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Anyone know what I need to delete to revert the rail textures to their original state from NAM? I tried to reinstall the pack, but the rail texture section was unresponsive in the list. I could alter everything else, expect for the rail textures.

 

I want to remove my brown ones, so they wouldn't stick out like a sore thumb when dragging them through lots that have pre-placed rails on them.

 

Also tried to install a new set of rails over NAM, but the NAM version is still the one showing.

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I have some doubt about a visual problem.I'm not sure if it was caused by NAM, but the police menu is cut off at the top of the screen, and the police kiosk is nearly out of range. I never opened that menu before downloading NAM, so I never noticed before. And it's just those two. Brand new to the game, by the way, just started yesterday. I start the game through shortcut with this configuration:

 

"[C:\Program Files\Origin Games\SimCity 4..[blah,blah,blah]...exe"  -CustomResolution:enabled -r1024x600x16 -intro:off

 

Everything else runs well, the installer worked like a charm and I have no other mods installed. Help is much appreciated. Thanks in advance. Great mod by the way, a little hard to use, but it will definetly help with recreating my hometown.

 

Edit: Nevermind. I'm happy to report this wasn't caused by NAM. It's the shortcut code. It doesn't load the custom resolution.

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Okay...I'm still fairly new to NAM and am beginning to figure a lot of it out.  I have the RR sets down okay, but when I try to use the FLUPS option to simply put one road under another, I can't get it to work.  My question is this:  Are there instructions out there made just for all of the FLUPS options?  If so, does anyone have a link?  

 

Thanks ahead of time! :thumb:

 

NEVER MIND - I found one


  Edited by spokelips  

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I have a silly question so I would ask an apology already but what texture should I use so that my road-road intersections will have pedestrian walks? As I can see only avenue-avenue and road-avenue intersections have the lanes. 

 

Thanks. 


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TEiKO. IT'S MORE FUN HERE!

What good would it bring if a man gains the whole world but loses his soul the one he loves?

You can also find me in skyscrapercity, sc4devotions, yaoi otaku forum, anime-manga forum, the blue knight forum, mangafox, archives of our own, fanfiction, tumblr, blogspot, instagram, facebook and twitter.

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Is there a way to get a Tram-on-Ave to make a 90 degree turn into a Tram-on-Road on a road which is intersecting the tram's avenue? I can't seem to find such a puzzle piece in either the Road or Ave groups.

 

Edit: Found it on my fourth or fifth trip through the Tram-on-Road group :thumb:

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^^ Create a standard cross intersection between 2 roads. Then select the one way road and click on the intersection and voila :D you have both tuleps and crossings

I really hope there is an alternative coming down the pipe to replace this kludge.


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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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"We have met the enemy, and he is us" - Walt Kelly

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I downloaded the Nam 32 and like when i connect roads the pedestrian lanes are missing and it gives me an uncomfortable exxperience since i am use to seeing them there in the game and real life.How do i bring back the pedestrian lanes?


^^ Create a standard cross intersection between 2 roads. Then select the one way road and click on the intersection and voila :D you have both tuleps and crossings

But no stoplights

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Hey guys! Is it possible to create a Bus Rapid System using NAM features? What I mean is that I have my own lane that is dedicated for my buses. Please share your ideas thanks. :D


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TEiKO. IT'S MORE FUN HERE!

What good would it bring if a man gains the whole world but loses his soul the one he loves?

You can also find me in skyscrapercity, sc4devotions, yaoi otaku forum, anime-manga forum, the blue knight forum, mangafox, archives of our own, fanfiction, tumblr, blogspot, instagram, facebook and twitter.

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Generally speaking, I haven't seen bus lanes on limited access expressways in RL, and I really don't see any reason for them to be added to RHW.  Buses just have to get out there and play in the traffic like everyone else.


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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It's too quiet around here.  Clearly time for another upgrade.


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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Hey guys! Is it possible to create a Bus Rapid System using NAM features? What I mean is that I have my own lane that is dedicated for my buses. Please share your ideas thanks. :D

This is indeed possible with NAM 32, though I haven't seen fit to use it (and documentation is practically nonexistent for it). I have yet to see it used, creatively or otherwise, but the stations, puzzle pieces, and Lots do exist for it. The BRT lanes do have to be segregated from the highway for them to be true bus lanes. The HOV cosmetic pieces in the NAM pretend to do this, but Buses will travel through all networks unless you prevent them. The system in the RHW allows for lanes to be used by buses only (no cars, freight, etc), so plan accordingly

 

 

^^ Create a standard cross intersection between 2 roads. Then select the one way road and click on the intersection and voila :D you have both tuleps and crossings

I really hope there is an alternative coming down the pipe to replace this kludge.

 

Are you referring to making RTLs or the crosswalks? It's not the easiest solution, but you can modify some textures (you can try to find the old one made by the LBT) and then override the IDs for the specific intersections that you want modified. The SC4Tool apparently is very useful in this respect, though I haven't actually gone about successfully modifying transit textures. The method for adding the semi-automatic RTLs was done because the fully automatic ones didn't play nice with the draggable FAR, and I think most people will agree that draggable FAR is infinitely more useful than RTLs popping up at every single roadxroad intersection (which is slightly unrealistic).

 

But no stoplights

You'll need a custom stoplight mod it seems, to get these back. I think Heblem's still works, and Mandelsoft/Maarten has made a very nice one in HD, with a lot of options. I guess the Maxis stoplights weren't ported over by the NAM, but to be fair, the default stoplights generally suck, so that decision is understandable.


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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Hey guys! Is it possible to create a Bus Rapid System using NAM features? What I mean is that I have my own lane that is dedicated for my buses. Please share your ideas thanks. :D

This is indeed possible with NAM 32, though I haven't seen fit to use it (and documentation is practically nonexistent for it). I have yet to see it used, creatively or otherwise, but the stations, puzzle pieces, and Lots do exist for it. The BRT lanes do have to be segregated from the highway for them to be true bus lanes. The HOV cosmetic pieces in the NAM pretend to do this, but Buses will travel through all networks unless you prevent them. The system in the RHW allows for lanes to be used by buses only (no cars, freight, etc), so plan accordingly

 

 

^^ Create a standard cross intersection between 2 roads. Then select the one way road and click on the intersection and voila :D you have both tuleps and crossings

I really hope there is an alternative coming down the pipe to replace this kludge.

 

Are you referring to making RTLs or the crosswalks? It's not the easiest solution, but you can modify some textures (you can try to find the old one made by the LBT) and then override the IDs for the specific intersections that you want modified. The SC4Tool apparently is very useful in this respect, though I haven't actually gone about successfully modifying transit textures. The method for adding the semi-automatic RTLs was done because the fully automatic ones didn't play nice with the draggable FAR, and I think most people will agree that draggable FAR is infinitely more useful than RTLs popping up at every single roadxroad intersection (which is slightly unrealistic).

 

But no stoplights

You'll need a custom stoplight mod it seems, to get these back. I think Heblem's still works, and Mandelsoft/Maarten has made a very nice one in HD, with a lot of options. I guess the Maxis stoplights weren't ported over by the NAM, but to be fair, the default stoplights generally suck, so that decision is understandable.

 

 

Yay! Thanks APSMS. I will try to experiment with the RHW later. :D


msqlrW8.jpg

TEiKO. IT'S MORE FUN HERE!

What good would it bring if a man gains the whole world but loses his soul the one he loves?

You can also find me in skyscrapercity, sc4devotions, yaoi otaku forum, anime-manga forum, the blue knight forum, mangafox, archives of our own, fanfiction, tumblr, blogspot, instagram, facebook and twitter.

MNL-CGY-DVO-CEB-ILO-SIN-TPE-PPS

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<snip>

 

^^ Create a standard cross intersection between 2 roads. Then select the one way road and click on the intersection and voila :D you have both tuleps and crossings

I really hope there is an alternative coming down the pipe to replace this kludge.

 

Are you referring to making RTLs or the crosswalks? It's not the easiest solution, but you can modify some textures (you can try to find the old one made by the LBT) and then override the IDs for the specific intersections that you want modified. The SC4Tool apparently is very useful in this respect, though I haven't actually gone about successfully modifying transit textures. The method for adding the semi-automatic RTLs was done because the fully automatic ones didn't play nice with the draggable FAR, and I think most people will agree that draggable FAR is infinitely more useful than RTLs popping up at every single roadxroad intersection (which is slightly unrealistic).

<snip>

 

I could care less about sidewalks.  However using another puzzle piece to correct something is what I consider to be a kludge (an artificial mysterious fix).  It is totally repugnant to me.  This whole business is mysterious enough without programmer's having 'bright' ideas about fixes when something was either not specified or omitted.  I don't even care if it is documented, it still is not logical.


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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Is there a way for a FLUP to cross RHW or NWM?

 

RHW, yes.  The FLUPs items are, I believe, under the Road x RHW TAB icon on the Roads menu.  They'll be toward the end of the TAB ring.  NWM is a different story, and the pieces aren't planned at the moment, as FLUPs development is basically non-existent right now.

 

-Tarkus

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I somehow doubt that this can be fixed but whenever I drag and sort of non maxis anything the game freezes for an annoying amount of time, (longer freezes for longer drags). These freezes have meant that I just have to plop everything :P . No CDT follows it just temporarily freezes. I don't know if you can help or not?

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I have that problem too especially when I drag the roads/rails/avenue/highway to the RHW directly, it will cause some delay and yep the game freezes but luckily it does not crash. 

 

However, the last time it froze took an indefinite amount of time that I restarted the computer, I accidentally dragged the Elevated Highway on top of the 8C RHW


msqlrW8.jpg

TEiKO. IT'S MORE FUN HERE!

What good would it bring if a man gains the whole world but loses his soul the one he loves?

You can also find me in skyscrapercity, sc4devotions, yaoi otaku forum, anime-manga forum, the blue knight forum, mangafox, archives of our own, fanfiction, tumblr, blogspot, instagram, facebook and twitter.

MNL-CGY-DVO-CEB-ILO-SIN-TPE-PPS

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I somehow doubt that this can be fixed but whenever I drag and sort of non maxis anything the game freezes for an annoying amount of time, (longer freezes for longer drags). These freezes have meant that I just have to plop everything :P . No CDT follows it just temporarily freezes. I don't know if you can help or not?

 

Generally speaking, when you get that freeze, it means you're building some sort of setup on which at least one tile does not have paths.  LIkely, it's some sort of intersection or setup we don't support.

 

-Tarkus

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If your city is larger than 100K Sims, expect this more and more. 

 

The NAM controller is interpreted and re-interpreted and is likely to be very slow on drags if each grid tile is considered separately.  You can cut down the size of the NAM controller by using a custom install when only the sections called out will be compiled.  All the stuff in the RHW is making the controller very large. 

 

This is a case of 'Be careful what you ask for, you might get it.'


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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My cities never have any sims as they are made just for the pictures, I do use the custom install, I use it to select most of the objects available. Also I d not understand what you mean by "be very slow on drags if each grid tile is considered separately."

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When you drag, the system has to set up each grid square separately.  No matter what, anything you do is slaved to the grid.  If you drag 100 grids wide, then the system has to build 100 grid squares considering all the variables such as terrain.  This is not simple.


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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Figures my first post here would be to ask for assistance.

 

After I build a network, I almost always go to UDI to test intersections, transitions, and etc.  I've noticed when using RHW-4 and RHW-6 Inner and Outer Curve, the UDI breaks when the outer curve meets the diagonal, but not in every instance.  Sometimes the UDI breaks on the inner curve in mid course.

 

The RHW-4 Dual Curve works fine.

 

Assuming the problem was in my assorted Plugin files, I moved everything out of my Plugin folder (uninstalling NAM32 first), and finally doing an uninstall and fresh install of SC4, and a fresh installation of NAM32.  No other plugin files were installed.  I used the Custom Installation of NAM32, and only enabled the MHW option.

 

I first noticed this when I was working on a city from an imported map.  I also tried with a newly created region, with no terrain changes.

 

I've tried overlaying the curves on existing RHW, and plopping the curve and building towards the curve.

 

I've also searched this forum (and others), and haven't seen anything relating to this.

 

BTW, I have to admit that I haven't been a Simcity player in a while, but after stumbling on haljackey's and MandelSoft's YouTube videos, I've become totally addicted.

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While UDI is a good way to test intersection functionality, there are quirks, particularly with the RHW, that breaks UDI in some instances.

 

If you have the extracheats.dll (available on the STEX and LEX), use drawpaths to display the paths on the transit networks (like roads, rail, etc.) if you see the arrows and they go from head to tail across tiles, then the piece is pathed. You may notice that when traffic crosses certain pieces that there may be a jump on the automata. This behavior results from paths that are close enough for the traffic simulator to work, but too far apart for the UDI to function properly. I get a similar problem on FARHW-4; afaik, the piece's paths need fixing, but because they are functional w/regards to the simulator, the priority of fixing is low.


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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While UDI is a good way to test intersection functionality, there are quirks, particularly with the RHW, that breaks UDI in some instances.

 

If you have the extracheats.dll (available on the STEX and LEX), use drawpaths to display the paths on the transit networks (like roads, rail, etc.) if you see the arrows and they go from head to tail across tiles, then the piece is pathed. You may notice that when traffic crosses certain pieces that there may be a jump on the automata. This behavior results from paths that are close enough for the traffic simulator to work, but too far apart for the UDI to function properly. I get a similar problem on FARHW-4; afaik, the piece's paths need fixing, but because they are functional w/regards to the simulator, the priority of fixing is low.

 

I do have the extracheats installed, and have checked the paths.  They all looked fine.  In fact I ran the UDI with paths showing and didn't see anything wrong.

 

I was assuming the simulator would work, but haven't gotten to the point of actually having a traffic-worthy city yet.  My OCD got the best of me.  Now if I only had the talent of building a halfway decent city.

 

Thanks for your response.

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I've just reinstalled NAM 32. On my initial install, I ran the compiler manually as my java didn't seem to work and everything was fine. However, after trying to run it manually again, I'm getting an error:

"The settings file does not exist. You have to reinstall the compiler."

 

I've tried reinstalling NAM but still getting the error message. Any ideas?

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