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    17 hours ago, matias93 said:

    Some idea why this might happen? I tried dragging the networks in both ways, and in both orders, to no avail :(

    image.png.d94e1c83373441a844c2a932fcacc454.png

     

     

    Hi @matias93

    Just to pop in and say I noticed this same issue with RUM thing a while back. At the time, I saw that the issue seemed to go away when removing the file called ERRW36 Changes Models.dat from RUM. More recently, I saw where @rivit posted in response to @jeffryfisher's question about RUM and NAM39 that the files starting with ERRW36 can be removed. This goes along with what I observed. I was just wondering if those files are still installed in your particular plugins. I can only presume that removing those files makes RUM a straight re-texturing mod with nothing else being affected.

    For what it's worth...


      Edited by CaptCity  
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    A wise man once said, "I am not yet a wise man..."

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    3 hours ago, CaptCity said:

    removing the file called ERRW36 Changes Models.dat from RUM

    Apparently this did the trick, even if I also reinstalled the NAM, just to be sure.


    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
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    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    5 minutes ago, AsimPika3172 said:

    Something strange here... 🤔

    Strange.jpg.3aeb420dc8ad11fe8bf70fdd975e9212.jpg

    and here....

    Strange2.jpg.61721a9af752885de3a272f140287212.jpg

    Hmmmm..... 

    Looks like disconnected. Have you tried to reconnect again? If does, how is the result? Still failed or even weird?

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    As noted over at SC4D, I've figured out the cause of the issue (basically needed just a little more RUL2 code) and addressed it.  It'll be fixed for NAM 40.

    -Tarkus

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    1 hour ago, chfzdn said:

    Looks like disconnected. Have you tried to reconnect again? If does, how is the result? Still failed or even weird?

    @Tarkus already answer it. There are some buggy about it. I hope next version will fix everything. *:thumb:

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    I loves SimCity 4 forever! *:thumb:

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    In my environment, after updating to NAM39, I've confirmed that building NWM roads causes significant lag (A single construction will cause a lag of 2 minutes or more). I had confirmed this as of December last year, but I didn't report this bug, thinking that the transportation system would probably work properly. When I displayed SC4Paths today, I found that the NWM roads (at least TLA-5) did not show SC4Paths. At the time of NAM38, there was no such lag, and the configuration Mod was not changed. I'll verify whether SC4 Paths are displayed on other NWM roads and whether they can be used as commuting routes.

    テスト都市01-02.9 月.51609503425.jpg

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    16 minutes ago, KBH-IZ said:

    In my environment, after updating to NAM39, I've confirmed that building NWM roads causes significant lag (A single construction will cause a lag of 2 minutes or more). I had confirmed this as of December last year, but I didn't report this bug, thinking that the transportation system would probably work properly. When I displayed SC4Paths today, I found that the NWM roads (at least TLA-5) did not show SC4Paths. At the time of NAM38, there was no such lag, and the configuration Mod was not changed. I'll verify whether SC4 Paths are displayed on other NWM roads and whether they can be used as commuting routes.

    Something appears to have gone haywire with your installation/upgrade process.  My guess, from the looks of it, is that you have NetworkWideningMod_Core.dat installed (which would give you the button for the Starter Pieces), and the code for the overrides in the NAM Controller, but not the actual .dat files for the TLA-5 (or any other NWM networks on which you're encountering similar issues).  If not for your having the Euro textures installed, I'd speculate that you would most likely see no textures on the network, either.  Paths not being present is indeed a cause of lag, and the paths for the TLA-5, as well as the base US textures, are in NetworkWideningMod_TLA-5.dat.

    I'd advise making sure any remnants of any old NAM installations are removed from the Plugins folder, and then to try reinstalling the NAM, making sure that the "Additional Widths and Turn Lanes" option under "2_Additional Network Features > Road, One-Way Road, and Avenue" is selected.

    -Tarkus

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    48 minutes ago, Tarkus said:

    Something appears to have gone haywire with your installation/upgrade process.  My guess, from the looks of it, is that you have NetworkWideningMod_Core.dat installed (which would give you the button for the Starter Pieces), and the code for the overrides in the NAM Controller, but not the actual .dat files for the TLA-5 (or any other NWM networks on which you're encountering similar issues).  If not for your having the Euro textures installed, I'd speculate that you would most likely see no textures on the network, either.  Paths not being present is indeed a cause of lag, and the paths for the TLA-5, as well as the base US textures, are in NetworkWideningMod_TLA-5.dat.

    I'd advise making sure any remnants of any old NAM installations are removed from the Plugins folder, and then to try reinstalling the NAM, making sure that the "Additional Widths and Turn Lanes" option under "2_Additional Network Features > Road, One-Way Road, and Avenue" is selected.

    -Tarkus

    Thank you. At your direction, things are going in the right direction.

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    A Question about the Canal Set from Sim Goober. Are all Tiles/Lots in the NAM or do i need to install something more?


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    I already answered you here:


    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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    Hi

    I installed NAM 39 with the java program included in the download and the 4gb patch, I set the game to launch with the UK English left hand drive side, I tested everything and re-installed NAM 2 times, and yet have the RHD side textures and arrows

    ertreret.jpg.428f2206721175fe49d0a521b3fac0ff.jpg

    5ffab0881990a_Capturadepantalla2021-01-10013613.png.1c151b1dd3a7c7c5971132579ef959b8.png

    eterterertet.png.09b313dda5d4f13da1816cbac7f10e50.png

    5ffab0a0b63a4_Capturadepantalla2021-01-10013904.png.ad7f8182b4b94fa2cee344e8e345ef85.png


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    16 minutes ago, CdMadero said:

    Hi

    I installed NAM 39 with the java program included in the download and the 4gb patch, I set the game to launch with the UK English left hand drive side, I tested everything and re-installed NAM 2 times, and yet have the RHD side textures and arrows

    ertreret.jpg.428f2206721175fe49d0a521b3fac0ff.jpg

    5ffab0881990a_Capturadepantalla2021-01-10013613.png.1c151b1dd3a7c7c5971132579ef959b8.png

    eterterertet.png.09b313dda5d4f13da1816cbac7f10e50.png

    5ffab0a0b63a4_Capturadepantalla2021-01-10013904.png.ad7f8182b4b94fa2cee344e8e345ef85.png

    Just a thought, did you run the NAM Controller Compiler and chose the LH drive? I believe it is default setting is RH side.KK_NAMControllerCompiler.jpg.3386173e4caab1a1415add01e539b485.jpg


      Edited by Kloudkicker  
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    39 minutes ago, Kloudkicker said:

    Just a thought, did you run the NAM Controller Compiler and chose the LH drive? I believe it is default setting is RH side.KK_NAMControllerCompiler.jpg.3386173e4caab1a1415add01e539b485.jpg

    no is on the left-hand drive because that is what the installation do selecting the left hand drive options for the core game

    5ffab85de9464_Capturadepantalla2021-01-10021825.jpg.d4a6fb585e89ba23ccf457ab53eae06e.jpg

    Edit: my bad, I change the folder locations and run the compiler, I will update if that solved the problem

    Update: Nope that doesn't solved the problem, the textures are in the RHD side no mather what

    5ffabd154f7bd_Capturadepantalla2021-01-10023804.jpg.9a973d767a72ab19571253e2a63fa75e.jpg


    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    41 minutes ago, CdMadero said:

    no is on the left-hand drive because that is what the installation do selecting the left hand drive options for the core game

    5ffab85de9464_Capturadepantalla2021-01-10021825.jpg.d4a6fb585e89ba23ccf457ab53eae06e.jpg

    Edit: my bad, I change the folder locations and run the compiler, I will update if that solved the problem

    Update: Nope that doesn't solved the problem, the textures are in the RHD side no mather what

    5ffabd154f7bd_Capturadepantalla2021-01-10023804.jpg.9a973d767a72ab19571253e2a63fa75e.jpg

    Darn. I knew 'alexa' didn't look right, but got side tracked and didn't find out yet but you fixed that. Sorry I am newish and out of suggestions.

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    Hi @CdMadero

    Was the intersection produced with the auto-Ave x Ave feature (dragging avenue across another avenue)?  If so, I noticed the same when I checked my left-hand game. If you use the QuickTurn (pre-built FLEX Turn Lanes) feature instead, you can select the same intersection option. It will use the correct textures.

    Not sure if this is known or not. I've not noticed it mentioned elsewhere. I believe there were changes made in the auto feature but not sure if that affected this. Perhaps someone will be along to explain it better.

    Edit: Found what might be a related issue (Link). See @Tarkus 's response. By chance, did you have a previous version of NAM installed and may have old files present? I can say in my case, I started with a totally empty Plugin folder and got the same results you did, but thought I would ask.

    Edit 2: Looks like it might be a texture file issue. The US Left Side optional files seem to work fine. 


      Edited by CaptCity  
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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    4 hours ago, CaptCity said:

    Hi @CdMadero

    Was the intersection produced with the auto-Ave x Ave feature (dragging avenue across another avenue)?  If so, I noticed the same when I checked my left-hand game. If you use the QuickTurn (pre-built FLEX Turn Lanes) feature instead, you can select the same intersection option. It will use the correct textures.

    Not sure if this is known or not. I've not noticed it mentioned elsewhere. I believe there were changes made in the auto feature but not sure if that affected this. Perhaps someone will be along to explain it better.

    Edit: Found what might be a related issue (Link). See @Tarkus 's response. By chance, did you have a previous version of NAM installed and may have old files present? I can say in my case, I started with a totally empty Plugin folder and got the same results you did, but thought I would ask.

    Edit 2: Looks like it might be a texture file issue. The US Left Side optional files seem to work fine. 

    No, I have a clean windows, SimCity 4, everything new. clean plugins folder, etc.

    edit. with clean plugins folder, I made a fresh NAM 39 installation with LHD drive side + Euro LHD textures, now without Legacy Auto Avenue Trun Lanes, yet having the same result, the traffic lights are on the wrong side.

    jjh.jpg.3d48dd74c7f178ebc5f9508e0d210805.jpg

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    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    2 hours ago, CdMadero said:

    edit. with clean plugins folder, I made a fresh NAM 39 installation with LHD options, now without Legacy Auto Avenue Trun Lanes, yet having the same result, the traffic lights are on the wrong side.

    You beat me to it, the Auto Ave Turning Lanes have not worked in LHD since NAM 37, I simply never had a chance to look into why, but it doesn't appear to be as simple as a texture issue. Likewise, I suspect the LHD T21s (which control prop placement on networks), are missing from the LHD NAM install, hence traffic lights are on the wrong side.

    The simple answer here is that LHD support, something I've been almost singularly maintaining in the NAM for years, may take time to sort out after the overhaul of the installer. If you were not aware, we changed the system being used for the mod from v37 onwards. This very necessary (and undesired) change, meant we had to basically reorganise the entire NAM mod and all it's files. I have not been very involved in the process personally, but I do know from quick tests that many issues exist both with the EU texture set and for LHD setups. The best thing I can say is report any you find and we'll do our best to assist. Frankly LHD is not something very many players use and it tends not to get the same attention/scrutiny as the default RHD. But where issues are brought to our attention, we can look to get them resolved.

    The Stoplight Replacement Mod (SRM) by MandelSoft is fully LHD compatible, if a little out of date, i.e. it doesn't cover some newer NAM features like the FTLs.

    4 hours ago, CaptCity said:

    Not sure if this is known or not. I've not noticed it mentioned elsewhere. I believe there were changes made in the auto feature but not sure if that affected this. Perhaps someone will be along to explain it better.

    Having Auto-ATLs causes interference with code for newer features of the NAM, hence we recommend not using it anymore. But it remains as a legacy option, I'm pretty sure somewhere are missing files/RUL. Some LHD items require special "LHD" code to function, whilst others just need modified textures.

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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've just investigated the situation, and it's just as I've suspected.  One big change with our file architecture going into NAM 37 was with the Euro textures. Simply put, the old file architecture was for the Euro textures from NAM 31 through 36 was a complete and unworkable mess.  There were a lot of confusing file names and things in random places--some were completely redundant, or partially overrode one another.  What we did was to completely merge all the Euro textures into single files--one for RHD, one for LHD.  It was the only feasible solution to the mess, and had the bonus of mitigating the load time overhead (one big file loads quicker than many smaller files). 

    It looks like, however, the RHD version of the Avenue Turn Lane textures got merged into the LHD file in all the chaos.  The even-rarer US LHD combo does have the Avenue Turn Lanes set up correctly for LHD, since there wasn't any real change with the file architecture there. 

    Aside from the FLEX Turn Lanes (largely because their LHD localization is based on RUL flips), signals have never been on the correct side for LHD--that's true not only of most of the NAM, but the base game as well.  I'll note, we're taking a "big look" at Type 21 exemplars (and particularly, signalization setups), though that's a long-term project that we'll be picking away at for quite some time.  The idea of ditching the Maxis and Maxis-style signal props and accessories has been discussed as part of that, since they're actually pretty inflexible, and the height on the mast arm props are higher than the lowest level overpasses (L1/7.5 meters).

    -Tarkus

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    4 hours ago, Tarkus said:

    It looks like, however, the RHD version of the Avenue Turn Lane textures got merged into the LHD file in all the chaos. 

    I've just double-checked it in-game with NAM 39 and indeed, you are right it is actually the textures. Until this get's fixed, you could use the following override (add it into the 7_Texture and Drive Side Support\EU_LeftSide folder):

    z__LHD Ave-RTL.dat

    4 hours ago, Tarkus said:

    signals have never been on the correct side for LHD--that's true not only of most of the NAM, but the base game as well

    You know, I've been using the SRM for so long, I think I may have forgotten there was no LHD support beforehand.

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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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    6 minutes ago, Tarkus said:

    I was in the midst of getting things ready to do a massive file merge in preparation for our first internal build of NAM 40

    That's... uncannily fast

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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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    5 hours ago, matias93 said:

    That's... uncannily fast

    The funny thing is, as fast as we go now, it actually seems rather slow to me, lol.  It's absurd just how much new content is going to be in that first build.  Cutting the red tape in our release engineering process has worked wonders for everything across the board.

    -Tarkus

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    21 hours ago, matias93 said:

    That's... uncannily fast

    It's ... agile-ish *:) .. replaces the old waterfall method *:)


    Known as Kitsune on sc4e. NAM Team Member.

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    Thanks to all the NAM team, I stop playing sc4 for 3 years and forgot a lot of things, got a little bit confused with the new NAM installation proces, but read the instructions step by step and learn everything from scratch, and I installed NAM 39 successfully, sorry for my english and for my confusion, and thanks again.

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    My Hometown:

    The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    11 hours ago, CdMadero said:

    Thanks to all the NAM team, I stop playing sc4 for 3 years and forgot a lot of things, got a little bit confused with the new NAM installation proces, but read the instructions step by step and learn everything from scratch, and I installed NAM 39 successfully, sorry for my english and for my confusion, and thanks again.

    I had a similar experience, didn't play SC4 for something like over a decade but then discovered NAM and Simtropolis/SC4Devotion and have been playing almost daily again for a long time now.

    Anyway, I just thought this looked kind of weird, not sure if it's intentional or a texture mismatch or something. Loaded with just NAM installed to make sure it wasn't something else.

    a1.jpg.a15d30a6247019836d794a31d4278741.jpg

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    Considering that looks amazing and now I feel like I need to use that intersection places.. I'd bet on that being intentional.

    Am I right in thinking that is a 90° road turn with a diagonal OWR leaving it?


    The NAM weaves as the NAM wills

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    On 13/01/2021 at 10:42 PM, Matrim Cauthon said:

    Am I right in thinking that is a 90° road turn with a diagonal OWR leaving it?

    Yes you are, this is probably a very-old feature indeed, likely no proper US texture exists for it.

    You'd be surprised how many non-obvious additions lurk in the depths of the NAM. I wasn't around, but I believe the first iterations just looked to add support for various setups that were not supported with the base game.

    600016bed1cfb_OWRBranches.jpg.5bc61bcb72e63f1d12dd7c2cd8d5f015.jpg

    By going through all the NAM files looking for textures, you notice a lot of these things. For example, did you know you can drag El-Rail and Monorail over the standard 90° road/street curves, Intersections (including Avenue and Ave curves), highway curves & jogs and more besides? 

    El-Rail_Setups.jpg.5123ae56441306602a2b3b69b976eb16.jpg

    Sometimes a bit of experimentation wields results, but perhaps some of these features would be worth being listed somewhere?

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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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    3 minutes ago, rsc204 said:

    Yes you are, this is probably a very-old feature indeed, likely no proper US texture exists for it.

    You'd be surprised how many non-obvious additions lurk in the depths of the NAM. I wasn't around, but I believe the first iterations just looked to add support for various setups that were not supported with the base game.

    600016bed1cfb_OWRBranches.jpg.5bc61bcb72e63f1d12dd7c2cd8d5f015.jpg

    By going through all the NAM files looking for textures, you notice a lot of these things. For example, did you know you can drag El-Rail and Monorail over the standard 90° road/street curves, Intersections (including Avenue and Ave curves), highway curves & jogs and more besides? 

    El-Rail_Setups.jpg.5123ae56441306602a2b3b69b976eb16.jpg

    Sometimes a bit of experimentation wields results, but perhaps some of these features would be worth be listed somewhere?

    Does this apply to newer networks like the post-33 RHW, HRW, REW, RRW, HSR, Viaducts and their alternatives, etc?

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    Just now, chfzdn said:

    Does this apply to newer networks like the post-33 RHW, HRW, REW, RRW, HSR, Viaducts and their alternatives, etc?

    No


    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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    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections