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That looks really good, I'd love to have it in SC4. Hopefully it'll get finished unlike lots of things in the NAM

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Ok, I've just finished to write SC4Paths and to do some tests in-game with the UDI mode for my groud/elevated highway junction.
It seems all works correctly :
- The highway can be crossed in the 2 directions and paths are continuous.
- The model in-game looks good except a detail : the shades under the highway miss sometimes, but I could solve that...

Screenshot 1 : (95 ko) original and custom ground/elevated highway junction
Screenshot 2 : (103 ko) commutes
Screenshot 3 : (96 ko) traffic

Tropod : to solve the previous problem, I made some changes in the RUL file you send me. I replaced the following map :

CellLayout =........ef........
CellLayout =........cd........
CellLayout =........cd........
CellLayout =........cd........
CellLayout =........CD.......CellLayout =........CD........
CellLayout =........CD........
CellLayout =........CD........
CellLayout =........kl........
CellLayout =........^.........

CheckType = c - highway:0x02040200
CheckType = d - highway:0x02000204
CheckType = C - groundhighway:0x02040200
CheckType = D - groundhighway:0x02000204
CheckType = e - groundhighway:0x02040000,0xffff00ff check
CheckType = f - groundhighway:0x02000004,0xffff00ff check
CheckType = k - highway:0x00040200,0x00ffffff check
CheckType = l - highway:0x00000204,0x00ffffff check
quote>
By this one :

CellLayout =........ef........
CellLayout =........CD........
CellLayout =........cd........
CellLayout =........cd........
CellLayout =........cd.......CellLayout =........cd........
CellLayout =........cd........
CellLayout =........cd........
CellLayout =........kl........
CellLayout =........^.........

CheckType = c - highway:0x02040200
CheckType = d - highway:0x02000204
CheckType = C - groundhighway:0x02040200
CheckType = D - groundhighway:0x02000204
CheckType = e - groundhighway:0x02040000,0xffff00ff check
CheckType = f - groundhighway:0x02000004,0xffff00ff check
CheckType = k - highway:0x00040200,0x00ffffff check
CheckType = l - highway:0x00000204,0x00ffffff check
quote>

But, with this change, could I make other problems which I wouldn't have seen ?


I still continue some tests on cities to be sure it works and it will be ready...

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I must say, as simple as that may be, the attention to detail is rather quite good. Blends rather quite well indeed 2.gif.
 
As for the RUL; the changes should be just fine, though, the network name on the cursor when you hover it over a particular stretch of the highway transition it may not necessarily match-up with network in-game (in other words, it'd just be a visual thing). What I'd sent was just so to get it working (for you). It may still possibly be improved upon (perhaps~I'd need the files to do some testing).

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If you do not intend on helping with the below file, then please refrain from making comment thanks. Otherwise any/all technical feedback/help would be great.
 
The linked file below is an Alpha version, & continues on from & for the previous Highway fixes Alpha file.
NetworkAddonMod_IntersectionFixes_Alpha
 
Because of the required modifications made in the file, this file is currently not compatible with any other mod (files) at all. See the README for further details please.
There's various intersections' models addressed/enabled/improved (see the Readme), & some more still to be done. Currently, for this version, none of the Paths have been checked, gone through, &/or done properly. So if someone/anyone would care to help out with the Paths at all, that would be great, as there's about 40 Path files, & probably about 150 Paths that need to be properly done (again, see the readme please).

And this is just an example of one of the many items which is now possible &/or currently in the process of being addressed;

S-CurveHighwayxS-CurveGroundHighway001.j

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[:0]*drops mouth in surprise*

Tropod, I know you said no comments other than technical stuff, but I think I'm one of a few who can't keep their mouth shut about this thing:

Good work, y'all! This deserves a few bunnies (or ducks, or whatever we use now.)

I'll shut up now. Here's the aforementioned bunnies:

35.gif35.gif35.gif35.gif35.gif

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Well, seeing as how the site's been down recently, figured I'd do the Paths up myself (since I figured no one may of gotten the file?). So....

This is now in BETA, but there are still some intersections/tiles to be addressed, fixed, enabled, &/or improved upon though. If you are able to assist with any technical improvements/aspects at all, by all means go right ahead & do so, making sure you post any modifications here in this thread please.

It is very important that you read the README, so please be sure to read the whole Readme file thanks, before using the following file;

  NetworkAddonMod_IntersectionTilesFixes_Beta.zip

Any issue(s) that are not mentioned in the Readme file at all (such as U-Drive-It ending), &/or any general feedback please post it in the NAM General Discussion Thread  thanks.

For those of you wondering what the above file encompasses; please see the Readme thanks, &/or alternatively see the  NAM Image Hosting Thread (currently, it seems that you need to be a member there to see the threads there. That's beyond my control~I don't run that forum).

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Is it possible for someone to make a one way highway (ground and elevated).

This would make it easier to make multi lane highways (and smaller than the current method) and then also some onramps to suit a oneway and 2 oneways side by side?

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eangulus; this is not the request thread. Post NAM requests in the proper thread thanks. Not here.
 
Just continuing with the IntersectionTiles fixes;
 
If you are able to assist with any technical improvements/aspects at all with the following file, by all means go right ahead & do so, making sure you post any modifications here in this thread please.

It is very important that you read the README, so please be sure to read the whole Readme file thanks, before using the following file;

NetworkAddonMod_IntersectionTilesFixes_Beta.zip

Any issue(s) that are not mentioned in the Readme file at all (such as U-Drive-It ending), &/or any general feedback please post it in the NAM General Discussion Thread  thanks.

 
Below is just one example of a Before & After, with many many other items fixed/enabled/improved/implemented/etc following on after that;
 
The before shot;
 
post-11-1100030377.jpg
 
And this is after;
Note the difference.
 
post-11-1100030452.jpg
 
 
After being in chat, seems some folk might not realise the full extent of these items, so I'll just post some more pics. ALL of these particular set-ups, intersections, &/or tiles, have actually been changed, whether it is apparent or not, because their model(s)/path(s) have been modified/fixed/enabled/improved &/or implemented etc.
 
post-11-1099715591.jpg
 
post-11-1099715396.jpg
 
post-11-1099716308.jpg
 
post-11-1099716337.jpg
 
post-11-1099716441.jpg
 
post-11-1099716504.jpg
 
post-11-1100030581.jpg
 
post-11-1100030626.jpg
 
post-11-1100030791.jpg
 
post-11-1100031089.jpg
 
post-11-1100032304.jpg
 
 
And, there's a many number more as well.
General feedback/comments, please post them NAM General Discussion Thread  thanks.

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Would it be difficult to add a support in the midsection of the elevated pieces, or right on the edge of the section? As is those are all rather odd looking 2.gif

I'm looking forwards to this, it will make it much easier to build around highways 35.gif

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The highway supports themselves, are placed automatically by the exe (I imagine) for standard ElevatedHighway (Monorail & ElevatedRail) tiles. Intersections though (& Interchanges), would require having custom supports done for them ~ this is something that needs to be done in BAT.
 
 
Traffic Lights &/or STOP Signs ~ for (Highway) RAMPS
Attached to this post, is a file containing a list of InstanceIDs, for various specific Highway Ramp(s) tiles ~ for where they intersect with the Road/OneWayRoad/Avenue. The reason I am posting the file, is for anyone who would like to perhaps take a look at adding Traffic Lights &/or STOP Signs to them. I would like to see STOP Paths added for them, of which I may do myself (not sure yet). But yeah, if anyone wants to, they are there for the taking. I may end up adding/modifying the list, but as it is it covers most of them.
 
 
IntersectionTiles fixes
And now, with the IntersectionTiles fixes;
This just includes recent fixes regarding Avenue Curve bug, preventing Sims from being able to walk along an avenue curve.
It is very important that you read the README, so please be sure to read the whole Readme file thanks, before using the following file;
NetworkAddonMod_IntersectionTilesFixes_Beta.zip

Any issue(s) that are not mentioned in the Readme file at all (such as U-Drive-It ending for example), &/or any general feedback please post it in the NAM General Discussion Thread  thanks.

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Thanks for the list Tropod. Currently, I am trying to make repairs to my Avenue Sidewalk Mod regarding the interchange pieces, where there are onramps connecting to roads/one-way roads/avenues or where the avenue goes over the ground highway without onramps. I see what I can do about adding stop lights/stop signs to the ramps.
 
-Swamper77

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NAM version 11_13_04 is a very nice addition. I don't remember when I sent you the oneway_road files, though. Hmmm42.gif

My question is if there is any way to apply a transit switch to a puzzle piece. I know all the other limitations of connecting two types (I followed the tram thread).
As an application, I was thinking since there are now both raised rails and elevated rails...and their track intermedial distances are 5m and they have heights of 15m, why not just connect them?

I have a feeling someone's going to say a transit method switch is a lot-only function and puzzle pieces are technically 'interchanges'. Or something like that.
Awwwww...this is no use then.

rper106.JPG
[wrong picture...but I'm too lazy]

I wasted a half hour figuring out where the rotation rings point to. 14.gif

Back to work on Xpath, then. If someone wants to disagree with my lot-only conclusion, feel free! 40.gif

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Looks pretty good, especially the last (two) pics. I see you managed to get the GroundHighwayxAvenue one there as well 2.gif. Was wondering how the elevated ones would go.
 
Once the Lights are implemented, then I'll do the (STOP) Paths (it should make things a bit easier to deal with that way I'm hoping). Until the STOP Paths are done though, I would ignore the behaviour of the traffic in relation to the Lights themselves (though I tend to ignore them anyway 18.gif ).
 
 
I'll have to update that list for all/any of the custom made ramps. Some of them should/will be covered with the current list, but some of them won't be.

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Wow Swamper77! that is so COOL!
Edit: there is no way to make traffic lights across the street instead of right in front42.gif

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Date:11/14/2004 11:06:24 PM
Author:Tropod
Looks pretty good, especially the last (two) pics. I see you managed to get the GroundHighwayxAvenue one there as well 2.gif. Was wondering how the elevated ones would go.
 
Once the Lights are implemented, then I'll do the (STOP) Paths (it should make things a bit easier to deal with that way I'm hoping). Until the STOP Paths are done though, I would ignore the behaviour of the traffic in relation to the Lights themselves (though I tend to ignore them anyway 18.gif.
 
I'll have to update that list for all/any of the custom made ramps. Some of them should/will be covered with the current list, but some of them won't be.
quote>

I spent two days non-stop trying to get the stoplights positioned properly. I made props out of the interchange pieces to help with the placement of the stoplights. The highway pieces are hard to work with because they use ResourceKeyType 0. I'm still trying to find a model key to use so I can rotate the pieces properly. Currently, they have the same view for all rotations. I'll get to the rest of the orthagonal pieces tomorrow (11/15/04). You may need to contact smoncrie to help with this project for the diagonal pieces. Tropod, you had pairs of question marks in the text file for certain tiles. It turns out they are the avenue edge pieces for the parallel avenue onramp structures.

Mexicanboy: Let me get this project finished first, then I'll see about fixing the avenue intersections okay?

-Swamper77

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hhmm.....that should (would?) be 11.15.04 (though, the difference in date may have something to do with location ??).

is any way to apply a transit switch to a puzzle piece

*If* there is, I don't think anyone's tried it. I personally can't say I've tried this, so if someone wants to do some experimenting; knock yourself out 2.gif. I dare say though, that this would indeed be something limited to Lots of a specific format/type only.

since there are now both raised rails and elevated rails...and their track intermedial distances are 5m and they have heights of 15m, why not just connect them

It would depend in which context you'd want that. I have done exactly this though, using the Rail/ElRail tool itself to connect the two (i.e. not an interchange item nor a Lot). Most of the (modified) Paths already exist in the NAM for this to be possible (I've got the rest on file). Unfortunately, because of some internal limiations with the exe, doing this so that GroundRail Trains can commute on El Rail, &/or ElTrain can commute on GroundRail; well there exists some problems. Basically, for functional purposes there are problems with this. For non-functional purposes though, i.e. such as Automata showing, it shouldn't/wouldn't be a problem. Oddly enough, the exact same/similar functional issues seem to occur, as it does using Lots to do this (there's a thread around here somewhere that dealt with this to some extent). Take a look at the RuleOverrides RUL near the end & also IntersectionSoltuons RUL under [RailLightRailIntersectionSolutions] near the end of its section (in the NAM). If you want the rest of these files, I'll email you them (I don't have models for it though).

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Date:11/14/2004 11:20:33 PM
Author:Swamper77

I spent two days non-stop trying to get the stoplights positioned properly. I made props out of the interchange pieces to help with the placement of the stoplights. The highway pieces are hard to work with because they use ResourceKeyType 0. I'm still trying to find a model key to use so I can rotate the pieces properly. 

quote>

Swamper77,  Try adding the kSC4BuildingModelRotationProperty with a value of 1 (true) to the prop that uses Resource Key Type 0.  This will make it rotate properly.

I agree that placing props using type 21 exemplars is not easy.

 

qurlix, I tried adding a bus stop to a puzzle piece, but the game ignored it. At this time, I can not think of any way to get it to work.

smoncrie

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Smoncrie,
 
Thanks for the tip about that property. This is how I am currently getting the props onto the network tiles:
 
-Create the setup in LE using the highway interchange pieces that I made into props
-Load the lots into the Reader when I'm done
-Copy the position for each prop into Notepad
-Using a network tile as a base, copy the prop positions into the LotConfig Lines in the exemplars for the tiles
-Save and test in game.
 
Due to the size of my Simcity\Plugins folder, I comment it out by adding a # to the front of the folder name. Doing this speeds up the LE's loading time and the game's loading time as well. Also it allows me to test only the items I'm working on, which are stored in the MyDocs\Plugins folder.
 
-Swamper77

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Why even use Notepad at all? Just copy the LotObjectData properties into the type-21.

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Date:11/15/2004 4:59:32 PM
Author:ardecila

Why even use Notepad at all? Just copy the LotObjectData properties into the type-21.
quote>

I use notepad to help keep track of all of the changes I do. I have about 30 .txt files on my system that contain specs of files, LotConfig settings from projects I have done, etc. I guess I'm just that way....

-Swamper77

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Decided Ped Mall Tiles should have a more realistic 'feel' about them. So, now they have a YIMBY impact on their immediate surrounding area(s), just like real ones do.

NetworkAddonMod_PedMallTiles_YIMBYs_TempTestingFile.zip

The following is just one example of their function now. Please see the Readme for specific YIMBY details.

Before shot;

post-11-1100918693.jpg

After shot;

post-11-1100918729.jpg

 

And this is straight after being placed; Automata being spawned. Note that, in this particular picture, the PedMallTiles actually don't have any commuters on them.

post-11-1100918819.jpg

 

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ehm tropod, your pictures are not showing, could you fix it?
 
greetz thunderman

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I have never downloaded NAM, I dunno why, laziness maybe, anyways, I think today will be the day, I really think I should have it

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Date:11/22/2004 10:54:18 AM
Author:thunderman

ehm tropod, your pictures are not showing, could you fix it?
 
greetz thunderman

quote>

SFH is down. Simvision moved servers, and the forums cannot access the database. The same as what happened before. They should be up soon.


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?

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

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smoncrie: sorry I didn't get back to you, but I cant send PMs for some reason or other since the 4.0 change. Thanks for telling me the 15m height. I didn't know, mine is currently at about 17m. As soon as I re-render it with a lower deck, I'll mail it to you. The main difference is that it uses a retaining wall meant to blend with PEG's CDK pieces. This blends in much better in an industrial area.

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