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NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE

Started by jahu, June 03, 2007, 10:15:49 AM

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z

I know that farms don't thrive very well when there's lots of traffic around, but to the best of my knowledge, this is not controlled by anything in the traffic simulator.  Recent discussions here have centered around the Customers/Traffic Noise Coefficient property in the traffic simulator, but that property specifically only affects residential and commercial desirability - not industrial or farms.

nothelle

One thing about this traffic/noise coefficient for commercial area... I think it's more realistic that CS demand/desirability that is being affected by it, since service industry relies heavily on traffic volume going through their area, i.e. mall, hotels, shops which adores heavy traffic.  While on the other hand CO would care less with traffic as long as people can commute to their workplace by private/mass transportation?  Hence the CO and CS desirability in SC4 should be the other way around...

zakuten

Personally, I don't think the traffic itself is the cause but rather the corridor pollution effect from a busy road; if you look on the map, after all, Ag desirability seems to be most directly tied to that, as the low-desirability sections almost exactly match the road's pollution radius.
Visit my MD Respublikii Anaksii , or the reboot CJ "Kara`i Shores" since the region wiped, at http://www.simtropolis.com/cityjournals/?p=toc&id=919 !
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z

Quote from: nothelle on September 08, 2009, 06:25:11 AM
One thing about this traffic/noise coefficient for commercial area... I think it's more realistic that CS demand/desirability that is being affected by it, since service industry relies heavily on traffic volume going through their area, i.e. mall, hotels, shops which adores heavy traffic.  While on the other hand CO would care less with traffic as long as people can commute to their workplace by private/mass transportation?  Hence the CO and CS desirability in SC4 should be the other way around...

I agree with you completely here.  Unfortunately, there's nothing we can do to change this.   ()sad()

Quote from: zakuten on September 08, 2009, 06:54:50 AM
Personally, I don't think the traffic itself is the cause but rather the corridor pollution effect from a busy road; if you look on the map, after all, Ag desirability seems to be most directly tied to that, as the low-desirability sections almost exactly match the road's pollution radius.

I believe you may be correct here.  If so, the use of Simulator Z would be very helpful, as it significantly reduces the amount of pollution from road traffic down to more reasonable levels.

SC4BOY

hmm.. there used to be a NAM requests thread, but I guess there are so many specialist teams now, I'm not even sure where to put this... feel free to move it as needed.

EDIT: I have moved this message here, as this seems to be the only "proper" place for any NAM questions/concerns

Although so many areas have been given a lot of attention, one of the elements of the NAM which has been neglected seems to be the ped mall pieces. I suppose its not very sexy amongst all the new gadgets.

What I'd like to see it a Ped Mall Under MONORAIL piece.. the basic texture is fine.. just the function. The MONORAIL I know is OLD AND BORING  ;) but other crossings with the ped mall have been addressed with the exception of the monorail.

Of course it would be great if we could get some kind of ped malls that would offer flexibility in textues. I have no idea what technical problems it would have, but it'd be great if we could get it to work kind of like the BSC park texture method. That way there might be far fewer pieces to make..

Anyways.. thanks to all the hardworking folk who have their pet projects which they have carried so far past what was thought could be done only a few years ago. Hats off!

If anyone could make the monorail crossing, I'd be grateful.. I don't know if they exist for the HSR and GHSR peices. I haven't used those in a while.

Shadow Assassin

QuoteOf course it would be great if we could get some kind of ped malls that would offer flexibility in textues. I have no idea what technical problems it would have, but it'd be great if we could get it to work kind of like the BSC park texture method. That way there might be far fewer pieces to make..

There are no technical problems at all, you'll be pleased to know. It's possible to change the ped-mall texture for something better since all it is is a flat plane.
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SC4BOY

Quote from: Shadow Assassin on September 09, 2009, 06:51:58 PM
There are no technical problems at all, you'll be pleased to know. It's possible to change the ped-mall texture for something better since all it is is a flat plane.

Cool.. can it be changed by a "choose one" type method such as is implemented in the BSC parks texture option.. perhaps at startup or via SUM or on a per/citytile basis or whatever? NOrmally there are like 4 or 5 options from the menu. Can they be made a different 4 or 5? Or would it be only 1 choice per city tile?

joelyboy911

An Idea might be to make one that uses the sidewalk mod you have, plus some wealth based props.
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sithlrd98

I have thought about "overriding" the trails , but that would also mean that the paths would have to be altered.Since this is one of those area that still give me trouble , my attempts have not been good. You will need (6 Fsh files) 5 for the zooms and one that is the preview. If you are wanting them to match a sidewalk mod , they will need to be darkened. I also am not sure if what SC4BOY wants is possible with the existing paths that are included in the NAM , but I also have not checked them.

Jayson

zakuten

I don't mean to be a bother; but isn't there still a general NAM request thread or has that been abandoned? ()what()
Visit my MD Respublikii Anaksii , or the reboot CJ "Kara`i Shores" since the region wiped, at http://www.simtropolis.com/cityjournals/?p=toc&id=919 !
All comments are welcome! (Hopefully someday I can re-splice 'em together, but we'll see)

Tarkus

Quote from: zakuten on September 10, 2009, 02:49:29 PM
I don't mean to be a bother; but isn't there still a general NAM request thread or has that been abandoned? ()what()

There never was one here.  The general NAM: Development thread has usually been the de facto place for requests, though.

And SC4BOY, interesting ideas there--there's been talk of doing BSC Trails as a draggable pedestrian network for years now, but it's never gotten off the ground, in part because we never really decided which network to base the override on (Street or Road).  It wouldn't be all that difficult to do, either, and I know I'd use it religiously personally.

-Alex

dragonshardz

Wouldn't Street be best as there's all sorts of reasons not to use Road?

Or perhaps there could be one that is a SAM set and one that is a Road override, and you choose which to install.

riiga

Hi,

I'm having problems with the Euro textures for the NAM. This picture shows the errors:



First error: Some of the NAM curves have solid lines even though I selected the version with dashed lines during install.

Second error: When connecting RHW-2 to a roundabout, the American texture shows up instead of the European. The preview when drawing shows the European texture, but when the road is built, the American one show.

(I couldn't find a support thread for the Euro textures, so I decided to post here, since the texture errors relate to NAM pieces)

- riiga

Andreas

1. This is done by design; sharp curves always have solid lines, at least here in Germany. Solid lines indicate areas where overtaking is forbidden, and sharp curves are definitely a place where overtaking is very dangerous.

2. The SFBT Euro Road Textures Mod doesn't cover any RHW textures. I'm not sure where the Euro texture previews come from, but maybe the NAM simply uses the road textures for the preview model. For Euro RHW textures, you'll have to wait until Shadow_Assassin updates his Euro RHW Textures Mod.
Andreas

Ramona Brie

Andreas, there are Euro RHW 3.x-compatible textures, actually (ITC Euro TRM on Simtropolis).

Deconverting to road may solve the problem.

zakuten

A bit off topic here, and I apologize, but what's the best way to edit textures? Is there a specific program made by someone, or just hash it out on my own? I sort of want to make a custom set.
Visit my MD Respublikii Anaksii , or the reboot CJ "Kara`i Shores" since the region wiped, at http://www.simtropolis.com/cityjournals/?p=toc&id=919 !
All comments are welcome! (Hopefully someday I can re-splice 'em together, but we'll see)

Korot

Do you mean your own road textures? If not, I suggest you contact the BSC for texture making. To modify textures, any graphic editing program can be used.

Regards,
Korot

riiga

Quote from: Andreas on September 16, 2009, 03:33:18 PM
1. This is done by design; sharp curves always have solid lines, at least here in Germany. Solid lines indicate areas where overtaking is forbidden, and sharp curves are definitely a place where overtaking is very dangerous.

But if you make a dashed verison, why have solid lines? I think the dashed version should contain only dashed center lines, because that's why I selected it for install (instead of the standard) in the first place. I don't see the meaning of making a dashed version with solid center lines... :S

- riiga

Andreas

The standard set doesn't have any dashed lines for the cuves, they are all solid. But since there were some requests for dashed lines, I added a DAT with dashed lines for some of the more gentle curves. This DAT simply overrides the solid lines from the standard set. I don't see a point in creating dashed lines for sharp curves, though, as explained above. For those, someone would have to create some new textures first.
Andreas

zakuten

Quote from: Korot on September 17, 2009, 07:48:43 AM
Do you mean your own road textures? If not, I suggest you contact the BSC for texture making. To modify textures, any graphic editing program can be used.

Regards,
Korot

Ah, all right then. Yeah, my own road textures. I just didn't know how to get from DAT to editable and vice versa.
Visit my MD Respublikii Anaksii , or the reboot CJ "Kara`i Shores" since the region wiped, at http://www.simtropolis.com/cityjournals/?p=toc&id=919 !
All comments are welcome! (Hopefully someday I can re-splice 'em together, but we'll see)