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Found 24 results

  1. Hi all, I have a few visual issues with this FLUP layout. Everything works correctly from a transit point of view, so this is purely aesthetic. First, the circles in red: is there any way to make these tiles look like the surrounding pavement tiles? I tried placing mall tiles before adding the underpass connection, but once the underpass is added I can no longer place those tiles there and vice versa, if I add mall tiles then I cannot add the underpass section. The underpass itself works fine as it is. Second, the circles in blue: is there a way to fill or complete the curved edge so it does not look unfinished? Finally, the area marked in yellow: I tried using a flexible overpass over the underpass ramp, but the section above the ramp does not render. Because of that, I connected the road before the ramp, but it looks quite ugly. Is there any way to make a road cross over the ramp properly? If not, I’ll probably connect the avenue diagonally to the road instead. That would also avoid the unfinished-curve issue. Thanks!
  2. Hi everyone, Playing around with the Ground Light Rail for the first time, and am trying to set up a small grid in a town with tram-in-avenue pieces. However, I am getting stuck when I run into an existing rail network, because I can't seem to find the piece to transition from ground rail to underground rail or the piece for rail over underground tram in avenue. I DO have the 'tram in avenue over rail' piece and the 'tram-in-avenue' ground to underground transition piece--that says 'rotate for other pieces' but it's the only piece in that subset when I rotate. I am using NAM 49, but haven't installed any additional NAM add-ons (mainly because I don't know if those exist?) Am I just looking in the wrong place for these pieces? Or are there additional plug-ins to add those to my menu? On a related note, I also seem to be missing the regular avenue FLUP transition (without the tram in it) which would also be useful. Any idea where I can find/add that? Thanks in advance! Pictures of what I do have included.
  3. Is anyone familiar with what might be causing this layering issue with FLUP ped mall tiles? I've noticed that they block props placed in the foreground as shown below. I need to experiment more to figure out a pattern if there is one. It effects most (but not all) trees, it effects street lights and road signs, it effects this roundabout but not this roundabout. It so far hasn't effected any of my diagonal plop buildings (thank god). Also notable that the problem seems to only exist at the two lowest zoom levels. Zooming out solves the problem and makes everything layer properly. I don't recall having this problem before, but I did just download the NAM Facelift Mod, so maybe that has something to do with it?
  4. Has anyone ever tried (and succeeded) using subway-based Flexible Underpasses (FLUPs) for RHW-6S directly next to each other? I used two portals with RHW-6S overwrite (right image) as well as RHW-6S starter pieces from the FLUP menu as described in the NAM documentation. I can can drag the first subway but dragging the 2nd subway fails. Am I doing it wrong? Or maybe I misunderstood the documentation and it is not possible?
  5. FLUP question

    I'm new here so I apologize if this was asked previously. Is there a way to make a FLUP that brings traffic through it normally? I like using FLUPs for rail-avenue (or certain rail-road) crossings in many cases but it doesn't let traffic through. In many cases, it is unrealistic to have so much train and auto traffic together at an at-grade avenue crossing. I want to be able to let traffic flow normally through an underpass. Also, can other designs for underpasses be created? I'd like to also have metallic colored underpasses, especially brown and black, which is more realistic for many rail underpasses.
  6. As a result of my experiments and research regarding underground road networks, I figured out it would be interesting to look into yet another aspect of these interesting networks. Namely, the customizable FLUP pieces which, if no other content is installed, simply appear as transparent pieces with manholes on top. I read some basic stuff on the subject and downloaded the "FLUP Set A" from SC4D but didn't really get into details of the matter yet. But then again, I guess that my main and only goal is to just assign my own textures to these empty "road under custom texture" puzzle pieces and that's it. I guess the question then is - can I simply change or assign a particular texture to "Set A" .dat files somehow and be done with it? Or is it more complicated than that?
  7. RHW-4 road FLUP?

    I just got back to SimCity 4 and NAM. I want my road the underpass my RHW4, I found a RHW4 flup under the roads menu (RHW/RD Appvalley ) but when i plop it https://vlc.onl i see nothing. Is this a bug or am i doing something wrong? Thanks. Tweakbox
  8. Hi, We have some technical issues with FLUPs. The new modding for RHW FLUPs is based on T21 (not ploppable LOT) and we try to let automatas go down the FLUP visually. To see automatas go down the FLUP, the LOD of the FLUP model needs to be negative. However if the LOD is negative the part under the ground is not visible IG (this is the result): In order to be able to see the underground part, the sunken view needs to be "triggered" like modding a Subway station and add the FLUP as a prop: However, this is not possible with T21 modding. Therefore the question is, is there a way for a props to trigger the underground view?
  9. FLUP under Light Rail

    Im playing with a light rail from the NAM 37 mod...haven't finished it yet but trying to have roads cross under or over it. Overpasses won't build using the Road Overpass tool (tells me the space is either occupied or if I clear the area it's the wrong kind of rail and doesn't connect with my light rail.) Anyway...I built what looks like a functional underpass but when I run the sim, the road shows now usage data and the sims don't use it - other side streets become congested. Had a similar problem in another city (road under ave) and I tried the drive function and I couldn't get a car through it either. Why don't these connect? Thanks!
  10. Moderation notice: To try and keep everything together, three separate threads have been merged together. If you are a Mac user and have recently updated to the 64-Bit version, (both the App Store and Steam are pushing this update), then you will more than likely be having this problem. Hey yall, So I've played about 200 hours of SC4 from about March. I had some issues with plugins causing CTDs a lot, so I reinstalled NAM (as well as the game on Steam) but now I can't see half of the FLUPs, and with underground rail I can't see the entry/exit ramps as I press tab, scrolling through all of the options. I play on Mac if that's of any relevance. I wonder if anyone else has experience this issue?
  11. Thanks in advance for your consideration to replying. I'm trying to create a GLR in avenue tunnel/underpass under an elevated rail line. I've only been using the NAM for less than a week, still trying to figure this whole thing out! I've found two GLR in ave piece that seem to begin to go underground but then I'm not sure what to do next. I can't seem to find the next piece. Does one exist? Or is there a better idea out there?
  12. FLUP for under RD-6 highway

    How u doing, Im still new to NAM, I got NAM 36 , anyway, im trying to figure out how to do avenue under that highway RD-6, it is called a highway right? its under Network Connector pieces and starters pieces. Also if you have any tutorials to refer me to that would be good too. Thanks, Brad
  13. Hola, llevo algún tiempo jugando SimCity 4 y he quedado impresionado por el abanico de propuestas que han entregado los miembros de la comunidad en sus CJ. Viendo las imágenes que han subido es que me han nacido una serie de dudas respecto al juego: 1. He visto en varios CJ que han modificado la texturas de los FLUP, pasando de la tradicional con las calles y avenidas a cubrir con parques o texturas distintas. ¿Cómo es posible hacer eso y qué herramientas se requieren para ello? 2. Con respecto a los autómatas, ¿es posible tener más de uno para manejar como UDI (especialmente con los trenes)?, ¿se puede tener, por ejemplo, distintos trenes o buses corriendo por la ciudad para simbolizar distintas líneas? y, si es posible, cómo se instalan los trenes que realizó VDK, si se puede modificar los carros y no la máquina principal. 3. La última consulta tiene que ver con las overlays textures, ¿se pueden cambiar de base?, dado que tengo como sidewalk's mod uno de los que subió Gobias y, a la hora de modificar en LE los lots, las overlays textures aparecen de distintas bases, lo que impide que se creen lots con uniformidad de texturas. De antemano, muchas gracias por las respuestas y disculpen los inconvenientes.
  14. I tried using the extra cheat "DrawPaths" to see if my FLUPs are connected. Not only is there no path illuminated under my RR, but the avenue ramps are dark as well. T_T Does anyone know enough about both the drawpaths cheat and FLUPs to know if the gap in illumination is a gap in paths or simply a gap between mods?
  15. Hey guys, I cannot seem to find a way to create an underpass for a Maxis Avenue UNDER the RHW-6C freeway I created in my map. I have tried everything I could find/read and I'm getting frustrated Little help??
  16. FLUP problem

    Hello, I'm trying to put an avenue that passes UNDER ground rail, but I can not connect the two sides of the avenue. How can I do it? Thanks and sorry for my bad English
  17. NAM FLUP

    Ive done some googling but I cant find a definitive answer, has there been a FLUP created for the NAM 3 lane one-way road?
  18. Version 1.0

    1,610 Downloads

    Believe it or not, I'm still alive and kicking! In the works for over a year, these FLUP models do just what the title says; they're cosmetic models that overlap the old, standard FLUP entrance and exit models. These new tunnel portals will have your Sims practically throwing money at you - they want to pay taxes, because these BAT's are just that good! These tunnel entrances are modeled loosely after those in Boston - part of the infamous Big Dig. However, they're generic enough that they may be used in any situation that calls for some some new infrastructure. They stand out as something fresh, but they're worn enough to appear well-used. Included in this download are three (3) cosmetic FLUP portals; an entrance portal, an exit portal, and a two-lane road portal. These can all be found in the Power Menu with a lot icon like the one below: Don't forget to download the following dependency: Enjoy your new FLUP tunnels portals. I know your Sims will!
  19. RHW FLUP?

    Hey, just wondering if there're RHW-4 FLUP (underground road) pieces, I remember seeing them before but can't seem to find them, anyone know where is it in the new NAM? Thanks
  20. Finicky Flups

    I'm trying to put in a Flup underpass going under a an 8S highway. This is a long straight stretch of highway. Very long. It is nothing but a long dragged highway on flat ground, no ramps, no transitions, nothing and there is no development nearby. When I try to place the Flup it refused to go in some of the locations I might want it. It just flips to the next tile, an effect we've all seen. I would say about 40% of the tiles just won't accept it. It is not critical where the Flup goes so I can make this happen, but I do wonder what is going on. SC4 is working perfectly for me after taking advice from these forums. I have very few mods installed. NAM, of course. Bug fix mods, like the Opera House. Two small lots in the Power menu.
  21. Anyone know how to have elevated road/avenue/OWR cross flup?? I cannot find a piece for such connection. I am thinking it would help me build more compact intersections between highway and road network since the roads/OWR could cross each other before returning to ground level thus eliminating the need for the three to four tiles of height transition. Any suggestions?
  22. Problem with FLUPs.

    I have European texture installed in NAM, so why is here american lines when I make underground GLR? Or I'm doing it wrong? Here is little image, if you don't know what I mean.
  23. FLUP highway?

    I was looking at the various FLUP options and I noticed that while ramps for streets, roads, avenues, one-ways, and even tram avenues were available, there is no ramp for either the ground or elevated highway. Why is that the case? I would like to make my highway go underwater and I'd hate to have to connect it to an avenue ramp.
  24. Version 5

    4,933 Downloads

    Short description: This is a set of tunnel entrances for various traffic routes. By interconnecting them with either FLUP puzzle pieces (from the Network Addon Mod) or subway routes, you can create fully working tunnels, even curved tunnels, tunnels to other cities or underpasses otherwise difficult to realize. There are tunnel entrances for the subsequently mentioned traffic routes: (see screenshots below) Road (#1) One-Way Road (#2) Avenue (#3) Maxis Street (#4) SAM Streets: from 2 to 11 (in this order from #5 to #11) RHW: 2 (#12), 4 (#13a, #13b), MIS (#14a, #14b) Railway: Default Maxis textures (#15a), SFBT textures (#15b), Single-Track Rail (#16), Viaduct (#17) Monorail: BTM (#18), GHSR (#19), HSR (#20) For a complete description and tutorial how to use them, please refer to the readme file in the download. Note concerning the Railway Viaduct Tunnel Entrance: You may note that the screenshot below shows only the grey textures for the viaduct. According to a note of Xyloxadoria in this thread, the textures should automatically adapt if you have installed other textures. Note for users of the Full Cobblestone Street Override Mod: On the download button, there's a separate file called z_Tunnel Entrance SAM 8 FCS Override.dat available; please download this, it will override the SAM tunnel entrance to use a cobblestone base texture. Dependencies: Network Addon Mod Version 36 or newer (includes: Street Addon Mod, Real Highway Mod, Bullet Train Mod, High Speed Rail Project) Hillside GLR to subway transition by morifari (required for the tunnel portals on ground level, adds an extra tunnel portal for GLR) Hillside EL to subway transition (required for the tunnel portals for elevated routes, adds an extra tunnel portal for Elevated Rail) SAM Stopper (required for several overlay textures) not necessary anymore MGB Texture Pack: required for the overlay textures of the SAM tunnel entrances SFBT Essentials: required for the Full Cobblestone Street Override mod (only if you are using this mod) Currently available languages: English, German Installation: Extract all files to a folder where you will find them. Move or copy this folder into your Plugins sub-folder of your edition of SimCity 4 (for instance: C:/Programs/Maxis/SimCity 4/Plugins). If you have installed previous versions of this plugin, please remove their files beforehand (you do not need to bulldoze the tunnel entrances in your cities themselves). To uninstall, please remove all files coming with this plugin from your Plugins subfolder. If there are some tunnel entrances that you won’t use, you may want to open the plugin folder and delete the corresponding files (every tunnel entrance has its own file). Note for users of Version 3 or previous: In previous versions, there has been a bug that caused the actual passenger capacity of the RHW-2 and RHW-4 tunnel entrance (with the yellow line left) to be much lower than displayed. This has been fixed now, but you need to remove any mentioned tunnel entrance you have already built in your city, and build a new one at its place. Note for users of the Full Cobblestone Street Override Mod: The file z_Tunnel Entrance SAM 8 FCS Override.dat (available as a separate download at the same thread where you got the base plugin from) overrides all content of the file Tunnel Entrance SAM 8 Cobblestone Street.dat and adapts its base texture accordingly. You only need to keep the respective file in your Plugins folder, ideally, you should delete the other one to prevent a plugin conflict. Compatibility: Since this plugin requires installation of the Network Addon Mod, it is only compatible with SimCity 4: Rush Hour, or SimCity 4 Deluxe. Credits: morifari and Andreas Roth for the tunnel portals grain79 for two base mods introducing tunnel entrances Network Addon Mod Team Xyloxadoria for Viaduct, GHSR, and HSR props To be done: - I may include tunnel entrances for NWM routes, RHW-6, RHW-8, and RWH-10 in later updates as soon as I can find larger tunnel portals. Support: Please feel free to post issues, bug reports, and suggestions in this thread:
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