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I've just attempted to replicate this issue on my end, trying both possible orientations of the intersection, and everything looked as it should.  I'm currently using a personal development build of NAM 46, though nothing with the FTLs has changed since NAM 45's release on September 8th.  There were some things that were redone with the FLEX intersections for the FTLs back with NAM 43, after some testing involving the new Type 230 configurations that were in development then ran into these sorts of issues, but those have all been fixed.

Make sure you're using the latest NAM version, and that you're building the intersections anew.

Edit: Just did a little further test.  This does pop up if one uses Road instead of Avenue to build the Dual-Tile (Type 120) side.  Using Avenue avoids it.

-Tarkus

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I am having trouble getting the connection menu to work with hybrid rail.

If I drag the mono rail connection tool it works good except the trains climb up to get out.

When I go back and erase the mono rail and replace with hybrid rail like on the right picture the menu will not come up anymore.

Am I doing this wrong? Is there a fix for this?

63434e40dd983_HybridRailMenu.jpg.75055ef51bdc18b48032aebc1656f8b5.jpg

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39 minutes ago, atsf189 said:

I am having trouble getting the connection menu to work with hybrid rail.

If I drag the mono rail connection tool it works good except the trains climb up to get out.

When I go back and erase the mono rail and replace with hybrid rail like on the right picture the menu will not come up anymore.

Am I doing this wrong? Is there a fix for this?

63434e40dd983_HybridRailMenu.jpg.75055ef51bdc18b48032aebc1656f8b5.jpg

Hybrid rail doesn't have designated Neighbor Connection (at least not yet). There are two ways to create neighbor connection for it:

- use monorail tool, then use the Network Disconnector (former RHW disconnector) and remove the monorail tiles, then place the HRW straight piece. This will promote monorail traffic in a way, that while both monorail and regular rail will leave the city tile, on the other city tile the monorail traffic will show up only.

- use the rail tool, then use the Network Disconnector and remove the rail tiles, then place the HRW straight piece. This will promote regular rail traffic in a way, that while both monorail and regular rail will leave the city tile, on the other city tile the regular rail traffic will show up only.

None of the methods are perfect and both of them can have side effects (like menu not showing up). If technically possible there might be a dedicated neighbor connection to be made eventually, but how it will work, well that's a good question yet to be answered...

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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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Thank You

I use the hybrid rail as a dedicated high speed rail (Mono Rail only). I guess the issue with the menu is due to the mono rail being a level 1 transit type and rail being a level 0 transit type. I will just let the trains climb out so I can see the menu.

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2 minutes ago, atsf189 said:

Thank You

I use the hybrid rail as a dedicated high speed rail (Mono Rail only). I guess the issue with the menu is due to the mono rail being a level 1 transit type and rail being a level 0 transit type. I will just let the trains climb out so I can see the menu.

Hm... I think you are mixing some things here. Monorail by default is an L(evel)2 (15m) network. Its override network (the more or less discontinued - at least not in further development) is the HSR (also L2) and the G-HSR (L0). The rail by default is an L0 network, but it has L1 (7.5m) and L2 overrides. Hybrid Rail is an override network of the monorail, but at this point it operates on L0 and L1 height. How you use the HRW controlling the traffic by stations (mono rail only) doesn't really matter. As for the menu, I have no idea. I didn't really use that, I didn't see any point to use it.


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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Hello

Are the transit textures for bridges separate from the bridge model in NAM?

Would I be able to take the HSRv1 bridge and make it into a Hybrid Railway Bridge by changing the the rail texture only?

If this is possible what would I edit to do this? 

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7 minutes ago, atsf189 said:

Hello

Are the transit textures for bridges separate from the bridge model in NAM?

Would I be able to take the HSRv1 bridge and make it into a Hybrid Railway Bridge by changing the the rail texture only?

If this is possible what would I edit to do this? 

HSR bridges have textures embedded in the model itself and for this reason they are complex in modifications. However I advise you to contact @redfox85

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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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16 hours ago, atsf189 said:

Are the transit textures for bridges separate from the bridge model in NAM?

It very much depends on the bridge. If you are really good with 3D modelling, it is possible to ‘paste over’ even a fixed rendered model with a layer that replaces it. Bloody difficult to pull that off with good results. But if you dig into the models there are some which can be reused as ready templates. Likewise a few of the non-Maxis bridges in the NAM were designed so have separated transit textures to begin with. 

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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 know nothing about 3d modeling. I did download the gmax thing and managed to get it to work with Windows 11.

I have been able to reskin a train in Adobe Photo Shop and make that work in the game. This is the one in my Simtrak Station download.

I just used the old HSR bridge and covered the texture mismatch with Hybrid Railway with trees.

634998d9d4333_BridgeHSR.jpg.bf2c78603b514b00e75fcd7db4bd6748.jpg

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Is Controller Complier file still necesary to be created during the instalation?

          Since the newest update of NAM 45, necesary folders RUL0/4 have been removed or cannot be found anymore so im unable to do a proper Controller Complier file.

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2 hours ago, Tactician Floppa said:

Is Controller Complier file still necesary to be created during the instalation?

          Since the newest update of NAM 45, necesary folders RUL0/4 have been removed or cannot be found anymore so im unable to do a proper Controller Complier file.

To answer your question we need to understand why you need to use the complier controller during installation. Consider that there are three NAM versions

NAM Lite --> The minimum that can be used to play in vanilla with bugfixes and some additions of Maxis networks

NAM NO RHW CONTROLLER --> All NAM without RHW. Ideal for computers that do not have a RAM greater than 4 GB

NAM RHW (4GB) CONTROLLER -->  All NAM together with RHW. Ideal for computers that have a RAM equal to or greater than 8 GB


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

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1 hour ago, ulisse said:

To answer your question we need to understand why you need to use the complier controller during installation. Consider that there are three NAM versions

NAM Lite --> The minimum that can be used to play in vanilla with bugfixes and some additions of Maxis networks

NAM NO RHW CONTROLLER --> All NAM without RHW. Ideal for computers that do not have a RAM greater than 4 GB

NAM RHW (4GB) CONTROLLER -->  All NAM together with RHW. Ideal for computers that have a RAM equal to or greater than 8 GB

Im clearly not from here, I've been guiding myself with the NAM 37 instalation tutorial i found in Youtube; i didn't noticed it was unnecesary till this point because i didn't experienced any problem with it.

I use RHW by the way


  Edited by Tactician Floppa  

Package Version Specification

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The NAM versions from 38 to the current 45 use a different type of installer, that doesn't create a custom controller by default, as some previous versions did. Instead, it installs the full controller. If you use the RHW, the full controller serves you well, but for players with older computers, it makes sense to use a reduced controller and to omit the RHW.


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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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Hi everyone,

Just installed NAM45 on a vanilla Steam copy, followed all the directions, and now upon loading a city tile - any city tile, the game crashes to desktop.

Any ideas? Should I manually install the patch?

This is a fresh copy of SC4 deluxe downloaded and installed today. No prior mods ever.

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12 hours ago, brooklynt3ch11214 said:

Hi everyone,

Just installed NAM45 on a vanilla Steam copy, followed all the directions, and now upon loading a city tile - any city tile, the game crashes to desktop.

Any ideas? Should I manually install the patch?

This is a fresh copy of SC4 deluxe downloaded and installed today. No prior mods ever.

Update: I'm an idiot. I downloaded the Jar file instead of the Bat file, which didnt have the 4GB patch install prior to NAM 45. 

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I have made a new puzzle piece for light rail. Light rail under ped on sandstone. Basically a copy of the PedxGroundLightrail_PuzzlePiece.

The trains will not go under it. I am guessing this is because I need to edit the Effect Dir file resource key setting.

How do I edit this file? Reader will not save the changes. It looks like I may have to edit the Preview section 13 thing also.

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39 minutes ago, atsf189 said:

I have made a new puzzle piece for light rail. Light rail under ped on sandstone. Basically a copy of the PedxGroundLightrail_PuzzlePiece.

The trains will not go under it. I am guessing this is because I need to edit the Effect Dir file resource key setting.

How do I edit this file? Reader will not save the changes. It looks like I may have to edit the Preview section 13 thing also.

The ground light rail on sandstone has been converted to FLEX pieces so the puzzle pieces are obsolete on this front. Surely you have to change the paths to have a correct behavior but I advise you to contact @Tarkus

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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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OK thank you. I never tried using flex. I will see if that works. I am trying to match the textures of the MAPP plug in

 

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One simple method to create a custom GLR mod is to use on of the Alternative Draggable GLR Networks (NAM Install Option). This consists of two different draggable GLR networks which have been designed with separated tracks and base textures. Therefore, you can simply create an override of the Base Textures for either network and it will appear on the relevant network in game.

Adding a new Puzzle Piece opens a big can of worms, your new piece will need to be coded into the RUL0, which can only be distributed by the NAM team. It will need an EffDir entry correctly modified for your new piece (some instructions exist, but I've only ever done this once myself). You'd also need to get a reserved ID from us too. All of which are essentially possible, but I must say the NAM team is by default reluctant to add any more of these legacy pieces. Plus I think there is an easier way to get what you want here...

Regardless of whether something is Flex or Puzzle based, if you dig into the files you will eventually find they all use textures, which again can be changed/overridden to look different. I have a full set of GLR textures, ready to use with IDs as part of my SWN mod's development suite. I'm sure whatever you are trying to do can be quickly automated using this and the GoFSH tool by Rivit, for details of how and links, please see this thread. It's far easier to modify existing textures, than to keep creating new pieces for every possibility.


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 got as far as modifying the rule 0 and adding it to the menu but the effect file needs modifying and it is in hex.

So the flex pieces will not work to go under a ped bridge?

I have the gofsh thing so I will try that also. I did modify the strait tram station with sandstone texture and it works good.

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Try looking either here or here where the process of editing an EffDir file is noted. Though I feel the need to stress once more that it's doubtful the NAM team would add such pieces officially. However if you are just looking to learn and tinker with your own game, those are the best resources I know of.

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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 hours ago, rsc204 said:

doubtful the NAM team would add such pieces officially

The policy of the NAM Team is not to add Puzzle pieces.

All puzzle pieces that still exist are considered legacy components that will be replaced by FLEX pieces.

@atsf189 If you are creating these pieces to understand how advanced modding works is ok but if you release these puzzle pieces it is not recommended as it can cause critical conflict situations between NAM and Other mods


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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Any requests for pedestrian transportation features for the NAM should go through me. I'm the lead developer of the Pedestrian Revolution Mod, which will bring multiple phases of pedestrian, cycling and active transportation components in FLEX and draggable form. Due to some important personal matters on my side, development on this front remains slow, but be sure that it'll happen gradually.

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3 hours ago, Lucario Boricua said:

Any requests

 

7 hours ago, rsc204 said:

looking

 

4 hours ago, ulisse said:

puzzle

Thank You for all the help.

The draggable flex piece Sandstone Light rail  solved most of my trouble.

The only piece I had to make was one to get under the ped bridge. I just copied the settings from the concreate one and changed the S3d files to my texture with Reader. I then altered the RUL 0x10000000 file following the tutorial. I used the other tutorial to change the preview in the effdir.

What was confusing me was I thought the the EFFDIR controlled the effects for the trains. I then figured out that the path file does this. Once I copied the path file everything started working. If you want to use this in an update just tell me where to send the file it is 4.4 mb.

 

63530ccd25334_Sandstonepedoverlightrail.jpg.88484f226180e317f7a3fa6ad2ad7af4.jpg

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Any Ideas on what would cause this behavior? It appears to happen when crossing over Hybrid Rail. Regular Rail works ok.

Untitled-1.jpg.e00d13007fea563273fa8d7563c6eb08.jpg

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Don't feel bad I have had the overpass in for several weeks and just now noticed it.

Thank You for the Patch

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1 hour ago, Eggman121 said:

Attached is a patch to correct the issue.

Hello eggman121

I am not having much luck with the patch.

I deleted everything in the game and remade the overpass. I tried adding more z to the file also.

What File (instance id) does this replace I can delete the old one and add the patched one in NAM files.

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51 minutes ago, atsf189 said:

Hello eggman121

I am not having much luck with the patch.

I deleted everything in the game and remade the overpass. I tried adding more z to the file also.

What File (instance id) does this replace I can delete the old one and add the patched one in NAM files.

Try putting the file in the root plugins folder so It loads last.

if that does not work the instance is 0x5dac1980

Admittedly I did not test since I was just waking up.

Still early here in Australia.

Thanks for your patience.

-eggman121 (NAM Team Member)

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