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All the NAM components are in the Network Addon Mod folder. I would recommend a clean install of the NAM. The latest version is NAM 32. If you can't find them they may not be installed on your installation. Try a custom install (Where you can choose the plugins that are wanted/needed) and see if that puts the required plugins back in.

 

-eggman121

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I believe they are part of the NAM now.


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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Hello, apologies in advance if this is the wrong place for this question...

 

I recently re-installed NAM in order to customize it with european textures and get the REAL RAIL. Problem is there seems to be a bug with the railroad street crossings as seen in the image below.

 

f1a6d3be35.png

 

Notice how the new rail texture reverts to the original maxis rail over road crossings, and the main issue for me, transparent texture at STR/Street crossings...

 

Any help with this would be greatly appreciated, and again, sorry if this question has been asked before or if this is the wrong place to ask it..

As always I've done a couple of hours of searching before deciding to bother you guys.. perhaps my searching skills are lacking...

 

 

 

-----

 

EDIT: SOLVED!

 

A few more hours of research finally yielded what I was after and this issue was fixed by installing Rivit's RUM for RRW 2.0. While looking at Rivit's files I found his street mods and downloaded those as well, since they are pretty sweet imo.

 

My rail crossings are looking good now!

 

5dc4681769.jpg

 

 

 

I guess next time I will hold longer to post here for questions, sorry for wasting space!

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Hey guys,

I'm trying to build a TiA system over my sunken highway, however I can't figure out the best way to do it. Here's what I have:

j6zICyv.png

I tried using the TiA piece that puts the GLR underground, however the opposite side of the piece would not connect to normal avenue no matter what I tried, and there does not seem to be any sort of TiA viaduct that would replace the current avenue over ground highway pieces that I have at the moment. I also tried making a tunnel for the highway to go though to eliminate the need for a viaduct, however that did not work either because it didn't seem to want to build a tunnel through a two space hill.

Any pointers?

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This should be moved to the NAM support thread.


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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This should be moved to the NAM support thread.

Ah shoot, could you point me in the right direction?

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I tried using the TiA piece that puts the GLR underground...

 

There is no viaduct piece to my knowledge, one way or another you will have to put the GLR into a tunnel, either the Subway or FLUPs versions should work.

 

Before placing these pieces you must delete the avenue where the ramp goes first. If using the Subway transition, you can drag avenue from the side with no GLR to reconnect it. However the the side with the rails you must either either place a TIA puzzle piece or click with the GLR tool on each side of an avenue stub to make the connection.


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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http://youtu.be/oJ1D_Cm_gGM?t=1m50s

 

As far as I remember, you'll need to use the el-over-road-2 piece from the end of the same tab ring as the other el-over-avenue pieces and drag road through both pieces.

 

I was asked that same exact question on my own Youtube channel. Apparently I wasn't clear enough...

 

Since these are Flex pieces, the one thing missing is this: actually dragging a segment of Road to connect the two together.

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Hi there. Recently I have problems with the NAM Euro Textures, seems to be that the game doesn't load properly the content:
AxbkH8M.png

 

I'm not using Windows, I'm playing in Linux. Here the load of the plugins is something different, but I've never had this problem before. Any ideas of what could be and a probably solution?


linux_user.png

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Usually this means something is overridding your Euro Textures that loads after it. I should think the z___NAM folder is doing it's job as most of the textures display fine. Do you have something like the Japanese NAM Facelift mod or a mod for your sandstone textures installed, it may be they are set for US textures if so?


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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http://youtu.be/oJ1D_Cm_gGM?t=1m50s

 

As far as I remember, you'll need to use the el-over-road-2 piece from the end of the same tab ring as the other el-over-avenue pieces and drag road through both pieces.

 

I was asked that same exact question on my own Youtube channel. Apparently I wasn't clear enough...

 

Since these are Flex pieces, the one thing missing is this: actually dragging a segment of Road to connect the two together.

 

 

Thanks guys. That worked. :-)

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Usually this means something is overridding your Euro Textures that loads after it. I should think the z___NAM folder is doing it's job as most of the textures display fine. Do you have something like the Japanese NAM Facelift mod or a mod for your sandstone textures installed, it may be they are set for US textures if so?

This are the mods installed:

 

I don't use the Japanese NAM Facelift mod, and I've checked the folders of the mods and there are no US textures.


linux_user.png

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I think what you want to do is remove the mod from AtmosGuy. Back before I made the SEN, I was using a hybrid setup of that and the Jap NAM facelift mod to bring Paeng's sidewalks into more of my game. I kept seeing US textures in certain places, eventually I understood what was going on and the mod isn't really made with full Euro support (not that I can complain, conversely mine isn't made with US support).

 

To my knowledge, if installed correctly my SEN mod should cover every piece from the AtmosGuy set and more besides, so there should be no negative effect from removing it. Unless perhaps you prefer the GLR design or some other difference? I'm a bit vauge right now on the exact detail, the mod is still very much in development, I don't use any textures from the Jap NAM facelift now, I've made my own to get improved colour-matching. There are quite a few updates to be released at some point, but it's one job that is very nearly coming to an end, so I'm working on the last few mismatching items I use.


  Edited by rsc204  

Image removed.
  • Like 1

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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Overcross_zpsg1pdb2me.jpg

 

Okay, if that was twice as long it could actually work as a puzzle piece. Just throwing that out there...

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You know this is an old lot by Briplazza I've retextured? It was made at a time before most pieces were changed in respect of realistic slopes. I like it though, it's unusual and has some neat uses.


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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Quick question re:  Alternative Elevated Rail Implementation:  are these effects also reflected in El-over-Street and El-over-Ave?

EDIT:  Tried it, got my answer (yes). 

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hi ppls, i want to tell, which tulep's setttings are required to use for this intersections type whit arrows for turn to left on a normal road ? 
sorry, i don't know this... 
in the previous version of nam was before as default, but now i don't know this more. sorry for this stupid question again, i have now reinstalled my sim city and is important for me... 

here is the old presentation video: 

https://www.youtube.com/watch?v=8YlR2nSB-ZU

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Assuming you have installed the RTL package during NAM installation, to get Tuleps on a road intersection, simply plop a single OWR tile on the intersection and it will add the relevant markings. Originally they automatically came up, but this function was removed for compatibility elsewhere in the NAM.


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 this is long dead post... but I have 2 files Half reduction and reduction... what does each one?

 

Moved to appropriate topic
-- MandelSoft (Moderator)


  Edited by MandelSoft  

Moved from "One Way Arrows" to "NAM General Support Topic".

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Not sure what to make of that.

 

Offhand it looks like the wrong texture is being displayed there.


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 don't stop around here too often, mostly because NAM has done pretty much everything I need it to.  However, I've been working with the draggable FAR quite a bit lately and really enjoying all the possibilities that come from it.  I haven't needed it yet, but FA-AVE (is that the proper term) is something I've been thinking about.  As far as I can tell, FA-AVE 3 is only available in puzzle piece form.  Will it ever be possible to drag the FA-AVE like FAR (I'd love to see sidewalks)?  What about FA-AVE 2?  I'm sure this has already been discussed in the past, but I wasn't able to find out much using the search function.  Thanks for humoring me :)


SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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I don't stop around here too often, mostly because NAM has done pretty much everything I need it to.  However, I've been working with the draggable FAR quite a bit lately and really enjoying all the possibilities that come from it.  I haven't needed it yet, but FA-AVE (is that the proper term) is something I've been thinking about.  As far as I can tell, FA-AVE 3 is only available in puzzle piece form.  Will it ever be possible to drag the FA-AVE like FAR (I'd love to see sidewalks)?  What about FA-AVE 2?  I'm sure this has already been discussed in the past, but I wasn't able to find out much using the search function.  Thanks for humoring me :)

 

The Avenue network's gonna really finicky to work with, but I guess with enough monkeying around with it, anything is possible, even if you have to plop them down as Flex/helper pieces...

 

By the way, I never liked the designation of FAAVE-4; it's too NWMcentric and really confusing. The original designation for fractionally angled Avenues should be FAA, so it really should be FAA-3 and FAA-2. The more technically correct one should be FA3 Avenue and FA2 Avenue.

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I found a pathing bug apparently.

I was making this:

b6ae3b281b.jpgWhen I noticed that the top right and bottom left MIS ramps cause pileups in the traffic. I turned on drawpaths to check if I had done something wrong and got this:

715b6555cd.jpg

Further experimentation on a fresh stretch of highway led me to:

c966ec0c46.pngWhere the top half are FLEX ramps and the bottom half are non-FLEX ramps.

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The path thing got fixed awhile ago in a loose patch.  You can pick it up in The path fix is already in our NAM 33 files, so it'll be fixed for good there.

 

As far as the other issue, the old puzzle pieces are being phased out in favor of the FLEX ramps.  Both systems have some issues now, but the goal is that the FLEX system and its much-easier-to-navigate system will become a solid standard-bearer going forward.

 

-Tarkus

 

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Hello to everyone. Have someone of you had trouble with Euro textures and RHW-6S lane shifts (double and single)? They still have the american yellow-line-inside texture, and they obviously look very ugly. I point out that didn't choose any of the Euro textures options (Autobahn markings,Ontario,Hamburg, etc). I don't know if those options are relevant but... Well here you have the picture: http://uploadpie.com/MUg73

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