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Thanks @Tarkus.... So is this one of those times where I have to uninstall NAM36 and perform a clean install of it again, or is it a simple (hopefully) method of fixing the file in question?

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I'd say it's easiest just to find the offending file and remove it.  Strangely enough, I noticed in my examination of my Plugins following your post, that despite having the MHO installed, I don't have that MHO x RRW support file, so it seems that part of the installer may be completely haywire.

-Tarkus

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Edit: Nevermind, I seem to have figured it out. Thanks for the helpful replies to my previous questions.

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Hope this double post isn't a problem but is their any advice or tricks to dealing with some of the white info boxes that follow the mouse around? Some of them have a lot of text, which is very useful, but it sometimes makes it almost impossible to see where you are plopping something.

 

Is the network included in this post functional? I've been trying to make an elevated t-intersection road with either a regular road or a one-way road branching off of the elevated avenue that forms the rhw/avenue interchange, but I can only get it to work with a combination of puzzle pieces and the draggable el road, otherwise it gets corrupted. I can't tell rather or not it's proper/functional? thanks.

Untitled.png

 

The second image, with the black circle, is what keeps happening when I try to form a t-intersection with the draggable el road.

Untitled2.png

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The pathing in your first image looks like it should result in a functional setup.  The one weird quirk with the old puzzle pieces is that many of them are set up to be dual-purpose Road OR One-Way Road, so they're bidirectionally-pathed.  I'll have to take a look at the code as far as the draggable setup.  That whole side of things is due for an upgrade here at some point, such that it can finally cover everything the existing puzzle pieces can do.

-Tarkus

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On 3/5/2019 at 1:47 AM, Tarkus said:

I'd say it's easiest just to find the offending file and remove it.  Strangely enough, I noticed in my examination of my Plugins following your post, that despite having the MHO installed, I don't have that MHO x RRW support file, so it seems that part of the installer may be completely haywire.

-Tarkus

I think I found that file: "z_RealRailway_MHO_Patch.dat"

That certainly sounds like an offender. Wish I could put this into a Live PD episode.

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I'm having trouble placing the flex turn piece next to the on-slope transition.  Funny thing is that it worked perfectly on the other side of the bridge ...

IGBHS7l.png


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Looks like you dragged over the on-slope piece, forcing it to raise the terrain to become level with the incoming avenue. Try only clicking the parts of the viaduct that don't automatically convert.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

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Here's a before and after picture of what I'm experiencing:

EreUYOk.png

ytTxsyM.png

EDIT:

I was able to get it to work using an old TULEP piece rather than the FLEX piece:

rOqxud9.png

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AFAIK, there isn't any adjacency code to handle FTL-next-to-FLEX-OnSlope, so the good overrides you are seeing are coming from the L1 Avenue Viaduct starter piece that's in the median of your RHW.  I suspect the lack of adjacency code on the other end is the issue, and clicking around on the end that did work probably would stand a good chance of breaking it.

-Tarkus

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47 minutes ago, Tarkus said:

AFAIK, there isn't any adjacency code to handle FTL-next-to-FLEX-OnSlope, so the good overrides you are seeing are coming from the L1 Avenue Viaduct starter piece that's in the median of your RHW.  I suspect the lack of adjacency code on the other end is the issue, and clicking around on the end that did work probably would stand a good chance of breaking it.

-Tarkus

Thanks for the info.  FYI I didn't place any starters, only the FLEX-OnSlope pieces. 


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I initially mistook that little solid bit of viaduct in the middle as a starter, but that said, if you were to have a starter there in the median, it might help the situation.

-Tarkus

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Are the SAM 11 (Industrial Streets) currently missing a single-rail crossing piece or is it just my installation somehow? The street switches to the regular double-rail when I try to make a single rail crossing with it. Thanks.

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At present, all SAMxSTR crossings are possible, but the code for them is very unstable, so it might be less than intuitive to make it work. The key is that you have a good stable stretch of SAM and STR present at the crossing point. This is because you need stability for both override networks.

For Straight SAM sections, remove the streets where the STR will cross them. Get the rail in place before you drag the SAM through it and it should stabilise pretty easily. For diagonal SAM sections, the opposite is the best approach. Make sure the Diagonal SAM is stable, not to mention for the crossings to work, you must use the Diagonal Street Helpers, not the zig-zag drag method. Once that's there, again drag the STR through and you should be fine. It helps to have a stable STR network on both sides of the crossing when you drag it through the streets either. If all else fails, add additional starter pieces for the STR as needed, but those will need to be at least 1 tile away from the actual crossing.


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.

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Thanks, I got it to work now, I think I had everything a bit too close together originally.

 

6.png.368bd761f77caa45ae59d056980bb83b.png

This is probably a really stupid question, but is it standard for the avenue dividers with developed RCI industry to be empty, as in this screenshot? The RES lots on my other avenues end up with a bunch of shrubbery, but if any industry is around, it just shows grass, which I find a bit ugly. Unfortunately the RES also has some tropical looking shrubs that show up in the dividers, which doesn't match at all with the look of the cities I like to do. I don't remember if this is normal, unsure if I inadvertently installed a plugin which changes it at some point.

 

Thanks for the continued assistance, as you've answered a lot of questions from me lately.

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The avenue as you show it is the default option, so no mod is affecting it.


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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Help...

5cc9bbd903d4e_Centro-13Jun.691556724538.png.9a7986a1db768b608d234c18ea76df06.png

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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37 minutes ago, matias93 said:

Help...

The OWR3 is an OWR override network, and in that setup the default OWR will give you an OWR-based roundabout. I don't know if there are codes for that, but funny to see. I think you could changed the OWR3 pairs just before the intersection to an AVE6 and crossing the 2 AVE 6 wont do any harm... 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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In fact, they were both AVE6, but I changed them because of the diagonal road that is incompatible with them.

I guess some disconnector magic could do the trick; I'll tell if happens.


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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It looks like something we might be able to fix with some INRUL adjustments . . . or perhaps we'll have to get some of the NWM diagonal intersection stuff beefed up finally.  The feature poll showed about 86% of NAM users are using the NWM, and we now have more pathing-capable people on the NAM Team.

-Tarkus

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Why not both? You normally can't drag orthogonal networks off roundabout corners anyway...

 

A transition between OWR-3 and AVE-6 would also be useful (assuming it doesn't already exist)

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On 2.4.2019 at 1:21 PM, junspud said:

This is probably a really stupid question, but is it standard for the avenue dividers with developed RCI industry to be empty, as in this screenshot? The RES lots on my other avenues end up with a bunch of shrubbery, but if any industry is around, it just shows grass, which I find a bit ugly.

The thing with avenues is that their look is determined by the predominant zones around them. Try zoning only some residential facing an avenue on one side, nothing else. You will see the residential dividers and other roadside elements. Now zone industry (or even agriculture!) on the other side. Keep adding zones, and at some point the avenue style will "tip over" in favour of the industrial look because industry has now become the predominant zone.

You can work around this problem with approprate zoning and, if that's not enough, with some one-way road trickery: By demolishing one avenue tile and dragging one-way roads through the gap in opposing directions, you get a rather clean and unobtrusive seam that effectively cuts the avenue in two sections. This makes it possible for one long avenue to have the low-density style in the suburbs and the high-density look (with fully paved diagonal tiles and all) in a CBD, for example.

There are mods that enforce certain roadside styles, but these are normally restricted to one look for everything, which isn't ideal, either - at least that's what I think.

 


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10 hours ago, Tarkus said:

we now have more pathing-capable people on the NAM Team.

I'm ready for the next round! ;) 

By the way @matias93. Here is a workaround and an alternative solution.

BOpP8Wx.jpg

teJE06i.jpg

6Yz1tdw.jpg

Alternative:

B6WnYnK.jpg

OK, I admit, that intersection is not looking good, but if you want to keep that Diagonal Road or OWR that close. If you can move that one few tiles away, than you could place the AVE-6 FTL there... Like on this image?

DmPYM31.jpg

However @Tarkus I usually don't use AVE-6 (yet) therefore I didn't really use this piece as well, and now on this little test I realized that on the vertical (north-south) axis the OWRs can be drawn out from the AVE6 + intersection FTL after the first road stubs and they convert to perfect transitions between AVE6 and OWR3 (shorter transition on the picture), but on the other axis (west-east), it needs one more tile from the road based AVE6 before it can be converted to OWR3 (longer transitions). I realized this when I tried to make this as compact as possible and on one axis it worked but not on the other.

I think there is a missing Euro texture for the OWR3 diagonal road somewhere. I don't know if it's the NAM or @rsc204 mods (either NGN or SWN), but the diagonal intersection tile textures show US double yellow road marks instead of Euro white dashed.

MoHfcS8.jpg

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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5 hours ago, Tyberius06 said:

I think there is a missing Euro texture for the OWR3 diagonal road somewhere. I don't know if it's the NAM or @rsc204 mods (either NGN or SWN), but the diagonal intersection tile textures show US double yellow road marks instead of Euro white dashed.

Nothing to do with my mods I suspect, since this texture neither has grass or sidewalks baked in. I did go through the OWR-3 a while back and made a few texture (EU) and path fixes. Load the attached file after the z___NAM folder and that will fix these situations.

OWR-3_EU.dat

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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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15 hours ago, Wiimeiser said:

Why not both? You normally can't drag orthogonal networks off roundabout corners anyway...

 

A transition between OWR-3 and AVE-6 would also be useful (assuming it doesn't already exist)

The "or" there was merely a turn of speech.  Both are indeed in the cards.  And yes, the transition (as shown in Tyberius' post) does exist--it was designed by @woodb3kmaster and added in NAM 35.

10 hours ago, Tyberius06 said:

I'm ready for the next round! ;)

Alright!  :thumb:  I also have an "RHWx"-style refactor of the NWM RUL2 code (though much less "XTREME") that I started awhile back, too, which has the diagonal intersection support built in as part of the equation.

-Tarkus

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I have a NAM36 question:

I had to do a fresh install of the NAM after downloading a digital version of SC4. (Back in March earlier in this thread, simply transferring my old files just wasn't going to work)

So the gray streets that Simmer2 likes to use in his photos, primarily in industrial areas, I am pretty sure I included those but they are not an option in my Road menu so now I'm thinking it didn't accept it. What I would like to know is if it's better to reinstall NAM36 over this one, or uninstall and reinstall it and go back through the checklist this time?

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13 minutes ago, spiritualfire said:

So the gray streets that Simmer2 likes to use in his photos, primarily in industrial areas

I think that is the SAM11 - industrial SAM, and it is supposed to be the last item of the SAM tab-ring.

If it is not there, just re-run the NAM installer with a custom install option, locate and check the SAM11 option in. That should do the job.

- Tyberius06 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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@Tyberius06 You don't happen to know if there's an "override" in the NAM for the TuLep sidewalks do you? Just wondering if something where Gobias' sidewalks would transition into the turn lane and intersection pieces because the stark white tile certainly contrasts with cobblestone. It doesn't bother me that much if only for the sake of tidying up the look.

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2 hours ago, spiritualfire said:

Just wondering if something where Gobias' sidewalks would transition into the turn lane and intersection pieces because the stark white tile certainly contrasts with cobblestone. It doesn't bother me that much if only for the sake of tidying up the look.

Oh. Yesss. You should take a look into @rsc204's mgb204 creations and look for the Terrain Grass NAM (TGN) or No Grass NAM (NGN) and/or additionally the Sidewalk NAM mod. Those were made to get the rid of the maxis whites.

You can find these mods here on STEX and LEX too. Sorry I'm from phone and can not dig out links atm.

- Tyberius


I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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On 8/10/2019 at 1:59 PM, spiritualfire said:

@Tyberius06 You don't happen to know if there's an "override" in the NAM for the TuLep sidewalks do you? Just wondering if something where Gobias' sidewalks would transition into the turn lane and intersection pieces because the stark white tile certainly contrasts with cobblestone. It doesn't bother me that much if only for the sake of tidying up the look.

 

On 8/10/2019 at 4:27 PM, Tyberius06 said:

Oh. Yesss. You should take a look into @rsc204's mgb204 creations and look for the Terrain Grass NAM (TGN) or No Grass NAM (NGN) and/or additionally the Sidewalk NAM mod. Those were made to get the rid of the maxis whites.

You can find these mods here on STEX and LEX too. Sorry I'm from phone and can not dig out links atm.

- Tyberius

Sidewalk NAM is available here: https://drive.google.com/file/d/0Bwm0CI4NsrdaU25aSlhUaFVHQlU/view

You may use any sidewalk texture you like.

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