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On 7/17/2025 at 9:33 PM, AsimPika3172 said:

Hmmmmm...... 

BugYellowRHW.jpg.0ccb8cd71197ac43d2d829b9e4891eed.jpg

... YELLOW LINES on EUROPE RHW? Hmmm....

:???:

Not every piece of the NAM has been converted from the base US textures to the European ones, mostly because of time constraints. They get released anyway, because it's better to have a small colour mismatch than not having a piece or releasing with invisible textures.

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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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Im having trouble with OWR-4 and OWR-5 paths. When cars drive on the middle lane they flip around and drive the wrong way. When I enable drawpath, I can see arrows pointing forward and backward on the same tile. I cannot for the life of me find out how to fix this. Ive laid the road in every way I can think of but it is always the same. Uninstall, updates, and trying different configurations during instal does absolutely nothing. Is this just the way it is? Please help me with this!

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This is normal behaviour because the paths need to be in both directions for them to remain functional. In reality sims are only travelling in one direction but having both makes automata do weird stuff. 

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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 seem to have downloaded NAM 48 correctly, but some of the features still don't work while some do. For example, I can see all of the features in the Freeway tab but when I click on them I just get a blank cursor. Did I do something wrong or not do something?

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8 hours ago, markisback45 said:

I seem to have downloaded NAM 48 correctly, but some of the features still don't work while some do. For example, I can see all of the features in the Freeway tab but when I click on them I just get a blank cursor. Did I do something wrong or not do something?

It is possible that you have an earlier NAM installation and it is conflicting with the new one. Check if you have another Network Addon Mod folder, or a z_NAM folder in your Plugins directory.

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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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Additionally, if you had NAM Lite installed beforehand, make sure it's been removed.  Otherwise, NAM Lite's Controller will end up loading after the full NAM Controller and end up blocking the non-Lite content.

-Tarkus

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Why did you install NAM version 48 and not the newest version 49?

Have you installed the Network Addon Mod Submenu - Open Alpha? If yes, it would explain your problem. It requires NAM version 49. 

 

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Hello friends, how can I create a wye like the one in this red circle? I found a post on the forum that guides you through creating a similar looking wye, but the result comes out flat.

firefox_Y2T9T9Ig8J.jpg

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The underlying pattern for it looks like this:

e1-dual-wye-pattern-20250817.jpg

Eventually, we'll add a FLEXRamp option so it's possible to build it without memorizing the drag patterns.

-Tarkus

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12 hours ago, AsimPika3172 said:

Hmmmm.... 

Some RHW buggy here...

 🤔

Just attempted to replicate it, testing in all orientations.  What you've shown would indicate either missing textures, missing models (there are some overhangs in that area), missing model exemplars, or bad IID references in the INRULs.  However, after checking in-game, plus also checking the EU texture file for the RHW-2 to ensure it matches up with what's in the US set, everything is looking okay, so I'm at a loss as to the source of your issue as of now, unfortunately.

rhw-20250822-1.jpg

-Tarkus

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I am sure this must have been asked before. Is there a way to create an RRW L2 over L1 crossing?


SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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Not at present.  RRW's Viaducts are limited in their ability to interact with other viaducts at this time.

-Tarkus

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Hello, I am not sure if i somehow missed this during setup but after installing NAM with sc4pac manager I cannot seem to find Modern Monorail Station in the menu. Existing ones I have built before reinstalling NAM still operate normally.

Is there a setting I might have missed or is it hidden in another menu?

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2 minutes ago, sr50r said:

Hello, I am not sure if i somehow missed this during setup but after installing NAM with sc4pac manager I cannot seem to find Modern Monorail Station in the menu. Existing ones I have built before reinstalling NAM still operate normally.

Is there a setting I might have missed or is it hidden in another menu?

Have you installed the Submenu DLLs?


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56 minutes ago, sr50r said:

Hello, I am not sure if i somehow missed this during setup but after installing NAM with sc4pac manager I cannot seem to find Modern Monorail Station in the menu.

It's a separate package (NAM:additional-transit-stations) you can install. There were plans to separate the stations from the rest of the NAM, so that's why it's set up like that.

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23 hours ago, memo said:

It's a separate package (NAM:additional-transit-stations) you can install. There were plans to separate the stations from the rest of the NAM, so that's why it's set up like that.

Is there a non-sc4pac download for this, like maybe a STEX or SC4E download page link?

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2 hours ago, CahosRahneVeloza said:

Is there a non-sc4pac download for this, like maybe a STEX or SC4E download page link?

I do believe these are already included in the NAM as an option in the installer. It's the 3 Additional Transit Stations folder.

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9 minutes ago, nos.17 said:

I do believe these are already included in the NAM as an option in the installer. It's the 3 Additional Transit Stations folder.

Thank you for telling me about this *:)

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On 8/28/2025 at 2:07 PM, CahosRahneVeloza said:

Is there a non-sc4pac download for this, like maybe a STEX or SC4E download page link?

If you're downloading the traditional NAM installer, the transit stations are all still in there and IIRC, installed by default.  It's only on sc4pac that they're separate.

-Tarkus

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I don't know which folder topic to post this in.  For the Aqueduct Rail, is there an easier layout design to match this pattern that splits left and right like this ?

A few years ago I think I had something less spaced out but I am using PEG Pond water extenders to fill the inside with water.   

rail.jpg

2.jpg

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Using draggable ERRW, you can build an elevated junction just aa you would on the ground. You certainly could do it more compactly should you wish.

Also note that an aqueduct carries water such as a canal, so these are viaducts really.

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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, I'll play around and try that out.   viaducts is the word I was trying to think of but forgot.

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Hey,

I'm posting here, rather than on my SENT thread, to ask for help with bridges. I think this is more general help than something specific to my mod.

As you might expect, in order to modify the texture of bridges to make them compatible with my textures, I have to extract the .fsh files from the .dat files and then process them using image editing software (GIMP). It takes several hours to completely retexture a bridge, but the result is not very satisfactory, only passable, because the alignment of the textures between each tile is not exact.

So my question is this:
It seems to me that it is possible to place a flat, square matrix (S3D) on the bridges, as was done for the latest NAM update with the new bridges. This makes it easy to change the road texture without having to modify the bridges' FSH files. Is it possible to do something similar but with bridges that were not designed for this? Like the one by DuskTrooper:

Spoiler

DuskTrooper.jpg.64535aff2b36ca92f34941adb0dcddd0.jpg

In addition, the problem here is that there are streetlights, so the matrix that would be placed on top of them should not hide the poles. Does this seem feasible? If not, is it possible with other more conventional bridges?

Thank you in advance for your help, best regards

Aka


6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

SENT - Swiss & European Network Textures

Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

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8 hours ago, Aka said:

Hey,

I'm posting here, rather than on my SENT thread, to ask for help with bridges. I think this is more general help than something specific to my mod.

As you might expect, in order to modify the texture of bridges to make them compatible with my textures, I have to extract the .fsh files from the .dat files and then process them using image editing software (GIMP). It takes several hours to completely retexture a bridge, but the result is not very satisfactory, only passable, because the alignment of the textures between each tile is not exact.

So my question is this:
It seems to me that it is possible to place a flat, square matrix (S3D) on the bridges, as was done for the latest NAM update with the new bridges. This makes it easy to change the road texture without having to modify the bridges' FSH files. Is it possible to do something similar but with bridges that were not designed for this? Like the one by DuskTrooper:

  Image (Hide contents)

DuskTrooper.jpg.64535aff2b36ca92f34941adb0dcddd0.jpg

In addition, the problem here is that there are streetlights, so the matrix that would be placed on top of them should not hide the poles. Does this seem feasible? If not, is it possible with other more conventional bridges?

Thank you in advance for your help, best regards

Aka

It's going to be a case by case thing.  Some of the bridges have S3D geometry favorable to reskinning by adding a new textured plane to the model.  Others will not have satisfactory results.  Try looking at the bridge models in wireframe mode.

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14 hours ago, oldoldie said:

Before.jpg

After.jpg

Hi!

What happens if you build the entire intersection with the RHW-2 tool?


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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So the new PC doesnt seem to like the NAM, copied my existing plugins from my old PC and through process of elimination found it was the NAM that crashes the game while a city is loading. Reinstalled NAM and had the same result, any known fix for this? 

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