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atsf189

How to create an override network for OWR

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Not sure if this is possible.

I like the jenx taxiway automa but there are limited taxiway pieces. These use one-way roads under a 3d model that is textured.

Without losing the regular one-way roads in the game. Could i add an additional one-way road that uses the RMIP taxiway puzzle pieces as a one-way road?

If this is possible how would i do this?

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Currently: Viewing Forum: NAM & Transit Networks
 
5 minutes ago, atsf189 said:

Not sure if this is possible.

I like the jenx taxiway automa but there are limited taxiway pieces. These use one-way roads under a 3d model that is textured.

Without losing the regular one-way roads in the game. Could i add an additional one-way road that uses the RMIP taxiway puzzle pieces as a one-way road?

If this is possible how would i do this?

Theoretically it is possible but requires modifying RUL Code

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Federal Republic of SiculiaFederal Republic of Sonora

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    2 hours ago, Ulisse Wolf said:

    modifying RUL Code

    i do not no anything about the RUL code.

    I would assume the textures would need to be modified and i might be able to do that part

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    2 hours ago, atsf189 said:

    i do not no anything about the RUL code.

    I would assume the textures would need to be modified and i might be able to do that part

    Yes but without the RUL Code not much can be done. What you want to do is to make a new transport network starting from OWR which falls under the area of NAM Team

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    Federal Republic of SiculiaFederal Republic of Sonora

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    4 minutes ago, Ulisse Wolf said:

    area of NAM Team

    Are there tutorials on this. Do i need to get IIDs from NAM. I would not mind experimenting with this.

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    This requires a lot more than textures. You’d need to create the equivalent of a SAM network for OWR. For niche situations like this I’d opt for eye-candy or TE lots for a few fixed options. The problem occurs when you want them completely functional.

    Making an override networks requires code for every texture, paths and more besides. Even for the getting it going you are signing up for many hours of work to get that off the ground. But it is technically possible.  

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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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    5 hours ago, rsc204 said:

    signing up for many hours of work to get that off the ground. But it is technically possible.  

    I will look through the NAM networks and see if I can figure it out. If I can make a strait, curve and a tee puzzle piece

    that would be enough for most applications. If I can see all the files that make a tee intersection I can maybe figure it out.

    eye candy is great but I like seeing the planes taxi to the runway. Everything takes time especially the first piece you make.

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    Well if you are that determined, I'm not trying to hold you back, but tutorials are limited and there is a lot to learn if this is all new to you.

    Step one requires you make a Puzzle Piece for the new Starter you will need, with the necessary RUL0 code so it appears in the menu.
    Tutorial here, it's quite old but I know of no others. 
    Step two is making the basic override textures, paths and any other files (Exemplars/T21s) as required.
    Step three is coding then using RUL2 code so you can override the base network.

    Bottom line here, if you can't achieve Step one, nothing else you do will actually appear in game, so you really do want to follow that order for the most part.

    There isn't really a tutorial for putting everything together, you will need to know what you do and don't need for a given piece to function. You can maybe work some of this out if you compare similar content to what you are trying to achieve. Likewise I don't know of a tutorial that covers RUL2 code either, at its core the premise is simple enough, think of it like an equation:

    When 1 + 2 appear next to each other, instead show 3 + 4. It's formatted as the IID of the Network Pieces in question, with the Rotation and Mirrored states set too. Each line of code looks like this example:

    0x00000001,0,0,0x00000002,0,0,0x00000003,0,0,0x00000004,0,0

    You need to work out all the valid combinations of Rotation/Mirror for each of the 4 IIDs, failure to do that will result in errors or lack of intended functionality. After each ID is a comma, the first values 0-3 are the four rotations, the second values 0/1 for non-mirrored/mirrored tiles. 

    Anyhow besides that the best I can offer is two tips, first find SC4 Reader (not iLives), it has an RUL viewer that is a massive help in writing RUL2 and visualising what's going on. Secondly, the old Wiki has some more detail on the subject of RUL0 and RUL2 code, you'd do well to read up on that before starting.

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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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    2 hours ago, rsc204 said:

    Tutorial here, it's quite old but I know of no others.

    In post # 1 in the linked article the table shows as:

    [tabular type=4]
    [row] [head]Reader axis:[/head][head]gMax axis:[/head][/row]
    [row] [data]X[/data][data]X[/data][/row]
    [row] [data]Y[/data][data]Z[/data][/row]
    [row] [data]Z[/data][data]Y[/data][/row]
    [/tabular]

    It should look like this:

    Reader axis: gMax axis:
    X X
    Y Z
    Z Y
    Spoiler
    
    <table style="width: 40%; border-collapse: collapse; margin: 25px 0; font-size: 16px; text-align: left; table-layout: auto;">
      <thead>
        <tr style="background-color: #f2f2f2;">
          <th style="padding: 12px; border: 1px solid #ddd;">Reader axis:</th>
          <th style="padding: 12px; border: 1px solid #ddd;">gMax axis:</th>
        </tr>
      </thead>
      <tbody>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">X</td>
          <td style="padding: 12px; border: 1px solid #ddd;">X</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">Y</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Z</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">Z</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Y</td>
        </tr>
      </tbody>
    </table>

     

     

    Post # 3:

    EffDir Name: Puzzle Piece Name:
    preview_rhw4misrampsstyleaxdl RHW-4 to RHW-6C with 2 MIS sections left
    preview_rhw4misrampsstyleaxdr RHW-4 to RHW-6C with 2 MIS sections right
    preview_rhw2_to_2mis RHW-2 to 2 MIS sections
    Spoiler
    
    <table style="width: 75%; border-collapse: collapse; margin: 25px 0; font-size: 16px; text-align: left; table-layout: auto;">
      <thead>
        <tr style="background-color: #f2f2f2;">
          <th style="padding: 12px; border: 1px solid #ddd;">EffDir Name:</th>
          <th style="padding: 12px; border: 1px solid #ddd;">Puzzle Piece Name:</th>
        </tr>
      </thead>
      <tbody>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">preview_rhw4misrampsstyleaxdl</td>
          <td style="padding: 12px; border: 1px solid #ddd;">RHW-4 to RHW-6C with 2 MIS sections left</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">preview_rhw4misrampsstyleaxdr</td>
          <td style="padding: 12px; border: 1px solid #ddd;">RHW-4 to RHW-6C with 2 MIS sections right</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">preview_rhw2_to_2mis</td>
          <td style="padding: 12px; border: 1px solid #ddd;">RHW-2 to 2 MIS sections</td>
        </tr>
      </tbody>
    </table>

     

     

    Post #4:

    Quality: Size (in pixels):
    SD 128 x 128
    HD 256 x 256
    Spoiler
    
    <table style="width: 40%; border-collapse: collapse; margin: 25px 0; font-size: 16px; text-align: left; table-layout: auto;">
      <thead>
        <tr style="background-color: #f2f2f2;">
          <th style="padding: 12px; border: 1px solid #ddd;">Quality:</th>
          <th style="padding: 12px; border: 1px solid #ddd;">Size (in pixels):</th>
        </tr>
      </thead>
      <tbody>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">SD</td>
          <td style="padding: 12px; border: 1px solid #ddd;">128 x 128</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">HD</td>
          <td style="padding: 12px; border: 1px solid #ddd;">256 x 256</td>
        </tr>
      </tbody>
    </table>

     

     

    Post # 7:

    Name Value, Max length Description
    AutoPathBase "0x" + 8 hex Defines the AutoTileBase IID of the pathing files only. When this property is not used, SimCity 4 uses the standard AutoTileBase IID of the puzzle piece. When you use this property, it should be defined before the AutoTileBase IID, otherwise this property will not function properly. This property is often unused.
    AutoTileBase "0x" + 8 hex Defines the AutoTileBase IID of all files of the puzzle piece.
    ReplacementIntersection "0, 0" This is a deprecated part of code.
    PlaceQueryID "0x" + 8 hex Defines the IID of the LText file used for the query when placing a puzzle piece. Usually this is equal to the AutoTileBase IID.
    AutoPlace "0" or "1" Defines whether a puzzle piece is automatically placed ("1") or not ("0"). This property is used to construct a road over a Maxis Ground Highway. It automatically places a bridge. This property is optional, but be careful: if you already used AutoPlace, you may not use ConvertQueryID for that puzzle piece, and vice versa. One of the two should be deleted or disabled (by placing a ";" at the start of the line).
    ConvertQueryID "0x" + 8 hex Refers to a LText-IID to be shown in a window when certain transport networks are placed in such a way that you can place a puzzle piece here. This window only appears when you used transport network tools nearby the section. This property is optional and is used for Maxis Highway On/Offramps.
    Handle Offset Two values, divided by a comma Only Maxis uses this property. Offsets the cursor position from the defined position in the ConsLayout and CellLayout arrays. Syntax: X shift, Y shift. Can be + or -. For example: Say you have a 3x3 piece, all tiles occupied:
    ###.
    ###<
    ###.
    .^.
    The handle is at the very center. But if I use HandleOffset = 1,0 then the handle will be located 1 tile to the right. -1,0 goes to the left 1 tile, 0,1 goes up 1 tile, and so on. You can have handles outside of the piece boundary by doing this.
    Costs 8 hex Defines how much a puzzle piece costs when you place it in Simoleons. Not included are:
    • Terrain equalisation costs.
    • The costs for construction of starters and draggable stubs.
    OneWayDir 1 character (see description) This option is only used for puzzle pieces containing One Way Roads and tells SimCity 4 in which direction the One Way Road goes. Use one of the following values:
    • 0: West
    • 1: Northwest
    • 2: North
    • 3: Northeast
    • 4: East
    • 5: Southeast
    • 6: South
    • 7: Southwest
    Spoiler
    
    <table style="width: 100%; border-collapse: collapse; margin: 25px 0; font-size: 14px; text-align: left; table-layout: auto;">
      <thead>
        <tr style="background-color: #f2f2f2;">
          <th style="padding: 12px; border: 1px solid #ddd;">Name</th>
          <th style="padding: 12px; border: 1px solid #ddd;">Value, Max length</th>
          <th style="padding: 12px; border: 1px solid #ddd;">Description</th>
        </tr>
      </thead>
      <tbody>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">AutoPathBase</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0x" + 8 hex</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Defines the AutoTileBase IID of the pathing files only. When this property is not used, SimCity 4 uses the standard AutoTileBase IID of the puzzle piece. When you use this property, it should be defined before the AutoTileBase IID, otherwise this property will not function properly. This property is often unused.</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">AutoTileBase</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0x" + 8 hex</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Defines the AutoTileBase IID of all files of the puzzle piece.</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">ReplacementIntersection</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0, 0"</td>
          <td style="padding: 12px; border: 1px solid #ddd;">This is a deprecated part of code.</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">PlaceQueryID</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0x" + 8 hex</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Defines the IID of the LText file used for the query when placing a puzzle piece. Usually this is equal to the AutoTileBase IID.</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">AutoPlace</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0" or "1"</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Defines whether a puzzle piece is automatically placed ("1") or not ("0"). This property is used to construct a road over a Maxis Ground Highway. It automatically places a bridge. This property is optional, but be careful: if you already used AutoPlace, you may not use ConvertQueryID for that puzzle piece, and vice versa. One of the two should be deleted or disabled (by placing a ";" at the start of the line).</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">ConvertQueryID</td>
          <td style="padding: 12px; border: 1px solid #ddd;">"0x" + 8 hex</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Refers to a LText-IID to be shown in a window when certain transport networks are placed in such a way that you can place a puzzle piece here. This window only appears when you used transport network tools nearby the section. This property is optional and is used for Maxis Highway On/Offramps.</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">Handle Offset</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Two values, divided by a comma</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Only Maxis uses this property. Offsets the cursor position from the defined position in the ConsLayout and CellLayout arrays. Syntax: X shift, Y shift. Can be + or -. For example: Say you have a 3x3 piece, all tiles occupied:<br>
          ###.<br>
          ###&lt;<br>
          ###.<br>
          .^.<br>
          The handle is at the very center. But if I use HandleOffset = 1,0 then the handle will be located 1 tile to the right. -1,0 goes to the left 1 tile, 0,1 goes up 1 tile, and so on. You can have handles outside of the piece boundary by doing this.</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">Costs</td>
          <td style="padding: 12px; border: 1px solid #ddd;">8 hex</td>
          <td style="padding: 12px; border: 1px solid #ddd;">Defines how much a puzzle piece costs when you place it in Simoleons. Not included are:
            <ul>
              <li>Terrain equalisation costs.</li>
              <li>The costs for construction of starters and draggable stubs.</li>
            </ul>
          </td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">OneWayDir</td>
          <td style="padding: 12px; border: 1px solid #ddd;">1 character (see description)</td>
          <td style="padding: 12px; border: 1px solid #ddd;">This option is only used for puzzle pieces containing One Way Roads and tells SimCity 4 in which direction the One Way Road goes. Use one of the following values:
            <ul>
              <li>0: West</li>
              <li>1: Northwest</li>
              <li>2: North</li>
              <li>3: Northeast</li>
              <li>4: East</li>
              <li>5: Southeast</li>
              <li>6: South</li>
              <li>7: Southwest</li>
            </ul>
          </td>
        </tr>
      </tbody>
    </table>

     

     

    Post # 9:

    File TID GID
    PNG-image 866DDBAC 6A386D26
    Exemplar File 6534284A 2A3858E4
    LTEXT Item Name 2026960B 123006BB
    LTEXT Item Description 2026960B 123006AA
    Spoiler
    
    <table style="width: 60%; border-collapse: collapse; margin: 25px 0; font-size: 16px; text-align: left; table-layout: auto;">
      <thead>
        <tr style="background-color: #f2f2f2;">
          <th style="padding: 12px; border: 1px solid #ddd;">File</th>
          <th style="padding: 12px; border: 1px solid #ddd;">TID</th>
          <th style="padding: 12px; border: 1px solid #ddd;">GID</</th>
        </tr>
      </thead>
      <tbody>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">PNG-image</td>
          <td style="padding: 12px; border: 1px solid #ddd;">866DDBAC</td>
          <td style="padding: 12px; border: 1px solid #ddd;">6A386D26</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">Exemplar File</td>
          <td style="padding: 12px; border: 1px solid #ddd;">6534284A</td>
          <td style="padding: 12px; border: 1px solid #ddd;">2A3858E4</td>
        </tr>
        <tr>
          <td style="padding: 12px; border: 1px solid #ddd;">LTEXT Item Name</td>
          <td style="padding: 12px; border: 1px solid #ddd;">2026960B</td>
          <td style="padding: 12px; border: 1px solid #ddd;">123006BB</td>
        </tr>
        <tr style="background-color: #f9f9f9;">
          <td style="padding: 12px; border: 1px solid #ddd;">LTEXT Item Description</td>
          <td style="padding: 12px; border: 1px solid #ddd;">2026960B</td>
          <td style="padding: 12px; border: 1px solid #ddd;">123006AA</td>
        </tr>
      </tbody>
    </table>

     

     

    Hopefully you can edit those in over there to fix them up. *:)

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    @rsc204 and @CorinaMarie

    Thank you for the help.

    I will see what I can accomplish 

    It has been awhile since I have crashed my test city anyway 

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    11 hours ago, CorinaMarie said:

    Hopefully you can edit those in over there to fix them up. *:)

    Not sure who has rights for that, especially since it's a legacy archive at this point (the old SC4D forums)?, @Tarkus probably?

    • Like 2

    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 and @CorinaMarie

    Are you still reserving IIDs for this?

    How do I get some reserved? If I figure this out I will be sharing the files.

    Are puzzle pieces OK to use or they considered out dated?

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    50 minutes ago, atsf189 said:

    and @CorinaMarie

    Are you still reserving IIDs for this?

    I believe it's 100% @rsc204 who handles the texture range assignments. (I also suspect, but don't know for sure, that network related ones might need to be in an exact sequence offset from the network it replaces.)

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    @rsc204 and @CorinaMarie

    Is The Puzzle Piece Maker Tool still available?

    The link in the tutorial is not working.

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    Seems the entire site is lost, but I did find it via the Wayback machine:

    https://web.archive.org/web/20141008051858/http://www.jmvl.nl/simcity4/otmt/ppm.php

    I have no idea if that will work or not, but if it does we should prolly try to find a way to make local copies of all those tools.

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    Chance favors the prepared mind. ― Louis Pasteur  
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    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    1 hour ago, CorinaMarie said:

    I have no idea if that will work or not

    This does not seem to work anymore.

    I think SC4 Tool does the same thing when you create a traffic texture

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    4 hours ago, atsf189 said:

    Are you still reserving IIDs for this?

    How do I get some reserved? If I figure this out I will be sharing the files.

    Are puzzle pieces OK to use or they considered out dated?

    Yes and no, in theory any content that is intended to be distributed requires that you only use reserved IDs. However, for the moment I would find a block of unused IDs in the 0x5####### range for the purposes of testing. Because we're not really able to give NAM IDs out, on the off-chance someone will use them like with say Texture ranges. Note you shouldn't use Lot Texture ranges for making Transit Textures, that will end badly and they are not the same.

    Puzzle pieces in this case are necessary, you can't make a starter piece another way to my knowledge.

    1 hour ago, atsf189 said:

    Is The Puzzle Piece Maker Tool still available?

    The link in the tutorial is not working.

    No, and it hasn't been for a very long time. You don't need to make anything special for a starter, you can re-use the various bits of a SAM starter and modify them accordingly and you'll be fine.

    Again, the tutorial is super out of date, but it still serves as a good general overview, but it may not be so great on the specifics of what you are trying to implement. Puzzle pieces vary hugely in terms of how they work and the pieces needed.

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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.

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    17 minutes ago, atsf189 said:

    This does not seem to work anymore.

    Grrr. It's out of my league then.

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    It doesn't matter because that tool really isn't needed nor useful for the type of puzzle piece you need to make. In fact the more useful part was the ability to make the preview model, which for some puzzle pieces can be quite large, then split that into the component models needed. However since the NAM team don't and haven't for a long time made new Puzzle Pieces (excepting where absolutely necessary, i.e. starters), I believe the last new one allowed in the NAM was when I made SAM11. As such, this tool is obsolete since we don't make content in this manner anymore, it was also if I recall correctly, a web-based tool and the server is long since offline. Even if we could somehow recover the frontend, there would be nothing to connect too.

    Having been through this process myself, I can assure you the best way to proceed is to use a SAM Starter as a template, it has everything you need to create an alternative starter piece.

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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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    1 hour ago, rsc204 said:

    SAM11

    I think all i need is a OWR Strait and a OWR 90 Curve and just edit the RULE, EFFDIR and Path files for my pieces.

    I am having trouble locating those in SAM. I found this and experimented with the light rail EFFDir even though this is the wrong transportation mode.

    Editing EffDir Files To Show Puzzle Piece Preview Models.pdf

    This is what I did so far

    Airplane Taxiway.dat

    The stuff for the strait piece is not right.

    I read if the .fish file ends in zero you do not need the other zoom levels. Is that True?

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    Are the game one-way roads changed when you install NAM?

    The jenx plane generator works only on one-way roads and I hope it will work on SAM one-ways also.

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    4 minutes ago, atsf189 said:

    The jenx plane generator works only on one-way roads

    I'd like to take a look at that. Is it all EffectDir driven or LUA or some of each?

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    40 minutes ago, CorinaMarie said:

    I'd like to take a look at that

    The cargo plane one I made is in here

     

    It is a copy of his that did his passenger planes

     

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    29 minutes ago, atsf189 said:

    The cargo plane one I made is in here

    Ok. I got it (along with the main dependency) and I can now generate planes which taxi around. *:)

    The part I wondered about (and holds true in testing) is that it does work on OWR, but also they will generate on roads and streets too. With streets also being viable, wouldn't it be easier to simply pick your least favorite SAM and re-skin those textures? Or are you planning a release of the usable taxiways?

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    I would like to have a stand alone release of usable taxi ways hopefully in the airport menu.

    If on a two way road do they try to turn around and come back the other way at the end.

    I am not sure why jenx specified to use OWR.

    On a OWR they disappear at the end which is where the runway plane generator takes over

    One other issue is if the OWR gets to close to a lot it will generate Street lights. Hopefully that can be turned off somehow

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    22 minutes ago, atsf189 said:

    If on a two way road do they try to turn around and come back the other way at the end.

    Yes. I did only a quick test first with OWR and then the street. For the street one it first appeared heading south, then did a half pirouette and headed north.

    imgW10-3697.jpg

     

    I suspect they specified OWR so it always starts out headed the proper direction.

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    Yes and it fades out at the end of OWR that dead ends at the runway start point.

    Then it doesn't look funny with the runway plane generator that shows the planes taking off

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    5 minutes ago, atsf189 said:

    Then it doesn't look funny with the runway plane generator that shows the planes taking off

    I understand more what the goal is and I now completely agree reskinning OWR is the way to go. *:ohyes:

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    On 09/02/2025 at 1:50 PM, atsf189 said:

    This is what I did so far

     Attachment Missing (Airplane Taxiway.dat)

    The stuff for the strait piece is not right.

    I read if the .fish file ends in zero you do not need the other zoom levels. Is that True?

    For the basic starter piece, here is everything you should need:

    SAM B Starter + Menu.dat

    This includes the base Exemplar, which links to the textures used in the RKT3 property (note I didn't include those or paths here but you also need them.

    S3D is the puzzle piece itself that shows the preview piece, Effect Dir is tied to that ID, you also need two LTEXT files for the menu text, it may not work if those aren't present.

    Lastly I left an additional Exemplar/PNG in the file, because you are starting a new menu you will need equivalents of those too.

    Once you've got all that squared away, before anything else will work, you need to populate your starter piece into the Menu system, which will require editing the RUL0 file in the controller to add your new code. Reader can export that (from the NAM Controller) into a file which can be read by something like N++. Note the RUL2 files are millions of lines long, so when you get to working with them, notepad won't cut it.

    FSH files ending in 0 usually have MipMaps, that one texture per zoom level in game. It's not entirely necessary, but as a general rule most textures without them end in E, but by no means all. As the file here is designed it expects the MipMaps to exist.

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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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    The other thing to note is that if you are creating an override network of a network that is two-way by default, it's possible to change the pathing on it such that it becomes one-way--the RHW and NWM include plenty examples of this.  Curiously, the reverse (making OWR two-way) generally isn't possible under current conditions as a draggable network, due to the hardcoded "Tidal Flow" system that Maxis likely designed as an asset-reusing shortcut during the Rush Hour EP's development (the default paths for the OWR network are actually unaltered copy-pastes of the Road network's paths, and would be two-way if copied over to another network).  

    Tidal Flow is a pain in the butt, to put it mildly, and even if you aren't doing anything super exotic with the OWR network, it still can be a monster.

    -Tarkus

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