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Everything posted by Ganaram Inukshuk
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I know the exact cause of the issue: It's an issue not with the water mod (and it doesn't matter which water mod you have; it will continually persist), but the terrain mod itself. In the default terrain parameters, there's a value for water transparency that's set to 0 (The WaterMinAlpha value), but in certain terrain mods such as the Columbus Terrain Mod, that value is increased significantly to 9A, which is Hexadecimal for 154. Enabling a transparent coastline requires knowledge of using something called the Reader. You would need to open up whatever terrain mod DAT you have and find the actual terrain exemplar (Look for the numbers 6534284a, 88cd66e9, and 00000001 for the type, group, and instance IDs). Find the WaterMinAlpha value and set that to 0 or whatever number you see fit. Be sure it's in hexadecimal; You can't just type in, say, 40 because that comes out as 64. Save, exit, and restart the game. ----- How do I know this? I had the same exact problem.
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Will, I wouldn't rule out the Tram-NMAVE-4 just yet... Fun fact: The Tram-On-Road Pieces (The Tram-Road pieces that have four lanes on one tile plus GLR tracks in the two innermost lanes) have almost the same width as the NRD-4/NMAVE-4 network. So technically, there's already an NMAVE-Tram network; It just doesn't have proper transitions to NWM. Additionally, the Tram-in-RD pieces can be seen as a Tram-AVE-2; Once again, no NWM transitions. ----- NWM-Tram integration hasn't been thoroughly discussed as of yet, but that hasn't stopped some people from drafting textures for such setups...
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The My Little Pony Association of Simtropolis (MLPA)
Ganaram Inukshuk replied to Eʟᴇᴍᴇɴᴛ's topic in General Off-Topic
Welcome to the herd. ----- Something random I thought I'd like to share: Do you think this would be remotely creepy? -
Network Widening Mod (NWM) - Development and Support
Ganaram Inukshuk replied to Tarkus's topic in NAM & Transit Networks
And if you consider that the AVE-4 median is about the width of a lane, cramming five lanes into one tile results in three-meter lanes and half-meter sidewalks on the sides, or in other words, something that's in tune with the MHWs in terms of scale. That also puts NTLAs out of the question as well.- 414 Replies
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Today, people will give thanks for what they're thankful for, then fall into food comas. Let's see if I end up in a coma.
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Theoretically, but there's no plans or any means of adding any at this point.
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Have you ever seen a poem where you can reverse the order of the lines and have a different poem with a completely different meaning?
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@ML945: That still has the same meaning both forwards and backwards:
Amen.
This poem makes no sense.
Violets are red.
Roses are blue.
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It's been determined that in order to create 22.5-deg pieces, it would require enormous pieces, far too large to be of any practicality, so yes. Using just that kind of angle, it would be farfetched, but not TOO FARfetched... ----- There is something called "Fractional-Angle" Roads, Railroads, and RHW: It literally breaks from the grid, and it's been around for a long time. FA items, at least the way I see it, really boil down to basic Trigonometry. The current FA items are at 18.4 and 71.6 degrees (Add those together to get 90 degrees). Those numbers are derived from taking the inverse trig functions of one of two values: 1 over the square root of 10 or 3 over the square root of 10. The lengths of the legs have to be whole numbers (duh) and reasonably small, and that makes the puzzle piece making process easier. So why 18.4 and 71.6 and not 22.5 and 67.5? What would the dimensions of the legs of a right triangle have to be in order for the smallest angle to be 22.5 degrees? (Trigonometry question of the day.) Just for the record, the legs of an 18.4-71.6-90 triangle is 1 and 3, with the hypotenuse being the square root of 10. Answer: Accurately creating 22.5 and 67.5 degree items would require pieces far larger than what can be handled: 92x39 puzzle pieces. To come remotely close to the puzzle piece size limitations would require 9x5 puzzle pieces, still far too large to handle. The dimensions are actually larger than what you would find on the unit circle (times 10) to account for the width of the road itself (I added 1 to the lesser dimension).
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One word: Overhangs. And for the record, there are roundabouts that are that small; So small, some are just a circle painted on the intersection. Also realize this: Three lanes can fit on a single tile comfortably without any sort of lane narrowing, so an RA with a radius of 1.5 lane widths should fit quite nicely, anyway. Plus, if it's the width of a Street lane, you'll have even more space since streets are narrower than RD-2/MAVE-2/Road.
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The reason AVE and Road capacities were equalized (and I think the costs should also be equalized) was to make another NAM plugin more usable. There's a NAM plugin called the Network Widening Mod and, as its name implies, offers wider versions of the pre-existing networks. In other words, there's an AVE network that's even wider than the default AVE (AVE-4): The AVE-6. Since that (and just about every two-way network in the NWM) is made from the Road network and assuming the default costs, building an AVE-6 would be cheaper than an AVE-4, with the addition to a higher capacity boost. In addition to wider AVEs, asymmetrical roads, and roads with central turn-lane medians, there are also wider OWRs, up to OWR-5. Why not use two OWR-3's parallel with each other? Well, you could, but it doesn't look aesthetically appealing, either. Also, there's no way to connect OWR-3's to an AVE-6 (well, at least not yet). Why not use parallel OWR-4's or parallel OWR-5's? Once again you could, but there's no way to neighbour connect them, and they're actually larger than the AVE-6's (and the currently unavailable AVE-8's) footprint. Additionally, with all OWRs, you'll still face the signalization problems previously mentioned with the default OWR (OWR-2), but the way that was handled was by removing all the signals. ----- I should also bring up a few other things: - Some items CANNOT connect to OWRs properly (Try connecting OWRs to an AVE roundabout the same way you would with an AVE). - There are pieces called TuLEPs that you can use to add turn-lanes to your networks, but none are available for OWRs. - Some intersection configurations are impossible to do with a single-tile network. (AVEs can make 8-way intersections.) - If you tried to draw two OWRs parallel to each other DIAGONALLY, you'll find that it takes more space than an AVE. Even if you could do that in the same footprint as the AVE, you'll have major problems with the curve. - Speaking of curves, OWR has no curve pieces, or any sort of Fractional-Angle variation. Only Roads and AVEs have FA-variations (and what that means is that you can build your networks in an angle that isn't 45-degrees to the orthogonal networks).
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One big thing to remember: OWRs can't make neighbour connections, so AVE use is inevitable. Personally, AVEs look aesthetically appealing to me. Additionally, crossings with the OWR don't line up properly. For example, the stop line on an OWR/Rail crossing. The stop line will only look proper if the OWR goes in one direction only; Props and textures cannot tell the direction of the OWR's pathing (which is dictated by this thing called "Tidal Flow"), therefore half of your OWR intersections (assuming you're dragging two sets of OWRs, one in each direction) will look improper (signals or stop lines on the wrong end). Also, the reason OWRs have greater capacity than AVEs is to reflect the real-life advantages of an OWR, so I wouldn't take advantage of OWRs due to a simple capacity boost. I should mention though: AVE and Road capacity were equalized from their default values (AVEs had five times the capacity of Roads, and probably the same with OWRs but I'm not sure on that). And it's also possible to equalize the costs of everything to, for example, ONE simoleon per OWR, AVE, Road, and Street tile.
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Granted, but everyone else is better than you. I wish I didn't keep missing those pony episodes. (I tend to oversleep...)
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Another way to go about doing that is to first put the city file in the downloads folder of the regions subfolder in your Simcity 4 folder. (I know, that's a lot of folders to go through...) Next, open up any region (or create a new region), and find a city tile that's the same size of the city you were given. You'll find an icon that says "Import City" when you hover the cursor over it. From there, find the downloads folder in the popup that comes up, and you should find the very city you moved into that folder. Select that and the city should appear into your map.
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Real Highway (RHW) - Development and Support
Ganaram Inukshuk replied to qurlix's topic in NAM & Transit Networks
Knowing how to T21 (making Type-21 exemplars) doesn't necessarily require knowing how to make props (In fact, any prop can be T21'd, and you don't even have to be the propmaker); It also requires knowing which transit tiles to assign props to. If it's something that's been around for a while or in-game (DTR/Rail, for example), there's no need to update them with every new NAM update, because its IID is, in all likelihood, unchanged. If it's a new transit tile (AVE-6, for example), you won't know its IID until it's released and you've looked at the DAT with the Reader. Similarly, if it's a change in model design (and this happened with the elevated AVE/RD/OWR pieces) and you have a T21 that adds props that only works for the old models, you won't know how the new models will look like until after its release. That gets even worse if it's a surprise addition. Additionally, if the IIDs change, any existing T21 will cease to function properly, and you'll have to update the exemplar's properties so it can add props to the proper tile. Even more, a number of the T21 mods I've seen are made by people who are independent of the NAM Team, so there will always be some sort of asynchronism with certain mods. That asynchronism gets worse if the modmaker's daily schedule doesn't permit much time to actually update such mods. This isn't always the case since some T21s were made by fellow NAMites. If something needs T21-ing or updating, they would, in theory, probably know what to do ahead of time. That's why a T21 exemplar mod for the AVE-6 was created so soon after the AVE-6's release (I was the one who made that T21, and I began work on that before the AVE-8 was even excluded). Finally, you asked if a team can be made to update the Type-21 exemplars when needed. Unless that team is comprised of the very people who made the exemplars in the first place, that would require asking the original modmakers for permission to do so.- 3,919 Replies
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Real Highway (RHW) - Development and Support
Ganaram Inukshuk replied to qurlix's topic in NAM & Transit Networks
There was an old T21 mod that added guardrails, but parts of it no longer work (It's three versions outdated, and will likely become completely unusable later on). ----- This is what T21 exemplar mods are for: They add different props to the RHW networks to meet the aesthetic needs of certain users, either for the sake of increasing highway safety or to just make things look fancy. However, SOMEONE has to create them first... Additionally, the NAM Team has this "Function before aesthetics" standard when it comes to development, which is why such T21s will never be directly integrated into the RHW's files, and why they're usually a separate download. Otherwise, you'd have to appeal to different people's aesthetic needs (lights, for example), and would lengthen the development process and would complicate the installation process, not to mention require additional dependencies...- 3,919 Replies
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Granted. I just locked the bathrooms. I wish I knew if indirect corruption constitutes as wish corruption.
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Can anyone tell me what is the problem with my roads?
Ganaram Inukshuk replied to WeBuiltThisCityOnSimCity's topic in NAM & Transit Networks
I've found that installing and uninstalling T21 mods (and that's what that is) may require redrawing whatever network tiles they affect. If both the props and T21 are uninstalled, all you need to do is redraw the Avenue network (or better yet, just click on certain parts with either the Street, Road, AVE, or OWR tools). If the boxes still linger, you might have some other files (The actual T21 that's referencing a now nonexistent prop) left in your plugins folder. -
Granted, but it's unmoddable. I wish that this wish goes uncorrupted.
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I believe the difference was the spacing between the railroad ties (the pieces of wood/timber perpendicular and below the actual rails), which was greater in the default textures than what the NAM offers.
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Granted, but you somehow join the fragile little minds of impressionable young youths everywhere, scarred for all eternity, resulting in an entire generation of rapists, murders, and Adolf Hitlers. (How's THAT for corruption?) I wish I could play a musical instrument.
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Network Widening Mod (NWM) - Development and Support
Ganaram Inukshuk replied to Tarkus's topic in NAM & Transit Networks
First of all, that's an RHW issue, not an NWM issue. Second, read the LTEXT. It says "Rail-Based network". It's like so it has a higher capacity than one single RHW-2.- 414 Replies
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Three-level Roundabout Interchange, by the looks of it.
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Granted, but your plugins were accidentally deleted. I wish the left shift key on my keyboard didn't break.
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There's the Extra Cheats DLL. With it, press CTRL-X and type in the cheat code "Moolah" followed by a space and type in the desired amount of money you want to set; It won't add money, it will set your funds to whatever number you set. And here's the download for the DLL.
