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MeMyself&I

Bridge textures on SPUI intersection

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Does anyone have an idea as to why this rhw/avenue connection has changed it bridge textures?  It was fine until last night when I opened my city and started looking at the highways.  I deleted the intersection and built it again with the same issue.  It seems to be working fine according to the traffic manager but the bridge textures are just weird now

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It looks like the RHW-4 overrides are breaking down.  The cosmetic pieces are probably what's causing it, since they're static and block overrides.  Either remove them, or place a starter somewhere closer to the FLEX Height Transitions.

-Tarkus

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  • Original Poster
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    You mean the lane arrow pieces?  That would make sense since they were the last thing I did to that stretch of highway.

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    Ok, so I destroyed the entire intersection including the cosmetic pieces and rebuilt it all from the ground up placing RHW4 starters at the very end of the overpasses on each lane of direction.  It's all fixed except for the one stretch of the very top of the bridge in one direction.  I'm not sure what I'm missing but I am sure it's right in front of my face

    EQ8A8jiVvERLSWfZWbA9ySHJ3rP2XhPvLnnfY0GC1r-tUuEOm_ovm6v93rKNbDSNy8697dqeWmLk-qEnR3xCzh-D3MERN-rsJlCrQBnfzj5BFTQdzxUVtDVhW1Sece6dUv2OmuENs-adGiRpGDBowhJsyb8w5zuWreJFhBWVig8fmbXTIvRRQph_tdUBGFDpNZIG_sR0EIEh84FuA-TRsxdjvo35SMdWImO390PxkrRznqu-a0-sGImkD7zlpEhnyrVReOgUVrBenKyJCOFU46viVhDdvD1SJJed2vq586TJiyCiJuV1rb-DKUKwNN6EwYVGSqlKfGigHp6_BueCd_pd_8FW1G7Rq8xj2CqpSEgUKKjZ1HWM1dmH4DcF3chPR7A47X0PUEWY2z9BlNyKioibwu4aJkqeEQGn6HDhZ6zV6IuOLC-It7WBDxH-agT-CWSYGa2My-dXye5YPf4OK-hIHsVDzKEGj4wqzX_SYqCw6OgcCfKuTMJQymO0-KNPZUtge-KCr29QvZbglDlBlQDhTffZrRs_7EuN6ozD1cIfRTu9_aAYPZbucfSA1BOcHjdG5fFxrZBobIvoLLRfsFB-QitPNbYLa_9zhJz5Opy8-sAQDboO=w764-h611-no

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    Posted:
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    Not a lot more you can do except to click around the general area, which makes the game try again to stabilise the overpass. Bear in mind however, the SPUI code is not 100% perfect, since changes elsewhere messed with the implementation of them. Work is afoot on a new set, which will eventually replace the current ones.

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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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    Ok, I can live with that.  As long as it's functional and it's not something I did to break it I'm fine with it and it is much better than it was at first.  I didn't realize about the cosmetic pieces blocking starters either so I learned something new today too!  Thanks for the help, guys!

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    I'm sorry to say, if you can't fix the mis-matching piece, there is a functional problem. You see what's happened is that the small stretch of RHW-4 has been converted (or reverted to the base network), to RHW-2. If you turn on the paths ("drawpaths" cheat), you'll see that section is bi-directional. It should still work, but perhaps with automata not going where they should and reduced capacity. Visually it's minor, but clicking around often fixes these problems. Every time you click on one tile with the RHW tool (or any in-game network for that matter), the game has to re-draw everything. In doing so, it's checks the tiles surrounding the piece and tries once more to find the correct setup. Whenever a lot of networks come close to each other, that code must be more and more complex. Sometimes the game simply can't do all the maths and it goes wrong. Other times, the stabilisation code which helps to make these things work, simply isn't sufficient to work. In this case, if clicking doesn't help, that's because of the aforementioned changes that semi-broke the current SPUI implementation.

    • 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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  • Original Poster
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    Hmm, curiously enough, I was clicking around the overpass and the best I could come up with is this:

    kJ59CKMYElOy2W618Lv-VtsuaYQbRiC3XNh7q0XqkgGtlc_O5MUWOwFFbCInlRyv5bZszUtGmCWgfXHPYzqZC5ioUSviIOAM9cVD3B0rx0GH_C_sjbl-K1vbFynKaIc2yFsOkF-B5A3hGYYwt6IkIt-lGruD5erbz7rBBGqwTgCssUK8L-YooKSWn3CUSmt6tS7pn6K3Jwzq2IwfiHK8LQkg3xFJWXIBLe8_wNRGr9NQ-qpTxg04mp7h_aV4OD9xhz2j-1CLHrt_PqepCsLx4FJRnIZyIjQwVT28fd1OsqUdCUP8-MW1kfjIO5zuUmDvXYNaXNs6U7y2RAD2iVj2ZG1sIRZ7Fnta4VGLClcSngN2rguNCZjag7kFzqxzYGQGJdrBUJAtM1Nj5-njYL2ZXyCX-wWEfYQqakrUyOXWrcl5iuk1BB05_ziRfzg6j5yt7cbc1a40aIaEgtodmqRLhLBhiCBoF2YL9tI5Lkuy1vhvZagokg6AY5VJD0_yiErHZQ0ocAjpCpOy_oUMQ-HqYrIecmpU6I9x28MRLpduUE-Nv4pg4t0lIlxyWZaCF6eS_lvUH7Z-GILFGx7O47s-vu6MFBkTPbuEYXNsbrgktdxZc7EoPsyk=w764-h611-no

    It changed the texture back to RHW4 on the bridge - but in the wrong direction.  The piece, as you can see, has the fog line on the left and the yellow line on the right in that one tile.  If I continue clicking all around I get it to go back to the RHW2 tile.  Traffic still flows through it though, according to the transit query, oddly. 

    I'm not terribly concerned about it as long as it works and looks better than it did before.  Just thought I would post this to show you what's happening with it.  Also, if I hover the transit query tool over the overpass it shows it as rail, not RHW, but only on certain tiles.  I tried to get a snapshot of that but it removed the query bubble when I snapped the pic.

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    Posted:
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    You can see other textures (part of the ground intersection) are also not correctly lined up. Yes if visually the RHW is the wrong way around, so are the paths. So the better of the two if you can't make it stable, is to use the RHW-2 variant, that will at least be functional.

    Best guess though, you'll have to wait for the new SPUI implementation to get it right. I think NAM33 was when the changes occurred that conflicted here. You could use an old NAM version (32) to get it in place correctly, save then as long as you didn't click nearby it would stay stable. That's why it was working fine until recently too. You can't build a new one correctly, but if it's in place and left alone, it will continue to work. Warning: if you do this, any new content from NAM 33-35 you have placed will need to be rebuilt, along with other potential headaches. Backup your cities first if you try this.

    • Like 3

    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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