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Would anyone know why the intersection when a road meets this particular SAM texture results in a blank space? When you drag a road to this SAM texture to create a T-Junction it highlights as a dark brown tile and no junction is created. 

 

If I continue the road and make a crossroad junction it appears as normal. 

 

uwW7rl.jpg

 

 

As shown in the image below it's just this one SAM texture.

 

zyYCZM.jpg


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Parallel over road like EL?  Not sure, sounds like a lot of work.  Monorail is a different network from EL/Subway.


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Quick question.. Monorail over road.. chances?

Parallel over road like EL?  Not sure, sounds like a lot of work.  Monorail is a different network from EL/Subway.

It's actually quite easy to implement something like that given that there's already a basic framework for it all: Elevated Rail over Avenue/RD-4. Copy the RUL1 entries into the Monorail RUL1 section, and then do a simple model swap, path reassignment, etc.

Though, practically speaking, which is much more practical and easier on the end users: going on adding more new features to the NAM whilst ignoring the immediate issues of implementation and stability, or focusing on the issues of stability and implementation, and taking what's learnt and applying it to all other developmental fronts?

This is basically why RHW development is the current priority for a lot of NAM development, and in fact, a lot of other NAM developments are based off of what was implemented by the RHW. Because once you figure out something in RHW, you can implement it much easier for any other development.

Dual networking is an odd exception, however, and the only "RHW analogue" is, as mentioned, Elevated Rail over Avenue/RD-4. There's still a few things missing on that front, and there could very well be a way to condense all of the TRAM, for that matter, to use what ELR over Avenue has implemented.

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Sounds simple, but how much larger will the controller file become?  It should probably be an installation option.


Beware: Emancipated user.  No Windoze for me.
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Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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Sounds simple, but how much larger will the controller file become?  It should probably be an installation option.

 

Not all that big. For one, it's all self-contained within RUL1, which is far more ideal than using RUL0, and 2, the amount of interaction with other networks wouldn't be all that big, so the amount of additional RUL2 code is not that much, either.

 

Keep in mind, the reason the Controller is so big is because of the RHW, but each and every RHW network only needs about 16000 lines of code for itself. The big reason why it's so big is because of cross-linkages with itself, and that's not additive, it's exponential. That's the big reason we're restricting the number of RHW networks to 33; 39 would be far too big to manage already, as that would mean a 39% increase in RHW code size.

 

If you have a network that doesn't need to interact with RHW at all or to the extent of interacting with every height level of RHW and in every directional permutation, the increase in Controller size would be negligible, only a few hundred or a few thousand lines of code, not tens of thousands or hundreds of thousands.

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Sounds like those multi-level RHW networks are a really horrible task to work on.  How many users for them do you have?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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Sounds like those multi-level RHW networks are a really horrible task to work on.  How many users for them do you have?

 

I wouldn't call it horrible if you can decouple the network RULs for each network, even if you have them already built in a city. That's part of the reason why we have a Controller Compiler: to selectively deactivate, and even decouple, networks you don't want, even parts of the RHW you don't want to bother with at first, but will want to use them in later projects.

 

You're basically reducing the size of the Controller without ever having to sacrifice not installing the actual RHW features; decoupling a network's RULs leaves that network's .DAT file untouched, and if any of those networks are built in-game, they will still exist without any problem. However, if you wish to draw a decoupled network, it will result in the network deconverting down to the base network, and you will have to recompile the Controller with that decoupled network in order to draw it again.

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What we basically did with the RUL-files is chopping those huge files up into bite-size pieces. What the controller does is selecting which pieces you want to use and then it puts the pieces back together again into the RUL files SimCity 4 can actually use. Compared to the pre-compiler era, this is a way smarter way to handle the Controller. An extra benefit is that each section can now easily be found by developers, so they can better keep track of the updates and when bugs occur, they only have to search a much smaller haystack.

 

It's all about organisation and modularity. That's what keeps the NAM running all these years...

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The NAM team does a fantastic job.  It keeps getting better, but there must be a limit to greatness somewhere.  There should also be some simplification in the works.  Would the release of the game source code help you at all?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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The NAM team does a fantastic job.  It keeps getting better, but there must be a limit to greatness somewhere.  There should also be some simplification in the works.  Would the release of the game source code help you at all?

 

It could take longer than current development since we first have to figure out what the source code even does first. We'd have to find the original game developers, if we're lucky to even do so, and ask them what we're even looking at, if they even remember it at all.

 

The only thing we can do that's still within the EULA is create new .DLL files; perhaps be able to have the game read multiple RUL files (perhaps defining RUL5700-574A, in accordance to RHW networks), and be able to condense RUL2 code into a format that condenses each line into a much smaller packet of information.

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I am sure that if you get it right, anything would be better than reinterpreting the RULs on each access.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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hi ppls, how can i install this old intersection style as here in this video?

i belive this and is more real for my country... 
I dont like lose this option but i dont know how with this NAM version. 

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hi ppls, how can i install this old intersection style as here in this video?

i belive this and is more real for my country... 

I dont like lose this option but i dont know how with this NAM version. 

 

It's still included in the NAM. You'll have to run the custom installation and check the box for TuLEPs. :)



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Hey can I install the NY bat addon with NAM already installed? Nam already has its logo on subway and bus stop and that NY addon wants to do the same to. Will interfere with Nam?

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Does the download page make any suggestion with respect to NAM?  If not, simply assure that the mod loads after the folder z___NAM and you should be OK.  That's three underscores, BTW.  You could probably get away with placing the mod in a folder named z___NY which is lexically higher.

 

To give an example here is the end of my plugins list:

 

├── z___IndustrialTextures
├── z___NAM
├── z__Reskins
├── zz___SPAM
├── zz____Wanderers
├── ZZZ-MTP
├── ZZZ PEG Facelift Mods
├── zzz_SAMTransitions
├── zzz_terrainmod
└── ZZZZ_PEG SEAPORTS
 


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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The NAM does, however, have the SLURP (Station Locator, Updater, and Reconstruction Project), which redefines the stats for many third-party transit stations so they work better with the NAM.  There are a lot of stations out there where the creator paid a ton of detail to the models, but didn't know how to come up with proper stats and transit-enabling, which breaks the lot, and SLURP has been our effort to rectify that.   SLURPed stations will have the NAM logo on the in-game queries, IIRC, so you may want the override in place there.  If we knew exactly what stations you're referring to, we could look up if the stations are SLURPed.

 

-Tarkus

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Hey can I install the NY bat addon with NAM already installed? Nam already has its logo on subway and bus stop and that NY addon wants to do the same to. Will interfere with Nam?

One thing I've heard regarding stuff by the NY BAT team is that its custom query is improperly modded, so every building will say NY BAT Team in its query.


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Hey can I install the NY bat addon with NAM already installed? Nam already has its logo on subway and bus stop and that NY addon wants to do the same to. Will interfere with Nam?

One thing I've heard regarding stuff by the NY BAT team is that its custom query is improperly modded, so every building will say NY BAT Team in its query.

 

Correct Compdude. The custom query 'heading' appears on every building it seems. I run it with the NAM and have no problems - probably the NYBT loads before the NAM so that if it does appear on TE Lots the NAM heading/query would override (I assume I haven't played around with it to know for sure). 

 

-Billy

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Hey can I install the NY bat addon with NAM already installed? Nam already has its logo on subway and bus stop and that NY addon wants to do the same to. Will interfere with Nam?

 

 

Hey can I install the NY bat addon with NAM already installed? Nam already has its logo on subway and bus stop and that NY addon wants to do the same to. Will interfere with Nam?

One thing I've heard regarding stuff by the NY BAT team is that its custom query is improperly modded, so every building will say NY BAT Team in its query.

 

 

Thank you for the answers. I only wanted the logo on train/subway stations. On buildings it would be okay I guess but idk....

 

 

Does the download page make any suggestion with respect to NAM?  If not, simply assure that the mod loads after the folder z___NAM and you should be OK.  That's three underscores, BTW.  You could probably get away with placing the mod in a folder named z___NY which is lexically higher.

 

To give an example here is the end of my plugins list:  [...]

 

 

 

Where do I find this list? I've checked the nam folder but it's there's too much going on there for me

 

The NAM does, however, have the SLURP (Station Locator, Updater, and Reconstruction Project), which redefines the stats for many third-party transit stations so they work better with the NAM.  There are a lot of stations out there where the creator paid a ton of detail to the models, but didn't know how to come up with proper stats and transit-enabling, which breaks the lot, and SLURP has been our effort to rectify that.   SLURPed stations will have the NAM logo on the in-game queries, IIRC, so you may want the override in place there.  If we knew exactly what stations you're referring to, we could look up if the stations are SLURPed.

 

-Tarkus

 

Uh oh I'm confused. I wanted this office building  need 

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In answer to your question of where you do fine the list, my version is simply the tail of my tree of the plugins directory.  If you want to see yours, use windows explorer and open the Plugins folder.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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Hey NAM team: Can you please take a look at the posts by muffy420 on He says that ever since he installed the Mac version of the NAM, he has been unable to save any of his cities. I have no idea why this would be happening; could you guys please take a look and help him out? Thanks!


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Hi all, I'm having a problem installing NAM. Clean SC4 install (no mods; legal with CDs), Windows 7 fully updated, SC4 patched from Maxis site. When I install NAM, Windows tells me it hasn't installed properly, and nothing shows up in the game menus. Any ideas? Googling hasn't helped.

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Hey guys!

So i started a fresh Sc4 install without any mods but NAM. Now, during the install of NAM 32 i checked all options for EURO RHW textures, but in game i still have the us (yellow lines) ones :(

Is there any known solution to this problem? Ofc i asked Mr. Google, but didnt find anything regarding this problem there :P

 

greetings,

Geji

 

edit: 

 

nvm, found it, but if anyone else has the same issue here is the solution by Z from sc4devotion :

 

 

 


This turned out to be an installer bug that was created by a change in another part of the installer.  The fixed files are too big to attach here, but here's what you can do to get around the bug:

  • Run the installer in the Custom Installation mode.  For the Main Road Texture Style, choose one of the top two American-style textures.
  • Under "Options for American-Style Road Textures", open up the RHW Options and select either of the two options.
  • Run the installer to completion.
  • In the folder "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW", you will find a folder called "0_Standard".  Move this folder and its contents to someplace outside your Plugins folder.
  • Run the installer again, choosing the options you want.
  • Move the "0_Standard" folder and its contents back to where you originally got them.

The American textures should be gone now.

  Edited by Gejimayu  

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I am a noobie to SC4...I am having trouble with connecting two Mis ramps to an Avenue.

In the image I have two intersections. The one on the right is what I get when I directly connect Mis to Avenue....no stop lights.
On the left is what I get when I interconnect Mis to NWM's OWR-1 to OWR-2 transitional piece into the Avenue...only stop lights on the Avenue.
Is there a way, preferably easy, to connect them propperly, or will one of these two work normally?
post-690909-0-59985000-1419484586_thumb.

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That is working properly. Because of how Maxis created the network we used for RHW, it can't process Traffic Lights correctly, the lights will always stay green on all directions. There are ways around it, the Volleyball SCPs actually use Road and Avenue for their intersections so the traffic lights and stop points work.

 

OWR has a different problem: the part of the game that handles stop points and traffic lights doesn't know which way traffic is flowing. At all. So, instead of having it place traffic lights in all valid directions at once and making a royal mess of things in the process, Maxis chose to not have traffic lights facing OWR at all.

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On the left is what I get when I interconnect Mis to NWM's OWR-1 to OWR-2 transitional piece into the Avenue...

Did you know you can simply drag a normal OWR through the avenue and then drag MIS into the OWR stubs to get an automatic transition to OWR. That would be much simpler than using NWM transitions and it looks a little nicer too.


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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Hello everyone, this is my first post, I'd like you to help me with a issue with the traffic simulator included with CAM. When I open the tool bar and try to save my new settings it shows me an error square that says that sc4 was probably running.

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The CAM traffic controller is obsolete and had been for some time.  If you have the latest NAM, you should remove the CAM controller.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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