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How to create an override network for OWR

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    15 hours ago, rsc204 said:

    For the basic starter piece

    This is where I am at now.

     

    Airplane Taxiways Starter + Menu.dat

    I tried adding this to the RUL 0x10000000 file:

    [HighwayIntersectionInfo_0x0000670A]
    ;Added by atsf189 2/10/2025.
    ;modified by memo 01/17/2013 for use with Vanishing Construction Lot
    ;Street Addon Mod-Texture Set 11
    Piece = 0.0, 0.0, 0, 0, 0x5189fb06
    PreviewEffect = preview_straight__atw__1010

    CellLayout =.......
    CellLayout =...Z<..
    CellLayout =...a...
    CellLayout =...^...

    CheckType = Z - street: 0x02000200
    CheckType = a - street: 0x02000200 onewayroad: 0x00030300, 0xffffffff optional

    ConsLayout =........
    ConsLayout =...+...<
    ConsLayout =........
    ConsLayout =...^....

    AutoTileBase = 0x55387000        ; former 0x5189fB00
    ReplacementIntersection = 0, 0
    PlaceQueryID = 0x5189fB06
    Costs       = 8
    [HighwayIntersectionInfo_0x0001670A]
    CopyFrom    = 0x670A
    Rotate        = 1
    [HighwayIntersectionInfo_0x0002670A]
    CopyFrom    = 0x670A
    Rotate        = 2
    [HighwayIntersectionInfo_0x0003670A]
    CopyFrom    = 0x670A
    Rotate        = 3
    ;rotation clones
    [HighwayIntersectionInfo_0x0004670A]
    CopyFrom    = 0x670A
    [HighwayIntersectionInfo_0x0005670A]
    CopyFrom    = 0x1670A
    [HighwayIntersectionInfo_0x0006670A]
    CopyFrom    = 0x2670A
    [HighwayIntersectionInfo_0x0007670A]
    CopyFrom    = 0x3670A

     

    The menu shows up but the starter piece is blank. 

    It will draw a 2way road once then quits working.

    I am not sure what I missed

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    I would say that’s a good sign that you have the menu item. But indeed that’s all we have, so I wouldn’t expect it to work.

    Now you need the RUL2 code which will make your piece work. Code is needed for the initial override and then for every new piece/texture you want to support.

    @Tarkus I had assumed the plan was to modify the SAM starter to an OWR starter, I’m guessing you can override OWR in the same manner?

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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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    7 minutes ago, rsc204 said:

    I had assumed the plan was to modify the SAM starter to an OWR starter

    By changing the files you gave me I am modifying the SAM starter to be a OWR starter correct???

    sorry not real familiar with the terms. I do seem to be able to take working set of files and

    figure out how to modify them though.

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    57 minutes ago, rsc204 said:

    Now you need the RUL2 code

    Is this the main NAM RUL2 code that i modify or a separate file i put with the

    Airplane Taxiways Starter + Menu.dat file

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    The key to understanding RUL0 is that the checktype lines tagged with 'optional' cause the game to place the network component that correspond to the specified flags.  If the underlying flags involve two networks, this combination must be defined somewhere in RUL1.  When this concept is used to create starters and other flex pieces, the RUL1 definitions are known as false intersections (or falsies).  In order for your RUL0 item to work, you must define a new falsie in RUL1 which calls up a new network texture.  From there, you can define RUL2 rules to cause the network to propagate along the OWR network.

     

    The SAM 11 starter falsie is defined here https://github.com/NAMTeam/Network-Addon-Mod/blob/9ac972aa2fa57f5059e28d916ada681402f6cfb1/Controller/RUL1/04_Street/08_Street_OneWayRoad.txt#L252

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    @rsc204 @Tarkus  @Flann @CorinaMarie

    This appears to be way over my computer skills.

    I think we are in need of step by step tutorial that explains how all this comes together.

    I was hoping to get a full set of files to edit like what rsc204 sent me.

    Even if I do make this work somehow it looks like you can not make this work as

    a standalone file that you can download and have this functionality.

    I think a set of runway textures that animate planes would be useful to a lot of SC4 players

    I tried adding the below to the NAM RULE1 file but still no preview piece shows up

    I am not sure what IID to use here

    ;draggable ATW Set 1010 (B)
    ;Added by atsf189 03112025
    TYPE1=0x02000200,0x00030300,0x5189FB00,0,0
    TYPE2=0x00020002,0x03030000,0x5189FB00,1,0
    TYPE3=0x02000200,0x03000003,0x5189FB00,0,0
    TYPE4=0x00020002,0x00000303,0x5189FB00,1,0
    ;draggable ATW Set 1010 (B) after puzzle piece bulldoze - Tarkus 03042009
    TYPE1=0x02000000,0x00030300,0x5189FB00,0,0
    TYPE2=0x00000002,0x03030000,0x5189FB00,1,0
    TYPE3=0x00000200,0x03000003,0x5189FB00,0,0
    TYPE4=0x00020000,0x00000303,0x5189FB00,1,0

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    Indeed, there is quite a lot to it and unfortunately a dearth of easily digestible how-to guides.  Fortunately, the most important topics are covered in great detail on the old SC4D wiki.  These articles will teach you how the game works but you'll probably need some help to put it all together.  As you have discovered, you must learn quite a few things to accomplish adding a new override network.

    You are also correct that such a mod would not be possible to release as a standalone package.  The code that makes the networks work ultimately must be compiled down to a handful of files, and only one copy can be active in a given installation. Stewardship of the network related features thus must be centralized.  This is the responsibility of the NAM team.  Ultimately, to make your idea a reality that could be shared, you'd have to coordinate (join) the NAM team and then there'd probably be a discussion on the merits of the feature and how to implement it if folks agree it should be added.

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    1 hour ago, Flann said:

    Indeed, there is quite a lot to i

    @rsc204 @Tarkus  @Flann @CorinaMarie

    Even the rule code should not be that difficult. It should be a matter of changing the IIds of a similar network 

    and pasting it where in belongs.

    Shouldn't all i need is a working OWR network.

    Change all IIds to a new one.

    The path file should be the same cars that go one way or planes in this case that do all ready drive on the roads as cars

    If I could see all the code for a working OWR network ( think I have most of it thank you @rsc204)

    i think i could figure it out. I see how the EFFdir works (this creates the Puzzle Piece Preview with the Rule1 code)

    What else does the EFFdir do?

    Why does the SAM starter EFFdir appear to have text for two networks. Shouldn't all four have the same name?

    .preview_draggable_sam___010

    preview_draggable_sam___010_red

    preview_draggable_sam___011

    preview_draggable_sam___011_red

    If the path file has the same IID as the puzzle piece is that all that is needed for the cars to go through the tile?

    If it has do go through NAM to be released i have no problem doing the work and giving to NAM to use.

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    14 hours ago, Flann said:

    If the underlying flags involve two networks, this combination must be defined somewhere in RUL1.  When this concept is used to create starters and other flex pieces, the RUL1 definitions are known as false intersections (or falsies)...

    Either I forgot about it or I suspect I never had to worry about this step, one of the benefits of working on SAM11 was that SAM had been designed to support 16 networks from the outset. Therefore a lot of things were ready to go, for example I just had to uncomment the RUL0 to enable my piece. Making a totally new override also adds a bit more complexity.

    13 hours ago, atsf189 said:

    This appears to be way over my computer skills.

    Actually I would disagree with this, because despite my initial scepticism, you've successfully made a new Menu Item. The problem when people ask questions like this, it doesn't make sense to write paragraphs of step-by-step instructions, it's not actually as helpful as you think. Bottom line, if you have the skills you'll be able to work it out to some extent, it sounds to me like you need a little help, trust me I did at first and I am nowhere near as talented as many in the team.

    13 hours ago, atsf189 said:

    I think we are in need of step by step tutorial that explains how all this comes together.

    The question for me is, who is this tutorial for? No offense but if you need every step spelt out then you probably aren't going to understand the code needed. So what I didn't get with SAM11 was any RUL2 code, OK I used another SAM set with ID changes and some additions. However that was around 80k lines of code, needless to say it wasn't my first mod. In a similar sense, you'd have a much easier time starting out with something more bite sized. A totally new override network requires learning a heck of a lot of things, you certainly could start smaller.

    13 hours ago, atsf189 said:

    Even if I do make this work somehow it looks like you can not make this work as a standalone file that you can download and have this functionality.

    I think a set of runway textures that animate planes would be useful to a lot of SC4 players

    NAM doesn't work that way, you can't have more than one of each of the RUL files load, if multiple files exist then the last to load will be the entirety of the RUL code the game has to work with. For example we have to include the original Maxis RUL code in the NAM controller or break the game.

    If you dig around the GitHub for the RUL code, you'll see we've broken it down for the purposes of easier maintenance. But before that gets to the NAM installer, it gets combined by a tool that used to be included with the NAM, the Controller Compiler.

    Again if you get this working, then the team will have to have a look at it from a distribution perspective. Since you are using a limited number of IDs, I think even if we don't feel it should be released in the NAM, we could add the code. That way you could release the rest which 'unlocks' the code provided users had a version of NAM including it. Normally I'd be thinking perhaps such a mod is not a great fit for the NAM, because if we add it then we have to support it and the inevitable feature requests. But either way there is a way you can provide this for others to use, better to get to that when we're at the finish line though.

    13 hours ago, atsf189 said:

    I am not sure what IID to use here

    ;draggable ATW Set 1010 (B)
    ;Added by atsf189 03112025
    TYPE1=0x02000200,0x00030300,0x5189FB00,0,0
    TYPE2=0x00020002,0x03030000,0x5189FB00,1,0
    TYPE3=0x02000200,0x03000003,0x5189FB00,0,0
    TYPE4=0x00020002,0x00000303,0x5189FB00,1,0
    ;draggable ATW Set 1010 (B) after puzzle piece bulldoze - Tarkus 03042009
    TYPE1=0x02000000,0x00030300,0x5189FB00,0,0
    TYPE2=0x00000002,0x03030000,0x5189FB00,1,0
    TYPE3=0x00000200,0x03000003,0x5189FB00,0,0
    TYPE4=0x00020000,0x00000303,0x5189FB00,1,0

    It's not always obvious what links to what, because you've (hopefully) got two sets of IDs in play here, the S3D model itself and then the new OWR texture. Looking at the original code, 0x5e54bb00 was used for SAMB, but this ID should be of the Base Ortho (override) texture, NOT the ID of the Puzzle Piece, which also references the Network Texture in the Mats section of the S3D. If you look at the un-modifed file I uploaded, you should see the general ID scheme needed, I didn't include the textures/paths etc of the actual network though.

    For (hopefully) clarity, the RUL0 references the Puzzle Piece ID, the RUL1 references the new Network Texture, which is also what you'll use for the RUL2 code.

    12 hours ago, atsf189 said:

    Even the RUL code should not be that difficult. It should be a matter of changing the IIds of a similar network and pasting it where in belongs.

    Shouldn't all i need is a working OWR network. Change all IIds to a new one.

    The problem is that we can't add new networks to SC4, well at least not in the way that you are thinking, that's not how NAM works. RHW only exists because Maxis left an unused network called DirtRoad in the game, there are no new TRUE networks in NAM. Instead we've utilised Override networks, but at their core every such network uses a base network to piggyback upon functionally speaking.

    Now I think of it, a better example would be the NWM starters, since that includes OWR-1/3/4/5, the first two would be more similar than starting with SAM. I can't elaborate on whether OWR would need a different setting from SAM for example, but if I wanted a reference to them, those OWR starters would be the best place to dig around.

    12 hours ago, atsf189 said:

    The path file should be the same cars that go one way or planes in this case that do all ready drive on the roads as cars...

    ...If the path file has the same IID as the puzzle piece is that all that is needed for the cars to go through the tile?

    You can copy the OWR path file, but your copy needs the right ID, in fact you probably need two, one each for the Puzzle Piece and for the base network. Note that S3D and Texture-based paths use different GIDs, I'll try and add the details for that later, on a Mac right now.

    12 hours ago, atsf189 said:

    What else does the EFFdir do?

    Why does the SAM starter EFFdir appear to have text for two networks. Shouldn't all four have the same name?

    preview_draggable_sam___010
    preview_draggable_sam___010_red
    preview_draggable_sam___011
    preview_draggable_sam___011_red

    You need an EffDir file for the Puzzle Piece to work, I don't know the specifics of what it does, they are super stupid complex, JenX (Xannepann) cracked them and did some awesome stuff with them. But it was never documented to my knowledge.

    As for the NAM, not sure really, I 'borrowed' my template from SAM10, so possibly I forgot to update some labels. But I don't think these are used so it's not like there is a 'false' entry. For sure the SAM11 starter appears to work :D.

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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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    @rsc204

    This is great information.

    I really appreciate you taking the time to explain this.

    I will press on and see what I can accomplish.

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    On 2/12/2025 at 2:55 AM, rsc204 said:

    Now I think of it, a better example would be the NWM starters, since that includes OWR-1/3/4/5

    I started over and used OWR-1 see below file

    ATW-1 Starter + Menu.dat

    I added the following RULE codes

    ========================RULE0======================================

    ;Airplane Taxiway ATW-1
    RotationRing     = B189, 1B189, 2B189, 3B189, 4B189, 5B189, 6B189, 7B189, 8B189, 9B189, AB189, BB189, CB189, DB189, EB189, FB189 ;ATW-1 Starter

    ===============================

    [HighwayIntersectionInfo_0x0000B189]
    ;Added by ATSF189 02/13/2028.
    ;modified by memo 01/17/2013 for use with Vanishing Construction Lot
    ;ATW-1 Orthogonal Starter Piece
    Piece = 0.0, 16.0, 0, 0, 0x5189F005
    PreviewEffect = preview_draggable_atw1__001

    CellLayout =.......
    CellLayout =...Z<..
    CellLayout =...a...
    CellLayout =...^...

    CheckType = Z - onewayroad: 0x02000200
    CheckType = a - onewayroad: 0x02000200 Rail: 0x00030300, 0xffffffff optional

    ConsLayout =........
    ConsLayout =...+...<
    ConsLayout =........
    ConsLayout =...^....

    AutoTileBase = 0x5189F000        ; former 0x5189F000
    ReplacementIntersection = 0, 0
    PlaceQueryID = 0x5189F000
    Costs       = 8
    [HighwayIntersectionInfo_0x0001B189]
    CopyFrom    = 0xB189
    Rotate        = 1
    [HighwayIntersectionInfo_0x0002B189]
    CopyFrom    = 0xB189
    Rotate        = 2
    [HighwayIntersectionInfo_0x0003B189]
    CopyFrom    = 0xB189
    Rotate        = 3
    ;rotation clones
    [HighwayIntersectionInfo_0x0004B189]
    CopyFrom    = 0xB189
    [HighwayIntersectionInfo_0x0005B189]
    CopyFrom    = 0x1B189
    [HighwayIntersectionInfo_0x0006B189]
    CopyFrom    = 0x2B189
    [HighwayIntersectionInfo_0x0007B189]
    CopyFrom    = 0x3B189

    ========================RULE1======================================

    ;Added 02132025 ~ ATSF189
    ;--draggable ATW-1--
    TYPE1=0x00030300,0x02000200,0x51890000,0,0
    TYPE2=0x03030000,0x00020002,0x51890000,1,0
    TYPE3=0x03000003,0x02000200,0x51890000,0,0
    TYPE4=0x00000303,0x00020002,0x51890000,1,0
    ;smoncrie Bulldoze Fix for ATW-1
    TYPE1=0x00030300,0x02000000,0x51890000,0,0
    TYPE2=0x03030000,0x00000002,0x51890000,1,0
    TYPE3=0x03000003,0x00000200,0x51890000,0,0
    TYPE4=0x00000303,0x00020000,0x51890000,1,0


    ========================RULE2=======================================

    0x5F06C400,1,0,0x51890000,1,0=0x5F96C700,1,0,0x51890000,1,0
    0x5F06C400,1,0,0x51890000,3,0=0x5F96C700,1,0,0x51890000,3,0
    0x5F06C400,2,0,0x51890000,1,0=0x5F96C700,2,0,0x51890000,1,0
    0x5F06C400,2,0,0x51890000,3,0=0x5F96C700,2,0,0x51890000,3,0

     

    The menu looks OK

     

    menu.jpg.f23052f83a7f8358e78ac7376a66994c.jpg

     

    The preview tile is placing two tiles instead of one

    Untitled-1.jpg.786f6ba9610dbd790606857d563500d2.jpg

    Untitled-2.jpg.4e0a259173871fbb068142985aa238ec.jpg

    What would the next step would be?

    Why is it placing two tiles?

     

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    On 14/02/2025 at 12:38 AM, atsf189 said:

    ========================RUL0======================================

    ;Airplane Taxiway ATW-1
    RotationRing     = B189, 1B189, 2B189, 3B189, 4B189, 5B189, 6B189, 7B189, 8B189, 9B189, AB189, BB189, CB189, DB189, EB189, FB189 ;ATW-1 Starter

    ===============================

    [HighwayIntersectionInfo_0x0000B189]
    ;Added by ATSF189 02/13/2028.
    ;modified by memo 01/17/2013 for use with Vanishing Construction Lot
    ;ATW-1 Orthogonal Starter Piece
    Piece = 0.0, 16.0, 0, 0, 0x5189F005
    PreviewEffect = preview_draggable_atw1__001

    CellLayout =.......
    CellLayout =...Z<..
    CellLayout =...a...
    CellLayout =...^...

    CheckType = Z - onewayroad: 0x02000200
    CheckType = a - onewayroad: 0x02000200 Rail: 0x00030300, 0xffffffff optional

    ConsLayout =........
    ConsLayout =...+...<
    ConsLayout =........
    ConsLayout =...^....

    AutoTileBase = 0x55387000        ; former 0x5189F000
    ReplacementIntersection = 0, 0
    PlaceQueryID = 0x5189F000
    Costs       = 8
    [HighwayIntersectionInfo_0x0001B189]
    CopyFrom    = 0xB189
    Rotate        = 1
    [HighwayIntersectionInfo_0x0002B189]
    CopyFrom    = 0xB189
    Rotate        = 2
    [HighwayIntersectionInfo_0x0003B189]
    CopyFrom    = 0xB189
    Rotate        = 3
    ;rotation clones
    [HighwayIntersectionInfo_0x0004B189]
    CopyFrom    = 0xB189
    [HighwayIntersectionInfo_0x0005B189]
    CopyFrom    = 0x1B189
    [HighwayIntersectionInfo_0x0006B189]
    CopyFrom    = 0x2B189
    [HighwayIntersectionInfo_0x0007B189]
    CopyFrom    = 0x3B189

    This is the error which is causing both tiles to appear, I'm guessing that links to the auto-destruct model. Prior to this the Starter was left behind and had to be deleted once the network was stable.

    However, for whatever reason instead of overriding to your intended new texture, it's overridding into a 'duplicate' OWR-1 network. Given you've used the OWR-1 files as a template, I've got to imagine you failed to correctly update something critical. Essentially you are looking for a reference to 0x5133F000 that should instead be 0x5189F000.

    On 14/02/2025 at 12:38 AM, atsf189 said:

    ========================RUL2=======================================

    0x5F06C400,1,0,0x51890000,1,0=0x5F96C700,1,0,0x51890000,1,0
    0x5F06C400,1,0,0x51890000,3,0=0x5F96C700,1,0,0x51890000,3,0
    0x5F06C400,2,0,0x51890000,1,0=0x5F96C700,2,0,0x51890000,1,0
    0x5F06C400,2,0,0x51890000,3,0=0x5F96C700,2,0,0x51890000,3,0

    Also, I have no idea why you have chosen the IDs you did here (part of the Road Roundabout).

    The puzzle piece's purpose is to place the first tile of your new network, ID 0x5189F000. Once we've got that present, draging from it using the OWR tool will just show the regular OWR network. The RUL2 code needs to be present for each piece/texture your network will override. So we're actually overriding 0x09004B00, which requires 4 lines of code as follows:

    RUL2.jpg

    Note that when you drag OWR but it doesn't connect to anything, an Ortho Stub is shown, so the last two lines shown above ensure those are also overridden.

    Quote

    ;Starter Piece ATW
    0x51890000,1,0,0x09004b00,1,0=0x51890000,1,0,0x51890000,1,0
    0x51890000,1,0,0x09004b00,3,0=0x51890000,1,0,0x51890000,3,0
    0x51890000,3,0,0x09004b00,1,0=0x51890000,3,0,0x51890000,1,0
    0x51890000,3,0,0x09004b00,3,0=0x51890000,3,0,0x51890000,3,0
    ;----------------------------------------------------------
    ;Ortho Stub
    0x51890000,1,0,0x09000300,1,0=0x51890000,1,0,0x51890000,1,0
    0x51890000,3,0,0x09000300,1,0=0x51890000,3,0,0x51890000,1,0

    Here so you've the ability to copy/paste. Highly recommend again checking out the SC4 Reader tool by Tropod, because it makes RUL2 coding a lot easier as you can see what your code is doing.

    So right now as soon as we find what is linking to the OWR-1 network and replace the ID, you will should have a working override. I'll dig into that later, but it's already been a bit of work to go through everything.

    • 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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    @Flann: There definitely appears to be something wrong and my guess it's the the RUL0 code, that's placing a OWR1 piece and not the intended one, can you see the problem?


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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    On 2/13/2025 at 5:38 PM, atsf189 said:

    ========================RULE1======================================

    ;Added 02132025 ~ ATSF189
    ;--draggable ATW-1--
    TYPE1=0x00030300,0x02000200,0x51890000,0,0
    TYPE2=0x03030000,0x00020002,0x51890000,1,0
    TYPE3=0x03000003,0x02000200,0x51890000,0,0
    TYPE4=0x00000303,0x00020002,0x51890000,1,0
    ;smoncrie Bulldoze Fix for ATW-1
    TYPE1=0x00030300,0x02000000,0x51890000,0,0
    TYPE2=0x03030000,0x00000002,0x51890000,1,0
    TYPE3=0x03000003,0x00000200,0x51890000,0,0
    TYPE4=0x00000303,0x00020000,0x51890000,1,0

    Because this is identical to the OWR-1 starter definition except for the IID, the possibilities are:

    • Your changes were not properly added to the RUL1 file
    • Your changes were properly added to the RUL1 file but the because it's the same as the existing one, the game is preferring the one which comes first or last in the file (I'm not sure what the load order preference is).
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    Well, I can confirm that it works with @rsc204's suggestions, assuming the RUL code is properly incorporated into the appropriate files.  We use a special compiler program to do this rather than edit the files directly.
     

    Screenshot 2025-02-15 090011.jpg


    However, it also breaks the OWR-1 starter, so, an alternate RUL1 definition would need to be found.

     

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    @Flann @rsc204

    Thank you for taking the time to look at the mess i created.

    what would i need to use for an alternate RUL1 so it does not break anything else?

    Do i have to start over and pick a different network as a template so the RUL1 doesn't break anything else?

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    If anything you've done this just as anyone would expect, because in using the existing code as a template, this sort of thing can happen. Like Flann, I too confirm that we've a working proof of concept, which is where we want to be really. Whether you will too depends on the ordering of the code in RUL1, if your starter still shows OWR-1, then the OWR-1 starter is overriding your code. But if ordered differently you can get your override to appear, as mentioned at the expense of the OWR-1 starter.

    The checktypes defined in RUL0/1 probably need the input of the NAM team to find a suitable set that won't cause problems elsewhere. Likewise at this point we should try to assign some IDs that can be used more permanently. I think you probably need just 2 IDs, done right you can get 6 pieces out of those. That covers your starter, Ortho, Curve, Tee with 2 spare slots, I'm thinking a 4-way would be a logical addition, but I'm unfamiliar with the Airport stuff you are using.

    So no not start over, you got 95% of the way there, this problem was inevitably going to be a bump in the road.

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    On 2/14/2025 at 12:38 AM, atsf189 said:

    Why is it placing two tiles?

    This is normal for static puzzle pieces that don't use the "Vanishing Construction Lot". The Vanishing Construction Lot is a specially programmed model file which vanishes when it's placed. To make use of it, use the following magical ID in RUL0:

    AutoTileBase = 0x55387000

     

    2 hours ago, atsf189 said:

    what would i need to use for an alternate RUL1 so it does not break anything else?

    Since your textures don't have any transparency, I'd suggest using a false intersection as starter that combines Rail and OWR. The Rail dirt makes these less useful for other purposes, so this approach conserves resources. The following is unused in RUL1 and should work:

    TYPE1=0x00030303,0x02000200,0x51890000,0,0
    TYPE2=0x03030300,0x00020002,0x51890000,1,0
    TYPE3=0x03030003,0x02000200,0x51890000,0,0
    TYPE4=0x03000303,0x00020002,0x51890000,1,0
    

    Adjust the RUL0 checktypes accordingly.

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    Such a simple edit solved the problem, but with Memo's checktypes, no more conflicts with the OWR-1 starter:

    ATW-Base.jpg

    Note I also quickly added the additional RUL2 to get Curves, T and + intersections working.

    ;Starter Piece ATW
    0x51890000,1,0,0x09004b00,1,0=0x51890000,1,0,0x51890000,1,0
    0x51890000,1,0,0x09004b00,3,0=0x51890000,1,0,0x51890000,3,0
    0x51890000,3,0,0x09004b00,1,0=0x51890000,3,0,0x51890000,1,0
    0x51890000,3,0,0x09004b00,3,0=0x51890000,3,0,0x51890000,3,0
    ;----------------------------------------------------------
    ;Ortho Stub
    0x51890000,1,0,0x09000300,1,0=0x51890000,1,0,0x51890000,1,0
    0x51890000,3,0,0x09000300,1,0=0x51890000,3,0,0x51890000,1,0
    ;----------------------------------------------------------
    ;90-degreecurve
    0x51890000,1,0,0x09000f00,1,0=0x51890000,1,0,0x51890100,1,0
    0x51890000,1,0,0x09000f00,2,0=0x51890000,1,0,0x51890100,2,0
    0x51890000,3,0,0x09000f00,1,0=0x51890000,3,0,0x51890100,1,0
    0x51890000,3,0,0x09000f00,2,0=0x51890000,3,0,0x51890100,2,0
    ;		Adjacency
    ;Ortho Straight
    0x51890100,0,0,0x09004b00,1,0=0x51890100,0,0,0x51890000,1,0
    0x51890100,0,0,0x09004b00,3,0=0x51890100,0,0,0x51890000,3,0
    0x51890100,3,0,0x09004b00,1,0=0x51890100,3,0,0x51890000,1,0
    0x51890100,3,0,0x09004b00,3,0=0x51890100,3,0,0x51890000,3,0
    ;		Ortho Stub
    0x51890100,0,0,0x09000300,1,0=0x51890100,0,0,0x51890000,1,0
    0x51890100,3,0,0x09000300,1,0=0x51890100,3,0,0x51890000,1,0
    ;		90-degreecurve
    0x51890100,0,0,0x09000f00,1,0=0x51890100,0,0,0x51890100,1,0
    0x51890100,0,0,0x09000f00,2,0=0x51890100,0,0,0x51890100,2,0
    0x51890100,3,0,0x09000f00,1,0=0x51890100,3,0,0x51890100,1,0
    0x51890100,3,0,0x09000f00,2,0=0x51890100,3,0,0x51890100,2,0
    ;		+intersection
    ;		T-intersection
    0x51890100,0,0,0x09005700,3,0=0x51890100,0,0,0x51890200,3,0
    0x51890100,3,0,0x09005700,1,0=0x51890100,3,0,0x51890200,1,0
    ;----------------------------------------------------------
    ;T-intersection
    0x51890000,1,0,0x09005700,1,0=0x51890000,1,0,0x51890200,1,0
    0x51890000,1,0,0x09005700,2,0=0x51890000,1,0,0x51890200,2,0
    0x51890000,1,0,0x09005700,3,0=0x51890000,1,0,0x51890200,3,0
    0x51890000,3,0,0x09005700,1,0=0x51890000,3,0,0x51890200,1,0
    0x51890000,3,0,0x09005700,2,0=0x51890000,3,0,0x51890200,2,0
    0x51890000,3,0,0x09005700,3,0=0x51890000,3,0,0x51890200,3,0
    ;		Adjacency
    ;		Ortho Straight
    0x51890200,0,0,0x09004b00,1,0=0x51890200,0,0,0x51890000,1,0
    0x51890200,0,0,0x09004b00,3,0=0x51890200,0,0,0x51890000,3,0
    0x51890200,1,0,0x09004b00,1,0=0x51890200,1,0,0x51890000,1,0
    0x51890200,1,0,0x09004b00,3,0=0x51890200,1,0,0x51890000,3,0
    0x51890200,3,0,0x09004b00,1,0=0x51890200,3,0,0x51890000,1,0
    0x51890200,3,0,0x09004b00,3,0=0x51890200,3,0,0x51890000,3,0
    ;		Ortho Stub
    0x51890200,0,0,0x09000300,1,0=0x51890200,0,0,0x51890000,1,0
    0x51890200,1,0,0x09000300,1,0=0x51890200,1,0,0x51890000,1,0
    0x51890200,3,0,0x09000300,1,0=0x51890200,3,0,0x51890000,1,0
    ;		90-degreecurve
    0x51890200,1,0,0x09000f00,2,0=0x51890200,1,0,0x51890100,2,0
    0x51890200,3,0,0x09000f00,1,0=0x51890200,3,0,0x51890100,1,0
    ;		+intersection
    ;		T-intersection
    0x51890200,1,0,0x09005700,3,0=0x51890200,1,0,0x51890200,3,0
    0x51890200,3,0,0x09005700,1,0=0x51890200,3,0,0x51890200,1,0
    
    ;----------------------------------------------------------
    ;+intersection
    0x51890000,1,0,0x09020700,0,0=0x51890000,1,0,0x51890300,0,0
    0x51890000,1,0,0x09020700,1,0=0x51890000,1,0,0x51890300,1,0
    0x51890000,1,0,0x09020700,2,0=0x51890000,1,0,0x51890300,2,0
    0x51890000,1,0,0x09020700,3,0=0x51890000,1,0,0x51890300,3,0
    0x51890000,3,0,0x09020700,0,0=0x51890000,3,0,0x51890300,0,0
    0x51890000,3,0,0x09020700,1,0=0x51890000,3,0,0x51890300,1,0
    0x51890000,3,0,0x09020700,2,0=0x51890000,3,0,0x51890300,2,0
    0x51890000,3,0,0x09020700,3,0=0x51890000,3,0,0x51890300,3,0
    ;		Adjacency
    ;		Ortho Straight
    0x51890300,0,0,0x09004b00,1,0=0x51890300,0,0,0x51890000,1,0
    0x51890300,0,0,0x09004b00,3,0=0x51890300,0,0,0x51890000,3,0
    0x51890300,1,0,0x09004b00,1,0=0x51890300,1,0,0x51890000,1,0
    0x51890300,1,0,0x09004b00,3,0=0x51890300,1,0,0x51890000,3,0
    0x51890300,2,0,0x09004b00,1,0=0x51890300,2,0,0x51890000,1,0
    0x51890300,2,0,0x09004b00,3,0=0x51890300,2,0,0x51890000,3,0
    0x51890300,3,0,0x09004b00,1,0=0x51890300,3,0,0x51890000,1,0
    0x51890300,3,0,0x09004b00,3,0=0x51890300,3,0,0x51890000,3,0
    ;		Ortho Stub
    0x51890300,0,0,0x09000300,1,0=0x51890300,0,0,0x51890000,1,0
    0x51890300,1,0,0x09000300,1,0=0x51890300,1,0,0x51890000,1,0
    0x51890300,2,0,0x09000300,1,0=0x51890300,2,0,0x51890000,1,0
    0x51890300,3,0,0x09000300,1,0=0x51890300,3,0,0x51890000,1,0

    Textured and pathed too, although the former probably want to be improved.

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    @rsc204 @memo

    Thank You this is working pretty good.

    On mine it is keeping the arrows on the pieces. How would I get rid of those? I have NAM 48 with the edited RUL codes.

    It is also generating some planes going the wrong direction possibly from the straight pieces

    The straight pieces on longer runs will generate planes themselves. This does not happen with the regular one-way roads.

    The plane will just go from the generator to the end of the road and then dissolve out on the regular one-way roads

    Untitled-1.jpg.ff1a3541a01c8cfe22b0e701122718cd.jpgUntitled-2.jpg.086da5e6a42e4c19dd60eb1f9d368226.jpg

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    On 16/02/2025 at 10:09 PM, atsf189 said:

    On mine it is keeping the arrows on the pieces. How would I get rid of those?

    OWR Arrows are added as an overlay by the game to any OWR based network. I'm guessing I did not see them because I'm using the following NAM Option:

    0InstOp.jpg

    If you can work without arrows, there is my more absolute option too.

    On 16/02/2025 at 10:09 PM, atsf189 said:

    It is also generating some planes going the wrong direction possibly from the straight pieces

    The straight pieces on longer runs will generate planes themselves. This does not happen with the regular one-way roads.

    Just a guess by the OWR-1 paths I used are bi-directional, maybe better to simplify them as they were copy/pasted from the OWR-1 network as-is (including Ped Paths which honestly you shouldn't need either).

    zATW-1_AltPath.dat

    Stick that in the same folder as the Textures and Paths file, so it overrides it. This alters the path so only cars can travel in one direction. The problem is, it's a 50/50 shot as to which direction we actually want. But if I've got lucky and done that right first time, you should be able to see if this alters things.

    When planes (automata) appear, that's not controlled by the underlying network, rather it's a function of the Generator in use and any settings of the Automata controller. Ultimately the game doesn't see a new network, it's all still just OWR, so I don't understand why there would be a distinction between the two.

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    Seeing this whole process reminds me of some early NAM history the team's veterans have brought up in our conversations. During the early days of the modular era (NAM 20s / late 2000s to early 2010s) and the debut of override networks, there was an offer from the NAM team to the early airport development teams to use override networks and network as a means of creating airport functionality! Those guys rejected the offer, preferring to use park style lots a là old-fashioned puzzle pieces.

     

    Really cool to see it happening thanks to @atsf189's interest and the support from fellow NAM team members!

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    @rsc204 

    I have tried to get SC4Reader going and installed the SC4QueryUIHooks .dll in hopes of a quick way to find IIDs for OWR pieces.

    I could not get either of these to work for some reason. The .dll dose write the log: SC4QueryUIHooks v2.3.1 Installed the query UI hooks.

    Do you have a quick way of locating these or do you just have to search the dat files to find the one you want?

    If you have a way that does not take up to much of your time could you tell me what the below IIDs are for the S3D files?

    I am not sure if the T/ramp pieces would need a left and a right piece. I would need both IIDs if they do.

     

    Untitled-1.jpg.cef43225567e688f695f092ca5623e34.jpg

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    On 26/02/2025 at 7:42 PM, atsf189 said:

    I have tried to get SC4Reader going and installed the SC4QueryUIHooks .dll in hopes of a quick way to find IIDs for OWR pieces.

    I could not get either of these to work for some reason. The .dll dose write the log: SC4QueryUIHooks v2.3.1 Installed the query UI hooks.

    After selecting the query tool (?) you must hold SHIFT + CTRL + ALT before hovering over a network tile, that will get you the IDs. In the days before this tool, there wasn't a simple foolproof method to do this.

    For that to work you probably need to have the relevant version of MS Visual C++ Redistributable installed, likewise such dependencies are needed for SC4 Reader and heck pretty much any home-coded app you might use.

    OWR-Tile-IDs.jpg

    Interesting how even without the correct textures installed, I can still get the IDs to populate.

    Bit of a snag though, so the connection on your right is the old OxD OWR T piece, whereas on the left it uses the RealExpressway OWR A1 Ramp. Although the screenshot above could be clearer (like with textures), what this tells me is that the 'OUT' part has been updated in code to match the 'IN' part. Or put another way, the old-style intersection you have on the right won't be in use much longer. The problem is, you'll need to be working with the correct revision of the master code, because whether it's the old T or the new ramps completely changes the code you need to override.

    On 26/02/2025 at 7:42 PM, atsf189 said:

    I am not sure if the T/ramp pieces would need a left and a right piece. I would need both IIDs if they do.

    Shouldn't be the case, since that can all be handled with Rotation and Mirroring for the most part, there are exceptions though.

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    6 hours ago, rsc204 said:

    MS Visual C++ Redistributable

    I did install the MS Visual C++ Redistributables for both programs and no luck.

    They do not work on my laptop either. It is Win 11 pro 64 bit. SC4Reader does work better on the laptop but

    it still crashes with the network piece tool

    7 hours ago, rsc204 said:

    The problem is, you'll need to be working with the correct revision of the master code

    would it do any good to use the A1 ramp and when the new code comes out if it does not have the old T it might just use the A1 ramp instead.

    What I was going to try and do was add limited diagonal capability with whatever pieces would be necessary and then add another Tab ring for the

    dark pieces ( probably call this ATW-2). This would make it compatible with all the RMIP Pieces that are available now.

    I think I would just need a diagonal strait piece and a junction of some sort off the ortho straight maybe the A1 ramp.

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    On 27/02/2025 at 7:33 PM, atsf189 said:

    SC4Reader does work better on the laptop but it still crashes with the network piece tool

    Honestly it isn't a part of the application I have ever bothered with until you brought it to my attention.

    However the SC4QueryUIHooks just works and I would troubleshoot any problems you are having with that before messing with the Network Piece Tool. I've been at this a long time and for far bigger projects and never before has it been this easy to get the IID of a network texture. I can not tell you the hours I've wasted tracking that shit down, if the DLL works for me and others, the problem simply must be on your system. Since you are getting a log file, we know the game is loading it too, honestly I can not explain why in that case it isn't working. If I had to guess though, odd problems that make no sense usually equal user error or overbearing security software.

    The only thing in SC4Reader that is really useful from the perspective of your project is the RUL2 viewer and perhaps the S3D Viewer/Editor. I didn't explicitly mentioned it, but for the sake of clarity, you just need to open a file containing the relevant file type and select it from the list of the file contents. One caveat with the RUL viewer, it expects only one TGI ID for the RUL file, otherwise it doesn't work. Can you open this file using the App and access the RUL2 viewer?:

    aRUL2.dat

    On 27/02/2025 at 7:33 PM, atsf189 said:

    would it do any good to use the A1 ramp and when the new code comes out if it does not have the old T it might just use the A1 ramp instead.

    So I sometimes mess with development code and may have been using a NAM 49 build when I took that screenshot. I certainly don't recall the behaviour where both overrode to the newer OWR-1 as they do.

    The point I was making however is that your code needs to work with what you are seeing in-game or you don't really know if it will work for others. I have a feeling REW pieces should NOT be present when REW is not installed by a user (such as my setup). Yet, I also know we don't have two branches of code for this, so I have to assume the ramps are the intended eventual solution.

    So the real question is, if this is about to change, do you fancy re-writing your code later? I.e. it might be either better to wait or otherwise download the most recent code, which is on GitHub. In fact it's a bad idea to work with anything but the latest code, because it might have changed and that can cause big headaches.

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    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections