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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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0 Members and 2 Guests are viewing this topic.

greenbelt

 ;D  Thank you so much.  I thought I'd looked everywhere for the right piece.  Guess I didn't tab all the way through the RHW Transition pieces.

The_Mario_Man

I'm having two issues about the nam... well... one is really a question.


The issue: I have the dark asphalt highway textures installed. They work good on most interchanges, but on the trumpet interchange they seem to alternate between the new and old textures.

The question: Will farr intersections ever be released? I wanted to make a Times Square style stretch of road using the farr, but with the inability to create intersections, it didn't go over the way I planned.

carkid1998

The reason that the textures alternate is either that asphalt textures have yet been developed for that intersection or that you haven't put the mod in the  NAM folder and put ZZZ at the front of the file name.   Answering your question FAR intersections are being developed.                                                                                                                                   
Sendona... Coming soon!

The_Mario_Man

Awesome. I did what you said, but the problem is still there (although to a lesser degree). Thanks!

Blue Lightning

Even the most recent HRS does not replace most of the Trumpet and partial Y interchange textures as they do not have the proper texture. FAR intersections should be u/d.
Also known as Wahrheit

Occasionally lurks.

RHW Project

dlo§rhuj

Many avenue-one way interchanges don't work at all for some reason. Here's one, there are some others as well.


Korot

Did you accidentally install the LHD plugin? That might explain the missing paths, as I never have experienced this issue. (Or I just didn't look hard enough)

dlo§rhuj


deathtopumpkins

I've never bothered looking at those paths, but intersections of that nature (avenues terminating at OWRs) do not appear to work for me either.
NAM Team Member | 3RR Collaborater | Virgin Shores

Amtrak7

I just realized that my problem also occurs when upgrading a road - avenue T-intersection on an Avenue-Avenue intersection.

Tarkus

dlo§rhuj, I'm not sure what would be causing your issue.  I've got paths here on my end.  



The path in question is 0x091a5500.  It's contained in SimCity_1.dat (along with all other Maxis path files) and there's no modified version of it anywhere in any of the NAM .dat files.

The only thing I can think is that you've got some sort of other non-NAM mod that includes a path file at 0x091a5500 that's been modified to work incorrectly.  I notice you have a traffic signal on your intersection instead of a stop sign, too . . . I'd presume you've got some sort of cosmetic mod there that's doing that.  That might be the culprit.

-Alex

deathtopumpkins

I also have a signal instead... and do not recall ever downloading any cosmetic mod that deals with that intersection.
NAM Team Member | 3RR Collaborater | Virgin Shores

bap

Hi Alex,

I have one suggestion & request. The supporting pillars are an important thing in making a beautiful bridge. We have tons of nice bridges available, Maxis original and NAM ones, that allow nice crossing over game water. When it comes to make elevated bridges to cross over canals, the only choice is to use the elevated road, owr and avenue over-empty-terrain puzzle piece (I have the new can-am in mind, where the bridge cannot be at water level or the canal boats would not be able to pass below the bridge). It would be good to be able to make 'bridges' over canals as beautiful as the ones over game water. How hard would it be to change the round, light-gray pillar that comes with the road, owr & avenue over-empty-terrain puzzle piece to have a more bridge-like look? Something similar to what is available for the elevated rail puzzle piece (the user even have some three different style pillars to choose from when installing NAM) would already be a tremendous improvement.

Cheers,
Bap

darraghf

dlo§rhuj: That problem happened to me before I got the NAM. It worked perfectly when I got the NAM back in June 2008
Darraghf on SC4D, Rainyday on ST, Darraghflah on Simpeg

fuleful

A couple of issues I hope someone can help me with (I have the latest NAM release on a fresh and patched SC4 installation):

First of all, I don't get any road turning lanes at road-avenue intersections. I do get turning lanes at road-road and avenue-avenue intersections, though.

Secondly, something seems to be wrong with the avenue pathing (or query tool). The query tool tells me that there is traffic in one direction (say 1000 cars), but not in the other. But the green commuter arrows tells me that there is traffic in both directions. I use the Z traffic simulator.

Thirdly, something is odd with the showing of automata. Cars are only visible for a second or two, before they disappear again. This is kind of sad, since I always found it amusing to follow cars around.
Another issue with automata is connected to my second point above. Cars are only shown in one direction of the avenue (strangely, the one which the query tool says has no traffic). In the other direction, there are no cars shown.
I don't use any traffic generators.

Any suggestions?

deathtopumpkins

1) There are, as of yet NO road/avenue turning lanes. That's coming in a future release.

2) Let the game run for a few months. It sounds like you just need it to recalculate the commutes.

3) A limitation of the game itself. Cars have always, and will always, do that in SC4.
NAM Team Member | 3RR Collaborater | Virgin Shores

heitomat

Regarding the missing turning lanes, you'll notice that there are other lanes "missing" as well.

Such as:
- Ave/Ave/Ave T-intersections.
- Road X-intersection where one of the intersecting roads are one-way road/street.

(If what I've said proves to be wrong, I might have to check my NAM-installation..  ;))
Be gentle with me - I'm Norwegian

deathtopumpkins

Please people, read the readme. It says the only intersection combinations that currently have turning lanes, which are road x road +, road x road T, and ave x ave + .
NAM Team Member | 3RR Collaborater | Virgin Shores

heitomat

@deathtopumpkins: ..wich is what I was trying to explain to fuleful. Anyway, you explained it way better than me. The readme usually has the answers..
Be gentle with me - I'm Norwegian

Traveller

I hope this is the right place for this, I am looking for a way to get GLR over water(a proper bridge). Actually I have this alleady but it looks like crap. I used ground to elevated rail transition and it promptly sinks to the lowest point of the river. I managed to join two of these togther so while it works, it looks awful and is basically submerged ::). Will GLR bridges over water be a future release, or is it somehow included now only I'm just not seeing it?