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Cyclone Boom

NAM 40 has superseded this release. See the following thread:

 

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These tunnels are used all over the US. Many times there is a bridge built to take you in a different direction over the water that the tunnel is going under.  Example:  tunnel's direction is for traffic going north and south, bridge direction is for traffic going east and west. With the new NAM is it possible to now build a bridge over the water that the tunnel is going under??

 

 


You can't make sense out of crazy  :read:

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On 1/7/2021 at 2:13 PM, 1SweeTDreamS1 said:

With the new NAM is it possible to now build a bridge over the water that the tunnel is going under?

As long as conditions for each are satisfied, then yes. A true Maxis tunnel only asserts its existence at its mouths, so after it has been placed, it operates like a two-terminal teleportation device. That allows anything to be built through its middle, both above and below ground.

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-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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Hi @1SweeTDreamS1

As @jeffryfisher mentioned, unlike bridges, only the tunnels ends are 'solid objects.' Here is a quick example of what I've done in situations involving diagonal rivers. The bridge will go over the tunnel and both carry traffic.

uBoGfA3l.jpgsmmh0o9l.jpg

Of course, there is the necessary terraforming to do first for the underwater tunnel. And this can be done with or without NAM.


  Edited by CaptCity  
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A wise man once said, "I am not yet a wise man..."

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Just posting so I can use Discord,  Lost acces to my original account for some reason.

I Downloaded this earlier tonight though.  Simultaneously trying to mod both SC4 and SC2013, we'll see which one I stick with today LOL

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Sorry if dealt with elsewhere....I use EU LHD but since using NAM 39 the auto Avenue Turning Lanes feature only places RHD arrows at my avenue intersections. All other aspects are working on the left (TuLEPs pieces, draw paths, X road intersections, etc) ..... just not the Avenue intersections??  I've reinstalled NAM a few times in case it was a loading error but nothing worked. 

If it's an known issue that's cool, I can live with that but if anyone has a remedy that would be awesome. Thanks! 

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2 minutes ago, Dono said:

If it's an known issue that's cool,

I believe it is known, was on a thread where Tarkus explained the error's cause recently.

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2 hours ago, Dono said:

If it's an known issue that's cool, I can live with that but if anyone has a remedy that would be awesome. Thanks! 

See the following post, I attached a interim fix:

 

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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 would be fun to have giant potholes to create real looking USA ghettos.. hint, hint.. maybe  *:8)

Delete.jpg

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You can't make sense out of crazy  :read:

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Has some of the stuff under 'Ground light rail alternative styles' been deprecated or removed at this point? Just asking because it only has the two orthogonal starter pieces but nothing else. Apologies if this was already mentioned somewhere but I didn't see it.

 

Thanks.

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The Alt Drag GLR styles are draggable networks, which only have a basic starter piece in the menus. If you have problems dragging them, that would suggest the RUL code is missing. 

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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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    Those two starter pieces are actually all that button ever had.  I've gone through our code depository, and can confirm there's been no features added/removed or any changes made. 

    Regarding the potholes, you can get those simply by lowering your transportation funding.  I don't think we have any other real control over them other than that.

    -Tarkus

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    have just installed NAM 39, I would like to thank everyone who spends time and effort still updating this MOD, great fantastic
    I have only one simple question
    how can I get rid of this awful concrete barrier on maxis highways, is it an option I have overlooked in setup or one should I download a MOD

    highway.JPG

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    @fritzfarlig

    Looks like you've selected the MHO (Maxis Highway Override), and that is how it comes. If I remember correctly, very early versions were different, but I don't believe there is anything currently available to change its appearance. Of course, I could be wrong...

    You could use RHW-4 instead of the Highway (if you installed it). The roadway is similar, but there are no barriers (ignore the guardrails - it's an old mod).

    DTVjD8P.png

     

    Or you could use the 'C' versions of wider RHW if you want center dividers. Here is one with RHW - 6C:

    8U122C8.png 

     


      Edited by CaptCity  
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    A wise man once said, "I am not yet a wise man..."

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    I remember now it was this mod, but now the Z_nam folder is gone, you need to put it there 

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    Yes, the HRS was one of those 'early' things I was thinking of. I don't remember the exact sequence of development, but since it was created as a Maxis Highway replacement, I don't know how well it will 'play' with the MHO being installed. Many of the things it replaces aren't part of the MHO. Also, the MHO includes things not covered by the HSR. I never tried both at the same time. Perhaps others have...

    The z___NAM folder was done away with when the newer installer was incorporated into NAM 37. If you try the HSR, you can place it a folder with a name that will load after NAM (like z___Last).

    Edit: Note, it does mention in the listing information the HSR is not compatible with other highway re-texturing mods of which the MHO is one.


      Edited by CaptCity  
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    A wise man once said, "I am not yet a wise man..."

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    2 hours ago, fritzfarlig said:

    I will make a test and report the result 

    Out of curiosity, tried it out, even though the listing description does mention it is not compatible. As expected, lots of issues trying to use both. 

    There is this one maybe. It was created for the MHO. It is a concrete texture instead of the darker pavement style. Or maybe re-install NAM without the MHO selected to use the HSR.


      Edited by CaptCity  

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    6 hours ago, CaptCity said:

    Or maybe re-install NAM without the MHO selected to use the HSR.

    *:thumb:

    Indeed, the only way you'll get the MHY Restyling Mod to actually work, is to use the MHY. If you wanted that style, it doesn't make sense to use the MHO, it's purpose is to replace the MHY with a system designed to be integrated with RHW. MHO really doesn't work standalone, since it has so few options for ramps/interchanges.

    The style of MHO, is simply copied from RHW, although only elevated RHW networks use the concrete barriers. As it happens, this is all handled by a single texture, also re-used throughout NAM, for example the Drag Road/OWR/Ave overpasses, so you could easily change it's style. But there is going to be a cascading effect.

    6 hours ago, CaptCity said:

    There is this one maybe. It was created for the MHO. It is a concrete texture instead of the darker pavement style.

    As far as I can remember, this still uses the same barrier, perhaps with a slightly modified textures. Some of the models switched texture IDs I think, so the changes didn't mess with other RHW networks. I only really helped to get complete coverage for the mod, because at the time I'd just finished re-organising the MHO files in NAM. But honestly my advise remains, switch back to MHY and use your preferred cosmetic mod.

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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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    Good Friday morning!  I have been off the game for a while, computer issues!  Now I have a newer (still used) desktop and having issue upon issue trying to install NAM 39.  This worked wonderfully on my laptop but I have searched, and tried all the fixes to help to no avail! 

    Do you need to have something from an earlier NAM release?  I have installed 4 Patch, Java, tried the fix listed here, the setup file addition added to the 4 Patch file.  Deleted the whole shebang and started over.  I am using a built computer by my son, not sure what it is!  It does have enough space tho, and was built for gaming. 

    Anyone have any ideas??  I am building just fine with out it as of right now, but I am sure I will want some of the updates before too long!!!!  Things are kinda limited!!

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    Hello @911Diva

    check this out: 

     

    Good Luck. If it wont work, try this Thread: 

    *wisper* its 3:30 PM here :-P

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    Thank You very much!!  And your English is wonderful!!!!!

     

    Cindy

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    Thanks Cindy... *blushing*... ;-)

    ... and you are very Welcome.


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    Couple questions about NAM, idk when these might've been implemented but:

    1: I was wondering if there's a way around the 3x3 OWR roundabout? Like, I love having it, but, it's difficult to use OWR's as crossing boulevards as a result. I live in a city that actually has this criss-crossing through their historic downtown area that's pretty neat, and would like to replicate it some. But, like, am I supposed to hold a certain key/combo for keeping them normal, or, is it just not something that's been implemented yet? I can provide pix if anyone would like clarification on it.

    Though, to make sure that it is understood before then: basically if you were to draw 2 pairs of OWR, 5 tiles in length, and they had 1 tile of open space between each OWR, at the spot where all 4 cross, you get those roundabout curves between each pair of intersections, which just kills the look and feel of the intersection, and forces cars to try to curve around a small section that should be a straight 2 lane road.

    2: I saw a little bit earlier in this thread something about the GLR, and I'm wondering if maybe I'm missing a file, as the draggable aspect of it on the avenue, can really only function at 2 tiles max. So, if I have an avenues that's going on for about 20 tiles, I'd need to click and drag the network out 2 tiles at a time. If I go longer, it reverts all of the middle pieces back into the elevated rail network. And this also happens on streets and roads too.

    But, is this due to a bug, or missing file, or improperly installed version?


    I'm the guy who leaves 5 page essays as comments >.<

    "I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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    5 hours ago, Ryuu Tenno said:

    Couple questions about NAM, idk when these might've been implemented but:

    1: I was wondering if there's a way around the 3x3 OWR roundabout? Like, I love having it, but, it's difficult to use OWR's as crossing boulevards as a result. I live in a city that actually has this criss-crossing through their historic downtown area that's pretty neat, and would like to replicate it some. But, like, am I supposed to hold a certain key/combo for keeping them normal, or, is it just not something that's been implemented yet? I can provide pix if anyone would like clarification on it.

    No, there is currently no way to avoid this problem, but ask and ye shall receive:

    owr_blvd.JPG.b223bc44bee5a08b4be97d0f1b4e9f2d.JPG

    We'll have to test it a bit more to make sure it doesn't break something else, but it seems promising.

    5 hours ago, Ryuu Tenno said:

    2: I saw a little bit earlier in this thread something about the GLR, and I'm wondering if maybe I'm missing a file, as the draggable aspect of it on the avenue, can really only function at 2 tiles max. So, if I have an avenues that's going on for about 20 tiles, I'd need to click and drag the network out 2 tiles at a time. If I go longer, it reverts all of the middle pieces back into the elevated rail network. And this also happens on streets and roads too.

    But, is this due to a bug, or missing file, or improperly installed version?

    I am not totally sure if it ever was possible to do a continuous drag to make GLR Avenue.  In my humble opinion, it would not be worth the considerable effort to dig into this issue further as the implementation works as is, it just requires a bit of extra clicking.

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    Yeah, I understand the stuff with the GLR. I can't remember who it was, but, they had shown the GLR draggable dual network, and they were able to go across the full strip without issues. So, I wasn't sure if it was just technical limitations. I know there were a few parts of the NAM that were like that upon release originally.

    And looking forward to the boulevard fix.

    Thank you for the reply! :)


    I'm the guy who leaves 5 page essays as comments >.<

    "I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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    Hi @Leathershoes&corn

    Looks like the 'hole to China' syndrome... Level the terrain to get rid of the hole. Then try making sure the surrounding terrain is perfectly flat by plopping the road pieces around the location of the highway ramp piece - might take a couple tries. Otherwise you can try backing off a tile and trying again.

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    A wise man once said, "I am not yet a wise man..."

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    12 hours ago, CaptCity said:

    Hi @Leathershoes&corn

    Looks like the 'hole to China' syndrome... Level the terrain to get rid of the hole. Then try making sure the surrounding terrain is perfectly flat by plopping the road pieces around the location of the highway ramp piece - might take a couple tries. Otherwise you can try backing off a tile and trying again.

    thanks,Bro. For your patience. 👍

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    Is there by chance (either here on Simtropolis or over in SC4Devotion) a development thread for Hybrid Railway? I'd like to follow this as it progresses.

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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