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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Inactive threads => Topic started by: Tolsome on January 30, 2008, 06:57:33 AM

Title: Ram - Initial thoughts and Draft ideas
Post by: Tolsome on January 30, 2008, 06:57:33 AM
RAM - Railway Addon Mod.

First of all, the RAM ist since many month (years? XD) in discussion and I think with the SAM-System and the RHW-System could be possible to make a RAM.

The RAM 0.1 could be included following:
- Single Railway
- multiply Railway,  RAM3 and RAM4 an one tile.
- more multiplay Railway RAM5 to RAM6 one two tiles.

- different textures (like SAM) (I'm working on it and I hope other people can help me)
- complete signals (European version already finished)
- complete and new gates (European version already finished)

Updates:
- Auto Train

I hope I can find some good modder, where are interested in doing something like this. We have nice new roads an other street networks. Now it's time for the train!



Title: Re: Railway Addon Mod
Post by: Andreas on January 30, 2008, 08:17:05 AM
The RAM (as a NAM Plugin) won't contain any stations, that's for sure. Can you show us the textures you're working on? Also, which signals are you referring to? The ones that royal from the SFBT created? I doubt it would be possible to place them all correctly with T21 exemplar files, because the game simply cannot decide which signal is appropriate for which situation. As far as I'm aware of, the gates are still in the works, unless you're talking about other ones, and then I'm eager to see some pictures as well. :)
Title: Re: Railway Addon Mod
Post by: jplumbley on January 30, 2008, 08:41:46 AM
I would assume your talking about the proposed mod I would like to start..  but havent had time yet.

As with SAM it will take some months to get a BETA together.. SAM BETA 1 came out 3 months after initiation and SAM BETA 2 was 3 months after that.  Lets just assume I started today, it would probably be atleast 3 months, but then there are other things involved with the Rails than just the ortho's of the Streets.  I will not touch stations, nor will I touch T21s for the first couple of BETA releases.  Curves will have to be puzzle pieces.

What will I do?

Variations:
NOB Textures
NCD Textures (I will try to work in the wider versions for rail yards etc.)
Arkenbergejoe's 3 El-HRail Sets
If anything else comes along.. it will be evaluated.

But again, the issue is time and I have a couple other things that have priority on this.
Title: Re: Railway Addon Mod
Post by: Tolsome on January 30, 2008, 08:58:39 AM
@jplumbley: We have now so many nice different streets, but nothing for the rail. I think it would be time for it. ;)
And I know that the working on a mod doing many of month, but that is no problem. Time of time a piece of the mod. ;)

@andreas: I know. I mean "special" stations and single railway stations, special for the Single-Railways. But this most not include in the NAM. This comes as a own building maybe in the Kurier and in the LEX.
Yes, the things from royal. ;)
Title: Re: Railway Addon Mod
Post by: Godzillaman on January 30, 2008, 09:02:41 AM
This is what the game needs. Show us a pic soon?
Title: Re: Railway Addon Mod
Post by: jplumbley on January 30, 2008, 09:14:50 AM
Quote from: Tolsome on January 30, 2008, 08:58:39 AM
@jplumbley: We have now so many nice different streets, but nothing for the rail. I think it would be time for it. ;)
And I know that the working on a mod doing many of month, but that is no problem. Time of time a piece of the mod. ;)


I understand your feelings (I have them too)... but this is not going to happen for a while.  You must be patient because "I" only have a limited amount of time and will not be able to mod something like this for a while.  There are only a handful of people who can mod this, Tarkus, myself and Memo would be the most recently active.  Tarkus is busy with RHW/MIS, I am busy with packaging NAM Simulators, a new Turning Lanes Plugin and SAM additions and error fixes.  Memo, he comes out of nowhere with new stuff all the time and really...  What he does is a surprise and will not be something someone has asked him directly for.

IF... you want to learn how to RUL, you can, follow my RUL 0x10000002 Tutorial (http://sc4devotion.com/forums/index.php?topic=2500.0)  I will give you support and answer questions on this but... I dont have time to do it for you and you wont find anyone else that does either.

Quote from: Godzillaman on January 30, 2008, 09:02:41 AM
This is what the game needs. Show us a pic soon?

There are no pictures because I and noone who can RUL this has not even attempted to start it.
Title: Re: Railway Addon Mod
Post by: Tolsome on February 01, 2008, 06:24:04 AM
@jplumbley: Can you change the SAM, that it would be work with the rail?
Title: Re: Railway Addon Mod
Post by: jplumbley on February 01, 2008, 02:16:13 PM
Quote from: Tolsome on February 01, 2008, 06:24:04 AM
@jplumbley: Can you change the SAM, that it would be work with the rail?

Not directly.  I can build a version of RAM, but it will take me a few months to create the base set of RULs because of the amount of time I have and the number of extra textures Rails have compared to Streets.
Title: Re: Railway Addon Mod
Post by: RebaLynnTS on February 01, 2008, 05:11:40 PM
I might be able to help out with textures. Starting to get pretty good at it :)
Title: Re: Railway Addon Mod
Post by: dedgren on February 02, 2008, 04:34:43 PM
I'm already working on wide-radius curves and fractional angle (~15 degree) diagonals.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F3240%2Frailwidecurvesgq5.png&hash=8982f51ef1bc4d94f63794b20b9b50656289e911)

If there's genuine interest and a real desire to work in the next few months, I'm happy to set up a team area- PM me with the skills you'd like to contribute over the next little bit or so, and watch for further developments.


David
Title: Re: Railway Addon Mod
Post by: Filasimo on February 02, 2008, 06:57:36 PM
and of course David, ill gladly provide the guide when the mod gets to that point  :thumbsup:
Title: Re: Railway Addon Mod
Post by: Frankie on February 02, 2008, 07:32:07 PM
If you can give me a few days, I can make some crossing cantilevers and gates, for every network (cept highways, obviously..). Even different ones for various parts of the SAM if you're interested... I'll see if I can dig up some modern railroad crossing textures too.
Title: Re: Railway Addon Mod
Post by: Tolsome on February 03, 2008, 05:19:56 AM
hi  :)
first of all, thank you, that you all help me, with this project.

My plan for this project is to make different textures for the railways. For industry, for rural areas, for high speed routes and the textures in a USA and in an European Edition.

In the next step the plan is to make a Single Rail and Multirails, lik RAM 3, RAM 4, RAM 5 and RAM 6. ;)
And finally new "addons" for the railway -> wider curves, your nice S-curve and other things like this. And a autotrain. ;)

It would be very great, when you help me and when we can do it together in a RAM Team. :)
But bevor we start, we must plan, how and what each other do.

Tolsome
Title: Re: Railway Addon Mod
Post by: Meastro444 on February 03, 2008, 08:30:10 AM
i suggest this be a part of the Nam board, not a forum on its own ;)

anyway, i hope this comes through :thumbsup:
Title: Re: Railway Addon Mod
Post by: Jonathan on February 03, 2008, 08:31:22 AM
Quote from: Meastro444 on February 03, 2008, 08:30:10 AM
i suggest this be a part of the Nam board, not a forum on its own ;)

anyway, i hope this comes through :thumbsup:
That is what I was thinking as it will be like the SAM, dependant on the NAM.
Title: Re: Railway Addon Mod
Post by: JoeST on February 03, 2008, 08:32:38 AM
Yeah, doesn't really make sense as a separate team board, as it is an addon to the NAM

cant wait for some progress, and I am up for testing

And if this has its own board, why not have separate boards for the SAM and the RHW etc

Joe
Title: Re: Railway Addon Mod
Post by: dedgren on February 03, 2008, 09:00:19 AM
This project and the team will be developing NAM plugins; please be assured of that.  Membership on the NAM Team, however, is not automatic and it will be good for the RAM Team and the content that it develops to have some additional visibility, at least during the initial phases.  Don't worry- close cooperation with the NAM Team is presumed and will certainly be a RAM Team priority.


David
Title: Re: Railway Addon Mod
Post by: Tolsome on February 03, 2008, 10:03:39 AM
Stop please.

I understand nothing what you mean.
The RAM is the same thing, like the RHW, the SAM, etc.
All this mods is included into the NAM.

And we hope that the RAM can included into the NAM in the future, too.
All poeple, where want to help me, can post here things, we can plan it together, etc.

But the RAM is NOT a own ADDON, like the NAM.
Title: Re: Railway Addon Mod
Post by: royal on February 03, 2008, 10:31:34 AM
Now THATS a theme  :thumbsup:
Rail is my favourite network in Sim City, and I made some things for it. Nardo helps me with some german railway signals, and wouanagaine sent me some tips on making animated props like gates for crossings.
Perhaps I can show you some pictures.
Here are form (semaphore) signals of former West Germany :

http://img383.imageshack.us/my.php?image=bersichtrw1.png
- Main signals, "Vorsignale" (shows the status of the main signal, distance between Vorsignal and main signal = 1000 meters), signals for BÜ`s ( railroad crossings), Vorsignalbaken (shows that a Vorsignal is comming).

http://www.myimg.de/?img=NeueStadt8Feb00118614443d0.jpg
- Crossing signals for avenue, street and road, I tried to make diagonals, too.

http://www.myimg.de/?img=NeueStadt23Jan0011860303f1.jpg
- zoom on the railroad crossing ( bad quality)

http://www.ld-host.de/upload/1174225944Signale1.JPG
- KS (Kompaktsignale, compact signals), Hauptsignal = main signal, Signalbrücken = signal bridge, rot = red, weiß = white, grün = green | Sperrsignal = no train is allowed to pass

http://www.ld-host.de/show/753 http://www.ld-host.de/show/752
- and more signals from west Germany :D

I hope that I can help you :)
Title: Re: Railway Addon Mod
Post by: Shadow Assassin on February 03, 2008, 06:40:04 PM
Perhaps this is a good idea for it to get its own area, because it means that the RAM wouldn't just be limited to the extra network features, but lots and stations too.

While the RAM itself is closely integrated with the NAM, this would be a perfect opportunity for a series of stand-alone lots [stations] and mods that are not included with the NAM, to allow maximum usability of the extra network features.
Title: Re: Railway Addon Mod
Post by: JoeST on February 03, 2008, 10:32:04 PM
I was just wondering if offset RAM-1 will be possible?
Title: Re: Railway Addon Mod
Post by: Tolsome on February 04, 2008, 04:29:44 AM
yes, it's possible.;)


my idea is to make two parts:
1) the "network" for the NAM
and
2) stations, signals and all other things around.
Title: Re: Railway Addon Mod
Post by: Starmanw402007 on February 04, 2008, 06:28:21 AM
Hey mayors, I just wanted to say &apls to your new room. And I'll be checking in to see what u guys have done on your project ok.
Title: Re: Railway Addon Mod
Post by: figui on February 04, 2008, 08:30:22 AM
i'd like to say that there are great ideas involved in this project.
unfortunately, for the time being i lack the knowledge on modding/texturing/whatever, nor the time to collaborate &mmm
despite this, i'll be following the progress :thumbsup:

mauricio.
Title: Re: Railway Addon Mod
Post by: jplumbley on February 04, 2008, 08:44:04 AM
Quote from: star.torturer on February 03, 2008, 10:32:04 PM
I was just wondering if offset RAM-1 will be possible?

Are you asking about 1 single offest track?...  If this is what you are asking it is a little too soon to ask that question.  We, need to have a base set before an extended set is considered.  We dont have a base set (base set meaning a base set of RULs) to even think about how far we can take this project.
Title: Re: Railway Addon Mod
Post by: JoeST on February 04, 2008, 08:47:22 AM
Sorry Jason, I am just making suggestions for brainstorming really, and I was definatly not suggesting that that appears in the first full version, just an idea

I also guess that 1 track single direction is out of the question?

Joe
Title: Re: Railway Addon Mod
Post by: dedgren on February 04, 2008, 09:16:30 AM
Jumping back in here...

QuoteI also guess that 1 track single direction is out of the question?

Joe, I have been known to use my special admin powers to lurk around looking at some of the more exotic stuff that's being worked on.  Nothing, literally, is out of the question.  SC4D is becoming like the Manhattan Project [linkie] (http://en.wikipedia.org/wiki/Manhattan_Project).

There's some stuff going on here I would just about give anything I had to be using right now.  The recent releases of stuff like the SAM and new RHW were just a taste of the future of SC4.


David
Title: Re: Railway Addon Mod
Post by: JoeST on February 04, 2008, 09:25:59 AM
oh, stop teasing  :o :o :o :o :o


I LOVE YOU GUYS

Joe
Title: Re: Railway Addon Mod
Post by: jplumbley on February 04, 2008, 09:36:36 AM
Quote from: star.torturer on February 04, 2008, 08:47:22 AM
I also guess that 1 track single direction is out of the question?

Not out of the question, just how much time will it take?  ;)

Things that are not symetrical are much more difficult and time consuming to deal with.  Something like a "offset" 1-rail texture set would require close to twice the textures to be created.  If it is a single direction, then it may even be more because of the pathing.  On top of this it is a two way network at its intended base, one way networks simply cannot create neighbor connections.  And finally, they are very much a waste of space since it only takes up 1/4 of a tile.  Not saying it cant be done, just saying it is a low priority to something that can be done faster and have a greater impact, if you know what I mean.
Title: Re: Railway Addon Mod
Post by: JoeST on February 04, 2008, 09:39:54 AM
of course, and to quote ur sig:

QuoteBringing the new horizons closer to reality.

you guys are far surpassing reality here, thankyou so very much

Joe
Title: Re: Railway Addon Mod
Post by: Diggis on February 04, 2008, 09:41:31 AM
more than twice as many as not only are the intersections not flippable etc, but you would need so many more options to allow for the different options available.
Title: Re: Railway Addon Mod
Post by: RebaLynnTS on February 04, 2008, 12:44:01 PM
Someone on SImpeg asked about mag-lev .. I'm thinking that would be out of the perview of this mod, as it would also require the reskinning of the trains? Maybe a "ground" version of the monorail would be more apropriate for that? Thoughts?
Title: Re: Railway Addon Mod
Post by: JoeST on February 04, 2008, 12:46:15 PM
I would suggest that that might be a separate mod, considering the grand scale of it, and the fact its much like HSRP...

Joe
Title: Re: Railway Addon Mod
Post by: RebaLynnTS on February 04, 2008, 01:48:26 PM
Guess we leave that one for MAM :)
Title: Re: Railway Addon Mod
Post by: pilotdaryl on February 04, 2008, 05:14:49 PM
This is one thing that I am looking forward to!  :thumbsup:  Good luck!  ;D
Title: Re: Railway Addon Mod
Post by: T1 on February 06, 2008, 06:24:50 PM
So is this RHW/RAM ever gonna happen? Because I think it'd be really cool to have a RHW/RAM.
Title: Re: Railway Addon Mod
Post by: threestooges on February 06, 2008, 09:42:10 PM
I would certainly like to help (but I have no idea what I'm doing when it comes to modding). I'd like to wish you luck though, and if/when I figure out how modding and all that works, I would be happy to lend a hand where I could. Until then though, good luck.

-T1: First of all, welcome to SC4D. There is currently an RHW (Rural Highway Mod) and it is available as a part of the NAM (Network Addon Mod) if you haven't seen it yet. I'm sure that the RAM will come about soon enough, but it will take a little while at least to get all of the textures/modding done. I believe the phrase they use to describe NAM updates fits here too: It will be ready when it's ready (though I can't speak for anyone on the project of course). But again, welcome to the community. If you have any other questions feel free to ask, the people around here are quite helpful.
Title: Re: Railway Addon Mod
Post by: T1 on February 07, 2008, 04:59:15 PM
Quote from: threestooges on February 06, 2008, 09:42:10 PM
I would certainly like to help (but I have no idea what I'm doing when it comes to modding). I'd like to wish you luck though, and if/when I figure out how modding and all that works, I would be happy to lend a hand where I could. Until then though, good luck.

-T1: First of all, welcome to SC4D. There is currently an RHW (Rural Highway Mod) and it is available as a part of the NAM (Network Addon Mod) if you haven't seen it yet. I'm sure that the RAM will come about soon enough, but it will take a little while at least to get all of the textures/modding done. I believe the phrase they use to describe NAM updates fits here too: It will be ready when it's ready (though I can't speak for anyone on the project of course). But again, welcome to the community. If you have any other questions feel free to ask, the people around here are quite helpful.

Thank you threestooges. Alright, will do. thanks!
Title: Re: Railway Addon Mod
Post by: ejc on February 08, 2008, 02:00:34 AM
I'm not good at bat & le so I can't help myself, but I truelly want to give you all my support as a rail-enthousiast and I hope this project will come on tracks real soon!

good luck!!  :thumbsup:


E
Title: Re: Railway Addon Mod
Post by: royal on February 08, 2008, 07:40:43 AM
The Betuwe-Line looks great with the different styled catenaries :
http://img387.imageshack.us/img387/4082/betuwe017nv.jpg


I hope this project will come on fast, because I can't wait to use different tracks layouts and I want to help you with German signals, track signs etc. :)
Title: Re: Railway Addon Mod
Post by: hconline on February 08, 2008, 09:11:39 PM
Hmm, interesting.

Congratulations on your own board. Good luck though with all those complex exemplars, RULs, T21's etcetera.  &apls
Title: Re: Railway Addon Mod - Developement Thread
Post by: jplumbley on February 10, 2008, 01:26:09 AM
This will be the RAM Team - Developement Thread, when developement starts.

I have created a "Request" Thread for those inclined to request things.  Just remember not everything is possible all at once and this will be done in due time.  Everything will be given a priority and done based on that priority system.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Henry Midfields on February 10, 2008, 08:36:18 AM
Congrats on your new room folks. &apls

I looking forward to this; it's gonna be awesome...! :thumbsup: Shame that I don't have the technique, or the time to join in...

One question: Will this project include subways as well? (underground railways; in SC4 terms, it's the one that connects with the default el-rail)
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on February 10, 2008, 10:14:12 AM
I doubt it very much, but you never know.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on February 10, 2008, 11:15:00 AM
Quote from: Henry Midfields on February 10, 2008, 08:36:18 AM
One question: Will this project include subways as well? (underground railways; in SC4 terms, it's the one that connects with the default el-rail)


What do you want for subways?

Will HSRP be included in the RAM, because I have started making that again, now my computer seems to have calmed down a it.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Andreas on February 10, 2008, 12:01:10 PM
I'd like to see the HSRP integrated into the NAM somehow - if that means it will be a "RAM Style" similar to the different SAM textures, I won't mind at all. :) This would make sense if the Rail Viaduct models by ArkenbergeJoe were integrated into the RAM in particular, since both the Rail Viaducts and the HSRP are elevated networks. From a technical point of view, all those items will be NAM plugins anyway...
Title: Re: Railway Addon Mod - Developement Thread
Post by: JoeST on February 10, 2008, 12:30:20 PM
But HSRP changes the network speed doesn't it? which means that it cant be just a SAM "texture" override style thing. But definitely all the ArkenbergeJoe models should be integrated as dragalbe network overrides.

Joe
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on February 10, 2008, 12:41:17 PM
Joe: Yes the Speed is changed with the HSRP, so either a compromise or more likely the HSRP will just be an aestecic mod.

But does the RAM include monorail? because thats the network I have been using in the RULs for the texture override.
Title: Re: Railway Addon Mod - Developement Thread
Post by: JoeST on February 10, 2008, 12:47:35 PM
I don't think so.... It seems that the RAM has been associated with every Network that isn't Road....so I cant be sure though.

I think it would be best not to include Monorail and ElRail/Subway in the RAM, as ElRail is modified by the GLR plugin already, and the HSRP is using Monorail.

Joe
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on February 10, 2008, 01:01:34 PM
Subway overrides can only be done a certain way , not with the puzzle piece starter, as far as we know. Overrides for subway was only discovered this month and there are still a lot of issues and things we dont know.
Subway- 4 , etc should be possible but that is a should.
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on February 10, 2008, 02:50:10 PM
I think we should stick to ground rail for RAM, the are plently of other anagrams we could use for the other networks (SWAM .. SubWay Addon Mod, MAM ... Monorail Addon Mod, HAM ... Highway Addon Mod, I could go on)

However, I was thinking ... would it be possible to use a subway station as a starter piece for dragable over-rides?
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on February 10, 2008, 02:57:54 PM
I'm working on some RAM stuff today, and hope to have some pics shortly.  I do think we should start with some readily accomplishable stuff- the wide curves and fractional angle straight puzzle pieces, imho.  Interest will lag if the first products are forever always "on the horizon."


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on February 10, 2008, 03:01:31 PM
I agree.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Andreas on February 10, 2008, 03:53:48 PM
@Warrior: Well, if you already started making monorail overrides for the HSRP, I guess it would be better to continue that way. After all, the monorail is the fastest mean of transportation in the game, so it might be feasible to use it for the HSRP after all. We will have to dismantle the current HSRP beta file anyway, since it includes a custom traffic simulator exemplar that will clash with the NAM Traffic Plugins, and there's other stuff that's probably inconvenient for some users. From a modding point of view, I guess it doesn't matter that much; HSRP stations and automata can be modded for both networks without any problems. I don't know if it's possible to combine rail and monorail starter puzzle pieces within one button, but since both are in the same menu, I assume it would work fine.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Diggis on February 11, 2008, 01:05:55 AM
Quote from: RebaLynnTS on February 10, 2008, 02:50:10 PM
I think we should stick to ground rail for RAM, the are plently of other anagrams we could use for the other networks (SWAM .. SubWay Addon Mod, MAM ... Monorail Addon Mod, HAM ... Highway Addon Mod, I could go on)

However, I was thinking ... would it be possible to use a subway station as a starter piece for dragable over-rides?

I don't think so as it needs to be a puzzel piece to start it.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Henry Midfields on February 14, 2008, 09:21:39 AM
Quote from: Warrior on February 10, 2008, 11:15:00 AM
What do you want for subways?

Will HSRP be included in the RAM, because I have started making that again, now my computer seems to have calmed down a it.

Sorry for the late reply, mate. I was thinking of a 4-lane subway as well, but I guess starting with the regular rail for the moment would be better.  :)

P.S. It would be great, though, if the e-rail (subway version) is included within this project (or on a seperate project) at some stage; it's much easier for me to use, considering it's lack of crashes  :-[ and the amount of BATs available.
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on April 10, 2008, 06:36:02 AM
Who do I talk to about learning to make starter pieces?
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on April 10, 2008, 07:32:15 AM
Talk to Memo, Tarkus or me, You'll probably get a better explanation if you go to Tarkus or Memo though.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Diggis on April 10, 2008, 07:36:46 AM
What a cop out...  ;D
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on April 10, 2008, 08:31:50 AM
Thank you both.
Title: Re: Railway Addon Mod - Developement Thread
Post by: dragonshardz on April 14, 2008, 03:57:22 PM
Not to sound rude, but has there been any development in this other than requests and theoretical stuff?

~~Dragonshardz~~
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on April 14, 2008, 04:40:28 PM
Nothing yet ... I'm thinking I am the onlyone trying to get anything done. But I have hit a dead end, as I have no idea how to make a starter piece.
Title: Re: Railway Addon Mod - Developement Thread
Post by: CasperVg on April 14, 2008, 09:58:12 PM
Perhaps I could try to create some one-track railway textures. Not promising anything
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on April 14, 2008, 11:21:56 PM
RebaLynnTS: I thought you had the tutorial form Tarkus?

EDIT: If you take a look in the NAM Controller and look at the SAM pieces it may help,

If you like I can make the RULs for a starter piece, and then you can take a look at the RULs and work backwards from it/reverse-engineer you own?
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on April 15, 2008, 06:01:39 AM
That would be great. Once I have something to look at I can generally go from there.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on April 19, 2008, 02:41:09 PM
Sorry RebaLynnTS, I have been quite busy with HSR and RL (but mostly HSR ;) ) lately, I will get onto this when I have a bit more time. Sorry.
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on April 19, 2008, 05:17:08 PM
No rush. It's not like anyone else is doing much on this project. But I would like to try and get it started eventually.
Title: Re: Railway Addon Mod - Developement Thread
Post by: north country dude on April 28, 2008, 03:52:56 PM
There are some single track textures in my Rail Yard and Spur mega pack,...will those help?
Title: Re: Railway Addon Mod - Developement Thread
Post by: Toichus Maximus on April 28, 2008, 07:27:14 PM
I've been working with those on my own, North Country Dude, and they're great. But I'm running into some trouble because they're not centered, so the diagonals and curves have become a hassle to lot. I've been using them as eye candy lots with transparent base, so I can work around it usually. I don't know anything about texture making, though, so I can't move the textures so they're centered.
Title: Re: Railway Addon Mod - Developement Thread
Post by: HandsOn on April 28, 2008, 10:04:06 PM
Of course, I have to butt in at every interesting discussion..  $%Grinno$%

But this is definitely the best one yet: yes NAM is great, and am sure SAM will be too, one day. But RAM? That's the best reason for to stick with the game. Kudos to you guys. If I understood ten percent of the discussion I might actually be able to help, but I doubt very much - stike that - I know that all I can do is applaud -  &apls -. And if every you need another guinea pig for this stuff - I did, after all grow up next to German railyard - just holler, I got oodles of time..
Title: Re: Railway Addon Mod - Developement Thread
Post by: north country dude on April 29, 2008, 04:09:45 PM
For Toichus Maximus :

Single track centered rail. 128x128 pixels, color.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F6734%2Fspur116centerpg2.jpg&hash=aa1856ff9bf40c8842f28bfe7e8eea0c60b0d21b)
Single track Alpha image. 128x128 pixels, gray scale.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F6774%2Fspur116centeralphaeh3.jpg&hash=81c5dff519b8387550227e2ddc3130adf757207b)

Centering and aligning rails from one tile to another can be tricky if you don't pay attention to the 2 pixel wide rail used by Maxis on the left track.

Pixel measurement from left to right for a four track tile:

0....7....23....39/40....55/56....72....88....104....120....127

(where 40= a dark shadow and 55 is a brighter gray than 56, but a shade darker than the other rails)
For the single track tile:

0................55....70/71................127

The standard distance between rails appears to be 15 pixels, except for that left hand track, which can be 15 to 16 pixels wide.

Now is everyone adequately confused yet?   %confuso
Title: Re: Railway Addon Mod - Developement Thread
Post by: JoeST on April 29, 2008, 10:35:51 PM
LOL.... thats quite interesting.... I dont see why someone doesnt embark on a mission to standardize all the transit textures making them all even and symmetrical...

it looks like thats just such a huge project...

Joe
Title: Re: Railway Addon Mod - Developement Thread
Post by: north country dude on May 02, 2008, 01:58:25 PM
So,...should I continue with the single track-centered textures? Can they be used as starter pieces? Also, would it be best to just post the .jpg with alpha .jpg's for easy incorporation and leave the IID assignment for the actual mod work?
Title: Re: Railway Addon Mod - Developement Thread
Post by: Andreas on May 02, 2008, 02:33:37 PM
I'd say you should save the textures as PNGs, which ensures the highest quality. From what I see, an ID scheme for the RAM has to be laid out first, but once that is set in stone, and the RULs are written, several texture sets can be created without too much hassle, as long as the textures are there. :)
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 02, 2008, 02:41:56 PM
As long as I'm doing the fractional angle roads for 3RR, I may as well get these out and finish them up, too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F3240%2Frailwidecurvesgq5.png&hash=8982f51ef1bc4d94f63794b20b9b50656289e911)

Ncd, do you have an alpha map you could post for the "vanilla" two track tile?  Thanks in advance.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: Andreas on May 02, 2008, 02:49:54 PM
You mean this one?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F1636%2F0x03031500aha2.png&hash=66d3ed5c7971f8425bdbc04a90997d0a788529d1)

EDIT: Andreas- I know you pointed me once at the SFBT textures- I don't remember how to get on the Exchange or (probably most significant) my password- if I ever had one.  If you could PM me, that would be great.  Thanks so much for the texture- I'll put it to good use right away. -DE
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on May 02, 2008, 03:08:30 PM
I'd be willing to make a base set of RULs, that can be Copy, Pasted, Find, and replace, to use for different sets, though I would need textures and an IID scheme.
Title: Re: Railway Addon Mod - Developement Thread
Post by: dragonshardz on May 02, 2008, 03:42:25 PM
HandsOn: The default height for elevated networks is 15 meters, including rail viaducts and puzzle pieces
Title: Re: Railway Addon Mod - Developement Thread
Post by: Tarkus on May 02, 2008, 03:52:20 PM
Quote from: Diggis on April 30, 2008, 03:45:11 AM
And because it would then add a massive extra loading time onto the game.

Well, this really wouldn't be much different than the Euro Texture Replacement Mod (ERTM) or thianz' texture set.  Granted, it would probably still be a large file, though, since you'd have other networks than just Roads in there.  And textures are pretty darn large in terms of file size, of course.  However, it could be broken up into several packages, though, since it would not be affecting the RULs or any sort of functionality--it'd just be a cosmetic mod.

dragonshardz, actually, the Elevated Puzzle Pieces in the NAM for the various road networks are 15m, but the Elevated Light Rail, Elevated Highway, etc. are actually at 15.5m if I'm not mistaken.

-Alex (Tarkus)
Title: Re: Railway Addon Mod - Developement Thread
Post by: HandsOn on May 02, 2008, 04:09:34 PM
Quote from: dragonshardz on May 02, 2008, 03:42:25 PM
HandsOn: The default height for elevated networks is 15 meters, including rail viaducts and puzzle pieces
Thanks..  :thumbsup:
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on May 03, 2008, 10:05:10 AM
Thanks Peter, I'll keep that in mind. Even though I have had some experience with this before, I never turn away help :)
Title: Re: Railway Addon Mod - Developement Thread
Post by: Nardo69 on May 03, 2008, 02:12:10 PM
Dave, that S - curve is great!

If I may ask I would like to see such a smooth fractured 45 curve with a switch so that the othogonal part has two tracks in order to begin a RR station / Siding in the curve the way you can find such stations a lot in Germany if I dare ...
Title: Re: Railway Addon Mod - Developement Thread
Post by: north country dude on May 08, 2008, 07:35:00 AM
I am having a small problem. It won't interfere with texture creation, but it will seriously impact any testing I need to do. The problem is that I found my SC4 Rush Hour CD cracked in half.  ()sad() Now I'll have to find a new one somewhere,...maybe BEST BUY? Not many local places around here,...oh well.  &mmm


EDITncd- I have several (I lose them and then find them again after buying another).  I would be happy to send one to you in consideration of all your hard work for the community over the years if you still have the need.  PM me an address, and it'll be on the way. -DE
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 11, 2008, 09:22:58 AM
Please note that we have moved the discussion concerning Rebecca's (RebaLynnTS) proposed letter to Electronic Arts (EA) concerning modification of the "game" texture .dat to this new thread [linkie] (http://sc4devotion.com/forums/index.php?topic=4613.0).

Thank you to the folks who commented and PMd concerning the displacement of the original purpose of this thread.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 14, 2008, 08:41:46 PM
OK, I submit these wide curve and fractional angle rail ("FARR") as the first creations of the RAM Team.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F1529%2Fteaser02080514av8.jpg&hash=fbe2f013ddbe950a15b2d75c5871a47c4ed5fede)

They are just textures and still have things to be done (I have to do the alpha textures- that's the first big thing, then they will need to be turned into puzzle pieces), but this is a big step toward breaking the grid for rail as well as road.

I'll post further progress pics over the next few days, but I think the RAM is finally leaving the station.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: thundercrack83 on May 14, 2008, 10:32:25 PM
Hey, David!

As I stated over in 3RR, if you need a tester for the FARR, too--let me know!

Dustin
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on May 15, 2008, 07:03:13 AM
I like the new rail curves a lot.
Title: Re: Railway Addon Mod - Developement Thread
Post by: Cosmic on May 15, 2008, 10:55:48 AM
Awesome! More progress! I can't begin to describe my excitement!!!!! ;D ;D ;D ;D
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 15, 2008, 06:03:54 PM
MMMmmmmmm!  Hand-retouched vector-graphics alpha maps.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F3549%2Fteaser03080515ru3.png&hash=7fde6f842efab02d5dd392bc29bbe03bbe36670a)

We're getting there, folks.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: girlfromverona on May 15, 2008, 10:54:00 PM
You're truly a legend, David!  :sunny:
Title: Re: Railway Addon Mod - Developement Thread
Post by: superhands on May 16, 2008, 06:55:32 AM
they didn't happen to come in single track too hehe ::)
dave
Title: Re: Railway Addon Mod - Developement Thread
Post by: RebaLynnTS on May 16, 2008, 08:09:01 AM
I really like the rail textures that Pegasus is using in his Seaport series, and was thinking of making a set of them for the RAM (with permission of-course). I have been taking a long break from SC4 custom content making, as I am working on another project right now (one I hope to get paid for).

Let me know if there is any other interest in those rail textures, and I'll get started on them shortly.
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 16, 2008, 11:28:59 AM
First output, as usual temporarily on lots so we can take a lookie.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F574%2Fteaser07080516sk8.jpg&hash=b6857196deb4dcf16f6583153e30b78eb4169e50)

Lookie pretty good to me.  I have a mis-aligned tie problem in one of the mirrored tiles and they appear too dark at lower level game views, but I'm working on that.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: HandsOn on May 16, 2008, 12:12:53 PM
This indeed looks good; much better than anything out there right now. I'm certainly no expert, but I tend to wonder if these, presumably new textures will affect other in-game textures and/or mods. I mention it because I just experienced such a problem, with an alternate rail texture mod which in turn nullifies a rural street mod texture. Can't help to be curious..  &Thk/(
Title: Re: Railway Addon Mod - Developement Thread
Post by: threestooges on May 16, 2008, 01:08:11 PM
Excellent results. You've done away with what I've always seen as a whiplash curve. From my little experience with model trains, I thank you for this little beauty. Good work.
-Matt
Title: Re: Railway Addon Mod - Developement Thread
Post by: TheTeaCat on May 16, 2008, 02:46:53 PM
looks very good indeed &apls &apls

:satisfied:
TTC
Title: Re: Railway Addon Mod - Developement Thread
Post by: dedgren on May 17, 2008, 01:28:15 PM
Finishing up the textures for the fractional angle curve long end.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F1517%2Fteaser10080517un0.png&hash=707565bbf110aa52f3f0c465b8ea08fcf49cfacc)

This is just one of those jobs...

Later.


David
Title: Re: Railway Addon Mod - Developement Thread
Post by: freedo50 on May 17, 2008, 06:30:54 PM
David, I don't know if you know, but Adobe Photoshop has a way of preserving the transparency of a layer. This seems like an easy way to make your alpha maps to me, it works like this:
1. You make the curved textures.
2. You make a copy of the layer and lock it's transparency.
3. You then fill it with #000000 and you (should) get instant alpha maps.

If you want to throw one of these curves my way, I'll test out the theory tomorrow, becuase I don't think you have photoshop do you?

Fred
Title: Re: Railway Addon Mod - Developement Thread
Post by: dragonshardz on May 17, 2008, 08:53:07 PM
No he has a version of PaintShop Pro.
Title: Re: Railway Addon Mod - Developement Thread
Post by: bat on May 18, 2008, 08:54:12 AM
That's looking really nice, David!  ;)
Title: Re: Railway Addon Mod - Developement Thread
Post by: kassarc16 on May 18, 2008, 03:01:20 PM
Looking great on the S-curve and the FARR! A quick question: Would it be possible to get a piece that also has a switch for the top tile?
Title: Re: Railway Addon Mod - Developement Thread
Post by: allan_kuan1992 on July 01, 2008, 08:03:05 PM
bump...

Eh... has there been any recent progress in here? If no, I don't think this should be kept alive and should be moved to an archive section.

- Allan Kuan
Title: Re: Railway Addon Mod - Developement Thread
Post by: north country dude on July 05, 2008, 08:39:19 AM
Yes! I'm still working out some new texture designs for single trackage.

Problem is, that RL job/employer is very, very busy during the summer months(http://www.pendragontheatre.org/ (http://www.pendragontheatre.org/) ), also, when I had my computer repaired/rebuilt, it seem that the repair guy "downgraded" my PC with a very cheap GPU. (original system had an adequate nVidia GeForce 6100 chipset, it now has some sort of S3 chipset with only 64mb ram and constant errors.  ??? )

Title: Re: Railway Addon Mod - Developement Thread
Post by: allan_kuan1992 on July 07, 2008, 06:28:34 PM
ah... nice to see some update though at least.

Hmm... everyone's being plagued with RL. Wish it wasn't there, but hey, it is, so...

- Allan Kuan
Title: Re: Railway Addon Mod - Developement Thread
Post by: gardenwong on July 11, 2008, 09:04:31 AM
um......I am looking forward to this
Title: Re: Railway Addon Mod - Developement Thread
Post by: metarvo on August 06, 2008, 10:15:37 AM
Just a little bump in the road...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F4617%2Fw81ok2.jpg&hash=86a30380609082a298c02d520d7569fd68afdb03) (http://imageshack.us)
I hope the RAM hasn't ran out of RAM.  Anything that actually allows single-track railroads gets my vote.
Title: Re: Railway Addon Mod - Developement Thread
Post by: sim-al2 on August 06, 2008, 11:14:39 AM
The revolution, she is dead.  &cry2
Title: Re: Railway Addon Mod - Developement Thread
Post by: metarvo on August 06, 2008, 01:53:28 PM
She was derailed in her prime.  I barely knew her. ()sad()
Title: Re: Railway Addon Mod - Developement Thread
Post by: freedo50 on August 07, 2008, 09:28:19 AM
Unfortunately it looks like this thread/project has died. However, if you have any useful development information to contribute to this thread, feel free to post.

Otherwise, please refrain from posting.

Thanks,
Fred
Title: Re: Railway Addon Mod - Development Thread
Post by: dedgren on August 07, 2008, 12:46:25 PM
Actually, Fred and all, it hasn't.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F8449%2Fitsalivehn3.png&hash=749b628f31db883b35b9fdb824647317206d4974)

IT'S ALIVE!

Here's the deal, folks.  As much as I am a huge fan of SC4 rail, I have no desire to push things along here, as most of you know that I've got some other things going on at SC4D.  "3RR" might ring a bell...

The wide curve and FARR pieces are in alpha and have come as far as they have because an ad hoc group of SC4D members have been willing to take time from projects that they have going to work on the stuff that I don't know how to do.  These include Alex (Tarkus) who has done the puzzle pieces and pathing, ebina who has done an amazing job tarting up the S3D files, and Jan (Swamper77) who has done the T21 work on the crossing gates.

Did I say crossing gates...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F7610%2Fteaser08080701wt2.jpg&hash=0540187a3766054e31e65404084ef5e30c9b128c)

All of the wide curve and FARR stuff is about that close to a beta.  We need more, though, if there is to be a real "RAM Team," than beta testers.  I have spoken on this at length in the Team's private thread.  If you are reading this and have access to it, please reread what has been posted there to date.  If you are reading this and genuinely would like to be a contributing member of the RAM Team, please send me a PM.  It is literally, imho, the biggest opportunity that's out there today to do breakthrough transit stuff in an area (rail) that has only had the surface scratched.


David 
Title: Re: Railway Addon Mod - Developement Thread
Post by: JoeST on August 07, 2008, 12:57:43 PM
Hey David,

this isnt all just a praise (read as spam ;D) post. I was wondering if i could see some sort of image file for your curves...

as I am playing round making points....

Joe

EDIT: naw, dont bother, I am HOPEless with graphics and texture creation
Title: Re: Railway Addon Mod - Developement Thread
Post by: rushman5 on August 07, 2008, 05:27:46 PM
That is awesome, another implementation of the endless areas to expand the game.  Excellent work, and being this close to beta release is even more promising.  &apls
Title: Re: Railway Addon Mod - Developement Thread
Post by: Orange Julius on August 14, 2008, 04:13:44 PM
Gee, all that needs is nice stop lines and it is DONE AND AMAZING!  :o

It's a crying shame that the Single-Track-Railroad project will never materialize. :'(

But I would really like to help...somehow...  :-\
Title: Re: Railway Addon Mod - Developement Thread
Post by: Girafe on September 09, 2008, 02:06:17 PM
Very good work I am waitinf for this new RAM

just one question what do you mean with "auto train" ?

ps : I am skin maker for french train  (my realisations : http://www.toutsimcity.com/forums.php?viewthread=469650 (http://www.toutsimcity.com/forums.php?viewthread=469650))  if you need someone I can help
Title: Re: Railway Addon Mod - Developement Thread
Post by: MassHelper on September 10, 2008, 06:21:36 PM
Girafe, by auto train, they meant:
The Amtrak Auto Train that runs along Eastern USA between Lorton, Virginia and Sanford, Florida, or
The auto rack owned by the TTX

http://en.wikipedia.org/wiki/Auto_Train (http://en.wikipedia.org/wiki/Auto_Train)
http://en.wikipedia.org/wiki/Autorack (http://en.wikipedia.org/wiki/Autorack)

;) Mass
Title: Re: Railway Addon Mod - Developement Thread
Post by: ejc on September 10, 2008, 11:00:21 PM
http://upload.wikimedia.org/wikipedia/commons/5/55/DB-Laaeks25804366678-7.JPG

european car-trains are just more beautiful!

good work on those Co-Rail skins Girafe!
Title: Re: Railway Addon Mod - Developement Thread
Post by: Girafe on September 11, 2008, 03:33:38 AM
Ok thanks  :)
Title: Re: Railway Addon Mod - Developement Thread
Post by: MassHelper on September 11, 2008, 07:39:13 PM
ejc

Nice AutoZug pic
Title: Re: Railway Addon Mod - Developement Thread
Post by: inspecter on September 20, 2008, 08:16:53 AM
Quote from: Orange Julius on August 14, 2008, 04:13:44 PM


It's a crying shame that the Single-Track-Railroad project will never materialize. :'(


Wait they are not gonna have Single track rails??? :\ I thought they were?
Title: Re: Railway Addon Mod - Developement Thread
Post by: Shadow Assassin on September 20, 2008, 08:22:22 AM
Er...

The project's still very much alive and kicking (http://sc4devotion.com/forums/index.php?topic=112.msg181720#msg181720).
Title: Re: Railway Addon Mod - Developement Thread
Post by: MassHelper on September 21, 2008, 07:25:06 AM
It seems to be that dedgren added a single rail switch in his 3RR topic. (Click on shadow's link)

:) Mass
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on September 21, 2008, 07:31:03 AM
That's not all that's been thought of, some of the more basic stuff has been added into game already, keep your eyes open for more  ;)

Jonathan
Title: Re: Railway Addon Mod - Developement Thread
Post by: MassHelper on September 21, 2008, 12:11:30 PM
Gee, Jonathan. Wat do u mean? XD
Title: Re: Railway Addon Mod - Developement Thread
Post by: MassHelper on October 06, 2008, 01:01:38 PM
FARR is almost ready to go....

Just need to wait for the single line (or three-track) rail to pop out...

:) Mass
Title: Re: Railway Addon Mod - Developement Thread
Post by: TRD121 on February 19, 2009, 12:31:35 PM
Is the RAM abaible to download¿?
Thanks
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on February 19, 2009, 02:47:33 PM
Just wait a little longer  ;)

Jonathan
Title: Re: Railway Addon Mod - Developement Thread
Post by: Dexist on March 01, 2009, 09:33:21 AM
is there already a air date know or something near that?

thanks
Title: Re: Railway Addon Mod - Developement Thread
Post by: Jonathan on March 01, 2009, 09:35:33 AM
Not really, but its imminent ;)

Jonathan
Title: Re: Railway Addon Mod - Developement Thread
Post by: GNUCyberKat on March 01, 2009, 01:13:19 PM
I am very excited for this project to be released. ;D

I am a model railroader (N-scale) and really enjoy bringing rail to life in my regions.  Single track rail (the beta) so far has been an interesting addition that is helping me create much better visualizations of rail service.  I enjoy building railyards, interchanges, and more realistic rail operations.  The RAM should really help this along.  Hopefully I can begin to start figuring out how to build/lot some more industries that have rail connections for simulating rail traffic.  Plus more rail-realated buildings for yards, etc.

Thanks for all of your work on this mod.

Scott
Title: Re: Railway Addon Mod - Developement Thread
Post by: spinmaster on March 20, 2009, 08:50:21 AM
This has been one of the most important additions to the game for me, since NAM itself. Always hated running the default dual-track through little towns that rarely see enough traffic for even a single line. Thank you!!!

Question (of course  :P): am I the only one not seeing train automata appear on it though? I do get those little green "things" (someone please enlighten me as to what they're really called), I can UDI a train just fine, I do see trains on the dual-track, and route-query shows the STR rails are being used with no breaks or gaps... yet I never see the game's automata trains on them. I don't want to post it as a bug if that's expected behavior though.
Title: Re: Railway Addon Mod - Developement Thread
Post by: sim-al2 on March 20, 2009, 12:04:51 PM
The automa appears only sparingly if the line does not have high usage. Those "little green things" are called track checkers. :D
Title: Re: Railway Addon Mod - Developement Thread
Post by: spinmaster on March 20, 2009, 02:11:55 PM
"Track checkers" ... seems oddly uncreative, but if that's what they're called... eh, better than "little green things" I suppose, thanks  :thumbsup:

"Sparingly" ... I know, but I'm talking I can literally stare at the screen for several game days, zoomed at or near max, and not see a single train, even though according to the route-query the rail is carrying 1000+ passengers. I know that's still not "a lot" but with dual-track it was more than enough to see a train at least occasionally. Well anyway, I shall surmise from your reply though... it is in fact "just me" having this problem, so I guess I'll have to troubleshoot it myself. must be something conflicting, though I haven't added anything new in long time except this and the new NAM (along with RHW). Anyway if I figure out what it is I'll reply, just in case someone else runs into the same thing.

Figured it out - my own thick head. I had believed the adjacent-style stations wouldn't care if the track was dual or the new STR. Even noticed that when placed, they "worked" just fine... but only sort-of. The simulator will use them, hence why route query worked. But no automata - until I converted the track immediately next to the station to dual. Not to blame anyone else for my own lack-of-thought, but it's not clear in the readme that this would happen (or is it yet another "only me" thing?), just a mention in there about "if someone wants to make stations...". The TE'd stations with dual tracks obviously would need at least a visual change, but I didn't think the adjacent stations would need any fixin'. Makes sense though, I suppose... if the simulator's automata tries to start at some position relative to the building, for STR that would put it half off the track unless that position is tweaked. So... anyone have a tutorial how to do that tweaking (assuming it's even possible)?
Title: Re: Railway Addon Mod - Developement Thread
Post by: sim-al2 on March 29, 2009, 05:44:30 AM
I think there may a problem with a NAM componet, because several people on ST have reported problems. &Thk/(
Title: Re: Railway Addon Mod - Developement Thread
Post by: zakuten on April 10, 2009, 05:27:51 PM
Of course, you could always take that bug as a strange-unintentional dash of realism, after all, don't more than a few single-track-line stations widen out to two for passing in the station?
Title: Re: Railway Addon Mod - Developement Thread
Post by: j-dub on April 10, 2009, 06:27:24 PM
What bug? I could of sworn actual used trains would appear at the station and take off on the STR. I tried it and that was the case. However, personally I like to widen up to two rails by the stations, then narrow down. You should not encounter a problem as in the simulator with Maxis stations next to the STR as the track should not be a part of the lot anyway, or are we talking about dare I say TE-ed stations? The bigger Maxis station with the junction would not make sense with STR going through it anyway.