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CorinaMarie

Cori's First FLUP - With Pics

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Thank you for posting this basic tutorial! You had a rep point from me at "confuzzled", but the remaining tutorial was no letdown, either. :thumb: This should be helpful for late adopters of the NAM. :)

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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1 hour ago, T Wrecks said:

This should be helpful for late adopters of the NAM.

Like me.

I already used flups in the short time I've been using the NAM but I think that yep, it will be very useful... and we need more tutorials !!

 

A lot of thumbs up for CorinaMarie !!!!!!!! :thumb::thumb::thumb::thumb::thumb::thumb:

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That's great! You could add that pressing TAB+Ctrl changes items in reversed direction. Very useful if you accidentaly hit TAB too many times ... Took me way to long to discover this, clicking TAB to circle through items again >:(

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    @Mandarin(a): I'm sure you meant to say Shift-Tab and I've edited that into my post. Thanks! :)

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    One thing I would add. It's always worth going through every item in a Tab Ring if using a new part of the NAM. It will help give you an idea of what pieces are available and thus what you can accomplish with them. Note also some pieces have additional "tooltips", describing how to use them.

    Edit - thought of something else too...

    Also, using Home and End which alters the rotation of the piece can be used to change the piece that will be placed. For example the Road Ramp piece switches between Road and Two OWR ramps in this way. Many of the FLUPs use this system to vary the selected piece.

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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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    Excellent! Thank you! I'm an absolute newbie and was desperate to find a tutorial like this to get me started on NAM.

    By way of proof of my noobiness, what is FLUP?

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    FLUPs are covered in my NAM tutorials series on YouTube (you want part 3a for this). Basically they are underpasses for various networks, you could think of them as more flexible tunnels.

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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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    About rotating around Tab rings, sorry if I'm hijacking this thread but I think this can be useful for others...

    I'm running SC4 off Steam, so when pressing Shift+Tab, instead of rotating the Tab ring backwards, it brings me to a Steam homepage. Is there any way to deactivate this shortcut in Steam?

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    7 minutes ago, TekindusT said:

    About rotating around Tab rings, sorry if I'm hijacking this thread but I think this can be useful for others...

    I'm running SC4 off Steam, so when pressing Shift+Tab, instead of rotating the Tab ring backwards, it brings me to a Steam homepage. Is there any way to deactivate this shortcut in Steam?

     

    Go to Steam Settings; "In-Game"; Disable Steam Overlay. That should disable it! :) 

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    Also, what about bypassing the Steam part altogether?

    On 2/29/2012 at 0:12 PM, Wiecher said:

    As I found out, the problem is not in the command, but in the shortcut target. Steam uses steam://rungameid/24780 as default shortcut, and the commands only work with an .exe. So I changed the shortcut to "D:\Steam\steamapps\common\Simcity 4 deluxe\Apps\SimCity 4.exe" and then added the commands, and it works, also with the command I posted, although yours is shorter and I use that now.

     

    On 2/29/2012 at 2:33 PM, A Nonny Moose said:

    And that (steam://rungameid/24780) my friend is an Internet address. It logs you on to their server to allow you to play. Getting that out of your game target has cut off their ability to snoop.

     

    In other words change your launch shortcut as @Wiecher did.

    Edit: I'm guessing the drive D: part might have been a custom location during install. Drive C: seems like it would prolly be the default location. If needed just do a whole hard drive search for: SimCity 4.exe to find out where yours is at.

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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    1 hour ago, Ro-Bo said:

    FLUPs can be use as underwater tunnel too.

    Shamelessly points out my own tutorial.

    How to Build Underwater Tunnel Using Flexible Underpasses (FLUPs).

    Excellent! I've edited in your linky to my first post so it doesn't get overlooked way down here in the comments. :)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    This is exactly what I was looking for but, could you please make one for roads that goes under rail? That will help me a lot.

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    "Ma fin est mon commencement, et mon commencement ma fin".

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    On 7/10/2016 at 5:50 AM, simlacroix said:

    This is exactly what I was looking for but, could you please make one for roads that goes under rail? That will help me a lot.

    Sure, I can give that a try. I'll have to learn it as I go since it'll be my first time. *:)

    Ok, here we are going to have a Road which will use a FLexible UnderPass (FLUP) to go under a Rail Line. I bulldozed the neighborhood connection on the west end of the Road (so that is no longer an option for freight traffic). Then I extended the Road to the east and had it turn south to make a new neighborhood connection there. I drew a Rail Line running north / south crossing the Road. The sims in town protested saying it was dangerous and time consuming to have to wait for the trains to pass. So, we will tunnel under the Rail Line to alleviate their concern. Here's how it looks as we start this project:

    5960e662e9568_01RailFlup.jpg.c613fd816328275eb936c93cb8431aa0.jpg

     

    Like in the Street under Road tutorial above, I bulldozed one tile on either side of the network we want to have traffic pass under. In this case it's the Road which is removed on either side of the Rail Line. Next I selected FLUP from the Transportation / Build Roads menu, positioned it at the old intersection where the Road crossed the Rail Line and pressed the Tab key until it became the Diagonal underground route under straight Rail.

    5960e663ce931_02RailFlup.jpg.a7902b0b7af6aaa8181e123031a341d2.jpg

     

    Next I pressed the End key until it became the Straight underground route perpendicular under straight Rail:

    5960e664c7965_03RailFlup.jpg.b79c58b72e06718babe5aee84d1875c0.jpg

     

    Here it is after clicking to plop it. That one Rail tile now looks like regular Rail Line with the texture you see when Rail is adjacent to Ag or Industrial zones:

    5960e665bef13_04RailFlup.jpg.d2d4764c94e579d6cb9c2e1880040c67.jpg

     

    I then selected FLUP again and positioned it on the end of the Road on the east side of the Rail Line. By default it is the Ramp for underground Road which is the one we want.

    5960e666cadc9_05RailFlup.jpg.06e295b4b6624ab357c35f428f44c31c.jpg

     

    Move it one tile west so it is next to the Rail Line with its tail covering the Road:

    5960e667a9e14_06RailFlup.jpg.e6b8c49a115c552f49010a99029a1aa2.jpg

     

    Click to plop it and we see a Road ramp which looks like it is going under the Rail Line:

    5960e66899f88_07RailFlup.jpg.3bf378dec17ff6de88ca0ff1cd991cf4.jpg

     

    With the same FLUP on the cursor I moved to the west side of the Rail Line, but no amount of rotating with the End key nor moving it over the existing Road would make it turn the way I needed it. Grrr. So, I bulldozed more Road and one tile of the Street so there are now 4 tiles of bare ground in the path where I want the ramp and the Street has a one tile gap from that path as well. Here we see I have the FLUP on the cursor and have it positioned adjacent to the Rail Line in the path I want the Road to go. For some odd reason it decided to become the Entrance Ramp for underground Onewayroad.

    5960e6697e253_08RailFlup.jpg.76554994d9298bf0429645aa2c5ea79f.jpg

     

    While pressing the End key several times it flipped and flopped around every which way (kinda like I imagine a fish being reeled in would do) and it eventually became the Ramp for underground Road in the proper orientation:

    5960e66a4a441_09RailFlup.jpg.96ab15222944cfe30fb865db509f65b5.jpg

     

    Click to plop and now it shows as a ramp going under the Rail Line:

    5960e66b2b8ae_10RailFlup.jpg.096b234f771e957cc3ce1a9db3784db8.jpg

     

    Back to the menu and I selected the plain ol' Road tool and drag it across the two unconnected ends. (The end of the west side of the Road ramp and the east end of the existing Road.) This will reconnect the Road to the Ramp.

    5960e66c1cc3b_11RailFlup.jpg.bef6eadd69bdb2be28015aa80e671c55.jpg

     

    Next I selected the Street tool and reconnected the Street to the Road:

    5960e66d0c7c8_12RailFlup.jpg.9820e918d33b3c3bd50faf88084da10a.jpg

     

    And finally (using the Route Query tool) we see the Freight Truck is now using the new FLexible UnderPass:

    5960e66e30d1c_13RailFlup.jpg.1db51982d2508c69f0ba54b72ff0052c.jpg

     

    In summary, it seems that one needs to clear most other nearby transportation networks to make creating a FLUP easier. On the side that matches its default orientation it isn't a problem, but on the side where it just doesn't like to provide the correct orientation, removing the other Road and Street pieces to create an empty work space seems to be the best solution.

    *:)

     

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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    THANKS A LOT. :party:

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    "Ma fin est mon commencement, et mon commencement ma fin".

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    hey Corina! I was wondering about how do you get those round things at the end of the road?

    Is it part of NAM? Or am I just using an outdated version.

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    5ebea6b461d51_JVCJSig.png.46272722a4995cd8ea0ca40fc00a73e7.png

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    5 hours ago, Nile_TC said:

    hey Corina! I was wondering about how do you get those round things at the end of the road?

    Is it part of NAM? Or am I just using an outdated version.

    Yes, the round things are a part of NAM. I'm using version 34. They are called Cul-De-Sacs. I'm pretty sure you get them with the default install options, but I can't say for sure since I had a custom install going when I did the above screenshots.

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    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    This is in reply to this question:

    On 8/4/2016 at 5:43 AM, Vasilij said:

    Hello, I'm trying to put an avenue that passes UNDER ground rail, but I can not connect the two sides of the avenue. How can I do it?

     

    I don't have time before work this morning to make this an entire tutorial in and of itself, but the one above about a Road Under a Rail is all the same except the following:

    Use two Straight underground route perpendicular under straight Rail flups side by side:

    5960e6bcafdf0_01AvenueFlup.jpg.b7abd3a6ffdfcaf7c52104e34193b9d3.jpg

     

    Then use the Ramp for underground Avenue on both sides:

    5960e6bd87fd7_02AvenueFlup.jpg.1fc58960c90aa1d6eb94267af2392c4d.jpg

     

    And, ofc, replace the Road in the above (scroll up) tutorial in all instances.

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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    Well, if we're going to resurrect this thread: At my first opportunity to use FLUPs, I'm gonna see what they look like in the subway view. If the tunnel doesn't show, then I'll be writing in the NAM suggestion thread.

    I'm also wondering if FLUPs can cross each other or Maxis tunnels (i.e. could I construct an underground flt-under stack?). And what about highways? Do FLUPs have a discussion thread somewhere that talks about traffic capacities etc?

    Experimentation is in order to see what mischief I can get into  :O

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    4 hours ago, jeffryfisher said:

    At my first opportunity to use FLUPs, I'm gonna see what they look like in the subway view.

    They don't show up there, because they are not a subway. If you use the query tool though, it will show the path of the FLUPs as you hover over them. For a visual example you could look at my YouTube NAM tutorials (link in my sig).

    Quote

    If the tunnel doesn't show, then I'll be writing in the NAM suggestion thread.

    Further FLUPs development is not going to happen. Beyond a possible new implementation in future, but there has been no development on that for some time. See Tarkus' post here:

    4 hours ago, jeffryfisher said:

    I'm also wondering if FLUPs can cross each other or Maxis tunnels (i.e. could I construct an underground flt-under stack?)

    Maxis tunnels, yes. Subways too. But FLUP x FLUP is simply impossible I think, you'd have traffic jumping between height levels. One thing to remember, FLUPs are not like tunnels, they take up a tile of land where placed. If that tile is a transit network, then there is nothing lost. But if that tile is otherwise empty, you won't be able to place buildings or anything else where the FLUPs are.

    4 hours ago, jeffryfisher said:

    And what about highways?

    There are basic FLUP pieces for the MHW and most Ortho RHW networks. Not sure if that's what you were asking about though?

    4 hours ago, jeffryfisher said:

    Do FLUPs have a discussion thread somewhere that talks about traffic capacities etc?

    Capacities should mirror the network used so far as I know. Again I'm not sure if there is a specific FLUPs thread. But given there is no development on them, probably best in the NAM General Support Topic.

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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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    It always annoyed me i couldn't 'shift-tab' back through the ring because that stupid steam overlay came up. Had no idea i could a) disable the overlay and then b) that shift-tabbing worked. You guys! You rock! (Quietly) :thumb:

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    I'm just getting into the NAM and such, and I find your tips very useful. AGAIN.

    My problem is that I don't know how to use those 'culs-de-sac' and underground ramps. In other words, how to use the NAM features.

    For instance, where is the 'Transport Tolls/Build Roads' ? How do I use the NAM's road/street instead of the normal MAXIS ones ?

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    1 hour ago, huzman said:

    My problem is that I don't know how to use those 'culs-de-sac' ...

    My answer (guess) a few posts up was they were part of the standard install and that is incorrect. I believe it came up about the same time in another thread and was correctly answered by someone else. They are selected during a custom install. ;)

    For your other questions I'll confess I don't know. :O

    My initial flupping around is as far as I've been with the NAM myself. I got sidetracked with my CORIMAPS research and later wrote that guide. Since I needed to start and exit the game so many times I removed NAM to speed up the load time. Then I did my Shoppes threads. And after that I started playing and posting my farms region. I definitely will be using NAM sometime in the future. I just haven't gotten around to it yet. :blush: 

    The good part is one of the NAM gurus will have answers when they log on and have time to reply. In the meantime find any post by @rsc204 and check out the tutorial links in his signature. :) 

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    My ! What a busy lady : Like I said before, do ever go to sleep ?

    Now,  that

    2 hours ago, CorinaMarie said:

    the standard install and that is incorrect

    Maybe, maybe, I been moving files back and forth and they may have tangle every thing up. Deleting and re-installing SC4D seems daunting. I think I'm going for a coffee break, come back and face the future.


    « Try to learn something about everything and everything about something. »
    « Essayez d’apprendre quelque chose sur tout et tout sur quelque chose. »

    — Thomas Henry Huxley

    Paris Skyline
    From left to right : the Business Center with the "Arche" in the middle, then the Eiffel tower,
    followed by Napoleon's tomb in the "Invalides", next is the cathedral of "Notre Dame"
    and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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    1 hour ago, huzman said:

    Maybe, maybe, I been moving files back and forth and they may have tangle every thing up. Deleting and re-installing SC4D seems daunting. I think I'm going for a coffee break, come back and face the future.

    Cori is referring to installing the NAM, not SimCity 4.  In the NAM installer you can customize which NAM features are installed:

    EaB9niX.png

     

    e9rswOe.png

     

    In the section above you can select the desired appearance of roads and streets.  The "Retextured Standard Road Textures" will give you American streets with cul-de-sacs.  There are also several European-inspired options to choose from.

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    On 2/5/2017 at 10:02 AM, huzman said:

    How do I use the NAM's road/street instead of the normal MAXIS ones ?

    To answer this, there isn't any difference e between NAM roads/streets and Maxis ones. Once the NAM is installed, all networks will comply with NAM standards. The only thing that may be different is override networks, and these are created by placing the requisite starter piece, and then dragging the indicated network through the starter (you will see the override immediately in the preview)

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    My MD on SC4Devotion (updated first)
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    "My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

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    9 hours ago, APSMS said:

    To answer this, there isn't any difference e between NAM roads/streets and Maxis ones.

    Not entirely true, if you choose the Retextured Standard Road Textures, it will alter the appearance of the road textures, the changes are subtle, but they are there.

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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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