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Firstly you clearly have an outdated rail texture mod knocking about in your plugins folder, looks like PEG's Rail Mod to me. It's not really a problem, but it is redundant if you are using RRW, so you might as well remove it.

As for the glitch, you can be sure that any pieces that have shown RRW textures at some point, should be supported. During Willy's brief return at the beginning of the year, he did find and fix some pieces that should have been working. I'm not sure if this was amongst them or not, but it's probably an error in the INRUL or RUL2 code somewhere. If you draw a second line branching from the points (ortho switch), in the other direction, suddenly this curve appears correctly. So it's only the less complicated setup that's not working.

I'm sure one of our RRW experts will be able to confirm if this problem has been resolved or not.

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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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Something to do with embedded MipMaps of the Euro Textures I believe. At lower zooms this doesn't always display so well and that's the very zoom level used to create your region views. We were made aware of this problem after NAM 33s release, when the new EU texture set was first included, but so far as I know this has yet to be fixed.

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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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On ‎03‎/‎10‎/‎2016 at 7:05 PM, timmie said:

Edit: and what happened here? This used to work.

29465904373_d354bcf99d_o.png

Just wanted to give you an update. Having played with the latest build recently, this will be fixed in NAM 35 :).

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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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Quick question; I have the latest version of the NAM installed, however I am unable to make roundabouts. road, street, one way road and avenue lack the ability to make a roundabout using an item from the menus or by creating them as you usually would (e.g. 2x2 square of road/street to make small roundabout). Has the method changed with the newest NAM release or what? I used to have an older version of the NAM until recently and was able to create roundabouts with that. sorry if this sounds stupid. btw the avenue intersection/roundabout menu option is missing as well

cheers

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Re-run the installer for NAM, sounds like somehow the option for roundabouts was not selected when you did the update. They are still there and have not changed.

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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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When I ran the last version of NAM on SC4, I had major problems with an STR starter piece and trying to make that network. Unfortunately, while I DID take some screenshots to show what was going on, I've forgotten the exact details of what went on. I saw that some starter piece bugs had been fixed, was STR ever a problem that was reported/fixed? Because if it works in NAM 35 then it's not worth posting about it here. :)


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STR should be working just fine, this includes NAM34. If you have yet to upgrade to NAM35, I'd recommend doing that first, if you still have issues, let us know.


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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When you say compatible, the files will work regardless, provided SC4 works on your machine.

The real issue is will the installer work. Since I think El Capitain, Apple have added security features which prevent unsigned code from running by default. As such, it may indeed be necessary for you to disable this protection in order to install the NAM package. I don't know off hand which version of MacOS @Tarkus used to build/test the MacOS installer though. Have you tried to run it and had problems at all? If not, there is no harm in trying it and seeing if it works.

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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 built the installer in macOS Sierra, and it definitely works in that version.

-Tarkus

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I updated to NAM 35 from 34 yesterday.  I did a custom install and chose all my old options from the NAM 34 install.  The only difference was in NAM 34 I had chosen the Maxis default for the rail textures and in NAM 35 I chose the darker textures.  When I ran one of my cities, I noticed that a diagnol rail crossing through an avenue was missing.  I tried to reconstruct the intersection but with the same results.  The intersection would try to constuct, a wierd "brownish" texture would appear for a moment then disappear leaving a blank instersection with no traffic going through it.  What am I missing?

 

 

Hebron - Portview-Dec. 27, 2701479692088.png

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9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

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5 hours ago, Prophet42 said:

I updated to NAM 35 from 34 yesterday.  I did a custom install and chose all my old options from the NAM 34 install.  The only difference was in NAM 34 I had chosen the Maxis default for the rail textures and in NAM 35 I chose the darker textures.  When I ran one of my cities, I noticed that a diagnol rail crossing through an avenue was missing.  I tried to reconstruct the intersection but with the same results.  The intersection would try to constuct, a wierd "brownish" texture would appear for a moment then disappear leaving a blank instersection with no traffic going through it.  What am I missing?

Swordmaster added a lot of new code for RRW (NAM35), including both this Avenue crossing and the equivalent street crossing. Previously there was only one setup that was mirrored when the diagonal crossed from the opposite side. In such cases it doesn't allow for stop lines to be in the correct place. So one would be LHD, the other RHD. In essence now the stop lines will appear correctly, in all situations. However, since Swordmaster went inactive before release, the textures/paths etc were not included, leading to the blank tiles.

I have attached two fixes to this post on SC4D. One adds these crossing textures. The second adds the necessary files for STR crossings with the default Maxis Highway, El-Rail and Monorail networks. Note that MHO, ML's Alternate El-Rail and BTM mods already include these files.  But anyone not using all three overrides should also download that fix.

Lastly, the new FlexTrack pieces for NAM35 don't seem to have any LHD pathing. A fix is being worked on for that.

:UPDATE:

I just realised, you aren't using RRW... so those textures/fixes might not be so good for you. I'll look into support for those textures, since I don't think you should be forced to live with this bug just because you aren't a RRW user. But please don't anyone confuse this, to be clear, we're still not further supporting Maxis Rail in the NAM.

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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 believe I've found the cause.  Since it appears to be affecting an intersection between two base networks, that narrows it down to a RUL1 issue.  Sure enough, once I checked that code, I discovered that the IIDs for the mirrored version of the Avenue x Rail intersection pictured had the IID of 0x5d571600 and 0x5d571700 specified, which are  in the RRW range.  The controller compiler does not allow for RUL1 code to be selected and deselected, so those changes end up in the controller regardless of whether or not one has the RRW installed.  It's a file encapsulation issue.

-Tarkus

 

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There are two patch files attached to this post for NAM Users:

  • RRW-STRxBaseNetworks_Patch.zip
    This fix includes Models and Paths for STR crossings with Maxis Highway, El-Rail and Monorail.
    If you use one of the following overrides (but not all), MHO / ML Alternate El-Rail / ML BTM, install the file anyway.
    It will ensure all networks work with STR as intended. If you use all three overrides, installing will not cause any harm, but is simply unnecessary.
     
  • NAM35_NewDiagonalCrossings Patch.zip
    This fix will allow the new Ortho Street/Ave by Diagonal Rail crossings to appear. Complete with pathing and T21s.
Quote

RRW Users ONLY
Place this file into either "z___NAM\y_RealRailway" or if using Rivit's RUM for RRW into  "\z___RVT Modds\RVT zRUM for RRW\BCD NAM"
Bonus RRW-Only override for Rivit's Urban TSR included.

Quote

Maxis Rail/PEG205 Rail Users ONLY
Place the fix into the Network Addon Mod folder.

The files support RealRailway, PEG205 and Default Maxis rail styles. Only install the LHD or RHD file/(s) for the style you require.


  Edited by rsc204  

Patches Removed - Please upgrade to NAM36 for these fixes.
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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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4 hours ago, rsc204 said:

Models and Paths for STR crossings with Maxis Highway, El-Rail and Monorail

new Ortho Street/Ave by Diagonal Rail crossings to appear. Complete with pathing and T21s.

This is great stuff! Diagonal STR x Peg Dirt, Gravel and Asphalt SAM were a nice surprise. And all the SAMs now work with diagonal DTR.

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8 hours ago, CT14 said:

This is great stuff! Diagonal STR x Peg Dirt, Gravel and Asphalt SAM were a nice surprise. And all the SAMs now work with diagonal DTR.

You have @Swordmaster to thank for all the RRW code updates... But yes a huge injection of new STR code was added. Plus support for many DTR setups that simply have never been possible before. To really reap the benefits, you need to be a RRW user however. Given developments on automated texture replacements for RRW, I really believe everyone should consider joining us:

There are some problems because whilst the code was added, in many cases, the textures/resources to support them were not. For example, the textures you mention are not part of my patches, so those must exist in the NAM. This patch only covers 2 crossings (technically 4), for Diagonal Rail x Ortho Ave/Street crossings. Without the patch, these crossings show a glitch (transparent tiles).

There are some other things I'm still finding though, because Swordmaster went inactive and that's why some of the resources were missed. For example, Diagonal Streets over Avenues (I'm guessing perhaps other setups too), now have separate mirrored textures. Just like the rail crossings, those textures don't seem to exist however. I'm looking into that one already, but if anyone spots any other situations with missing textures, I'll look to patch them.

I have the RUL for adding STR support to all SAM networks, so I may finish it if not all SAM networks are supported. I've already adapted it for my SAMB - Industrial set, it's quite easy to do.

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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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Thanks for the details, I have a bunch of test intersections drawn out and will work on pinpointing remaining blank spots (other than the aforementioned SAM).

These improvements seem small but they really add up to greater realism. Fantastic stuff!

Edit: Here's my results - with full plugins enabled.

  • Vanilla Streets: DTR Ortho/Diag, STR Ortho/Diag all working.
  • SAM 1 - Parking Lot Textures: Reverts to street ;)
  • SAM 2 - Herringbone Brick Streets (rivit): DTR Ortho/Diag working, STR Ortho = blank spot. Diag functions but uses Vanilla street textures
  • SAM 3 - PEG Dirt Roads: DTR Ortho/Diag, STR Ortho/Diag all working.
  • SAM 4 - PEG Gravel Roads: DTR Ortho/Diag, STR Ortho/Diag all working.
  • SAM 6 ?? (Light pavers): DTR Ortho/Diag working. STR Ortho/Diag both Blank spots
  • SAM 7 - Hableurg's Asphalt Streets: DTR Ortho/Diag, STR Ortho/Diag all working.
  • SAM 8 - Cobblestone Streets: DTR Ortho/Diag working. STR Ortho = blank spot. Diag functions but uses Vanilla street textures
  • SAM 9 - Brisk Red Brick Streets: DTR Ortho/Diag working. STR Ortho = blank spot. Diag functions but uses Vanilla street textures
  • SAM 10 - Moonlights' Japanese Streets: DTR Ortho/Diag working. STR Ortho/Diag both Blank spots

Complete: Vanilla, 3, 4, 7

Incomplete: 2, 8 and 9 behave identically. Likewise for 6 and 10.

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54 minutes ago, ROFLyoshi said:

Hi all,

Is there anywhere I can find a tutorial on how to use the RealRailway FAR curves?

qja7EiV.jpg

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On 22/11/2016 at 2:20 PM, CT14 said:

Edit: Here's my results - with full plugins enabled.

Thanks for compiling such a comprehensive list. I'm actually in the process of updating all my RRW crossing textures right now. Having finished the DTR yesterday, I'm just about to switch to STR. What this means is that for RRW users, all crossings with full LHD/RHD stop line support and US/EU textures will be coming shortly. Anything missing will be updated in the next NAM version, I'll try to include a patch somewhere in the meantime.

Blank spots usually indicate a lack of textures, but in the meantime, if you have Rivit's RUM for RRW installed:

You may find some of those missing textures suddenly show up.

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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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@rsc204, thanks for the suggestion - unfortunately when I install that plugin nothing changes with regards to STR crossings, as above. I do enjoy playing with that RUM mod in my normal plugins folder.

Dirt, gravel and asphalt streets fully supported for STR is already remarkably nice. The unimproved surfaces especially are found together with single track lines very often in real life.

As an aside: The large selection of high quality viaduct choices in this mod seems shiny enough to be in NAM core.

I'd also like to talk about untextured viaduct switches... currently the best solution to branch viaduct lines seems to be 15.5m slope transitions. I suspect retexturing to realistic radius this requires new pieces, paths and much work...

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1 hour ago, CT14 said:

Dirt, gravel and asphalt streets fully supported for STR is already remarkably nice. The unimproved surfaces especially are found together with single track lines very often in real life.

Well all SAM streets have textures for Ortho x Ortho crossings already, I guess the textures didn't all make it in though.

1 hour ago, CT14 said:

As an aside: The large selection of high quality viaduct choices in this mod seems shiny enough to be in NAM core.

Perhaps, but there is a lot that needs to be factored into such decisions. In the long run, if every texture choice or preference was included in the NAM, it would not only balloon it's size exponentially, but potentially make maintain the NAM harder too. Whilst I think the bulk of the RUM content should find it's way into the NAM package, such texture choices are more simply handled by a third party mod. For example, switching texture sets is just switching files. Whereas in the NAM, you'd have to run the installer for each change.

1 hour ago, CT14 said:

I'd also like to talk about untextured viaduct switches... currently the best solution to branch viaduct lines seems to be 15.5m slope transitions. I suspect retexturing to realistic radius this requires new pieces, paths and much work...

I believe there is work afoot in this regard already. When the code for draggable rail viaducts is ready, I believe a solution should be present. The hold up was because those new pieces won't necessarily work with the current puzzle-based implementation. But yes it would need special transit models, pathing and textures to update. If you expanded the size, new code also.

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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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@rsc204 that all makes sense. Thank you for answering what must be frequently asked questions.

I forgot about draggable viaducts, those will be such a paradigm shift!

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On ‎3‎/‎10‎/‎2016 at 7:05 PM, timmie said:

I don't know if this is NAM-related, but the RHW doesn't show up in the regional view. I see it on the transport map view, but not on the 'real' regional view. What could this be?

Still broken in NAM 35?

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4 hours ago, timmie said:

Still broken in NAM 35?

I can't test it right now, but if they are still there, the problem is related to the RHW textures. Because each zoom has it's own texture, when you zoom out in-game, you may find the smaller ones z1/z2 aren't very easy to make out. Since this is where the image in region view is taken from, that problem appears there too. Something with either adding embedded MipMaps or adding non-embedded MipMaps I recall being the fix. Resources are in very short supply, so I hope you understand such minor cosmetic annoyances were not the highest priority. I'd been meaning to take a look at it actually, I just keep forgetting about it. 

Right now I'm unable to launch my game, so I can't make any promises. But I'm looking to update the EU RHW textures a little for NAM36, hopefully whatever needs changing can be fixed by then.

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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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There are EU RHW Embedded Mipmap textures, but they're quite broken.  Having taken the US Embedded Mipmap textures out of my installation, there seemed to be no issue here on the Region Satellite View.  Unless there's something wrong with the EU Non-Embedded Z1/Z2 textures, do a search for "z2_EU_RHW-Mipmaps.dat" in your Plugins, and try removing it to see if it fixes things.

-Tarkus

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On ‎19‎/‎12‎/‎2016 at 0:50 AM, Tarkus said:

There are EU RHW Embedded Mipmap textures, but they're quite broken.  Having taken the US Embedded Mipmap textures out of my installation, there seemed to be no issue here on the Region Satellite View.  Unless there's something wrong with the EU Non-Embedded Z1/Z2 textures, do a search for "z2_EU_RHW-Mipmaps.dat" in your Plugins, and try removing it to see if it fixes things.

-Tarkus

That helps. Some yellow lines on the RHW since then, but okay.

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ok so ive downloaded nam 35 but when I click on the file NetworkAddonMod Setup 35 SFX.exe to extract nothing happens

 

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