IMPORTANT: You need NAM version 29 or higher, or some of the tricks below won't work.
some of you probably recognize the following scenario:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-01.jpg&hash=d48a015c445953a3dd979c02e8a4e9b88808cfcd)
A large portion of water is blocking the edges of your city. Since SC4 doesn't allow you to drag a bridge we'll have to find another way to connect over water. Fortunately, with a few tricks, this is possible! Not just neighbor connections, but also diagonals and intersections!
Step 1: Download the file attached to this post and unzip it, but do NOT put the files in your plugins.
Step 2: The picture above. When you are sure your land topology is how you want it, save and exit the game. It will be slightly harder to do some landscaping later on.
Step 3: Put the file "zero sealevel.dat" into your plugins. This will remove the seawater so we can draw our network where there should have been water. Then, for each network you want to tackle, put the "xxx zeroslope.dat" into your plugins. They may conflict with other plugins (like slope mods) so make sure they load last by putting them in a folder starting with some z's, for example Plugins/zzz_temp.
When you enter the game again, the city looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-02.jpg&hash=b9e86c56fa80c450dae5fad94df9b4d3d411d4f1)
When we try to draw a network now, the game will keep it entirely flat instead of letting it follow the terrain.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-03.jpg&hash=87dc63ca44fe1a2998c600329ab0cae7b1be9e14)
For small heights the game will build retaining walls, for bigger heights, the game will build pylons.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-04.jpg&hash=623a9972162346c58f11a241322e6fd09febfc44)
To create a neighbor connection, first draw the network all the way to the edge...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-05.jpg&hash=b2f1a49e6f0276a0ba42dd772dae626737c4fd14)
... then draw again to the edge and you'll be offered the opportunity to create a neighbor connection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-06.jpg&hash=6b1fe96d7444cd7115ea1029861191148b108708)
You can also draw diagonals and some intersections.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-07.jpg&hash=ab07ed0bf9f6f405e313e7102be8c427ada40d21)
Step 4: When you are happy with the results, Save & Exit and remove all the temporary files again from your plugins. When you return to the game, the water will be back and roads will behave normally again.
the final results:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-08.jpg&hash=ecf65dbee5d0bc1b939626e6f8515d137cdde914)
Q: Can ferries cross under these bridges?
A: Yes, these bridges do not seem to influence ferries (or other boats for that matter).
Q: Can two (or more) of these bridges cross at a different height?
A: No, that's not possible. It is also not possible to draw networks under these bridges at ground level.
Q: Does this only work for road and rail?
A: For now, the NAM includes the necessary files for street, road, rail and one-way road. Theoretically this is possible for any one-tile network (including SAM, RHW and NWM networks). For this to work however, we have to define the pylons for each supported network tile and as you can imagine, this takes a bit of work. Even for street, road, rail and OWR not all pieces (specifically some special ones) are supported simply because there are so many.
Q: Any one-tile network? So not for Avenue and Maxis Highway?
A: Nope, not possible I'm afraid.
Q: Those bridges look kind of ugly. Anything we can do about that?
A: Not much right now. You could plop cosmetic puzzle pieces on top of them, but those don't exist yet...
Q: Can we plop puzzle piece on to of them? GLR, etc?
A: Yes, but that will look a bit weird because they won't have supports. We might release some puzzle pieces exactly for this purpose in the future though...
:o :o
Amazing, simply amazing. &apls &apls &apls
:satisfied:
TTC
Love it, daeley! Awesome work here :thumbsup:
Could it be that diagonal bridges are within reach? There are even neighbor connections, which I like very much. Good work, Daeley! :thumbsup:
EDIT: I'm having a problem, though. This isn't working for me. I followed the instructions exactly, but the water remains and the roads/rails don't act any differently. So, there's no effect. Are there any good reasons why this would happen? Are there any plugins that might conflict and prevent this from working?
ah, there are in fact some mods that might conflict, like slope mods. I didn't think about that (as you can see in the screenshots, I did it with an otherwise empty plugins folder).
could you try putting it in a folder starting with some z's so they load last? Something like Plugins/zzz_temp. If that works, I'll add it to the tutorial.
Thanks, Daeley! ;) The zzz idea worked perfectly.
amazing, over 7 years later and we are still finding new ways to improve the game
Excellent discovery daeley. Thankyou :thumbsup: &apls
Who needs SimCity 5? When tricks like this are discovered, it's like getting a whole new game.
I used the zero slope mod to make a quick and dirty viaduct for a sunken highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi161.photobucket.com%2Falbums%2Ft216%2FBluepelican31%2Ftuturial%2Fviaduct.jpg&hash=551cd53ddde376e974f18846fe5751d2f3a73f52)
Wow, this is great discovery! A while back custom-network bridges and tunnels were not possible but now we got this and the FLUPs to make UDI-able custom bridges and tunnels! ;D We just need few cosmetic pieces and this will be perfect!
This has dealt a blow to two grids: the usual grid that always gets beaten up, as well as the city quads grid in Region View. The latter has been smashed because neighbor connections can be made over water now. :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg824%2F7620%2Fdiagbridgercisupport.jpg&hash=35a252e6bcec070dab01b720e541cf9e20526bb5)
Not only can bridges over water be built this way, but bridges over land are possible with this method as well. In fact, RCI development is supported by bridges built with this method. How do these Sims get their cars up there to go to work? Are flying cars finally becoming a reality? I guess this means that the pedestrians have jetpacks, too. $%Grinno$% Of course, this might be slightly unrealistic, so "bridgefront" RCI buildings probably wouldn't be used much in serious cities.
Very cool. It makes the game more realistic! :) I wonder how much this game will change in 5 years.
@metarvo: interesting... remove the pylons and the road texture, and you get flying cars :p
I think this begs the question, what happens if you build a bridge with this method, create some zones and then restore the water level?..
underwater zones :)
interesting, i'll give it a try!
mauricio.
Very, very, very cool. I haven't been able to draw roads or rail on water since Simcity for the SNES. This will be very useful for not just neighbour connections, but as bridges or bypasses.
Whoa this is very cool!
&hlp As expected from Daeley! &apls Well done! :satisfied:
This will make my futuristic cities even more futuristic :thumbsup: :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg824%2F7620%2Fdiagbridgercisupport.jpg&hash=35a252e6bcec070dab01b720e541cf9e20526bb5)
Quote from: Terring7 on October 06, 2010, 07:35:44 AM
This will make my futuristic cities even more futuristic :thumbsup: :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg824%2F7620%2Fdiagbridgercisupport.jpg&hash=35a252e6bcec070dab01b720e541cf9e20526bb5)
Oh man! I wanted to think that you could build cities on water! This pic proved me wrong on that one. :'( Oh well...
@Terring 7: Put that water back they sure ain't gonna like that. :D
Quote from: daeley on August 21, 2010, 03:12:19 AM
When we try to draw a network now, the game will keep it entirely flat instead of letting it follow the terrain.
... then draw again to the edge and you'll be offered the opportunity to create a neighbor connection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhomepages.vub.ac.be%2F%7Ejjborms%2FSC4%2Fbridgetut-06.jpg&hash=6b1fe96d7444cd7115ea1029861191148b108708)
OK, so...on the connecting city, I would presume that the connections appears above the water (or where it should be), so I would have to continue dragging that bridge across that "body of water" before removing the plugins for 'normal' gameplay?
Here are some interesting lessons about this cool trick ;D
In this project, i try to build a bridge long enough to connect the above town with the below arcology
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F6839%2Fregion1a.jpg&hash=6ad8c2ab2646503bd47b59fa3dfc3f64d967ce05)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F7603%2Fregion1b.jpg&hash=825800f79de6b78374e3ede903061efc857d0f9b)
The result was... well. better see it by yourself %confuso :D :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F4695%2Fregion2a.jpg&hash=a6a1336dfc464ecbe0f7bd999a5c2836a1fba321)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F7400%2Fregion2b.jpg&hash=bba8123bb3d983719110d8802216f550c17aaa5d)
Oh well. And here are some interesting images.
Q: Can two (or more) of these bridges cross at a different height?
A: No, that's not possible. It is also not possible to draw networks under these bridges at ground level.
Yes, it's possible. But the result will not be very... nice :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F9233%2Ftestrpp.jpg&hash=046db68b5be8a57e55eb6d87f7733eabbcc4c653)
Q: Can we plop puzzle piece on to of them? GLR, etc?
A: Yes, but that will look a bit weird because they won't have supports. We might release some puzzle pieces exactly for this purpose in the future though...
I'll agree ;D And what about Transit Enable lots?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F8254%2Ftesttepp.jpg&hash=7691b500e50479f8d1d184bfb2a38e39dbc56f2d)
And something final ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F46%2Ftestbs.jpg&hash=5b3f833cfadd8fdd1203371278ddb236ba4fcb9d)
I hope i did help enough with my experiments :)
I have found a conflicting modd.
NHP Ennedi Diagonal Jagged Edges Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1690)
Robin ;)
To get around this conflict I just move out the file when I am using yours and out it back in again afterwards.
I have found the zero sealevel file a great use when I want to decorate my sea/river bottoms with ease.
Thanks alot,
Robin ;)
Three times in a row......I'm very bad.
Some members have been asking for the files attached in your first post, so I have decided to bump this thread again.
Robin &apls &apls
i followed you here lol.
Quote from: rooker1 on October 27, 2010, 04:10:52 PM
To get around this conflict I just move out the file when I am using yours and out it back in again afterwards.
I have found the zero sealevel file a great use when I want to decorate my sea/river bottoms with ease.
Thanks alot,
Robin ;)
I agree. Its great being able to finally be able to have islands for the power plants and water plants and no longer have to guess if the land is being raised properly to get the water pipes or sub lines across and not have the terrain be to steep. This makes it so much easier, plop in the mod, make raise the land to the best height(where its still under water), exit the game, remove mod, go back in and play
After having an issue caused my the slope mod im using I have managed to create a diagonal bridge :)... but i have this problem, as shown in this picture, where I have 'gaps' in my bridge... any help would be appreciated.
http://imageshack.us/photo/my-images/594/city11apr001349263058.png/
Also is there a way of having Euro textures on the bridges so that i dont get this effect: http://imageshack.us/photo/my-images/528/city11apr001349263098.png/
Another thing is i cant seem to create diagonal Avenue bridges... i've read the instructions and still dont get it, what im doing is not working and i cant see any pictures in the tutorial on here?
Thx in advance for any help :)
Help, What am I missing? I have tried using the temp plug in. used the bridge puzzle peace for max hwy. I have NAM31.1 installed. Here what I get when I rem the diag plug-in. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F9874%2Fbrooklynheightsoct20001.png&hash=147ccbbf960535b8aed53e19e4929a3f99b4c3e3)
Quote from: Terring7 on October 07, 2010, 05:33:24 AM
Here are some interesting lessons about this cool trick ;D
In this project, i try to build a bridge long enough to connect the above town with the below arcology
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F6839%2Fregion1a.jpg&hash=6ad8c2ab2646503bd47b59fa3dfc3f64d967ce05)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F7603%2Fregion1b.jpg&hash=825800f79de6b78374e3ede903061efc857d0f9b)
The result was... well. better see it by yourself %confuso :D :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F4695%2Fregion2a.jpg&hash=a6a1336dfc464ecbe0f7bd999a5c2836a1fba321)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F7400%2Fregion2b.jpg&hash=bba8123bb3d983719110d8802216f550c17aaa5d)
Oh well. And here are some interesting images.
Q: Can two (or more) of these bridges cross at a different height?
A: No, that's not possible. It is also not possible to draw networks under these bridges at ground level.
Yes, it's possible. But the result will not be very... nice :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F9233%2Ftestrpp.jpg&hash=046db68b5be8a57e55eb6d87f7733eabbcc4c653)
Q: Can we plop puzzle piece on to of them? GLR, etc?
A: Yes, but that will look a bit weird because they won't have supports. We might release some puzzle pieces exactly for this purpose in the future though...
I'll agree ;D And what about Transit Enable lots?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F8254%2Ftesttepp.jpg&hash=7691b500e50479f8d1d184bfb2a38e39dbc56f2d)
And something final ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F46%2Ftestbs.jpg&hash=5b3f833cfadd8fdd1203371278ddb236ba4fcb9d)
I hope i did help enough with my experiments :)
Quote from: SC4Richard on October 03, 2012, 05:02:12 AM
After having an issue caused my the slope mod im using I have managed to create a diagonal bridge :)... but i have this problem, as shown in this picture, where I have 'gaps' in my bridge... any help would be appreciated.
http://imageshack.us/photo/my-images/594/city11apr001349263058.png/
I know this is a few years old however I am having the same issue with the gaps. I have looked around for a topic dealing with this and have not located one. Can anyone point me in the right direction to resolve the diagonal gap / know how to resolve it?
I'm no expert (understatement), but trying to get this to work earlier, through trial and error it would seem you need to do the following:
- Draw the road first, completely before plopping any puzzle pieces.
- Put the puzzle piece down on one side of the bridge only.
- Click from the puzzle piece towards where the bridge will be and continue updating the road to bridge all the way to the other side.
- Only when you have the bridge completed, plop the second puzzle piece into place.
I made the mistake of putting both puzzle pieces in thinking I was clever but then gaps were appearing in the overrides. Of course if you were doing it correctly in the first place I guess this doesn't help, but it sounded familiar to what I was doing wrong earlier.
I tried doing that and it still did not work.
The only way I was able to get it to work was to have a difference in height where the bridge contacts land. Not sure if it was a fluke or what...
Thanks for replying. I appreciate it.
If it helps, I found (at least with Road and Rail) you can easily drag most of the bridge once you get going until it's over land on the second side. Then you can terraform the second bridge edge to meet the height of the road and once that's all in place plop the second puzzle piece. It was easier than trying to level both sides at the same height for me.
To avoid the bump at the start of the bridge, perhaps you want to ensure that the puzzle piece is a few tiles back from the bridge edge if you haven't tried this already.
Sorry for the delayed response.
thanks for the help.. What you suggest3ed worked.
Hey guys,sorry if i am in the wrong thread,but it seems to fit best in here.
Two days ago i decided to try diagonal bridges with the DBE because i needed a diagonal bridge for the area i`m working on.
After a bit of swearing, a vodoo dance and the sacrificing of a cardboard goat to the almighty gods i sort of gaved up.
I even created an empty Plugins-Folder with nothing in it but the NAM with Real Highway and the two DBE files.
At least this worked sort of because i finally could build at least road bridges.
But i need a Highway bridge or at least an Avenue bridge.
On the internet i only found a video tutorial for one tile wide bridges (road/rail...)
Can someone tell me where i can find an easy step by step tutorial for building a diagonal Highway or Avenue Bridge,please?
I don't know of any videos personally, but if you can build a road bridge, I don't understand why the Avenue/Highway ones won't work, you are using the RHW tool to drag them, right? Also you need to use a "shared tile" RHW setup (shown in readme).
Perhaps if you explained what is not working, a more specific solution can be suggested?
Well,i`m pretty sure it would work if i know how to do it exactly.
The thing with the shared tile networks sort of confuse me.Shouldm i first place the needed Starterpiece (for example Highway Starterpiece) on the spot where my bridge should start or should i place ne on both ends of the bridge and then how am i supposed to drag the route in between?
Quote from: deora on July 17, 2014, 02:30:49 PM
Shouldm i first place the needed Starterpiece (for example Highway Starterpiece) on the spot where my bridge should start or should i place ne on both ends of the bridge and then how am i supposed to drag the route in between?
Generally, I'd recommend to build the entire bridge first, and only as a last step place the starter pieces and redrag the bridge for the conversion to take place. That way, dragging the shared-tile diagonals is no different from building them on plain terrain – though, it might help to try them on plain terrain first in order to get a feeling for how they work.
Just to illustrate how the RHW should be dragged:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FSharedTileDBE_zpsf7a10a4c.jpg%7Eoriginal&hash=303601c7055f44d39706d6d4c34b9ff9c810663d)
First create step 1, if you can't drag your RHW then the land is not flat. Bear in mind you can't use road, rail or RHW with the DBE installed to flatten land as it is set to 0 slope by the mod. I find using street tiles help to get any last second terraforming accomplished.
If you still can't plop one of the starters, then try removing the end pieces to create step 2. One of these configurations should allow you get the starter in place correctly, the rest is easy.
Thanks guys for the help.So,i was trying and experimenting around and tried as a first challenge a shared tile bridge with roads and one-way roads.
As you can see,it worked perfectly and without any trouble of a complaining game.
The Oneway Bridge is on the top or the picture and the shared tile road bridge is bridge beneath it.Of course the starterpieces don`t work with shared tile roads and oneway roads,otherwise my problem of a wide diagonal bridge would already been solved.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F3863326138363462.jpg&hash=e1c4e78b3753ecd267c157ae72fabc5e08afc72a)
Then i tried the same with the draggable RHW.On flat land,i can drag shared tile RHWs with ease,but i still can`t drag a RHW over a gap,neither diagonal nor straight.
The RHW will yellow if i drag it from one side of the gap down to the ground,but if i reach the first raised tile of the other side,the RHW goes from yellow to red.
And the terrain is completely plane,so no little bumps are hidden in the upper or lower ground.
I also made a little experimental set up and encountered the same problems.
From one side and down to the ground,everything seems fine:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F3839356336643735.jpg&hash=ad2b335a8896041bbc981a5df0b889d81123724f)
But if i want to go the other side up,the RHW turns red.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F6235343730356639.jpg&hash=f8faa8625e2f35e48be912f18a06c8aa2b551fa1)
So,i guess i`m either missing something or i`m just too stupid ::) (or my game hates me)
Quote from: deora on July 18, 2014, 04:11:53 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F3839356336643735.jpg&hash=ad2b335a8896041bbc981a5df0b889d81123724f)
What happens if you release the mouse at this point? Actually, the preview should be displayed straight in the air, so I guess that you have an RHW slope mod in your plugins that loads after the DBE files. You really have to ensure that the DBE files load last. Usually, it is sufficient to move the DBE folder to the root of your plugins folder (if you don't have any other folder starting with '~'; and if you are not on a Linux system). Also keep in mind that the plugins folder in your Documents folder loads after the one in your programs folder.
By the way, since I have just tested the DBE functionality, I have to amend my previous statement: For shared-tile diagonals, it is easiest to build both starter pieces first and connect them afterwards. Though, if both ends are not on the same height, it is still helpful to drag RHW or Road first in order to level the terrain on both sides, beforehand (and demolish it completely).
What happens if i release the mouse at this point is that the RHW lane will be build flat but it will use the lower level instead of the upper level where it should be.Same happens when i can reach the other side with the RHW.The preview will follow the \__/ shape of the terrain (no matter if dragged diagonal or straight and then will level itself to the lower ground level.It also seems that often i have to try to drag the RHW lane several times on different spots until it finally starts beeing dragged (hope that makes sense).
As for the plugins folder, i have only two things in it for this experiment.
NetworkAddonMod (the complete folder)
and the two DBE files.I even added a few zzz to enbsure that they will be loaded after the NAM.
With the slope mod,i already searched high and low through the whole Plugins Folder and made a search with every possible combination of slope or SlopeMod or etc...
Maybe there is one thing.I searched through the lose files in the NAM folder and spotted something called "NetworkAddonMod_BridgeHeightMod.
Does this also count as a Slope Mod or does it conflict with the DBE?
And a Plugins Folder in Programs?Now i`m confused....oh wait,there is a Plugins Folder in theInstallationpath of the game but it only contains five graphics with the different zoom states of the background.
Edit:Okay,took the Bridge Height thingy out,nothing changed.Maybe i should delete the NAM Folder and install it new.
Okay, the fact that dragging RHW2 flattens the ground shows that the slope mod does indeed work and you don't have any conflicting slope mod in your plugins.
The reason is different. You do have NAM 32 though, do you? I am almost certain that you are missing essential exemplar files that are contained in the file "RealHighway_L0_RHW-2.dat". I recall issues with those files in NAM 31, but they are fixed in NAM 32.
If you happen to have NAM 32 already, I am running out of ideas. In that case, please verify that the RHW-2 file contains an exemplar file with the IID 0x57000200.
Okay,now it`s time for a mini happy dance,because i got it to work...sort of.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F6362393633636564.jpg&hash=3db8df79da5366ba7c2d178a321305643cc9d1ba)
I deleted the old NAM Folder (of course i made a backup...) and installed the NAM 32 again.The first thing i noticed when opening the Highway menu was that the older draggable RHW`s seem to be gone now and replaced by a truckload full of confusing puzzlepieces.Well,right at the top of the Highwaymenu there was something called ANT.Because it seemed to be the only draggable thing in RHW styled livery i used it and dragged it diagonal across the "dry" river.And it worked.
A little insane smile rushed over my face and i felt more brave again.So i took two diagonal Bridge puzzlepieces for Avenue,placed them on the right spot and dragged the ANT thingy.I could`nt drag them all the way from one starter piece to another but after a few dragging steps i finally had them conntected.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F6362393633636564.jpg&hash=3db8df79da5366ba7c2d178a321305643cc9d1ba)
So now how am i supposed to change the wall underconstruction to something that looks more like a bridge?
Quote from: deora on July 18, 2014, 08:16:44 AM
So now how am i supposed to change the wall underconstruction to something that looks more like a bridge?
You really need to navigate through the NAM installation process, properly. What you are missing is the RHW
RULs. So, deep down in the installation process, select the RHW and make sure to also install it including its RULs.
Quote from: memo on July 18, 2014, 08:29:01 AM
Quote from: deora on July 18, 2014, 08:16:44 AM
So now how am i supposed to change the wall underconstruction to something that looks more like a bridge?
You really need to navigate through the NAM installation process, properly. What you are missing is the RHW RULs. So, deep down in the installation process, select the RHW and make sure to also install it including its RULs.
This means you have to uncheck the "Enable decoupling" option.
Pheew,look who finally have done it:
Dry
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F6635306536656664.jpg&hash=7a50e22dbeeee8b193c82c586877af4fbc884d3d)
Wet
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffoto.arcor-online.net%2Fpalb%2Falben%2F39%2F95539%2F6264373239363764.jpg&hash=1625092ef72d7e3d2125e925c9295e99e602d63b)
:-\ I installed the traffic simulator (i always skipped this part) and checked every box in the RHW Sub-Menu.