-
Content Count
585 -
Joined
-
Last Visited
-
Most Liked
2
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Flann
-
Hello, your interest in the NAM 43 improvements is appreciated. However, what you are attempting to do is not advised. While you could technically move the RUL files back to the NAM 36 installation and compile the controller there, you would be missing all of the files the game needs to actually make these networks function, like models, textures and paths. Furthermore, it's very likely that the new RUL contains reference to elements which have been re-ID'd since NAM 36, meaning that instead of adding functionality, you'd more likely be breaking a lot of it. May I ask what is your reason for not simply upgrading to NAM 43?
- 4,106 Replies
-
- 3
-
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
simcity 4 Sharing Plugins Folders - Discussion
Flann replied to Haljackey's topic in SC4 - Custom Content
I'm my experience datpacking seems to make the game run a bit smoother, but this may just be placebo effect. One area where is definitely improves the experience is switching in and out of underground view to construct subways. If you have severe lag doing this, in my experience datpacking resolves it. -
Sure sounds like there's something conflicting in there. Do you by chance have any old NAM files? Otherwise it could be anything and it might be a matter doing a 'binary search' to find the offending file in the plugins.
- 4,106 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Does the game CTD while loading a city? The first city load is when the game loads the NAM controller into memory and if it crashes here it's very likely that the culprit is the 4gb patch. One clue as to whether the 4gb patch was indeed applied is to look in the game install directory, find the exe within the 'apps' folder and check to see if there is a SimCity4.exe.Backup file in there. If not, try running the 4gb_patch.exe from the NAM installation files manually instead of using the bat script.
- 4,106 Replies
-
- 2
-
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
The piece you are looking for does not exist as a FLEX piece currently, you'll have to drag it out with the RHW tool using the pattern shown on the far left of this image:
-
Love the way you've used the REW!
- 3 Replies
-
- 1
-
-
- expressways
- show us
-
(and 1 more)
Tagged with:
-
- 908 Comments
-
- NAM
- network addon mod
-
(and 8 more)
Tagged with:
-
- 908 Comments
-
- NAM
- network addon mod
-
(and 8 more)
Tagged with:
-
The reason that doesn't work is because there's no tile left thats just road, all four tiles are road & something else. The road roundabout is invoked via INRUL which applies only to single network tiles. The way to get this to work would have to be RUL2 which is a side by side override which cares not which networks it acts on. In theory we could make this setup work by doing the overriding the side by side road/owr intersections into the desired roundabout tile, but I am hesitant to do so because it might end up interfering with something else. A ploppable piece might work but its kind of a pain and it'd be a one trick pony. The other possibility is to enable the appropriate RUL1 definition that would allow the avenue to be dragged into the roundabout. Avenue is pretty tricky though and that's not a guarantee. Maybe a final option would be a RUL2 override where you just drag the avenue right up to but not into the roundabout and it transforms that way. Its certainly an interesting problem to chew on.
-
trying not to slouch too much:
- 24,766 Replies
-
- 13
-
-
Personally, I would modify the D0s such that they're just magenta everywhere except for the road, then run the script and have GoFSH use the dirt texture for each of the grass textures instead. If you have photoshop you can record a series of actions to fill the red and blue channels entirely with white. Then use the automate function to do an entire folder of D0s.
-
Actually, pink (magenta) means there's white in both the red and blue channels. The blue channel is the alpha definition for wealths 1-3. So if you take the blue channel and subtract the green channel (which defines the road itself) you'd be left with just the areas that would be filled in with grass. Here's an example: RGB: Blue (alpha for 1-3) Green (road cutout) Difference: There you see the areas for which grass will be substituted on wealth 1-3. If you repeat this process but subtract green from red, you get areas for which grass will be substituted for wealths 4-6: The script is set to generate wealth 1-3, so you'll get grass in place of pink for 1-3, and since 4-6 don't exist, the game uses the alpha for 0 (same as green channel) and substitutes sidewalk on the fly in the black areas. If GoFSH is set to generate 1-6, you'd have a grass texture to use instead. The dirt texture is applied in place of sidewalks for networks along agricultural zones, is that what you mean?
-
Gobias NY Slab sidewalk mod missing at some zoom levels
Flann replied to Ramona Brie's topic in SC4 - Custom Content
Maybe it's possible to reuse the zoom 4 textures for 5/6? -
If you pass along those files, I'm sure @redfox85 could get them integrated.
- 1,266 Replies
-
- network addon mod
- NAM
-
(and 1 more)
Tagged with:
-
Perhaps we ought to make ortho sections of L3 and L4 rail just for building across minor valleys?
- 1,266 Replies
-
- 2
-
-
-
- network addon mod
- NAM
-
(and 1 more)
Tagged with:
-
I've two new additions for the RRW to help transition between L1 and L2 draggable viaduct rail:
- 1,266 Replies
-
- 11
-
-
-
- network addon mod
- NAM
-
(and 1 more)
Tagged with:
-
Real Highway (RHW) - Development and Support
Flann replied to qurlix's topic in NAM & Transit Networks
Thanks for the report, I have a fix in place: For now, you can use this TEMPORARY patch to resolve the issue. Please create a folder within your "Network Addon Mod" folder called "z_patch" and place the file in it. This will ensure the patch loads after all other NAM content and ensures that the patch will be deleted when you remove the "Network Addon Mod" folder whilst upgrading to the next NAM which will contain the fix permanently integrated into the mod. RealHighway_CosmeticPieces_SingleBarrier_TEMP_PATCH.dat Cheers, Flann- 3,919 Replies
-
- 6
-
-
-
- 500 Replies
-
- 11
-
-
Very nice, I especially like the use of trees amongst the irregularly-shaped farms.
-
Use the draggable road viaduct L2 onslope if it's a full intersection on the side, use the 15m onslope puzzle piece for a T intersection:
-
Since this thread just got linked here I thought I would share another tidbit which is that this trick can be used to clean up the jaggies from the wealthing on diagonal networks. For example, I have medium density zoning on one side of the street but nothing on the other. Normally I would have a zigzag of full sidewalks, but I can fake zone low density on the empty side and get a nice clean transition into the empty space:
-
Hi, I wasn't able to reproduce this issue. Please ensure that you delete the 'Network Addon Mod' and 'z_NAM' folders and any other NAM files from previous releases before installing the NAM. Due to changes to the installer, the previous version is no longer removed automatically and must be done manually. Further, the file architecture of the NAM has undergone many changes and the presence of old files tends to cause issues like this.
- 908 Comments
-
- 1
-
-
- NAM
- network addon mod
-
(and 8 more)
Tagged with:
-
I looked into it just now for road and it presents some challenge. The way this is done on the network coding side is through RUL1 or intersections solution rules. Essentially, an RHW stub tile needs to intersect with a road curve, which is problematic. The network flags for the road piece in question involve what's known as 'blend flags' which are basically intermediate flags between ortho and diagonal, in this case blend flag 11. However, RUL1 only accepts pure ortho and diagonal flags ( 0, 1, 2, 3, and 4 ). What this means in practice is that you will not be able to drag an RHW into or out of an already drawn curve. It would be possible to draw it like this, but its not intuitive at all and I'm not sure it would be a good idea given that.
- 4,106 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
@rivit wow, that was quick. Just tried it out, seems to work like charm. Thank you!
