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About smoncrie

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  1. Where is your slope mod. I swear its like these moderators delete everything that is good on the STEX!

  2. hiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!

  3. The picture shows some stuff (mostly stolen from Maxis) I put together as a quick demonstration. I am glad you like them, but I cannot take credit for them. Adhoc, you can see from the picture that some of the Open Paved Ped Malls have props, and some don’t, so you CAN have both the old and new at the same time. I am on the NAM team. I posted the picture to see if there was enough interest to justify squeezing in the time needed to make the Ped Malls a bit better for this kind of use, because many of the ped malls have only two unique orientations and often there is no way to determine the rotation before you plop them. Unfortunately, I did not change them in the April 24 release. Maybe in the next version… As for adding more ped malls, this can be done but it means that there are more items to tab through. I was thinking that people could make mods that were rotation specific, so that you could have up to 3 different sets of props, plus the original, for each ped mall. The only problem with this is that the props would always face the same way. (A random orientation is also possible)
  4. No, I did not use the lot editor directly, I used type 21 exemplars. You can, however, design/create any 1x1 lot in the lot editor and then copy the props from that lot. Most things work, but a few don’t. B.A.T. night lighting does not work.
  5. I was thinking of this kind of thing years ago I asked that the Ped Mall previews have orientation arrows. I thought it would be nice if users could select how their Ped Malls look by plopping them at different angles. Now I am back, I find that only some Ped Malls have preview orientation arrows, and most can only be plopped in two orientations. As I said, I would really like to know how much interest there is...
  6. In this picture there are only two lots: the skate park, and the mayor. I used a small mod to make the NAM Ped Mall puzzle pieces look more like parks. I did not change how they work; I just stole the prop specifications from existing lots to change how the Ped Malls look. Specifically I made: The Open Paved Ped Mall to look like a plaza when plopped facing east. Every other Grass Ped Mall to have trees, but only if it is next to a $$$ lot. The Elevated Rail over Open Paved Ped Mall to have flowers if it is next to any lot or zone. I would like to know if many people are interested in this kind of modding. If they are, I may improve the ability to rotate Ped Malls in a future version of the NAM.
  7. NAM: Development

    Mightygoose, I have been gone so long that I feel like a fish out of water, but I am in the process of going over to sc4devotion now. (I only learned about it today) As for Highway OnSlope pieces, the NAM has orthogonal pieces, but not diagonal pieces or double T pieces, and they are not colour fixed. As for why both straight and T Onslope pieces… When I was developing the first OnSlope piece, I found that, for some orientations, puzzle pieces tended to deform the slope they were placed on. After quite a bit of experimentation I found two solutions 1) place puzzle piece tiles at the top of the slope, 2) have an intersection at the top of the slope. These solutions became the straight and the T Onslope pieces. The straight Onslope pieces are simpler to use and are needed when the network connected to the Onslope piece runs on top of an embankment (When the ground slopes down on both sides of the network.) The T OnSlope pieces allow one to make network connections/intersections to the tile(s) right at the top of the slope. (Or the bottom of the slope for Highway T and both top and bottom for the Double T) The picture I showed in a previous post shows the use of the Double T diagonal Highway OnSlope. It allowed me to place the one-way overpasses right along the top of the slope [edit] Thanks everyone! It's nice to be back.
  8. NAM: Development

    Thanks Neddiggis, but it looks like I will need permission to get into the NAM development groups. I would like someone on the NAM development team to contact me about what to do with my stuff. [Edit] Opps,I just noticed I got some PMs... I just had a look at the latest NAM… Here is what I have that it does not have: 3 Highway OnSlope pieces (Straight, T, Double T) both orthogonal and diagonal. These OnSlope pieces also use a new technique (I call it colour fixed) that corrects the dark bands that show up on OnSlope pieces at certain angles. Double high Elevated Rail with ramps and colour fixed Onslope pieces. (19 new pieces) Double high Monorail with ramps and colour fixed Onslope pieces. (19 new pieces) Colour fixed GLR Onslope, GLR neighbor connector, GLR Bridge. Improved GLR x Elevated Highway and GLR x Avenue puzzle pieces that allow one to place the puzzle pieces on existing Highways and avenues, and work with the Highway OnSlope. Elevated rail over road pieces: No Pylon, 45 degree, 90 degree, T, and +. Also cosmetic fixes, like streetlights. Improved Elevated Highway x Monorail intersection. A partially complete mod (more than 50% done) that visually improves how Ground Highway bridges connect to the Ground Highway, improves paths and adds bridge shadows. Two-way-Left-Turn Avenue puzzle piece with wealth textured sidewalks. This piece also allows U-turns. (experimental) Double Decker bridges that combine Highway and rail, elevated rail, or monorail. This includes the puzzle pieces needed to connect to the bridges (All experimental) All of these things need more testing.
  9. NAM: Development

    Hi, does any one remember me? I am back after a long, long time. I was wondering if anyone was still interested in the NAM stuff I was working on, like OnSlope puzzle pieces.
  10. Under Water Neighbor Connector

    MiniMark, it does enable one to make neighbour deals for garbage, but that is all since no cars or trucks can use it.
  11. Under Water Neighbor Connector

    Version 1


    The Underwater Neighbor Connector Lot is used to make an under water road connection to a neighbor, and enable one to export or import garbage with a neighbor deal. It is useful for island cities that do not have land connections to neighboring cities.
  12. Double-Deck Bridge Experiment

    Jeronij, Thanks for telling us how you get rid of the glitches between bridge pieces. I should have thought of that. I would welcome your help in modding the bridges. Your new bridge looks very good. Are you planning to make it so that only the end pieces of the bridge are supported by the cable stays? All Modders, the addresses used by the bridge models are important because the way they are assigned affects the maximum number of models we can have. The possible addresses are restricted because: 1) All bridge models must have the same group ID. 2) The instance ID should be in the range reserved for the NAM (0x5#######). 3) There must be space for the other things in the NAM. 4) When B.A.T creates models, it will not allow the difference in address between models to be less than 65536! It is possible to mod the addresses assigned by B.A.T. so that the difference is only 8192, but this is very tedious. If I relax the convention of having the second digit of the address match the network number, we can have 2816 bridge models using B.A.T. generated IDs (This is a total of all the models in all the new bridges; each bridge uses several models.) Exceeding this value would be a real pain, but I think it is large enough to allow us to avoid the tedious process of modding the models to use a smaller address range. Comments? Glenni, I normally would prefer that you design your own bridge, but I will make a suggestion to try to make things clear. Currently your bridge has one-tile long end models and center+support models in 3-tile long groups. These pieces can not be assembled to make all possible lengths. A possible way to fix this would be make an extra model that can go between the end model and the 3-tile group. You could make all lengths of 5 and up like this: 5: [end][3-tile group][end] 6: [end][extra][3-tile group][end] 7: [end][extra][3-tile group][extra][end] 8: [end][3-tile group][3-tile group][end] 9: [end][extra][3-tile group][3-tile group][end] 10: [end][ extra][3-tile group][3-tile group][extra][end] 11: [end][3-tile group][3-tile group][3-tile group][end] … Swamper77, I have made test bridges that are not flat, and I agree with you that they are harder to make. hamsterTK, your bridge is looking good. I agree that it is better to add the wires to the bridge using props. As prince_of_sims says, it is also possible to add wires to both elevated rail and GLR. I have an unfinished mod that adds them to GLR. BIWDC, it is possible to add better looking track textures by modding. This also makes it much easier to adapt the bridge models to other traffic networks. To do this, you must first remove the rail deck, and a small space below it, from your models. BournID, I don’t know what could be causing you problem. Try testing it with nothing but the NAM installed in the Plugins folder. Don’t forget to check both the Plugins under “My Documents” and the Plugins under “Program Files/Maxis/SimCity 4”. Vistla, the only way I can think of that would make a “draw bridge” move is to use the same mechanism that is used to animate the rail level-crossing gates. That mechanism could only work (if it worked at all!) on ground rail, elevated rail, or possibly monorail bridges. Unfortunately, I suspect that the train would arrive too quickly to let the animation be realistic. Keiran Halcyon, hidden rail junctions should be possible, but I think that they would be hard to use in UDI. SC4BOY, it would be harder to make the rail connections if the highway bent to one side to allow the rail connections to be straight. Bent connector puzzle pieces would be needed and one would need to be very careful to make the highway bend in exactly the same way as the puzzle pieces. Currently, it is possible to have GLR, ground rail, or no rail on each side of the bridge. Twice as many bent connector puzzle pieces would be needed to do this. GoaSkin, I am not sure if this answers your question, but I am not yet ready to release any more bridges. Previously, you suggested a light rail version of the bridge. This is not needed because all the double deck bridges are already pathed for both light rail and ground rail.
  13. Double-Deck Bridge Experiment

    Glenni, that is better. It means that now the bridge could be made with lengths of 5, 8, 11, 14...(2+3*n). But you still need to be able to make the bridge with other lengths. Think of when you are playing the game. In general each time you build a bridge it will be a different length. This is why any bridge used in the game must be able to be of any length (between the bridge's minimum length and 255). BIWDC, I can not tell from the picture, but your bridge must be divided into one tile pieces (16m x 16m), and it probably should have end pieces. Take a look at fukuda's bridge. It has excellent end pieces. ILL Tonkso, no great hurry. I am still working on the current set of bridges.
  14. Double-Deck Bridge Experiment

    OK, let’s see if some examples will help. One side of the Golden Gate Bridge: 3 end pieces repeat support repeat support repeat 3 end pieces piece pylon piece pylon piece The wooden covered bridge: 1 end piece repeat support repeat 1 end piece piece pylon piece (same piece as other end rotated 180) The repeat pieces are each repeated a number of times to make the bridge a given length. What would your bridge look like if it was 6 or 7 tiles long? EDIT: It is OK if the model overhangs the tile. If it overhangs over the sides, those parts will not be included in the bridge’s shadow. Using one model to cover two or more tiles can be done, but one must be much more careful!
  15. Double-Deck Bridge Experiment

    Glenni, your bridge looks very good, but I am not sure how he pieces you have shown would fit into a bridge. One of the things about a bridge is that it can have any length between the minimum length defined for the bridge and 255. As shown it looks right for a bridge of length 5. How is it supposed to look if its length was 6 or 7? Another thing is that I see that you have removed the road deck as suggested. However, to prevent graphical glitches, it is best if there is a space below where the road deck will be. If fact you probably will not be able to see directly under the road deck, so you don’t need to model anything there. It will be a while before I can do another bridge. ILL Tonkso said he wanted to do a bridge, and I should probably give him precedence, if he still wants to. Jeronij, would it be possible for you to give a simple explanation of how you get rid of the glitches between bridge pieces? Here is an explanation of how bridges are pieced together. One way to do it is to use the pattern defined by the bridge’s exemplar. The pattern is like this: [E1][E2][E3][R][R][R][Py][R][R][R][Py] … [Py][R][R][R][E3][E2]E1] Where: [E1] … [E3] are end pieces. I have shown three of these, but there could be 1, 2, 3, or more of them. There are a fixed number of end pieces for each bridge; it does NOT change with the length of the bridge. [R] is a repeat piece. [Py] is a piece that includes a supporting pylon. The spacing between these pieces can be specified. There can be high bridges between tall mountains, so the pylon needs to be modeled so that it goes down a long way. They also need tight LODs where they will intersect the water or the ground. Highway and avenue bridges work the same way, except that there are two parallel rows instead of one. It is also possible to specify, for each possible bridge length, the exact model that will be used on each bridge tile. Since there are usually at least 230 possible bridge lengths, it can be a tedious process to define them. (Simple macros can be defined to make this process easier.) The Game can add suspension cables or cable stays to the bridge. This is a good thing because the positions or angles of these cables depend on the length of the bridge. You can specify the positions for the ends of these cables, and their textures, but that is it. For example, the game cannot add two parallel rows of cable stays.