the SAM further up to spec . . . it's been a slow and gradual process, though.  When it does happen, though, in addition to curves and that sort of thing, the SAM Streets will be able to better interface with items like GLR and the NWM networks.

Originally posted by: A Nonny Moose

With the other problem of no props on the piece fillers, I hope that can be solved as well.  Without these little "fixups" the pieces make nice roads only partially possible.  While I am not a CJ producer, this little disfeature would drive me wild if I were.

quote>

The main issue with that particular piece is that it covers the entire 2x2 square, and the way the pathing and textures are situated, we can't quite overhang it (unlike the MIS Small 90-Curve in the RHW mod).  sithlrd98 has some underlay texture/prop setups for some of the Wide Radius Curves as an optional addon, available here on the STEX, but I don't recall if he got to the small 90-curve (it may have been integrated into the NAM after his releases). 

The other potential option is if we were to "draggablize" it . . . there's been some experimentation with that, and the footprint of that one would make it a good candidate.  If it were "draggablized", it could accept wealth-level textures and the like without getting texture artifacting glitches.

-Alex (Tarkus)

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Originally posted by: A Nonny Moose

With the road curve puzzle pieces, I used the 90º road curve to set up a nice set of roads for an upscale neighgorhood.  To my chagrin I found that I can't even plant trees on top of these tiles where there is blank terrain.  Any chance of allowing props to be inserted, say from the tree menu, on these tiles?  Users would just have to not plant a tree in the traffic lanes.

quote>

I don't know if this will fit your exact scene... but me and Paeng (Night Owl Development) recently released this set to adress these situations. Hope it helps. 1.gif

https://www.simtropolis.com/stex/details.cfm?id=25839

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Currently: Viewing Forums Index
 

Originally posted by: Tarkus

Originally posted by: A Nonny Moose

With the other problem of no props on the piece fillers, I hope that can be solved as well.  Without these little "fixups" the pieces make nice roads only partially possible.  While I am not a CJ producer, this little disfeature would drive me wild if I were.

quote>

The main issue with that particular piece is that it covers the entire 2x2 square, and the way the pathing and textures are situated, we can't quite overhang it (unlike the MIS Small 90-Curve in the RHW mod).  sithlrd98 has some underlay texture/prop setups for some of the Wide Radius Curves as an optional addon, available here on the STEX, but I don't recall if he got to the small 90-curve (it may have been integrated into the NAM after his releases). 

-Alex (Tarkus)quote>

I believe that this mod by Sithlrd98 is the newest and includes the 90 degree curve. (Link)  It will provide trees and lamps but not sidewalks. If you want the sidewalks, you'll need to get one of his sidewalk texture mods separately.


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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Originally posted by: murimk

Originally posted by: A Nonny Moose

With the road curve puzzle pieces, I used the 90º road curve to set up a nice set of roads for an upscale neighgorhood.  To my chagrin I found that I can't even plant trees on top of these tiles where there is blank terrain.  Any chance of allowing props to be inserted, say from the tree menu, on these tiles?  Users would just have to not plant a tree in the traffic lanes.

quote>

I don't know if this will fit your exact scene... but me and Paeng (Night Owl Development) recently released this set to adress these situations. Hope it helps.

https://www.simtropolis.com/stex/details.cfm?id=25839

quote>

Thanks.  I've downloaded that, and will test it.

Originally posted by: CaptCity

I believe that this mod by Sithlrd98 is the newest and includes the 90 degree curve. (Link)  It will provide trees and lamps but not sidewalks. If you want the sidewalks, you'll need to get one of his sidewalk texture mods separately.

quote>

This too will be tested.  I should think that one has to choose between them.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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Bug report: NWM V29 pathing goes wild when a TE lot is facing onto a MAVE-6.

This seems to be a carry on of something I have seen before having to do with interfacing. I do have the correct transition pieces at both ends. Here is the picture:

MAVE6Pathing.jpg

Is it necessary to have some kind of interface slug between the lot and the road?


  Edited by A Nonny Moose  

Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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Awhile back, I was able to trace that one to an issue with the placement on the capacity-increasing dummy paths on the MAVE-6. The fix attached below seems to have resolved the problem for me.

-Alex (Tarkus)

zzz-MAVE-6_Fix.zip

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^ Maybe I am ultra dense this morning, but what's your point?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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