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Lucario Boricua

Pedestrian Revolution Mod (PRM, PedRev) - Development and Support

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Being an European and non car-centric guy i can't help fallen in love with this feature. I believe public transport and walking/cycling are the way forward in transporting people inside the city. Keep up te good work guys :). 

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This is one thing this game really lacked...

I'm just afraid my Sims will vote me out once I force them to walk more... :uhm: *:D

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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On 3/20/2023 at 2:09 AM, Ulisse Wolf said:

DRAGGABLE PEDMALLS WITH RCI GROWTH SUPPORT

THIS IS NOT A DRILL!

You have heard, read and seen well.
Those crazy geniuses of the NAM Team members have realized the most modern and requested feature without invoking the infamous DLL Modding.

With Network Addon Mod 47 you finally have the ability to use drag-and-drop PedMalls that support RCI growth.
Now you can create all the utopian cities that do not require cars.

K9ROepj.jpg

The new PedMalls have incoported crosswalks with all networks except OWR and work with MidBlock Crosswalks.

If you want to see more of this revolution you can see it with this video.

 

 

WELCOME TO THE CITIES OF THE FUTURE

Looks fantastic! Could you maybe shed some light on what this means for currently used mods? Do the standard PedMalls continue to use the same texture or will I have to update my mod?

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    1 hour ago, Dead_End said:

     

    Looks fantastic! Could you maybe shed some light on what this means for currently used mods? Do the standard PedMalls continue to use the same texture or will I have to update my mod?

    In the short-term:

    • Puzzle piece pedmalls continue being available, but the plan is to shift them to legacy content once we fully replace their functionality in draggable and FLEX form. This requires the NAM team to first develop the FLEX or draggable version of the feature to reach parity with the puzzle piece's capabilities.
    • The new pedmalls use the same textures (styles, not IID values) of the puzzle piece originals for 6 of the 8 initially available options. Cosmetic overrides for these textures will need to be updated to consider both the IIDs and the crosswalks. We do plan to publish a pedmall texture development kit once the NAM-included versions are sufficiently mature, and we've already reserved a portion of the starter code for this purpose.
    • The NAM team won't be publishing any pedmalls using non-NAM textures, unless the authors or custodians of said textures allow us to incorporate the textures into the mod without dependency linkage. We'll either use default game (Maxis) textures, or make our own custom textures for any in-house work.
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    5 hours ago, TheMurderousCricket said:

    I'm just afraid my Sims will vote me out once I force them to walk more... :uhm: *:D

    Welcome to my world :lol::lol:

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    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    37 minutes ago, Lucario Boricua said:

     

    In the short-term:

    • The new pedmalls use the same textures (styles, not IID values) of the puzzle piece originals for 6 of the 8 initially available options. Cosmetic overrides for these textures will need to be updated to consider both the IIDs and the crosswalks. We do plan to publish a pedmall texture development kit once the NAM-included versions are sufficiently mature, and we've already reserved a portion of the starter code for this purpose.

    Will it be somewhat like the workflow rsc204 has once shared with me*:)

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    Finally, finally a ped mod! Why do we need NotJustBikes for this?! Oh yeah, bike lanes! We need those. And also, ped tram. The current "ped" tram isn't walkable, afaik.

    Side note: how do we ensure emergency vehicles can still do their jobs?

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    5 hours ago, elfrjz said:

    Finally, finally a ped mod! Why do we need NotJustBikes for this?! Oh yeah, bike lanes! We need those. And also, ped tram. The current "ped" tram isn't walkable, afaik.

    Side note: how do we ensure emergency vehicles can still do their jobs?

    All these things would be awesome to have, but let's take it one step at the time. (haha)

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    18 hours ago, elfrjz said:

    Side note: how do we ensure emergency vehicles can still do their jobs?

    I believe this could require a new set of automata that can use both roads and the pedmalls. Maybe drones specialized for various tasks, like in SC13: Cities of Tomorrow. Police departments around the world are already using drones for patrol and SWAT operations, and Amazon is already using drones for delivery despite FFA's restrictions, so having drones in NAM (if possible) is not something far-fetched.

    wJ9pV6f.jpg

    Of course you can't expect from a tiny drone to carry an inquired Sim or enough water to put off a fire. So, how about a new set of emergency automata with ion engines to fly above both roads and pedmalls, like the drones above?

    artwork.command-and-conquer-tiberian-inc

    artwork.command-and-conquer-tiberian-inc

    With all the above ideas, plus the walk-able tram pedmalls, picture this. A "roadless" and "carless" city, where most of transportation happens on foot, by bicycles, scooters and other personal vehicles, or by a flexible tram system that acts like a mix of bus and taxi, while drones, freight trucks and emergency ioncars fly above all of them. @korver's vision of future Paris in action :D

    JxZoVX0.png

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    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    Well this is a welcome addition to the NAM. It is going to drop mega hours off building my cities like this one from 2018.641ec56a465f5_Screenshotfrom2018-11-1811-50-53.jpg.15d63cee5ed4da1cf51fd3dd4ce091df.jpg

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    The drag-able pedmalls are awesome and can turn the tables of urban planning. What I'd love to see is including the Mountain Trail and the PMT Bike Paths made by @deadwoods as well, increasing the number of the drag-able pedmalls from 6 to 8. Those two would be great additions, especially for rural and eco-friendly cities :D

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    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    7 hours ago, Terring said:

    The drag-able pedmalls are awesome and can turn the tables of urban planning. What I'd love to see is including the Mountain Trail and the PMT Bike Paths made by @deadwoods as well, increasing the number of the drag-able pedmalls from 6 to 8. Those two would be great additions, especially for rural and eco-friendly cities :D

    Currently the Mountail Trail is not confirmed if it will be part of the Classic Pedmall or will be replaced with a Next Gen version of the Pedmall. Deadwoods bike lanes are currently out of the question as they fall under the Bicycles category and therefore the discussion will be postponed at the right time.

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    Federal Republic of SiculiaFederal Republic of Sonora

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    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    This is great. Best addition ever. But... I'm too nitpicky for my own good. Now I need to rotate the texture of the sandstone draggable pedmall and get rid of or change the streetlight of the that variant and change the grass  texture. How do I do it? I do use overrides. I use TGN SV, SWN sandstone ( not Paeng ) and LRM USA. Please help a fellow nitpicker out. I know there will be updates but I'm too impatient to wait.

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    6 hours ago, pippin said:

    This is great. Best addition ever. But... I'm too nitpicky for my own good. Now I need to rotate the texture of the sandstone draggable pedmall and get rid of or change the streetlight of the that variant and change the grass  texture. How do I do it? I do use overrides. I use TGN SV, SWN sandstone ( not Paeng ) and LRM USA. Please help a fellow nitpicker out. I know there will be updates but I'm too impatient to wait.

    LRM USA is already compatible with new pedmalls as they use Maxis Props (With the exception of the PedMall Retrowave which uses a dedicated prop and light set)

    For mods like TGN SV, SWN etc... they are not supported because we changed the IIDs. So you have to wait for us to release the Development Kit with the PedMall dedicated to these mods

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    Federal Republic of SiculiaFederal Republic of Sonora

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    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    On 17/04/2023 at 10:39 AM, pippin said:

    Now I need to rotate the texture of the sandstone draggable pedmall and get rid of or change the streetlight of the that variant and change the grass  texture. How do I do it? I do use overrides. I use TGN SV, SWN sandstone ( not Paeng ) and LRM USA.

    On 17/04/2023 at 5:12 PM, Ulisse Wolf said:

    For mods like TGN SV, SWN etc... they are not supported because we changed the IIDs. So you have to wait for us to release the Development Kit with the PedMall dedicated to these mods

    Or you could just use this little patch I just made ;).

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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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    6 hours ago, rsc204 said:

    Or you could just use this little patch I just made ;).

    You, Sir, are amazing. You make a grown man cry. Thank you so very much. You must be a wizard or something. You really save the day. Again!!

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    Hello, I'm making a texture package for these new PedMalls (eg. here) ; and I was wondering if the NAMSC4_Classic_DragPedmalls_TexturesTransition.dat file is something "to come"? or it's already useful... I don't see its use in the game... but maybe I'm .. uuh .. a little tired ;-) .
    And there's another file I'm curious about : NetworkAddonMod_SAM_Ped_Mall_Texture.dat (unique tex type industrial path) ?

    Thank you for your help


    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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    31 minutes ago, hugues aroux said:

    Hello, I'm making a texture package for these new PedMalls (eg. here) ; and I was wondering if the NAMSC4_Classic_DragPedmalls_TexturesTransition.dat file is something "to come"? or it's already useful... I don't see its use in the game... but maybe I'm .. uuh .. a little tired ;-) .
    And there's another file I'm curious about : NetworkAddonMod_SAM_Ped_Mall_Texture.dat (unique tex type industrial path) ?

    Thank you for your help

    We are happy that people are already developing for third party mods for Classic PedMall but unfortunately I have to do the party breakdown

    Later there will be a developer diary where we will announce the status of the Classic Pedmall and the preparatory work we are performing to make the files compatible with RUL 2 Mark II The files we have modified are

    NAMSC4_Classic_DragPedmalls_TexturesTransition.dat - NAMSC4_Classic_DragPedmalls_Core.dat - NAMSC4_Classic_DragPedmalls_TexturesCore.dat - NAMSC4_Classic_DragPedmalls_Transition.dat 

    In addition, intensive work on T21 is added 

    NetworkAddonMod_SAM_Ped_Mall_Texture.dat is a development file that we forgot to delete. File is obsolete

    I can't announce NAM 48's development plans yet, but the things we're planning are really exciting.

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    Federal Republic of SiculiaFederal Republic of Sonora

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    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    7 minutes ago, Ulisse Wolf said:

    File is obsolete

    Oups *:D ... OK .. I'm not sure I understand : "party breakdown" !!? You're going to change everything, and I'm working on textures for nothing? *:???:


    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

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    18 minutes ago, hugues aroux said:

    Oups *:D ... OK .. I'm not sure I understand : "party breakdown" !!? You're going to change everything, and I'm working on textures for nothing? *:???:

    Currently the network is S3D Based. With NAM 48 the Classic Pedmall are FSH Network. It means that S3D Models no longer exist (Except for previews)


    Federal Republic of SiculiaFederal Republic of Sonora

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    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    Just now, hugues aroux said:

    But you don't change the TGI of the basic tex and crossing (XX_ClassicPedmall_Crossings.dat )?

    Only the encoding and correction of FSH changes. The TGI remains the same although there will be an expansive phase in which we insert other TGIs

     

     


    Federal Republic of SiculiaFederal Republic of Sonora

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    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    58 minutes ago, felipe.miranda said:

    Hello to everyone, I have a Question... Why I cant see the dowload link? :( 

    This thread is dedicated to the supoport and development of Pedestian Revolution Mod which is a component of Network Addon Mod (NAM). To use this you need to download NAM

    https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-cross-platform/

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    Federal Republic of SiculiaFederal Republic of Sonora

       Ain Member  Wiki

    NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    On 3/15/2023 at 6:51 PM, Lucario Boricua said:

    Pedestrian Revolution Mod

     

    image002.png

     

    With this thread, the @NAM Team is providing a dedicated space for technical support and development updates on the new generation of pedestrian and active transportation features!

    For the run-down of the current features, make sure to consult the NAM documentation, namely the Pedestrian Revolution Mod Feature Guide! (still in the old documentation)

    Players who are interested in transportation features for active transportation, pedestrianized and multimodal environments should follow this thread closely. We have a lot of goodies planned for the next NAM versions! At the time of this writing, the Pedestrian Revolution Mod working group within the NAM team includes these members:

     

    As of NAM 46, the only PedRev features available for players are the Mid-Block Crosswalks, the first phase of which were introduced with NAM 45. The currently supported content is shown below:

     

    A. Roster of FLEX pieces for mid-block crosswalks: there are 9 pieces, supporting overrides for all the bidirectional (2-way) surface road networks. Due to their use of the Avenue and Street RUL1 programming, these crosswalks support full wealthing textures, even in situations when they aren't in contact on all sides with lots or zoned land. These pieces are provided in 3 lengths, providing flexibility for their placement. Size 1 mid-block crosswalks are ideal for compact environments, and situations where the player doesn't expect high volumes of road traffic. Size 2 and size 3 provide full traffic control, approach pavement markings, and the option to align them with odd-sized and even-sized things: buildings, lots, parks, plazas, pedmalls, transit stations, and city block sizes.

    The crosswalks also affect traffic behavior, both visually (automata movement) and functionally (traffic simulator), creating a slow-down of car traffic and localized congestion, and thus encourage a local growth of pedestrian traffic. The car paths across these are also slightly raised, recreating a crossing table / raised crosswalk movement effect.

    r51BloA.jpg

     

     

    B. Supported base networks: as of NAM 45, only Road and Avenue have mid-block crosswalk support. Future support contemplates adding support for Street (straightforward) and the One-way Road, as it requires resolving some technical complications first.

    Yg8AvOt.jpg

     

     

    C. Supported 1-tile Network Widening Mod (NWM) widths: These include all the bidirectional options, including TLA-3, AVE-2, ARD-3 and NRD-4. Support for OWR-1 and OWR-3 is contingent on resolving One-way Road support.

    kJ7SEZ8.jpg

     

     

    D. Supported Double-Tile NWM: These include TLA-5, RD-4 and RD-6. Support for OWR-4 and OWR-5 is contingent on resolving support for the One-way Road, planned for a future version of the mod. Given the network size, RD-6 differs from AVE-4, RD-4 and TLA-5, featuring traffic signals in its size 1 configuration.

    dwygb7b.jpg

     

     

    E. Supported Triple-Tile NWM: These include TLA-7 and AVE-6. Some minor bugfixes are planned for NAM 47, rounding up their support. They also feature native compatibility with the Avenue-based AVE-6, providing a seamless wealthing appearance!

    S3JJWck.jpg

     

    Players using the European texture set can look at this image below to see the crosswalk designs used. These are based off the UK's Pelican and Toucan crossing designs in raised crosswalk / crossing table configurations (LHD variants shown below):

    MHvZVJu.jpg 

     

    F. The Road and RD-4 can be used to create Refuge Island designs, using this procedure shown in the NAM documentation.

    image014.jpg

     

    image016.jpg

     

    image018.jpg

     

     

    :bunny:     We look forward to everyone's feedback and opinions about this network project!      :yes:

     

    This is amazing and makes things more realistic having crosswalks now.   I'm thinking about using the park and ride feature now, but now sure how things will work with lot of farms.  Will parking be needed for farms ?   I'm using CAM 2.1 with Rural Farms option.

     

     

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    On 5/4/2023 at 6:34 PM, rsc204 said:

    Or you could just use this little patch I just made ;).

    I need some assistance as I can't get this patch to work *:???:

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    And you won’t, the whole basis for Pedmall Textures was altered so that mod is useless now. 


    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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