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Sorry, silly question here, but is this FAR2 3 way intersection supported (maybe I'm 'building' it wrong using draggable combos).  If not, will it be?

FAR2_intersection.jpg

 

Even though the textures are funky, I noticed that pedestrians would use it (but no cars).  

 

EDIT:  Playing around a little more I discovered I can make it work using a roundabout... I can live with that :)


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Sorry, silly question here, but is this FAR2 3 way intersection supported (maybe I'm 'building' it wrong using draggable combos). If not, will it be?

Even though the textures are funky, I noticed that pedestrians would use it (but no cars).

EDIT: Playing around a little more I discovered I can make it work using a roundabout... I can live with that :)

Willy made some new FAR intersections like that. Whether he got them uploaded to the NAM Github repository before he went inactive, and consequently whether they'll make it into v33, I don't know.

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Willy made some new FAR intersections like that. Whether he got them uploaded to the NAM Github repository before he went inactive, and consequently whether they'll make it into v33, I don't know.

Oh, I hope so. That would be awesome!


SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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I have a question about diagonal on-slope transitions, in particular for roads.  This is the best I've been able to come up with; I'm assuming this is the correct topography for such puzzle pieces?

 

15m road over road:

 

NAM020.png

 

NAM021.png

 

Assuming that I did build it correctly, would I be correct in saying that there is no way to eliminate the "twisted" looking sidewalk?  The roadway itself looks fine but the sidewalk looks a bit rough.  I may try the DBE techniques for this and see how I like that in comparison.

 

 

Edit:  Despite its warts, it still wins in my opinion based on consistency of appearance...that and it looks less awkward zoomed out.

 

NAM022.png


Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
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The override just isn't working right in that instance.  Your best bet would to click around the vicinity to see if things fall back into place.  You can actually drag an intersection/overpass right through an RHW starter(in theory--there is RUL1 code for a lot of those types of situations), though I can't speak as to the stability of that.in this circumstance.  Otherwise, it's probably going to be something that won't be fixed until a later NAM release. 

There's a big revamp planned for the base RHW overrides across the board, using a script-based system, but it's not going to happen until NAM 34.

-Tarkus

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Hey guys, since i installed NAM 32 i cannot use the 'starter' pieces to to the 2-3-4 or 5 lane interstates etc. This is kind of major because i cannot use RHW at all.

But generally good work guys!

Just an eye candy, but since NAM 32 i don't have the left turn lanes and traffic lights (just the standard small SC4 ones) at Road intersections.

Is it possible that the installation of NAM 32 accidentally removed files? Thanks!

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If the starters are not working, re-run the installer and make sure you haven't selected the option to Decouple Networks as this will prevent you building new RHW.

The RTL (Road Turning Lanes) no longer appear automatically, due to interference with other code in the NAM, however, just plop a OWR (One Way Road) stub in the intersection and it will convert to turning lanes just like before.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I reinstalled NAM 32 but nowhere I saw the option to decouple or not decouple networks. I still cannot use the starters (I can build them (all except one) but not drag them). I am also missing some of the eye candy and other party, the cursor just shows red/yellow/blue/green in one square instead of the piece.

I also noticed that the road addon for 3-lanes with centerlane, 3-lane one way road etc are not shown as an option anymore in my menu.

What did you mean with 'plop a stub' to get turning lanes again, I tried it but didn't work, not sure if I was doing it right. Thanks for help.

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I think you need to run the installer and make sure you select a custom install, what you are looking for is here:

36269497761_8896de931b_o.jpg

Make sure that is unticked, otherwise you will get the problem you describe with not being able to build new RHW.

The road networks you refer to are part of the NWM (Network Widening Mod), whilst checking the above, look under NAM Networks & Network Expansions for NWM. The specific networks you refer to are known as TLA-3 and OWR-3 respectively.

As for a stub, it simply means if you click once with OWR selected (no dragging) on the centre of a road intersection it changes, you can switch back to normal intersections without RTL by similarly clicking with the road tool. A stub is what you get when you click once with any of the networks rather than dragging them.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I de- and reinstalled NAM 32 with your above mentioned option to deselect 'enable Decoupling of networks and rules' but still have the same issue.

Where is the NAM networks & network expansion for NWM?; so I can look it up.

I also tried your technique with the OWR at the intersection and I initially did it right, but still does not work, even after the re-install.

I do not have the plugin that NAM installer asks to install when running the setup (for dark night etc), does this might have to do anything with this issue? I tried to install those but it didnt work, and since NAM installer said it is not essential I continued w/o those plugins. Thanks. I hope we figure it out, eager to start building nice cities again :-)
I used previous versions of NAM and didn't have those issues, just some parts that didn't work back then, but generally not big problems.
FYI I use windows 7 64bit.

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Are you using a disk to install SC4 or do you have a download version? The second SC4 patch is sort-of optional, it just means you won't see lighting on any custom buildings you install. The NAM installer does require the first EP1 patch, but will fail to install if this is not present. Generally speaking digital versions come pre-patched and require no further input from end users.

I'm really not sure what is wrong here, but I think the best solution would be to start with a completely blank slate, at least until you can get it working. What I mean by this would be to move the entire contents of your plugins folder/folders somewhere else, so you've no mods installed.

Once you've done this, you can do a clean install of the NAM. You need to take a bit of time when going through all the options in the NAM installer, for example NAM Networks & Network Expansion is one of the categories on the same screen I showed before, I'm not sure how you could miss it? Pay particular attention also to the driving side selection, does this match your game installation (important)? Additionally be sure that the custom controller is generated without any errors appearing.

Assuming everything runs without trouble, run SC4 using ONLY the files the NAM installed and start a brand new blank region (do not use an existing city) and test if everything is working correctly. At that point if you report back your findings we can go from there.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I have an issue with the single-track rail. When using the "45 degree soft curve" piece, the rail ends with a dual-track piece. When I use the diagonal starter tile at the end of the curve, it leaves me with a gap and I can't connect it. When I use the "diagonal filler piece", I can connect the rail, but I can't continue to drag it (see pictures). Overall, I found no way to successfully use the 45 degree curve. Any advice?

SimCity 4 2015-07-24 18-22-16-66.jpg

SimCity 4 2015-07-24 18-23-47-36.jpg

SimCity 4 2015-07-24 18-23-18-27.jpg

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I have an issue with the single-track rail. When using the "45 degree soft curve" piece, the rail ends with a dual-track piece. When I use the diagonal starter tile at the end of the curve, it leaves me with a gap and I can't connect it. When I use the "diagonal filler piece", I can connect the rail, but I can't continue to drag it (see pictures). Overall, I found no way to successfully use the 45 degree curve. Any advice?

First, easy answer? The RAM project is in the process of being relegated to legacy support. It's not done yet, though, and to be honest your problems will probably remain with the new version, RRW, so to give an actual answer....

When you use the diagonal curve to go from a straight to a diagonal path, the best route is to drag the non-smooth curve out first, dragging a decent amount of the diagonal out to maintain the override (a rough minimum of 7 tiles, but more is better, especially if you're going that way already). Then go back and try to plop the smooth curve piece over the existing bend. Sometimes you'll need to demolish the actual bend part to place the piece, but afterwards it should place no problem.

If you are trying to make a 90 degree curve using the two 45 deg curves, keep in mind that a 90 deg curve already exists. If this doesn't float your boat, then you can close place the two 45 deg piece (where the two-tile stub overlaps on the same tile), and then place the filler piece on top of the stub(s). Rotate the piece if it doesn't do it automatically, using the HOME and END keys. You can't drag from a filler piece, as it's static and if it were draggable that would defeat the purpose (no different from a starter).

If you need to use a starter, then there should exist a diagonal STR starter. just rotate the starter piece in the STR tab ring using the HOME and END keys; you should see it rotate diagonally.

Finally, I notice that your slopes are wonky. Your best bet to make rail run smoothly is to use a slope mod, as starter pieces are slope intolerant, and Puzzle Pieces (like the 45 deg curves) are slope-sensitive, and may not connect if the slope is too bumpy or steep. It will be a little more difficult to use overall, as you won't be able to run rail lines up mountains, but it will look better and the pieces will have a better chance of working together as well.


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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...

Thank you! It's great to still see such an active and supportive community for a 12 year old game! :)

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This is a comment based on an interaction with the NAM team last year.  At that time, I was specializing the controller manually because of a wine glitch with the Java compiler.  It turns out that this specialization messed up other things, so yesterday I reinstalled the NAM (custom) and found all kinds of things checked by default that should not have been (something messed this up) so I rechose my options and allowed the chips to fall where they may.  The net effect is that I got the default controller but since it only increased by Plugins by 0.1 GB, I decided to forget the customizations I did before.

For some reason, now fixed, the FLUPs tab ring was messed up, among other things.  I guess I can stand the extra disk space and the slow down in the interpreter, because it just isn't worth all the skull sweat to solve this rather arcane problem.  So thanks a lot, guys, but I am now back to being a normal user.

The NAM team does some brilliant work and needs to be stroked frequently.  After all, they get a 100% pay raise every year.

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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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The Case of the Invisible Street

In this city tile, there are already existing streets that have textures. This connection was laid down some time ago and I returned to work on it. Imagine my surprise when all that shows of my long, long street is a set of lamp standards.

Where did the textures go?

7XP1s0B.jpg


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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Good question, do you get textures when dragging new streets? Try clicking on the streets with the street tool, they may return. A similar thing happens when you change from regular rail to RRW and the old textures disappear, this is caused by the change to a model-based network. Since this hasn't happened with streets, it suggests the textures are somehow missing, odd especially since the basic ones at least are part of the Maxis original installation and contained in the SimCity dat files?


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Before I posted this problem I tried accessing the street with both the street tool and the road tool.  Can't even cross it with the road tool.  I put this in here because I have always run the NAM, and this seems NAM related.  How come I get the street lights, but no street texture, and why can't I access this space? 

I do not have a slope mod, which have been known to interfere.

My next move is to reinstall the NAM.

EDIT:

1.  Uninstalled and reinstalled the NAM, custom installation.  No effect.

2.  Uninstalled and reinstalled the game.  No effect.

Conclusion: I have a corrupt city file.  Anybody know of any tools that might help?


  Edited by A Nonny Moose  

More info.

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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Sans a backup of the old city there really isn't a heck of a lot you can generally do about file corruption. There is a checksum of sorts in every file thus any tool that were to modify a game save would render it useless in the process.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I do have a series of backups, so I'll have to investigate and see if any of them are good.  Otherwise, I am going to scrap this region.  I don't have very much invested in it as yet.

EDIT (next day):  I gave up.  scrapped the region.


  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

Come join us at the Moose Factory

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Anyone know what could be causing my avenue turning lanes to switch sides? I have a UK version of the game and have installed LHD as part of NAM. I recently DATpacked my plugins, which may be the cause of the problem, but I checked the uncompressed folder where I have a copy of everything and I can't see anything that could cause this, there's no 'RHD' plugins or files that were packed. I reinstalled NAM and tried again but the same issue.

 

When I lay the avenue the correct LHD lanes and textures appear but once construction completes it reverts to RHD Lanes and a different texture. It's really annoying me.

vMz8us.jpg

Qivglb.jpg

ARBlgA.jpg


Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg     The Viceroyalty of Perseus     Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg

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If you DATpacked the NAM (2 folders) this is an error.  DATpacker has to be used judiciously and only pack stuff well-known to be static.  Dynamic plugins such as the NAM which can be changed simply by rerunning the installer should not be DATpacked.

I suggest that if you have a conflict you might find it by running Rivit's SC4Datanode program.


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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OK, so try running Datanode.


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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I haven't had a chance to run Datanode, I may do that at some point in the future and analyse all of my plugins and identify any conflicts. 

 

I was able to resolve the lane issue though by moving the z_LeftHandDriveSupport folder from the z_NAM folder and renamed it z______LeftHandDriveSupport so it would be one of the last folders to load and the lane issue is now fixed. 

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Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg     The Viceroyalty of Perseus     Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg

A unique nation fusing technological prowess and grandeur

I can resist anything but temptation - Oscar Wilde

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I'm wondering if anybody else has encountered this odd STR issue:

STR001.png

I can't seem to get a properly textured STR-Road intersection to work with the road in an east-west alignment and the STR running northeast to southwest.  When I place a starter next to the road, I can get the texturing to appear correctly, but one of the rail tiles adjacent to the road loses its pathing.  If I click on the rail tile 1 removed from the intersection (i.e. adjacent to the road but not the intersection) on the opposite side of the "dead" tile, it'll bring the pathing back but lose the intersection texture (it goes back to DTR).  If I click on the tile next to that, it'll fix the textures and break the pathing.  I can basically toggle this back and forth this way.  The side of the road that the starter is placed on seems to be irrelevant.  Both ends of each rail are stabilized by starters some distance away from the road in addition to the "experimental" starters at the road.

I don't get this problem with any diagonals crossing north-south roads or east-west roads crossing southeast-northwest diagonal rails.  I haven't done much testing with this on diagonal vs. diagonal intersections but I've gotten it to occur on some of those as well.


Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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I'm wondering if anybody else has encountered this odd STR issue:

I haven't encountered it, per se, but my use of STR has been limited since the release of the RRW.

Are you using the NAM pre-release? You may want to post this in the bug report thread over on SC4D, so someone can review it and make sure it's in for the NAM 33 final build.


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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One of the draggable ramps doesn't seem to be working for me.

Everything is fine up to this point
l7sT8RY.png

But then when I try to do this(using a starter piece)
jIx8268.png

It results in
vd67teq.png

eTBcPpe.png

Same thing happens whether I drag it out or use the flexramp version.

Edit* managed to get it to this, which is better(I can live with it :P) but still not quite right
pIwZTJX.png


TPPoLmp.png

8sEg8eS.png
 

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This was recently patched, files attached to this thread.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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