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Wide Radius Curves have no sidewalks?

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Hello, 

I installed the NAM mod and so far I thought everything worked great but I think I have encountered an issue: If I place the Wide Radius Curves and then let houses grown near it, the road will not generate sidewalks.

I thought I did everything correct when installing the mod because I did it step by step with a video tutorial that someone linked in a thread I posted a few days ago. Is there a way to solve this? It looks kinda weird because all other streets have sidewalks, only the pre-built curves I placed from the mod seem to miss these.

111.jpg.eb82b0ed327f56db47e2107655efbebf.jpg

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The prebuilt sections are whats causing the issue. They will not show sidewalks like this. The only way to have that work is to use the draw patterns for each curve and do them by hand. The guide for these is available near the bottom of this page: https://www.sc4devotion.com/namdoc/feature-guides/base-network/base-network.html#fa

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    8 minutes ago, Whte_rbt said:

    The prebuilt sections are whats causing the issue. They will not show sidewalks like this. The only way to have that work is to use the draw patterns for each curve and do them by hand. The guide for these is available near the bottom of this page: https://www.sc4devotion.com/namdoc/feature-guides/base-network/base-network.html#fa

    Thank you! I thought I messed something up when installing the mod, guess I'll have to fix a few streets now!

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    These legacy curves do not support wealthing (sidewalks/grass), but the newer MRCs (Multi-Radius Curves) do. Most MRCs can be built with either patterns or using the MRC item in the Roads Menu.

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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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    On 25.5.2021 at 5:35 PM, rsc204 said:

    These legacy curves do not support wealthing (sidewalks/grass), but the newer MRCs (Multi-Radius Curves) do. Most MRCs can be built with either patterns or using the MRC item in the Roads Menu.

    I am sorry that I have to ask in this thread, it's a very different question but I didn't want to open another thread again and spam too many of them.

    Is there a "general way" of seeing what mod might be compatible with the NAM mod? I understand that mods which somehow alter the transportation system in the game might cause issues but I was wondering if even a mod like a functional parking lot (I wanted to install the mod "PEG Alley Kit") could break the game in combination with NAM. So, is there a way I can tell if something might cause conflicts?

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    1 hour ago, SC4 gamer said:

    Is there a "general way" of seeing what mod might be compatible with the NAM mod? I understand that mods which somehow alter the transportation system in the game might cause issues but I was wondering if even a mod like a functional parking lot (I wanted to install the mod "PEG Alley Kit") could break the game in combination with NAM. So, is there a way I can tell if something might cause conflicts?

    In general, you'll want to avoid anything which brings its own traffic simulator settings. For instance, the SimPEG Agricultural Mod (SPAM) brings the farm content, but also includes a traffic simulator to alter how freight traffic operates in farmland contexts, that traffic simulator cannot be used at the same time with the NAM traffic simulator, but the rest of the mod can.

    Second, there's the whole situation with transit stations. In general, they can operate with the NAM, but not all of them do so at an optimal level. Beware of these situations:

    • Rail aesthetics: all railway content included in the main NAM download is developed as part of the RealRailway Mod ecosystem, you'll find a lot of the older transit stations bring the Maxis rail textures. There's a texture replacement mod to put the RRW textures in transit stations.  A similar situation arises with stations intended for Monorail and their appearance with respect to the various high speed rail versions (HSRPBTM, and most recently the HRW). To my knowledge, there isn't a dedicated mod to change the appearance of the monorail station rails to match the HSRP, BTM or HRW, although this is less of an issue due to the official NAM transit stations included for these networks.
       
    • Capacity: players who use unofficial road-top bus stops and parking facilities may confront problems if they use versions whose capacity is much lower than the potential traffic present when using the higher capacity settings of the Traffic Simulator. The risk here is getting these stations to the maximum congestion level (4x their base capacity), in which case the game shuts down their operation. This can create bottlenecks in local streets and cause commute problems.

    A third case pertains to custom bridges: almost all the custom bridges published for SimCity 4 have been incorporated into the NAM, although a select few exceptions still exist. Due to a re-work of the bridge files since NAM 38, support for bridges not included in the NAM installation is unavailable. We're working on a case-by-case basis to include some of these, but at the same time we're also expanding the supported networks for various bridge models currently used in the mod.

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    Nope. There's no mod checker program, fortunately the NAM is almost regarded as mandatory these days so almost every mod made today will function fine alongside it. Any issues like this tend to get caught when lot/bats/mods are still in the beta stages (yeah, mostly we're geeky enough to run our hobby like a software dev company).

    I know personally that the PEG alley kit can be used alongside the NAM, although the last time I had that in my plugins was somepoint around NAM 30.

    The general rule is keep backups, and make one before any downloading/install binges.

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    1 hour ago, Lucario Boricua said:

    In general, you'll want to avoid anything which brings its own traffic simulator settings. For instance, the SimPEG Agricultural Mod (SPAM) brings the farm content, but also includes a traffic simulator to alter how freight traffic operates in farmland contexts, that traffic simulator cannot be used at the same time with the NAM traffic simulator, but the rest of the mod can.

    Second, there's the whole situation with transit stations. In general, they can operate with the NAM, but not all of them do so at an optimal level. Beware of these situations:

    • Rail aesthetics: all railway content included in the main NAM download is developed as part of the RealRailway Mod ecosystem, you'll find a lot of the older transit stations bring the Maxis rail textures. There's a texture replacement mod to put the RRW textures in transit stations.  A similar situation arises with stations intended for Monorail and their appearance with respect to the various high speed rail versions (HSRPBTM, and most recently the HRW). To my knowledge, there isn't a dedicated mod to change the appearance of the monorail station rails to match the HSRP, BTM or HRW, although this is less of an issue due to the official NAM transit stations included for these networks.
       
    • Capacity: players who use unofficial road-top bus stops and parking facilities may confront problems if they use versions whose capacity is much lower than the potential traffic present when using the higher capacity settings of the Traffic Simulator. The risk here is getting these stations to the maximum congestion level (4x their base capacity), in which case the game shuts down their operation. This can create bottlenecks in local streets and cause commute problems.

    A third case pertains to custom bridges: almost all the custom bridges published for SimCity 4 have been incorporated into the NAM, although a select few exceptions still exist. Due to a re-work of the bridge files since NAM 38, support for bridges not included in the NAM installation is unavailable. We're working on a case-by-case basis to include some of these, but at the same time we're also expanding the supported networks for various bridge models currently used in the mod.

    That is a nice and detailed explanation, thank you very much!

    Basically for the parking lot mods I have to keep an eye on them, in case they create too high congestion in that area, I haven't altered anything with the Traffic Simulator yet and kept everything at the standard settings (meaning I haven't opened it yet).

     

    1 hour ago, Whte_rbt said:

    Nope. There's no mod checker program, fortunately the NAM is almost regarded as mandatory these days so almost every mod made today will function fine alongside it. Any issues like this tend to get caught when lot/bats/mods are still in the beta stages (yeah, mostly we're geeky enough to run our hobby like a software dev company).

    I know personally that the PEG alley kit can be used alongside the NAM, although the last time I had that in my plugins was somepoint around NAM 30.

    The general rule is keep backups, and make one before any downloading/install binges.

    I will keep that in mind to make backups of my saves and the plugins folder!

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