The NAM Team is pleased to announce the long-awaited release of NAM Version 30. The product of a 13-month development cycle, NAM Version 30 offers the following:
- Elevated Road, One-Way Road and Avenue viaduct models have been revamped, with new orthogonal-to-diagonal curves added to One-Way Road and Avenue Viaduct sets.
- Numerous new Tram-in-Avenue, Tram-in-Road and Tram-on-Road puzzle pieces, many of which dramatically improve diagonal functionality.
- New Elevated Maxis Highway Interchanges for Tram-in-Avenue, and improvements to existing Diagonal Avenue Elevated Maxis Highway interchanges.
- New Underground Rail puzzle pieces have been added.
- NAM Controller and Bridge Controller files have been updated.
- New Turn Lane Extension Pieces (TuLEPs) have been added, including TuLEP Rail Crossings.
- Avenue Roundabouts Plugin updated, adding new BSC Ripptide filler, and support for Flexible Underpass (FLUPs) functionality.
- Two new styles of Draggable Ground Light Rail/Tram with easily-customizable base textures have been added with the optional Draggable GLR/Tram Extension Plugin.
(Please note that due to the model-based nature of this functionality, the natively-built pillars on the Elevated Rail network had to be removed. You may need to reconstruct sections of your Elevated Rail network to re-add the pillars with this plugin installed.) - RUL updates for the RealHighway Mod (RHW), Network Widening Mod (NWM), Street Addon Mod (SAM) and soon-to-be-released Diagonal Bridge Enabler (DBE), all downloaded separately.
- Traffic Simulator Configuration Tool (TSCT) updated to Version 1.2.6, reflecting proper One-Way Road capacities.
Additionally, this marks the release of RealHighway (RHW) Version 5.0 and Network Widening Mod (NWM) Version 2.0:
RHW 5.0 includes the following features:
- New "V5-Spec" texture set, with improved scaling and aesthetics.
- New networks--in addition to the Double-Decker RHW-4 (DDRHW-4), the RHW-3, Elevated RHW-2, Elevated RHW-6S and Elevated RHW-6C have been added.
- FlexSPUI system, allowing for a flexible, overrideable Single-Point Urban Interchange system that can be elevated.
- RHW Regional Transport View Mod by jondor added, allowing RHW networks to appear on the Regional Transport View.
- Fractional Angle RHW (FARHW) system expanded to include FARHW-6C, and numerous new transitions and exit/entrance ramps.
- Basic, stable draggable diagonal and curving functionality added to the RHW-6S, 6C, 8S, 8C and 10S. New RHW-3, ERHW-2 and DDRHW-4 networks also support limited diagonal functionality. (ERHW-6S and ERHW-6C cannot yet curve
or go diagonal.) Please Note: If you have built any RHW-6C diagonals with Version 4.0 or 4.1, you will need to rebuild them. - New, simpler ramp interface nomenclature system, coupled with a number of new ramps.
- Draggable Ramp Interface (DRI) functionality added to RHW-6S and RHW-8C networks.
- Additional functionality for FLEXFly.
- Many new cosmetic pieces, allowing you to better control the look and realism factor on even more RHW networks.
- DDRHW-4 plain bridge added.
- Improved stability and pathing.
NWM 2.0 includes the following features:
- Three new networks have been added, including the triple-tile 6-lane Avenue and 7-lane Turning Lane Avenue, plus the single-tile 4-lane Narrow Medianless Avenue
- Draggable transition functionality, allowing easier connections with default networks, other NWM networks, and networks in the RealHighway addon (downloaded separately).
- Basic diagonal and curving functionality for dual-tile and triple-tile networks (note: this does not include intersections).
- Numerous new T-intersections, including dual-tile networks ending at single-tile networks.
- Limited support for diagonal intersections on single-tile networks--this functionality is still experimental and offered on an "as-is" basis.
We've got another surprise up our sleeve as well, which will make an appearance a short while from now. We can't say just what it is (after all, we like to surprise people), but it's definitely something.
Thank you to the entire community for their continued support! We really appreciate your patience during this marathon release cycle and we hope you enjoy our latest creations.
Here are the download links for all the components on the LEX:
NAM Version 30 with Essentials r132 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)NAM Version 30 with Essentials r132 for MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)RealHighway Version 5.0 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)RealHighway Version 5.0 for MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432)Network Widening Mod Version 2.0 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2376)Network Widening Mod Version 2.0 for Mac (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2377)NAM Essentials has also been updated to
r132 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850), but since NAM Version 30 already contains Essentials r132, it is not necessary at this time.
-The NAM Team
Wow I can't wait to try this out! ;D I really am lost for words as to how much hard work the NAM team has put into making SC4 a much better game, even 8 years after it was released :thumbsup:.
I saw this thread about 2 mins after it was posted and started freaking out because there weren't any links in the original post, day before my birthday too. ::)
Great job guys!
Jayster
Wait no more, my fellow City Builders. The long awaited NAM 30 is here! I'm glad we finally come to the release of this mod. Let the awesomeness continue ;)
I know we're gonna make a lot of people happy ;)
&apls &apls &apls
Fantastic work guys, thank you so much for all the hard work done!
Delecto!
Thank you ever so much all of you for the time and effort you have put into this update.
After reading through the post of updates, I am amazed you all got it done in the time you did considering this is a labor of love and no one is being paid for it.
Would you please expand on this statement?
Quote from: Tarkus on September 15, 2011, 10:35:35 AM
- RUL updates for the RealHighway Mod (RHW), Network Widening Mod (NWM), Street Addon Mod (SAM) and Diagonal Bridge Enabler (DBE), all downloaded separately.
You kindly provided links for NAM, RHW, and NWM, none for the SAM or DBE. I looked for DBE on the LEX and could not find it.
Thank you again
Josh
Quote from: joshua43214 on September 15, 2011, 11:03:47 AM
You kindly provided links for NAM, RHW, and NWM, none for the SAM or DBE. I looked for DBE on the LEX and could not find it.
The DBE hasn't been released yet, though it's listed as it'll be supported out of the box with NAM Version 30/Essentials r132.
As for the SAM, the mod itself hasn't been updated since the Version 3 release in April 2008, but thanks to
jondor, who added a ton of RUL2 stability code, it works a lot nicer now. The download links are below for that one:
SAM Version 3 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1594)SAM Version 3 for MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1595)-Alex
What is the DBE?
Jayster
"Thank you to the entire community for their continued support! We really appreciate your patience during this marathon release cycle and we hope you enjoy our latest creations."
NO!, we thank you for these awesome works :)
Now don't be pulling my legs guys :-X...Is it really here ()what() :shocked2:...
&hlp yay!! NAM Day 2011!!! &dance
Thank-you... Thank-you...Thank-you ()flower()
For all all the work time efforts, frustrations and constant Sim speculations, you guys did it again, and its all well appreciated!
JackWilds
Great work NAM team &apls
Indeed thanks guys for all your work &apls &apls &apls
I couldn't really believe my eyes when I saw this thread's name! :O Just installed all the new goodies and am loading the game right now. Thank you very much!!!
P.S. I just talked to Ivo (ivo_su) who also wants to thank you but will do that later on.
Hooray!!
:-\
Woohooo! The new NAM is out! ;D ;D ;D
Oh, nooooo! I can't play this weekend. :'( :'( :'(
Maybe I could ask my girlfriend if we could celebrate her birthday a week later this year? I mean, it's the new NAM, after all. She has to understand, right? $%Grinno$%
I'm going to explode with excitement! ;D
Hallelujah!! Plus, I think the whole NAM team deserve a K point for all the hardwork ! :)
Big well done to you all!
You all deserve plentiful rounds of beverages of your choice!!!!
Quote from: Tarkus on September 15, 2011, 10:35:35 AMsoon-to-be-released Diagonal Bridge Enabler (DBE)
Whoa whoa! Wait a minute, when did this happen? Hadn't heard a peep anywhere about that one!
Well, thanks for this. I know you didn't deliberately choose the timing for the evening before I have to go away for four days. I just hope I manage at least to download it tonight so that it will be all ready for when I get back. Then I will really feel grateful!.
Fantastic work, NAM Team! Thank you for your hard work. ;D :thumbsup:
I was just thinking on my way home from work today that I have an evening to myself, and it would be awesome if the new NAM was out. Then I thought, no, probably not, I don't want to get my hopes up.... And sure enough!!!
...And this marks the 30th time the NAM team has sparked joy and limitless creativity in the player's mind.
Without a doubt, the NAM is the best mod for SC4. Kudos to the team for keeping it updated, compatible and ever-expanding.
Give yourselves a pat on the back. You've outdone yourselves... again.
-Ryan (Haljackey)
Well, I've been in the process of stopping to get ready to download the new NAM and everything that goes with it. It's a good thing I don't really have any RL going right now, or I would probably have to shut that down. ()stsfd() Happy NAM Day 2011, NAMites and players. You know, we really should get this designated as a worldwide holiday. I'm looking forward to seeing what this DBE business is about, but what I'm really looking forward to now is getting all of the downloading done so I can start up my game. Thank you, NAM team, for all of your hard work for free.
&apls &dance
Oh, and look at this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F9682%2Fhighnamtraffic.jpg&hash=a625a19e3d6e9d1bdd3afb7e787c3507ac2c1504)
Word spreads fast, doesn't it?
Wow... You guys really do love to surprise people!!
Been following NAM developement for a really long time, though I haven't posted much.
Doing my homework. Bored. Hey How about Facebook? No Notifications... Hey.. How.. About.. SC4D.... And then I started shouting cause the first place I go to every day at sc4d is the NAM Team forum and usually there is never anything new except a few technical questions. So what I saw just amazed me. Today was one of the most ordinary days of my life... until I saw the news of the NAM Release!! :)
Happy NAM Day to us all, especially the NAM Team. You guys truly deserve alot more than just praises &apls &apls &apls &apls
If the NAM Team, SC4D and Simcity in all could last all the way into the future, then The NAM Team IS THE FUTURE.
a thursday? the day before my monthly one on one with my manager? gezz, now I cant take a sick day ... oh well. And I'm looking forward to the DBE .... I have a few spots that could use that.
Just awesome NAM team. Tried out allt he 3 new versions, work great. Great job! :thumbsup:
You guys are my heroes.
Yes! The 'dozers are headed throughout my regions for some construction!
I had a strange issue where I didn't select but got LHD and couldn't select any new content (AVE-6, RHW-3, etc.). Luckily a second install of NAM 30 fixed that and gave me the right RHD controller.
Nooooooooo!!!! Now I have to get back into SC4!!!
*Goes pouting under the table, while hugging the computer screen displaying the sc4devotion forum and calling it 'my Precious'*
Thanks guys &apls ;D
:thumbsup:SIM CITY forever ...
&apls Only because of people like you to keep alive this ancient gem!
Congratulations for everything .. that the time to keep us all together simcity maniacs.
I just wanted to post in here to say thank you to the whole team for working so hard on this. I've been looking forward to NAM v30 and the related plugins for a while now, and I'm sure it will be awesome!
Alright it's out, now time to figure out all the new contraptions and stuff it has ;) Great work to everyone who put this together and keep it up &apls
woow, thank you for the new versions, really great :thumbsup: :thumbsup: :thumbsup:
I am a man of few words, but:
https://sites.google.com/site/jrp4sc4/_/rsrc/1316151969715/home/NAMdubbed30.jpg
Despite what you see, this actually is not doctored up that much, I'm sorry, but I couldn't resist. I never seen anyone do something like this before.
Dear N.A.M. team, let me thank you for this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F1518%2Fnewcity22nov02131612703.jpg&hash=c8b1b1f3addab00b02c5da4f38f2e4a8b553db51)
And this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F1340%2Fnewcity15nov02131612688.jpg&hash=c6479c42e5c91a6ca4f89494dc2c3ba9d0824519)
But most important for this!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F5778%2Fspandau29oct42131612580.jpg&hash=0f5b87fa52371425078851487e54166054bc67ad)
&dance &dance &dance &dance &dance
I would like to thank you for this. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2nlu5o8.png.&hash=9687b6b8f1c61f093eb8185d6adfdd02c75a7449) :D :D :D
Bravo!! Amazing team work!
Alex
thanks for screwing up my real life yet again &apls
*fireing up sc4*
Finally :thumbsup: &apls
What about smooth curves for OWR?
And when will be euro textures mod updated?
&apls Thank you. This is one of the main reasons why we all continue to play the game.
Quote from: Kratos360 on September 16, 2011, 12:14:58 AM
I would like to thank you for this. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2nlu5o8.png.&hash=9687b6b8f1c61f093eb8185d6adfdd02c75a7449) :D :D :D
Sorry to be a little... picky :P , but I spotted an error with that interchange.
You've used the plain AVE to EAVE transition, not the Type A AVE TuLEP to Type A EAVE TuLEP transition needed for traffic to make the left turn.
Also, RHW networks
can pass under the centre tiles :thumbsup:
Great work on the new NAM version! :thumbsup: :thumbsup:
Someone said: NAM day 2011 :D
NAM day is the most important official holiday to me...
Thanks a lot for all this awful work You do, &apls &apls &apls
Greetz, Carl
Whoooo hoooo!!!! &apls &apls &apls
Man, too bad I'm at work right now. It must feel nice to finally accomplish!! I may have a busy weekend checking things out. :thumbsup:
Thanks, NAM members and everyone involved in these releases!! Congrats!
Jake
Don't know what to say, so thank you all the NAM Team for that so incredible work ! &apls &apls &apls &apls &apls &apls
Quote from: jdenm8 on September 16, 2011, 07:09:15 AM
Also, RHW networks can pass under the centre tiles :thumbsup:
But it seems to glitch, at least for me (That's what I meant by FlexSPUI Quirks in the other thread)
Thanks to everyone for their continued hard work and devotion to this game. You are all truly an inspiration that old games never die...they just get better.
Amazing work. a couple days offline and I come back to this surprise. ;D
unbelievable!! I can't wait to use these new puzzle pieces and they new roads...!!
Quote from: jdenm8 on September 16, 2011, 07:09:15 AM
Quote from: Kratos360 on September 16, 2011, 12:14:58 AM
I would like to thank you for this. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2nlu5o8.png.&hash=9687b6b8f1c61f093eb8185d6adfdd02c75a7449) :D :D :D
Sorry to be a little... picky :P , but I spotted an error with that interchange.
You've used the plain AVE to EAVE transition, not the Type A AVE TuLEP to Type A EAVE TuLEP transition needed for traffic to make the left turn.
Also, RHW networks can pass under the centre tiles :thumbsup:
I can't seem to find that piece you mentioned but i'll keep looking.
Quote from: Kratos360 on September 17, 2011, 12:55:37 AM
I can't seem to find that piece you mentioned but i'll keep looking.
You need to have the Turn Lane Extension/TuLEPs plugin from the NAM installed. It's under the TuLEPs button near the end of the TAB Loop (Shift-TAB will make the TAB Loop go backwards, getting you to the piece quicker).
-Alex
Really early 21st birthday present! Does it come with police checkpoints?
Btw who's working on the Euro Textures and what can we look foward to?
Quote from: Tarkus on September 17, 2011, 12:58:39 AM
Quote from: Kratos360 on September 17, 2011, 12:55:37 AM
I can't seem to find that piece you mentioned but i'll keep looking.
You need to have the Turn Lane Extension/TuLEPs plugin from the NAM installed. It's under the TuLEPs button near the end of the TAB Loop (Shift-TAB will make the TAB Loop go backwards, getting you to the piece quicker).
-Alex
I found it thanks though Alex.
-Nevar
Tarkus is working on the Euro Textures for the RHW. About the other NAM components I'm not sure, but I have the feeling that the SFBT Team on the German Forums are working on it...
You've done really great work on the new NAM! A big Thank you to everyone involved!!!
I have to say, my favorite part isn't even the new networks. You guys fixed a lot of bugs and overall made it so much more compatible. Thank you so much.
You guys are amazing. Can't wait to try it out!
Wonderful work!
I will say a Chinese Saying:Working slowly and deliberately(慢工出细活).
But I think the project has a top-heavy mistake.
I think The NAM Team should to improve RR,HSRP,CAM to coordinate RHW,NWM FLUPs,etc.
---Raoshuai
Update released?
&apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
&apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
:o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o
Aw heck yeah.
thank you so much for all the hard work done!
&apls &hlp
Thanks guys for all the hard work! :)
To be honest, I feel like a ten-year old kid again who just got that big Lego box he'd been wanting all the time... Do you remember how perfectly happy you could be back then? Well, thanks to all the people of this great team, I just re-discovered that feeling.
Awesomeness incarnate.
Fantastic work, NAM Team! Thank you Thank you Thank you for your hard work. ;D :thumbsup:
Quote from: Tarkus on September 15, 2011, 10:35:35 AM
RUL updates for the RealHighway Mod (RHW), Network Widening Mod (NWM), Street Addon Mod (SAM) and soon-to-be-released Diagonal Bridge Enabler (DBE), all downloaded separately.
;D Can't wait, great work on this release guys, your work does go appreciated by the community.
Great Job NAM Team, your the guys they really help keep the game alive. :)
Just wanted to show my appreciation as well, I downloaded the NAM content into my game last night, so far everything looks and works great! Haven't gotten to the new RHW or NWM yet, but I suppose I will probably import those sometime soon as well. Thanks again to everyone involved!
- twist2172
There is no way to even play this game without NAM and all the incredible realistic additions and options you guys have given to a SC4 player. And great job upgrading the road/avenue/etc bridges/viaducts, finally they look realistic and great! GREAT JOB! &apls
I second everything that has been posted here already.
Now all I need is time to play the game again.... &mmm
Quote from: packersfan on September 18, 2011, 10:14:19 PM
There is no way to even play this game without NAM and all the incredible realistic additions and options you guys have given to a SC4 player. And great job upgrading the road/avenue/etc bridges/viaducts, finally they look realistic and great! GREAT JOB! &apls
Although I agree that the NAM & it's other add-on mods like the RHW, NWM, SAM, HSRP & STR have breathed new life to the game, THERE ARE still die hard purists out there like this dude:
http://www.youtube.com/watch?v=HMzz2LPYYsY
This guy REFUSES to use Mods & he says it's like cheating 0_o
Great "thank you" for whole work you have made &apls
There is no way I can express the awesomeness of this moment without breaking forum rules, so a simple and insufficient "thank you" must suffice. &apls I'm not leaving my computer desk for a week. :satisfied:
Quote from: CahosRahneVeloza on September 19, 2011, 02:41:22 AM
This guy REFUSES to use Mods & he says it's like cheating 0_o
Yes, people like that exist and it's disappointing. Although, the biggest problem with them is is that they tend to be
VERY VERY noisy and make a point of accusing mods of being cheats (to them, they can only think of the Money Tree).
Quote from: jdenm8 on September 22, 2011, 05:42:06 PM
Quote from: CahosRahneVeloza on September 19, 2011, 02:41:22 AM
This guy REFUSES to use Mods & he says it's like cheating 0_o
Yes, people like that exist and it's disappointing. Although, the biggest problem with them is is that they tend to be VERY VERY noisy and make a point of accusing mods of being cheats (to them, they can only think of the Money Tree).
Cheating's only an issue when you think of it as a normal game. There's no cheating in a sandbox!
Quote from: jdenm8 on September 22, 2011, 05:42:06 PM
Yes, people like that exist and it's disappointing. Although, the biggest problem with them is is that they tend to be VERY VERY noisy and make a point of accusing mods of being cheats (to them, they can only think of the Money Tree).
What I don't understand is their "idea" that YOU CAN WIN in SC4 much like you could back in the first three games when SC4 is practically a sandbox game. What I wanted to point out to him is that there are a majority of SC4 players who are in it as an art piece, that is why there are folks who make beautiful CJs. And in order to do that, you do need custom content & in a way, mods such as the NAM to approximate real life.
As for the money tree.... why is it more popular than the safer "moolah" or Cousin Vinnie mod anyway? And yes, I admit to using the Cousin Vinnie cheat, but not to overshoot my city funds, it is so I can use this facility to its optimal:
http://www.simtropolis.com/forum/files/file/25952-city-facilities-central-v3/
This modular set is my answer for wasted City space from plopping separate Civics buildings. But to do so comes with a very hefty price.... if you max out the funding for every civic services this baby eats up to 100k per month & there's no way I can have that amount at the start of a young village.
Quote from: kassarc16 on September 22, 2011, 07:12:39 PM
Cheating's only an issue when you think of it as a normal game. There's no cheating in a sandbox!
And in some cases, several cheats like the setsealevel cheat is important when it comes to terraforming :thumbsup:
You inevitably have to cheat when you're testing plugins; I've drained my funds many times over while toying with uber-expensive landmark lots... ::) ::) ::)
Plus, plopping hundreds of puzzle pieces and drawing countless network tiles and demolishing them all many times over also takes a toll on your funding. Then you have to check the path integrity... :P :P :P
And playing SC4 without any cheats, addons, or mods?
http://www.youtube.com/v/8mG2I-o3yUA
And also,...
Cheat - An unfair advantage or exploit. Bug abuse falls under this category.
Addon - Something that adds something else to the game, usually without modifying the in-game files/features. Additional bus stop designs are one example.
Mod - Something that modifies the default values/settings of an in-game feature. CAM is a great example; It adds more growth stages.
They call it "Network Addon Mod" for a reason, people. It modifies the original traffic simulator and RULs, and adds many new features. The traffic simulator's capacity numbers are probably the closest thing to a cheat, but then again, the default numbers are just ridiculous and in some cases, unrealistic.
-----
But enough of that. Even still it amazes how far the NAM has come, and there are two ways to judge its awesomeness:
- By what it has now.
- By what it didn't have back then.
What the heck just Flashed Me!
http://www.youtube.com/v/nH_cVPXZVDI
Unlike those horse, this is 3D. Before anyone goes "Why do you have that black box around there?" All I can tell you is, you would not believe the trouble I had to go through to get that, but you know what, it was worth it. (Working West at F and ending with X is not so great.)
@j-dub: That is just gorgeous &apls
;D This is so freaking awesome :thumbsup: Thankyou to all the NAM team, THANKYOU!!
The NAM Team is pleased to announce the release of:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsc4devotion.com%2Fcsxlex%2Fimages%2Fbeximg%2Fnamdbe1.jpg&hash=9a0068df10275c74e9e2aaf972c0d8170f5d1e58)
The NAM Diagonal Bridge Enabler is a mod intended for
advanced users, containing a special "temporary" file, modifying the game's transit network slope and terrain parameters to allow for the construction of otherwise impossible diagonal bridges, coupled with starter pieces enabling several different styles of diagonal bridges.
The Diagonal Bridge Enabler contains just two file: the main file
DiagonalBridgeEnabler.dat, and
DiagonalBridgeEnabler_Locale_english.dat (which contains description strings for pieces and menu icons).
There are
temporary files designed only to be used when you wish to construct diagonal bridges--it is recommended you take the entire
~Diagonal Bridge Enabler folder and drop it into your Plugins, and remove the folder when you are finished constructing your diagonal bridges.
The file does the following:
- Lowers the sea level to 0, effectively draining any in-game bodies of water in an opened city.
- Forces the Road, One-Way Road, Rail and RealHighway networks to be completely level, allowing them to be dragged across the drained bodies of water.
- Enables buttons in the Roads and Rails menus containing draggable Diagonal Bridge starter pieces and Waterbridge Viaduct puzzle pieces.
- Adds pylon exemplars to the Rail and RealHighway networks.
Upon opening your city tile with the
~Diagonal Bridge Enabler folder installed, you will notice all game water has been drained from the map, and your terrain will have dramatically shifted color (with default Maxis terrain, it will appear that your city is now in a desert). If you attempt to drag the Road, One-Way Road, Rail or RealHighway networks, you will notice that they stay on a level plane and can be dragged across the chasms where the waterways once were in your city. You can use this to create diagonal, curving and even neighbor connecting bridges with these networks with Maxis' default pylons (see here (http://sc4devotion.com/forums/index.php?topic=11555.0") for more information).
Removing the temporary files when you are done will restore the terrain, refill your bodies of water, and return network slopes to their regular setting (either the defaults or whatever slope mod you may have installed).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F8606%2Fbridgetut07.jpg&hash=62cdd688a48cb397a0af540cfcadf7cc95efe03a)
However, these default pylon bridges may leave something to be desired from a visual, aesthetic standpoint. Thus, the DBE also enables a set of options, designed to emulate the look and feel of traditional SC4 water bridges.
The options available include the following:
Diagonal Bridges (under the Roads Menu)
- Road Level Bridge (drag with Road network)
- Road Lars Bridge (drag with Road network)
- Road Undertruss Bridge (drag with Road network)
- One-Way Road Level Bridge (drag with One-Way Road network)
- One-Way Road Lars Bridge (drag with One-Way Road network)
- One-Way Road Undertruss Bridge (drag with One-Way Road network)
- Avenue Level Bridge (drag with RealHighway network)
- Avenue Undertruss Bridge (drag with RealHighway network)
- Rail Level Bridge (drag with Rail network)
- Rail Undertruss Bridge (drag with Rail network)
- Ground Highway Bridge Standard (drag with RealHighway network)
These items under this button are all starter piece items, from which one drags the network listed above from the end of a puzzle piece.
First, you'll want to drag your network across the drained waterway as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F9346%2Fdbereadme1.jpg&hash=a7095642a06916770400a6d71620e9439aaea178)
For the continuation of the ground roadway, you'll want to have a space between the bridge and the ground roadway as follows, and place the starter piece you wish to use on top in the following manner (with the arrows facing toward the bridge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F8382%2Fdbereadme2.jpg&hash=b3ad143bd982bcfba3251d13c8ff6a94ee034b48)
This will convert part of the default pylon bridge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F1576%2Fdbereadme3.jpg&hash=6d9f619aa09e598f65eb6694818a9bf3946aae58)
To continue converting the rest, simply click the network tool every few tiles along the path of the bridge, and it'll convert (tip: follow the pylons--it may be rather tricky at times because of the height of the pylons).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F6707%2Fdbereadme4.jpg&hash=62f4bce7566a9c610fa688e42604e40a887c8a92)
Once you get to the other side, use a starter piece and place a gap between your bridge and ground roadway, and plop another starter piece. This will seal in the override and prevent the ground roadway on the other side from turning into a bridge as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F5024%2Fdbereadme5.jpg&hash=a964ef50412d501dd9da757696a26d067001e5e7)
Now that you've built your bridge, you can now close the game, take the
~Diagonal Bridge Enabler (Temporary Files) folder out of your Plugins, and reopen the game. Your terrain and slope settings will be restored back to their previous settings, and the water will return:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F1218%2Fdbereadme6.jpg&hash=7e8aa19a57613d2e69b1d48a12e7a7217fef9471)
Since the techniques involved here do not support dual-tile networks, the Avenue and Ground Highway bridges are based off the RealHighway network, to keep the capacities up. Dragging a "shared tile" RealHighway setup is necessary in order for these to work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F5427%2Fdbereadme7.jpg&hash=592c893cd3d0037dc0cafac962a267b688e360a8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F954%2Fdbereadme8.jpg&hash=cf639d56595db5e9680077ef36dae9c1f4063430)
While the pylon techniques do allow for curving, intersecting and neighbor connecting functionality, these draggable bridge items are currently intended for
strictly diagonal usage--no curving or intersecting. Attempting to curve or intersect one of these bridges from their intended diagonal trajectory will result in the override breaking, leaving behind a default pylon bridge.
Diagonal Viaduct Rail Waterbridges (under the Rails menu)
- Diagonal Railroad Viaduct with Long Support
- Diagonal Railroad Viaduct Truss Bridge Start/End
- Diagonal Railroad Viaduct Truss Bridge (without supports)
- Diagonal Railroad Viaduct Truss Bridge with Long Support
These pieces allow for the construction of modular, puzzle piece-based Elevated Heavy Rail Viaduct Truss Bridges, designed to work with the NAM's Elevated Heavy Rail Viaducts. Their appearance will conform to whatever texture style you chose for the Rail Viaducts (Gray Brick, Brown Brick, or Red Brick) when you installed the NAM.
To use these, simply drag out a diagonal default pylon bridge with the Rail network over your drained waterway, and plop the puzzle pieces over top.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F4564%2Fdbereadme9.jpg&hash=78865e89e69463d71bb6e10e9ba3a86eb8dc87e4)
A finished product:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F7286%2Fdbereadme10.jpg&hash=196eb108eb23272c27a19510838563a1a456043f)
Dependencies The following files are required in order for the Diagonal Bridge Enabler to function.
- Network Addon Mod (Windows), Version 30 with Essentials r132 (or later) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)
- RealHighway (Windows), Version 5.0 (or later) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)
Versions of these files are also availablewithout .exe installers for Mac Users:
- Network Addon Mod (MacOS), Version 30 with Essentials r132 (or later) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)
- RealHighway (MacOS), Version 5.0 (or later) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432)
NAM Essentials is
not required. As this plugin involves the use of temporary files to be added and removed from the Plugins folder, the DBE is a manual-install plugin, with no installer included. The same file works for both Windows and MacOS systems (as well as Linux).
this is excellent!!! ive been waiting to connect my diagonal networks up. thanks sooo much....again! &apls
The Diagonal Bridges Mod is definitely an example of an enhancement mod, not a "cheat" mod. It will avoid having to contort networks in order to draw orthogonal bridges where an orgthogonal crossing looks unrealistic.
Could this awesome mod be used to build bridges side-by-side without leaving that annoying one tile gap?
Can we expect orthogonal startes sometime in the future for this purpose?
^^ Well, there are ideas (some more or less executed) about making puzzle-piece based bridges for the NWM and RHW...
Sounds great :) Would it theroethically be possible to make even sloping bridges this way?
If I understood correctly a part of the mod sets the sloping to 0, but would it still work if it wasn't?
That's all very nice,especially ERHW2, but when will new euro-textures be released?
I... got... a.... heart attack...! :o
Also I can't call a medic as I am speachless...
so... I've to die
And the NAM team is the cause of this misery ::)
Awesome! Something that even Maxis said was impossible now has been done by the NAM team. Thank you so much! &apls
OMG! Diagonal Bridges! But ... but ... this is impossible! :o *faints*
Quote from: Jaris on September 23, 2011, 04:45:53 AM
Sounds great :) Would it theroethically be possible to make even sloping bridges this way?
If I understood correctly a part of the mod sets the sloping to 0, but would it still work if it wasn't?
No, the models will act freaky and become broken, literally!
Quote from: Flatron on September 23, 2011, 05:24:42 AM
That's all very nice,especially ERHW2, but when will new euro-textures be released?
When they are done, obviously ;)
I have to re-build mine from scratch. Currently I have about 180 textures ready, but considering that there are over 3000 textures in the RHW Mod, this will take a while before they are completed...
Quote from: mrtnrln on September 23, 2011, 07:07:08 AM
No, the models will act freaky and become broken, literally!
Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi779.photobucket.com%2Falbums%2Fyy77%2Fnoahclem%2Fnotkiddingaboutslopeddiagonalbridges.jpg&hash=5709b66af88da5bf3c3e32ba8a37bb2a6fcb7dbc)
And that is on a very small slope. It is theoretically possible for these to slope if they had been implemented differently, but given the relatively limited utility and extreme difficulty in placing I don't suspect that will ever happen.
Orthagonal puzzle piece or override bridges are very exciting though!
Ok *whiteflag*
Hey ,
I have a big problem with my terrain high.
Here are two pics: http://img855.imageshack.us/img855/1838/unbenanntqhz.png
the first is normal and the second is after installing the new Nam downloads.
I have installed the new NAM Version 30, RHW 5.0, Network Widening Mod Version 2.0 and then it happens.
Now I have delete the mods, but nothing happens.
With Terraformer I can see, that the terrain is not higher than before, but we can see that it is higher.
Can somebody solve the problem?
Quote from: Tobi1990 on September 23, 2011, 09:55:02 AM
Hey ,
I have a big problem with my terrain high.
Here are two pics: http://img855.imageshack.us/img855/1838/unbenanntqhz.png
the first is normal and the second is after installing the new Nam downloads.
I have installed the new NAM Version 30, RHW 5.0, Network Widening Mod Version 2.0 and then it happens.
Now I have delete the mods, but nothing happens.
With Terraformer I can see, that the terrain is not higher than before, but we can see that it is higher.
Can somebody solve the problem?
Did you happen to install the new Diagonal Bridge Enabler as well? As mentioned in the file description, my above post and the readme, the files in there are
temporary files which should
only be used when you are building diagonal bridges. One of the effects of those temporary files is that it dramatically changes the appearance of your terrain and drains any waterways (just as shown in your image), so obviously, they're not something you want to keep around when you're
not building diagonal bridges.
Look for a folder in your Plugins called "~Diagonal Bridge Enabler (Temporary Files)", remove it and your terrain should be back to normal.
-Alex
Quote from: Tobi1990 on September 23, 2011, 09:55:02 AM
Hey ,
I have a big problem with my terrain high.
Here are two pics: http://img855.imageshack.us/img855/1838/unbenanntqhz.png
It's not your terrain that is higher than before, it's exactly the same height. The problem, as Tarkus said, it's the Diagonal Bridge Mod that sets the sea/water level to a very low number, perhaps zero, I haven't seen the mod yet.
YaY.... New NAM... New DBE from Tarkus... Yay! Looks like it's time to reinstall and rock out my sim city 4.
Tobi, what region is that in your pic? I've been looking for a new region to play, I've been using the same one for years.....
wow amazing... are medium and long span bridges possible?
Seriously, the NAM Team is freaking amazing! It still confounds me how an 8 year old game (RH) can still be going strong with not only additional content, but NEW content, even when the developers aren't involved anymore.
This NAM day takes more than one week and it´s better from day to day!
Thanks to the complete team and especially to Arkenberge Joe, who began with these diagonal bridges.
It seems i have to begin my region again, but it´s worth it!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.cosgan.de%2Fimages%2Fmore%2Fschilder%2F201.gif&hash=d3c72e31a9cfece602c1309420b3cac52b420f4a)
Hi I am new to the forum and would like to ask some questions about the new NAM:
1. I want to uninstall the old NAM, but I have forgotten which files belong to NAM Core and which ones belong to plugins.
Many of my cities make heavy use of HSRP and some RAM curvy rail pieces. Does the NAM uninstaller delete only NAM core files or the whole NAM folder (including plugins)? (*I could not get Cleanitol to work properly on my PC)
2. Diagonal bridge, NWM, RHM are not include in NAM30 and must be downloaded separately right?
Thanks in advance for replies :)
and
More thanks to the NAM Team ! I love you guys!
1. You can safely install the newer versions of the NAM, RHW and NWM over the old ones as long as you didn't change the default installation directory.
2. All except the Diagonal Bridges aren't included. The resource files for the Diagonal Bridges ARE included in NAM30, it's the files that allow you to build using them (Diagonal Bridge Enabler) that aren't (for various reasons).
I can't find NAM V30, Been looking but cant not find.
NAM 30 is available on the LEX and ModDB, but not on the STEX due to size difficulties.
Technically, there's STEX pages for it, but we took the SimMars tack toward it--if you try to download it from there, you'll get an HTML file with links to other download mirrors. Cut down on all the "why isn't the NAM on Simtropolis?" questions.
Additionally, our standard practice is just to update the existing files rather than making new uploads (to keep the download links the same), meaning that they generally won't show up in the "Latest Files" stacks on the exchanges. At least with the LEX, if you click "Most Popular", it'll take you right to the NAM for Windows, however.
-Alex
If may I ask: weren't smooth curves for OWR planned for this release?
Quote from: Dino007 on September 30, 2011, 10:27:37 AM
If may I ask: weren't smooth curves for OWR planned for this release?
They were discussed for NAM 30, but I don't believe they were ever officially made part of the final feature list.
-Alex
I can't seem to find anything related to this part in the NWM that was part of the release:
- Numerous new T-intersections, including dual-tile networks ending at single-tile networks.
If anyone can help me on this part, that would be great. (Also does that include turn lanes as well?)
Also what about traffic signals at the on/off ramps intersections with the RHW? I swore I had seen some photos with that happening in a Mayor Diary, but not sure if that was me or that is something that is in development.
Thanks for the great work to provide even more realism to SimCity 4!
Quote from: mhsbroncos2005 on October 03, 2011, 12:37:12 PM
I can't seem to find anything related to this part in the NWM that was part of the release:
- Numerous new T-intersections, including dual-tile networks ending at single-tile networks.
That's because you have to drag them out.
QuoteAlso what about traffic signals at the on/off ramps intersections with the RHW?
Traffic signals? The only RHW-related pieces that have traffic signals are the SPUI and the DDI. You'll find pictures of the two pieces (along with how-to's on using them) in the RHW readme. "$Deal"$
The only other pieces that had traffic signals were Vince's (Blue Lightning) draggable MIS TuLEPs, but those were excluded from the RHW since there wasn't any LHD support for it.
Thank you for your kind response on this and I will definitely go into the read-me to learn more more. The FlexSPUI I actually got down pretty easily and its nice that its easy to build the SPUI's without any problem now.
However, do you think Vince (Blue Lightning) would release the draggable MIS TuLEP's as a separate plugin or would that not be allowed under the NAM Team policies you all have in place? I mainly come here to read what has been posted since I don't post much at all so please pardon me on some of the questions I might post.
I really do enjoy the work you all put out and I am excited to see what you all will put out next (esp the Advance TuLEP's). Keep it up NAM Team! Thanks!
Quote from: GDO29Anagram on October 03, 2011, 01:56:29 PM
Quote from: mhsbroncos2005 on October 03, 2011, 12:37:12 PM
I can't seem to find anything related to this part in the NWM that was part of the release:
- Numerous new T-intersections, including dual-tile networks ending at single-tile networks.
That's because you have to drag them out.
QuoteAlso what about traffic signals at the on/off ramps intersections with the RHW?
Traffic signals? The only RHW-related pieces that have traffic signals are the SPUI and the DDI. You'll find pictures of the two pieces (along with how-to's on using them) in the RHW readme. "$Deal"$
The only other pieces that had traffic signals were Vince's (Blue Lightning) draggable MIS TuLEPs, but those were excluded from the RHW since there wasn't any LHD support for it.
Quote from: mhsbroncos2005 on October 04, 2011, 09:22:53 AM
However, do you think Vince (Blue Lightning) would release the draggable MIS TuLEP's as a separate plugin or would that not be allowed under the NAM Team policies you all have in place?
Right now, that can't be done without creating a different NAM controller, and us NAMites don't like having two different controllers floating around, because it makes troubleshooting problems much harder. If you tried to drag them out right now (and there was a how-to on the RHW thread several pages back), the override won't activate and all you'll have is a mess of Road and RHW-2.
As GDO said, I think the major difference between development controllers and the public one, r132, is that the MIS TuLEPs code was completely removed.
We will not be making Development controllers public.
how do i cancel the slop mod in the NAM Version 30?
when i try to go on whit my road by the nam it said to me thet the area is non stable for Construction, how do i fix this? &mmm
Quote from: ozdaniel on October 05, 2011, 11:15:12 AM
how do i cancel the slop mod in the NAM Version 30?
when i try to go on whit my road by the nam it said to me thet the area is non stable for Construction, how do i fix this? &mmm
There is no slope mod in NAM Version 30. However, if you have the NAM Diagonal Bridge Enabler's temporary files (a separate plugin) currently in your Plugins, they do make substantial alterations to slope placement (in addition to draining any in-game water). Remove those and only include them in your Plugins when you are building Diagonal Bridges.
-Alex
Been playing around with the game again, and this NAM is awesome. I love the wider networks(especially the 5 lane one ways) and love that the draggable tram's work with them.
One quick question though, are there plans to create elevated rail bridges for the NWM? or would that create to many issues?
Quote from: mike3775 on October 05, 2011, 04:42:43 PM
One quick question though, are there plans to create elevated rail bridges for the NWM? or would that create to many issues?
What do you mean by that? ()what() There's already the default ELR bridge, and its NAM-exclusive double-height version. Did you mean an ELR/NWM crossing, because the most basic ones have already been RUL'd in. Or did you mean some sort of NWM Dual-Networking?
Can you be more specific?Wait, are you talking about the Viaduct Rail pieces (Called Elevated Dual-Track Rail, or EL-DTR)? Because those are completely different from El-Rail/GLR. Making EL-DTR/NWM overpass pieces wouldn't be too hard. It's probably a case of copying some models, changing some paths, and finding the proper IDs for them. But there's some other developments going on with the EL-DTR that would probably render those pieces obsolete*... ::) ::) ::)
* - Or at least making such pieces unnecessary.
Quote from: GDO29Anagram on October 05, 2011, 05:14:58 PM
Quote from: mike3775 on October 05, 2011, 04:42:43 PM
One quick question though, are there plans to create elevated rail bridges for the NWM? or would that create to many issues?
What do you mean by that? ()what() There's already the default ELR bridge, and its NAM-exclusive double-height version. Did you mean an ELR/NWM crossing, because the most basic ones have already been RUL'd in. Or did you mean some sort of NWM Dual-Networking?
Can you be more specific?
Wait, are you talking about the Viaduct Rail pieces (Called Elevated Dual-Track Rail, or EL-DTR)? Because those are completely different from El-Rail/GLR. Making such pieces wouldn't be too hard. It's probably a case of copying some models, changing some paths, and finding the proper IDs for them. But there's some other developments going on with the EL-DTR that would probably render those pieces obsolete... ::) ::) ::)
I don't know what its called, but someone made it possible for regular rail to be elevated and to use it, you have plop one piece at a time. Here is a picture of what I am talking about
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2Fraisedrail.jpg&hash=cc8f772d8e6efbc717274802bdc920d1ac0eb2d3)
Heavy Rail Viaducts. They are to be made draggable at some point, as per the RAM plans.
-Alex
Quote from: mike3775 on October 05, 2011, 05:32:11 PM
I don't know what its called, but someone made it possible for regular rail to be elevated and to use it, you have plop one piece at a time.
That's exactly what I'm referring to, though most people refer to it as
Viaduct Rail,
Elevated Heavy Rail,
EL-DTR by a few, and often incorrectly, Elevated Rail.
Quote from: Tarkus on October 05, 2011, 05:47:37 PM
Heavy Rail Viaducts. They are to be made draggable at some point, as per the RAM plans.
-Alex
That will be sweet when it happens.
Quote from: GDO29Anagram on October 05, 2011, 05:51:28 PM
Quote from: mike3775 on October 05, 2011, 05:32:11 PM
I don't know what its called, but someone made it possible for regular rail to be elevated and to use it, you have plop one piece at a time.
That's exactly what I'm referring to, though most people refer to it as Viaduct Rail, Elevated Heavy Rail, EL-DTR by a few, and often incorrectly, Elevated Rail.
I couldn't remember the name as I downloaded them like 2 years ago and recently got back into playing the game, so all my plugins are from 2 years ago for the most part(except for the new NAM). I've been slowly looking through the forums here to see what is new or upgraded since that time.
Actually, there are screenshots of what's called ElDTR and ElSTR (A draggable variant of the existing Elevated Heavy Rail pieces as well as a brand new Single-Track variant) in the RAM board.
Quote from: Tarkus on October 05, 2011, 01:39:37 PM
Quote from: ozdaniel on October 05, 2011, 11:15:12 AM
how do i cancel the slop mod in the NAM Version 30?
when i try to go on whit my road by the nam it said to me thet the area is non stable for Construction, how do i fix this? &mmm
There is no slope mod in NAM Version 30. However, if you have the NAM Diagonal Bridge Enabler's temporary files (a separate plugin) currently in your Plugins, they do make substantial alterations to slope placement (in addition to draining any in-game water). Remove those and only include them in your Plugins when you are building Diagonal Bridges.
-Alex
i all rady remove those fils from my plugins , ther is a way thet the current nam 30 can't work whit the previous nam? because i tryed to connect the two together and it dosn't let me!!! ()sad()
Actually, the NAM 30 replaces the previous NAM versions. All content from the NAM 29 is included in the NAM 30...
so way can't i dreg a road on the the lend ? it allways says that i can't build the road from the pazel
•DDRHW-4 plain bridge added
what thes it means?
terrain smoothing what is it?? way wen i try to build a road that what hey say and dosn't let me
It means that there's a Double decker RHW 4 bridge added in the new NAM. And please don't double-post.
Is there anyway to single out and remove the fact that this Mod turns subway tunnels bright blue? I have never used a Mod before, so there's no chance of incompatibilities. I simply removed the entire NAM 30 from my plugins directory, and the subway tunnels went back to brown ... all of them. It only does this in places I can't even describe, i.e., I don't know if it's because of turns in the tunnels or what. Since I'm fairly new to Simcity 4 Deluxe, I won't be using this mod even if it has great features ... just the fact that the subways turned blue was enough to scare me that other things may be wrong with these series of mods.
There's nothing wrong with subways being blue. This means that they're not congested. If they were, they would turn red. Still, it's a good idea to first get known to the vanilla SC4 Deluxe and then start adding mods, bats, etc ;)
How were your subways blue exactly?
Are you referring to the usage data view? Drops in congestion is very, very common as most of the NAM Traffic Simulators add more capacity and improve pathfinding.
Are the actual subway models themselves blue? If this is happening, redownload the NAM as it's clearly corrupt.
Quote from: jdenm8 on September 16, 2011, 07:09:15 AM
Quote from: Kratos360 on September 16, 2011, 12:14:58 AM
I would like to thank you for this. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2nlu5o8.png.&hash=9687b6b8f1c61f093eb8185d6adfdd02c75a7449) :D :D :D
Sorry to be a little... picky :P , but I spotted an error with that interchange.
You've used the plain AVE to EAVE transition, not the Type A AVE TuLEP to Type A EAVE TuLEP transition needed for traffic to make the left turn.
If you place the FlexSPUI (2 only) you have 2 things you can do. One: is by ground to ground emplacement, and the RHW must be RHW-4. You can create a parallel (but different lanes) ERHW-4 under the FlexSPUI intersection. The TuLEP is created on the FlexSPUI already. Second thing: If a FlexSPUI is elevated, place it near a slope (diagram> l-FLEXSPUI-l). :)
-Ilikeanrhw
Quote from: Jayster on September 15, 2011, 11:14:38 AM
What is the DBE?
Jayster
Diagonal Bridge Enabler
Ilikeanrhw :)
Yay! Thanks NAM Team! :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Click on this hyperlink below
http://desmond.imageshack.us/Himg21/scaled.php?server=21&filename=tomcommercialareamar311.png&res=medium
Can't you see that the 2 parallel ERHW-4's has no glitch when you try to connect them?
Try to do it.
hey guys you rock!!! &apls &apls &apls
i've got a problem with the DBE - it removes the water but the slope remains. can you help me out?
Quote from: nas-t on June 25, 2012, 09:05:43 AM
hey guys you rock!!! &apls &apls &apls
i've got a problem with the DBE - it removes the water but the slope remains. can you help me out?
This is most likely you forgot to put out the DBE temporary file which remove the water from the game. it's a temporary file, so once you've made your diagonal bridge(s) you take it out of the plugin folder and load the city again.
it was well explained in the read-me though.
Nah... i know how to get the water back. ;) i can't even build bridges.... if i want to the road keeps following the slope
If I understand correctly, you want a road to follow a slope while the DBE temporary file in the plugins? If yes that's impossible if I remember correctly.
I want the road to NOT follow a slope while the DBE temporary file in the plugins, but it does!
Quote from: nas-t on June 25, 2012, 09:45:31 AM
I want the road to NOT follow a slope while the DBE temporary file in the plugins, but it does!
Ah. My bad, I misread your post. Well then I'm no help here..
@nas-t It's likely then that you have another slope mod loading after the DBE. Check your plugins for any and all slope mods and temporarily remove them.
As NAM 30 has been twice superseded, topic closed.