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5 minutes ago, Lucario Boricua said:

 

Like @Flann mentioned, you're gonna need a slope mod for your networks. Some slope mods only affect one network at a time, such as @Haljackey's Bullet Train Slope mod:

 

Or, of you want to improve the overall appearance and realistic placement of your networks, make sure to get a more general slope mod. There's many options available, which you can find listed temporarily in my Earthworks Tutorials official thread:

 

Thank you so much for the quick answers guys!

I am going to play around those mods, I just have a couple of questions:

- Are the mods stackable or should I have one at the time?

- I am reading about a full Bullet Train Mod, is it compatible with the above mentioned slope mods?

 

 

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2 minutes ago, plusle said:

 

Thank you so much for the quick answers guys!

I am going to play around those mods, I just have a couple of questions:

- Are the mods stackable or should I have one at the time?

- I am reading about a full Bullet Train Mod, is it compatible with the above mentioned slope mods?

 

 

- Generally, you want to use only one at a time. If you do stack them, the one loading last based on the file name and folder name will prevail. Advanced players can instead use either iLive Reader or SC4 Reader to fine tune a slope mod to their liking. I'm yet to write a detailed tutorial on this very subject.

- Slope mods control slopes for the base network, regardless of how the overrides are called. Shinkansen, Bullet Train and the High Speed Rail Project are ultimately re-skins of the Monorail network, so they'll use the properties of the Monorail network. Secondly, if you use the Bullet Train slope mod, it will only affect the Monorail / BTM / HSRP network, the other networks will either be with the game default (Maxis) settings, or they will take on the properties of any other slope mod you're using.

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I have NAM 44 Installed and looking where and how RHW-8S Bridges are at ?    There are options for bridges when I make but only as high as 4 and 6.   No 8 option.

Few months ago @Lucario Boricua and Rob made a video showing different bridges, but was before 8S Bridges came out

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5 hours ago, Max4k said:

I have NAM 44 Installed and looking where and how RHW-8S Bridges are at ?    There are options for bridges when I make but only as high as 4 and 6.   No 8 option.

Few months ago @Lucario Boricua and Rob made a video showing different bridges, but was before 8S Bridges came out

Since side-by-side standard bridges aren't possible, due to game limitations, bridges for the RHW-8S and RHW-10S have to be built using the Maxis Highway networks, Ground Highway and Elevated Highway.  I believe all the existing ones are under Ground Highway.  (Conventional bridges for the RHW-6C and RHW-8C are not possible due to this same limitation.)

-Tarkus

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Ok, that was it , thanks.  I did not think of Ground Highway and tried Elevated.  

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I didn't find it anywhere, so I ask, is there any pedmall under/over Realhighway?


Eventually i will finish my region and complete my childhood dream

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16 hours ago, Pauluk614 said:

I didn't find it anywhere, so I ask, is there any pedmall under/over Realhighway?

There is presently no PedMall-under/over-RealHighway functionality.  Since we don't make puzzle pieces anymore, I don't suspect that will happen until the PedMalls are made draggable.  No ETA.

-Tarkus

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Hello, Question for the Dev NAM team : Textures section !
I'd like to customize(redraw) the street textures (to start with) from the Dev Kit proposed by @rivit : round the corners of the crossroads, maybe make a new street texture (probably), ... But also add crosswalks at the crossroads in the style of France, Holland, Spain ..., purely RHD road markings. And before starting, (even if I guess a little the answer) I was wondering to what extent the game uses mirrored textures (inter-network crossroads pieces: street-avenue/road/ etc ...). What advice before I start the adventure!!!?


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3 hours ago, hugues aroux said:

Hello, Question for the Dev NAM team : Textures section !
I'd like to customize(redraw) the street textures (to start with) from the Dev Kit proposed by @rivit : round the corners of the crossroads, maybe make a new street texture (probably), ... But also add crosswalks at the crossroads in the style of France, Holland, Spain ..., purely RHD road markings. And before starting, (even if I guess a little the answer) I was wondering to what extent the game uses mirrored textures (inter-network crossroads pieces: street-avenue/road/ etc ...). What advice before I start the adventure!!!?

With a few exceptions, there are generally not mirrored textures in the source textures.  In situations where a mirror is necessary, the network RUL code will tell the game to mirror the texture.  Generally, mirroring is used in the code when rotation is insufficient, where pieces lack the appropriate symmetry, often diagonal intersections.

Directionality also plays a role.  Some one way networks like the RHW use mirroring more due to the directional striping.  RHW has certain pieces like ramp interfaces which are near mirrors except for the chevrons so they have two distinct textures defined.  Also, the road roundabouts have a couple of texture pairs which are exact mirrors, but this is more of a legacy remnant of early development.

Things are typically only mirrored if they have a need to be, as it can be mentally taxing to account for it in the network RUL.

Good luck with your project

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@Flann Thank you for the information, if I understand correctly, the simplest is to produce the whole by estimating the rotation and correct the few errors that would occur ... go to work!


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>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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Its best to start your adventure from a set of textures derived from the originals so that you can learn the default orientation of the textures - in-game they may be rotated or flipped just like on a lot.  There are several ways to get these - with GoFSH the using Filleter Tool and  FSH<>DAT and unpacking the FSH will get you textures from the NAM files. Also there are now quite a few repositories about - my Streets and SAM sets, MGBs Sidewalk and Grass NAM Mods all have a lot of textures already to use/modify.  

When starting a new texture set always do the Straight first - it needs to match at the ends and in the middle whether flipped or rotated - once you're happy with that you can derive Diagonal, the 90 and 45 curves (half straight+half Diagonal) using Bender or otherwise and then make the T and X intersections and everything will join with minimal defects. Take account of how you want the grass and paving to be from the outset as you will use both together to generate the tiles.  These 7 textures are the basis of all the other tiles by combination of parts until you need larger radius curves or other slopes.

Other things I've learnt the long way:

  • Make sure your tools are calibrated to standard sRGB and your monitor/display matches - color casts are easy to miss. (here's a great place to check your monitor characteristics and calibration  http://www.lagom.nl/lcd-test/
  • In terms of color make the tone of the new textures around 120-127 (can be darker) and low saturation,  and white or colored road markings no brighter than 191 (or 64 above the roadway) and apply them with some transparency so they look like they're in the road - tones too far from the middle will jump out at low scales and dominate the scene. 
  • If you're modifying, or matching to, existing content make sure the colours and patterning absolutely match - as variation will pop out - the human eye is good at seeing this. 
  • Try to keep to 4 pixel multiples to minimise compression artefacts.  
  • Beware of high contrast edges and paving/surface shapes that are too big;  1 pixel is 12cm on a side (16m/128) at the default scale so you shouldn't see a lot of obvious detail on a road surface.  So, for example, the SAM8 grey cobblestones are quite huge when you measure them, and the SAM2 and 9 are right on the limit.

There's a simple worked example for the FSH part in the GoFSH manual. After that its mostly art work - recombining parts to get all of the variations. There is also a method in GoFSH to create textures with labels so you can see how they are oriented in game - see Numbered Option and Debug Mode in Scripts in the Manual.

Have fun

 

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11 hours ago, rivit said:

Also there are now quite a few repositories about - my Streets and SAM sets, MGBs Sidewalk

... hello, hihi, I'm smiling because, it's really "because" of you (and MGB) and the availability of your files (on your drive), that I want to make new network textures. Pfuuu ... your fault ;-) ! For me, better than a super Plugins, is to allow us, simple amateur, to do this kind of thing. A big thank you for that ! I "started" to explore your TSS source files and with my experience with my parking plugin and your help on the fieldpath ... I said ... let's go ... hence my first question about the textures used in mirror (or not) in the road network parts.
Indeed, although pretty, some textures have a rendering of Game a little disproportionate and "intense". We have to find a balance between details, visual impression/comfort and proportion.
Lagom ! excellent ! Adopted ! Hey I didn't mess up too much in my personal setting ... not a little proud the guy ;-)
The labels on FSH ... too good, that's it (seen in some exchanges on ST ...) ! It will help indeed !
A big thank you for all this information. Really great. Now found the right shades ... I think I'll start in Illustrator, Gradients, Shapes ...

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I'm having some issues with AVE-6 and these MED-Res 2x4 houses.   I have not tested different size houses yet but had no issues with NAM-42 using like 2x2 and 2x3 MED-Res on AVE-6 in the past.

I tried re-zoning and destroying AVE, and re-build

 

I'm using NAM-44

 

Edit: Tried 2x3 High-Res and same issue.   Assorted Commercial Zone works though.

 

4eejfNJ.png

 

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I suspect your issue is the result of that T-intersection, where you have the AVE-6 ending at an NRD-4.  A lot of T-intersections in the NWM involving the wider networks ending at narrower networks--never got finished (in fact, they weren't even planned for the mod originally).  This particular one doesn't have any paths.  As a result, the sims living in those Residential zones have no way to get back home.

-Tarkus

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That one particular setup probably should have paths. The one other situation where it makes sense is with ARD-3. The other setups with single-tile networks are fine to not support IMHO.


  Edited by Wiimeiser  

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Did the RHW ID's change with latest version of NAM ?  My side rails are missing for everything.     Even for the standard  1 block size 2 lane highway is gone.

 

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49 minutes ago, Max4k said:

Did the RHW ID's change with latest version of NAM ?  My side rails are missing for everything.     Even for the standard  1 block size 2 lane highway is gone.

 

The big changes came with NAM 37, which of course broke support for numerous T21 mods for the RealHighway. These changes were due to the re-definition of IIDs as part of a major code overhaul to facilitate future RHW development and increase adjacency stability in tight crossing situations.

To make these work again, someone would have to edit the original mod to make the T21 props match the new IIDs. This also affects the RealRailway catenary mods, specifically with the curves and track junctions, which were converted from puzzle pieces to FLEX and draggable version, which use different IIDs to maintain backwards compatibility with older RRW content.

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Ok, this good to know.  I did not save previous region saved for NAM-42 but was working, so I guess during last 2 releases it got phased out.

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4 minutes ago, Max4k said:

Ok, this good to know.  I did not save previous region saved for NAM-42 but was working, so I guess during last 2 releases it got phased out.

Make sure to check that there isn't any load order issues, just in case.

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The P57-Mark IV changes with NAM 37 didn't actually change any IIDs.  It was P57-Mark I (NAM 31) that had the big IID changeover (from the mess of 0x5E and 0x5C IIDs to the 0x57 IIDs).  Mark II, II, and IV simply redid the code, with Mark IV finally building it out to something close to (if not better) than what was originally intended with the whole endeavor.

A T21 mod released in November 2015 would probably be on Mark II or III (Mark III was in NAM 33, which was released that month), but it's definitely P57-compliant.  Normally, I'd suspect a load order issue.  However, there are some . . . weird things up with the T21 exemplars in the catalyst mod.  The GID for a T21 should be 0x89AC5643, but most of the T21s in this mod use weird GIDs that look like garbled pre-P57 RHW IIDs (i.e. 0x5E004BB1).  I don't know how well the game likes T21s at non-standard GIDs, but it's either going to mean that a decent portion of the mod doesn't work, or isn't going to work as intended (in this case, the mod's files likely wouldn't override the NAM/RHW defaults, but would instead "compete" with them).

-Tarkus

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The original folder order I had never changed, and was  zz_ folder,  I had added more  zzz , so It was very last in order but did not make difference.

That's too bad, hopefully another gets made.   It looks like they had revived it because it was not compatible in past, but time caught up and not compatible again.

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3 hours ago, Max4k said:

The original folder order I had never changed, and was  zz_ folder,  I had added more  zzz , so It was very last in order but did not make difference.

That's too bad, hopefully another gets made.   It looks like they had revived it because it was not compatible in past, but time caught up and not compatible again.

I have the same mod and it works by me with NAM 44. Make sure this mod loads After NAM.

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Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

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3 hours ago, ulisse said:

I have the same mod and it works by me with NAM 44. Make sure this mod loads before NAM.

 

Ok, I'll play around with it then.  So before NAM... thanks bunch

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16 minutes ago, Max4k said:

 

Ok, I'll play around with it then.  So before NAM... thanks bunch

I got confused for a moment. The mod must be loaded after NAM. If you have other mods make sure this mod is the last mod that loads

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Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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38 minutes ago, ulisse said:

I got confused for a moment. The mod must be loaded after NAM. If you have other mods make sure this mod is the last mod that loads

 

I can't seem to find what is wrong.  I tried like 8 different combinations and wont work.   Here is an interactive menu off what things look like

http://7dust.net/SC4K/NAM.html

I changed the folder to  ZZZZZZ_NAM and even physically renamed the files inside with ZZZZZZ_ and nothing shows up.   I have a Compressed folder but none of it is NAM or loads after anything.

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First move those dat files to another folder (area51noexclusion.dat, BSC Essentials.dat etc..)

Once you have fixed these files dat try to load the game

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Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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28 minutes ago, ulisse said:

First move those dat files to another folder (area51noexclusion.dat, BSC Essentials.dat etc..)

Once you have fixed these files dat try to load the game

 

I just did all that but then realize have not been checking the other HWY types.

The main issue I have been looking at is the standard RHW that shows long strip in photo.  All the others are working and have the rail.

 

Edit: I restored the directory structure how it was before and it's in the zzz_ AVE-6 AVE-8 T21  folder and working, it's just the RHW-2 that the issue.

 

jtoDlNH.jpg
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38 minutes ago, Max4k said:

 

I just did all that but then realize have not been checking the other HWY types.

The main issue I have been looking at is the standard RHW that shows long strip in photo.  All the others are working and have the rail

 

jtoDlNH.jpg

I see that the mod works. You can see the barriers. If you put a park near the RHW you will be able to see the double barrier

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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oh for crying out loud, that's how it shows up.   Been a few months since I had it and seemed like NAM version changed it.

 

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NAM44 (last used NAM36)

I just want to note that I am reading, experimenting, and watching videos.  But I still have one problem I cannot solve and two questions.

I plan to use the following major components in my new build (not yet started; still learning NAM44):

Maxis Streets/Road/Aves

NWM Subsystem and associated transistions

MHO+Symphony

RHW

---

So, I know how to transition and connect road between NWM and Maxis.

I know how to work with both MHO and RHW for curves and junctions.  I plan to use both, I think.

I know how to use the prebuilt junction roundabout cores to connect MHO which is good enough for me despite not having a library of prebuilt complete junctions for both.  (I don't plan to learn junction assembly from scratch.)

---

My problem.  I know how to use ramp and level transitions (Symphony I think), but I don't know how to take that single lane coming off the level transition and connect to either a Maxis or NWM road or avenue.  I see that Maxis style generated junctions or the ones under DEFAULT fail as textures won't match (black and gray).  So, I know I must use some form of transition component, but I cannot find where and how.

My questions:

(1)  Do I lose anything by using both MHO and RHW?  Meaning is my traffic capacity between MHO and RHW (the bonded 2 lane X 2) basically the same?  As I understand adjusting traffic capacity via TSCT and mass transit is more important for SC4 than road choices and design are in CS?

(2)  Neighbor connections ...

I assume for NWM 1 tile and 2 tile, I just need to drag through and it will work?

The same for MHO?

The ploppable neighbor connection fix is for just RHW, right?

THANK YOU


SC4Ckpt.exe ----- Lead Programmer (okay ... yes, there was only one programmer)

SC4Ckpt: Backup Checkpoint Tool

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