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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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APSMS

Quote from: irwinkevincarpio on September 28, 2013, 12:12:02 AM
Thanks, Indiana Joe.

I had a feeling I had conflicting textures, but I don't know how to spot them. (Also, would that correspond to arrow textures on a "blank" TuLEP tile?

I really have no other way to tell you the contents of my z___NAM folder except to attach a pdf file with the system generated list of its contents.

Would this also have something to do with the weird texture in my intersection?
Really, thanks for the reply :) Getting one after the long wait is totally worth it.

noticed in the list you made that you have a number of RHD files (like the moonlight Japanese streets and the RTL for avenue and road) I would recommend that you do a search in your plugins folder for RHD (using the search tool in the upper right of the window), and pull all the files that you find out of your plugins and see if that solves the problem.
Experience is something you don't get until just after you need it.

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MandelSoft

Quote from: Twyla on September 28, 2013, 11:10:28 AM
LTNS!  The latest NAM is nothing short of AMAZING!!

Is there any chance that there's either an 8x8 90° FlexFly or 4x4 45° FelxFly in the works?  With five levels to work with, I was really looking forward to building full stack interchanges, but there's still a few pieces missing to do that.

Also - I tried building a variant using a pair of L2 FlexFly @ 90° over their L0 counterparts and they don't seem to play well together.

FlexFLY never could cross each other. There's no coding for that available yet. Furthermore, there are still a lot of issues with the FlexFLY and the new height levels.

We are actually going to re-design the FlexFLYs altogether, but when that will happen is still a guess...
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Tarkus

Quote from: MandelSoft on September 28, 2013, 02:19:27 PM
FlexFLY never could cross each other. There's no coding for that available yet. Furthermore, there are still a lot of issues with the FlexFLY and the new height levels.

We are actually going to re-design the FlexFLYs altogether, but when that will happen is still a guess...

FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

Additionally, the 90-degree curves, even the redesigned 5x5 ones, don't traverse enough ground to be particularly useful for tight stacks, so the 45-degree system, coupled with standard diagonals,  would really be necessary for that sort of situation.

-Alex

GDO29Anagram

Quote from: Twyla on September 28, 2013, 11:10:28 AM
Is there any chance that there's either an 8x8 90° FlexFly or 4x4 45° FelxFly in the works?  With five levels to work with, I was really looking forward to building full stack interchanges, but there's still a few pieces missing to do that.

Alex replied far quickly than I could...

Besides, none of our plans involve giant-sized FlexFlys, neither is the ability to stack one over another. Not only would the coding be immense, but so would be the impracticality. A lot of things have changed since NAM 28 and 29, and pretty much what has been decided for RHW between now and then is already set in stone.
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eggman121

Quote from: Tarkus on September 28, 2013, 04:54:22 PM
FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

If the models exist maybe the elevated curves can be released as normal elevated smooth curve pieces without any flexing initially, much like the L0 smooth curves we have now. I would particularly like to see 45 degree elevated smooth curves. Just my opinion.

-eggman121

Tarkus

Quote from: eggman121 on September 28, 2013, 09:24:55 PM
Quote from: Tarkus on September 28, 2013, 04:54:22 PM
FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

If the models exist maybe the elevated curves can be released as normal elevated smooth curve pieces without any flexing initially, much like the L0 smooth curves we have now. I would particularly like to see 45 degree elevated smooth curves. Just my opinion.

That's an intriguing idea.  I can't make any promises at this point, but if we were to go that route, it'd probably be the most feasible, with respect to setting up future developments without adding dead weight, to minimally FLEX the pieces, holding off on any over/underpass capability until a later NAM release.

-Alex

Kuewr665

Would it be easier for you to create pieces that work like the On-Slope pieces where the curve changes based on the height of the network attached or create pieces for each one?

Tarkus

Quote from: Kuewr665 on September 29, 2013, 09:56:48 PM
Would it be easier for you to create pieces that work like the On-Slope pieces where the curve changes based on the height of the network attached or create pieces for each one?

That's a good question.  FLEXFly predates the FLEX-HT/OST systems by a considerable bit, and FLEXCurve came into being just as FLEX-HT/OST was being approached as a hypothetical idea, so that's why those weren't given the same treatment. 

Obviously, having one piece and overriding it (we could even take it to the level of just making an RHW-2 FLEXCurve and overriding it to MIS) reduces the number of discrete piece options that the user has to handle on the interface/TAB loop side of things, which is part of the reason for going farther into FLEX territory.  Eventually, I'd like to get everything aside from Cosmetic Pieces reduced down to just a couple TAB Loops, consisting almost entirely of FLEX items.  FLEX technique has advanced quite a bit since NAM 31.x, so it may end up proving feasible to go that route, but I'd like to get a working prototype into the Associates' hands and have it battle-tested before I make any promises.

-Alex

Kuewr665

Sounds great! I wouldn't be dissatisfied with curves that could change height by the network attached, but could not allow another network to cross over or under them. That was what I had in my mind.

xannepan

I have a ID conflict. I am redoing the Paris Seine bridges (improved textures etc).
I am using the ID range assigned to me. However, somehow in the NAM a change has been made, see picture.
The range that is currently assigned to some of the Bridge model and fsh IDs is a range I  cannot easily use in gmax (gmax requires an ID ending on 4 zeros).

At the same time, some other models are using "my" IDs.

For now I will try to find a free ID range I can use and post it here later. But the fact that the inventory is no longer up to date is a bit frustrating :S

Please help :)



z


xannepan

The IDs originally assigned to me are:

RHW-GHW based                     
xannapan ave   3336   3337   3338   3339   333a   333b   333c
(from the latest file in the Bridge Engineering Board http://sc4devotion.com/forums/index.php?topic=8573.msg468352;topicseen#new)

The problem is with the last 3 IDs in that list (0x333a0000,0x333b0000,0x333c0000)
Apparently these IDs are in use for other models....


I'll try using
33400000
33410000
33420000
according to the master list, these are the next available free IIDs

memo

The IIDs of the RHW-2 Concrete Girder Bridge and of Pont Alexandre III collided when NAM 31 was released. It is issue #67 over at GitHub.

I fixed and closed that issue. The easiest thing for me to do was to manually shift some of the IIDs in Pont Alexandre to resolve the collision. I am sorry that the current IDs seem to be inconvenient, but I don't know why the RHW bridge had conflicting IDs. If you cannot work with those IDs, the best and easiest thing would probably be to move to new IDs.

xannepan

Thx for the explanation! I used the new aforementioned IIDs And this works fine. 

Uzil

Hello,
I have always a bug with the 3x3 tiles neighbours cities connexions, look :
Connexion without the NWM neighbor connector piece.






Logically a big work bug with the residents.

Now the same connexion with the right NWM neighbor connector piece one year after.






Yet the same bug with the same circulation.

Now without 3x3 tiles connexion :


No work bug !

I think the NWM connector piece (and the same connector pieces of the RHW) does not work with road on 3 tiles.

(I said that I did not have this problem with the 1 or 2 tiles connectors).

Synthael

Hello guys... I've been getting back to SimCity lately and decided to install new NAM (about half a year late, but nvm  ;D )...

Stumbled upon a small texture problem...


Piece in question is RHW 6S A2 Exit. Paths are normal, UDI and everything works fine, just the textures are wrongly positioned...

Ninja EDIT: problem occurs for all rotations

Don't know if I maybe have a conflict between different texture options in the NAM so I included installation log (if it helps at all)...

Installation Type:  Custom Installation
Network Controller:  Standard
Traffic Driving Side:  Left side of road
Traffic simulator type:  High capacity
Zones Data View: New (NAM)
Automata controller type:  Radical 24h

The following networks and/or network expansions will be installed:
- Canal Addon Mod (CAN-AM) - SimGoober's Canals
- Diagonal Streets
- Double-Height Monorail / Bullet Train Mod
- El Rail
    - Double-Height Elevated Rail
- Elevated Road Networks
- Flexible Underpasses (FLUPs)
- Fractionally Angled Networks (FANs)
    - Fractionally Angled Road Networks (FARs)
    - Fractionally Angled Railroads (FARRs)
    - Draggable FAR
- Ground Light Rail / Tram
    - Ground Light Rail
    - Tram in Avenue
    - Tram in Road
    - Tram in Street
    - Extended Draggable Ground Light Rail
- High Speed Rail Project (HSRP)
- Maxis Highway Override
- Network Widening Mod (NWM)
    - Network Widening Mod
    - Legacy Transition Piece Wealthification
- Ped Malls
- Rail
    - Underground Rail
    - Viaduct Rail
    - Single Track Rail (STR)
- Real Highway Mod (RHW)
- Rural Roads Plugin
- Street Addon Mod (SAM)
    - SAM Set 1 - Parking Lots
    - SAM Set 2 - Herringbone Brick Streets
    - SAM Set 3 - PEG Dirt Streets
    - SAM Set 4 - PEG Gravel Streets
    - SAM Set 5 - Trolca Dirt Streets
    - SAM Set 6 - Klinker Streets
    - SAM Set 7 - Asphalt Streets
    - SAM Set 8 - Cobblestone Streets
    - SAM Set 9 - Brick Streets

The following stations, ports, and network transitions will be installed:
- Upgraded Maxis Transit Lots
- Airport Capacity:  High (8x Maxis)
- El Rail Stations
    - Victorian El Rail Station (Orthogonal)
    - Victorian El Rail Station (Diagonal)
    - Modern El Train Station
    - Diagonal El Rail Station
    - Double-Height Elevated Rail Station
- Elevated Roadway Stations
    - BriPizza Elevated Roadway Station
    - Overhanging Elevated Road Station
- GLR and Tram Stations
    - GLR Stations
        - SFBT Dentai GLR Station (Orthogonal)
        - SFBT Dentai GLR Station (Diagonal)
        - Modern GLR Station
    - Tram Stations
        - SFBT Dentai Tram-in-Avenue Station (Orthogonal)
        - SFBT Dentai Tram-in-Avenue Station (Diagonal)
- SFBT Tram-in-Road Station (Double Length)
- SFBT Tram-on-Street Stop
- High Speed Rail Stations
    - Modern Arched HSR Station
    - Modern Arched GHSR Station
    - Diagonal HSR Station
    - Overhanging HSR Station
    - HSRP Transit Hub
- Monorail and Bullet Train Stations
    - Modern Monorail and Bullet Train Station
    - Overhanging Monorail / Bullet Train Station
    - Diagonal Monorail / Bullet Train Station
    - Double-Height Monorail / Bullet Train Station
    - Japanese Bullet Train Station
- Multi-Purpose Stations
    - BriPizza 0m-15m Multi-Purpose Station
    - BriPizza 15m-30m Multi-Purpose Station
    - Ninja Boulevard Kiosk
    - Ninja Boulevard Station
- Network Transitions and Connectors
    - SFBT GLR to Subway Transition
    - Tram to Subway Transitions
    - Subway to Underground Rail Connectors (ESURE)
- Rail Stations
    - Modern Arched Rail Station
    - Viaduct Rail Stations
    - Modern Viaduct Rail Station
        - Overhanging Viaduct Rail Station
        - Diagonal Viaduct Rail Station
        - Victorian Viaduct Rail Station (Orthogonal)
        - Victorian Viaduct Rail Station (Diagonal)

The following additional features and customizations will be installed:
- Additional Bridges
    - Basic Additional Bridges
    - Avenue Bridges
        - JENX PARIS Pont Alexandre III
        - Millau Viaduct
    - El Rail Bridges
        - Concrete Box Girder El Rail Bridge
        - Steel Bailey Under Truss El Rail Bridge
        - Cable Stayed El Rail Bridge
    - Elevated Highway Bridges
        - Jeronij TsingMa Single Deck Bridge
    - Ground Highway Bridges
        - Akashi Kaikyo Bridge
    - High Speed Rail Bridges
        - Basic HSR Bridge
        - Basic GHSR Bridge
        - Concrete Box-Girder GHSR Bridge
        - Cable Stayed HSR Bridge
        - Cable Stayed GHSR Bridge
        - HSR Concrete Pier Bridge
        - GHSR Concrete Pier Bridge
        - HSR Suspension Bridge
        - Bailey Truss HSR Bridge
        - Warren Thru-Truss GHSR Bridge
    - Monorail Bridges
        - AIT Concrete Pier Monorail Bridge
        - Cable-Stayed Monorail Bridge
        - Monorail Suspension Bridge
        - Concrete Y-Pier Monorail Bridge
    - Railway Bridges
        - Göltzsch Viaduct
        - JRJ Warzone Bridge
        - Garabit Viaduct
        - Howe Truss Rail Bridge (Standard)
        - Howe Truss Rail Bridge (Single Track)
        - Metal Arch Rail Bridge
        - Metal Pylon Bridge
        - Modern Rail Bridge
        - Plate Girder Single Track Rail Bridge
        - Wooden Trestle Single Track Rail Bridge
            - Bridge Structure
            - Stronger Wake Effect
        - Royal Albert Single Track Rail Bridge
        - PvM JRJ Green Garabit Rail Bridge
    - Real Highway Bridges
        - RHW-2 Concrete Girder Bridge
        - RHW-2 Small Steel Arch Bridge
        - RHW-4 Large Steel Arch Bridge
        - RHW-4 Steel Girder Bridge
        - RHW-4 Steel Girder Bridge Dual
        - RHW-4 Steel Girder Bridge Dual 2
        - RHW-4 Suspension Bridge Compact
        - RHW-6S Cable-Stayed Bridge Compact
        - RHW-6S Concrete Arch Bridge
        - RHW-6S Concrete Arch Bridge Dual
        - RHW-6S Steel Arch Bridge Compact
        - RHW-8S Undertruss Bridge
        - RHW-10S Cable Stayed Bridge
        - RHW-10S Large Concrete Arch
        - RHW-MIS Bridges
    - Road Bridges
        - Kwanyoni Bridge
        - DT Road Bridge
        - JENX Tower Bridge
        - JENX PARIS Pont Royal
- JENX PARIS Pont Saint Michel
        - JENX PARIS Pont Neuf (Road)
        - Krummbach Bridge
        - Old Road Bridge
        - Pont Sant Angelo
        - Wooden Covered Road Bridge
    - Rural Street and Rail Bridge
    - Street Addon Mod (SAM) Bridges
    - Street Bridges
        - Concrete Street Bridge
        - Covered Street Bridge
        - JENX PARIS Pont Neuf (Street)
        - Steel Girder Street Bridge
    - Tram in Road Bridges
        - Pont Notre Dame
- Bridge Height Mod
- Custom Menu Icon Layouts
    - Custom Highway Menu
    - Custom Rail Menu
    - Custom Misc. Transportation Menu
- Extended Station Queries
    - Standard Hole Diggers and Ground Raisers
    - Auto-Destruct Hole Diggers and Ground Raisers
- Maxis Highway Interchange & Ramp Additions
- One-Way Arrow Mods
    - Reduce One-Way Arrows by Half
- Darker rail textures by SFBT
- Rail Viaduct Style:  Grey Rocks
- Real Highway Mod Regional Transport View
- Road Textures and Markings
    - Standard Euro Road Textures
    - Options for Euro Road Textures
        - Alternative Euro TuLEP Textures
            - Riiga's Euro TuLEP Textures (Dashed)
        - RHW Options
            - Autobahn Markings for the RHW
    - Alternate Arrow Textures
        - Arrow Textures for Germany
- Roundabouts and Other Interchanges
    - Street Roundabouts
    - Road Roundabouts
    - Oneway Roundabouts
    - Avenue Roundabouts and Interchanges
- Turning Lanes
    - Road Turning Lanes
    - Avenue Turning Lanes
    - Turning Lane Extension Plugin (Basic)
- Wide Radius Curves
    - Wide Curves for Streets, Roads, and Avenues


I'm glad you guys managed to pull this gigantic thing off, I bow to you... =)  :thumbsup:

(sorry for the looooooooooong post, was about to use spoilers when i found there aren't any  $%Grinno$% )

fefenc

I can't find the RHW-4 straight route puzzle piece :S

I want to do something like this, but it's impossible without this piece :S

GDO29Anagram

Quote from: fefenc on October 04, 2013, 04:53:38 PM
I can't find the RHW-4 straight route puzzle piece

Find the button that says RHW/RD on it; it's towards the bottom of the Roads menu. It contains the Underground Route (FLUP) under RHW pieces. ANd yes, it works on every network that has a FLUP entrance.
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irwinkevincarpio

Quote from: APSMS on September 28, 2013, 01:31:53 PM
noticed in the list you made that you have a number of RHD files (like the moonlight Japanese streets and the RTL for avenue and road) I would recommend that you do a search in your plugins folder for RHD (using the search tool in the upper right of the window), and pull all the files that you find out of your plugins and see if that solves the problem.

Hi, sorry for the late reply; the fan of my laptop stopped turning one day and it took a week to fix. Anyways...

I tried what you suggested, APSMS and I removed three files as a result:
    1)z3_Moonlight_SAM10 - Japanese Streets Euro_RHD
    2)z3_MRTNRLN_EuroTextures_RTL_Avenue_RHD
    3)z3_MRTNRLN_EuroTextures_RTL_Road_RHD

But sadly, nothing changed as a result. The pieces look exactly as before. Would there by any chance be anyone within the NAM team who uses LHD as well?

fefenc

Quote from: GDO29Anagram on October 04, 2013, 05:11:45 PM
Quote from: fefenc on October 04, 2013, 04:53:38 PM
I can't find the RHW-4 straight route puzzle piece

Find the button that says RHW/RD on it; it's towards the bottom of the Roads menu. It contains the Underground Route (FLUP) under RHW pieces. ANd yes, it works on every network that has a FLUP entrance.

Thanks :D