• Moose

Highway Re-Styling Mod v0.4 - US and Euro 0.4

(4.83)    (24 Reviews)

6 Screenshots

About This File

Highway Re-Styling Mod (HRS) version 0.4 - US and Euro Textures

 

What is the HRS?

The HRS will remodel your Maxis Highways, removing the concrete barriers in the middle and on the outside of the highways. The models included in v0.4 were made by Mandelsoft, who made the previous version of the mod.

It will also change the texture to match the current Real Highway Mod textures.

 

What's included in the download?

There are files available for download. The zz_HRS_America file will restyle your Maxis Highways to match American textures, and the zz_HRS_Euro file will restyle your Maxis Highways to match European textures.

 

How do I install this mod?

To install this mod, unzip the downloaded file (either the America version or the Euro version), and copy the folder to Documents/SimCity 4/Plugins

IMPORTANT: Ensure the included .dat file is INSIDE a folder in your Plugins, for example the path might be Documents/SimCity 4/Plugins/zz_HRS/zz_HRS_*version*.dat .

 

If you have the NETWORK ADDON MOD v31 or higher...

You may need to place the included folder into your z___NAM folder in order for the mod to function correctly.

 

I have an issue/question/request!

Please post in the Development and Support thread.

 

Dependencies

None!

 

Recommended Mods:

Network Addon Mod, available here.

 

Incompatible Mods:

This mod is incompatible with any other mod which alters the textures/models of the Maxis Highways, for example Project Symphony included in the Network Addon Mod, or any other Maxis Highway retexture mod, including the previous versions of the HRS.

 

Expect updates in the future, remember the mod is not yet at version 1.0.

 

Thanks, Sam.


What's New in Version 0.4


Released

  • v0.4 - Updated textures to match current RHW networks, both Euro and US.




User Feedback

I love what you're doing here.  I've always preferred the plop 'n' go nature of Maxis highways despite their high cost in cosmetic realism.  This mod goes a long way towards reducing that compromise.  Are there plans to improve the appearance of elevated highways as well? Thanks for keeping these underrated networks alive!

Share this comment


Link to comment

Looks great, but can you add more close up pictures? I want to know if its worth getting. :)

I've uploaded a closeup screenshot of the Euro version. The American version uses the same models but with US textures :)

Share this comment


Link to comment

Will this work with NAM 30? :P (I still haven't updated D:)

Yup, it certainly should do :)

You should do concrete as well

Hopefully in the future I'll get some alternate texture sets out there. If you're wanting to use existing texture sets such as the Maxis Default, it should be okay, however the hard shoulders might be a strange colour. If this is the case, I'll upload another file containing a modified Maxis base texture.

Share this comment


Link to comment

Well, it was an interesting try.  Unfortunately, it gave a very choppy look from further out, particularly the elevated highways.  Switched back to the Maxis standard grey.

Share this comment


Link to comment

Well, it was an interesting try.  Unfortunately, it gave a very choppy look from further out, particularly the elevated highways.  Switched back to the Maxis standard grey.

Sorry to hear this, if possible could you post a screenshot to the Development and Support thread and I'll see if I can get anything changed within the mod itself.

Share this comment


Link to comment

Well, a few things:

 

1.  Those are the European textures; I'm using the US set.

2.  That's still a pretty close-in view; I noted that the choppiness is apparent from further out (the two furthest magnifications, to be specific).

3.  That's a flat, straight highway; mine have curves and grades.

 

I'm a bit loathe to reinstall the mod just to produce screenshots, but I'll see what I can do.

Share this comment


Link to comment

@JessiLaurn - I do know what you mean about the choppiness - it's because the white stripes are a bit more intense on this Highway texture than they are on the standard Maxis textures so they get a bit "pixelly" as higher zoom levels ... but it doesn't, to me at least, seem any different to the NAM textures in that respect. If you've got the NAM installed you don't really notice it overly much... and I'd prefer a little choppiness to having that unpleasant black/grey shift you get when transitioning from an Avenue or RHW to Maxis Highway.

 

I just wanted to put up a screeny of this highway mod in situ, especially with the RHW transition as that's where the improvement is probably best highlighted ;)

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now
  • Announcements

    • Dirktator

      03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
  • STEX Featured

  • Similar Content

    • By matias93

      Southern winter vacations had arrived, and with them, free time to experiment with the game. After years of playing and roaming the site, a simple test on using a sidewalk mod overflowed on the creation of my own sidewalk mod, all thanks to the high tech advancements by Rivit and MGB (a.k.a. rsc204).
      Well, in fact it begun a little before: in March I uploaded a fictional map, and surprisingly, people is using it!
      So, to take advantage of the momentum already gained, I'm opening this thread, to give support on this couple of humble custom content I've done, but also to try creating something more. By now, I let you with what is already done:
      Ciudad del Lago (map)
      A 24x24 km square region with lots of hills and natural canals, and plenty of pre-terraformed plains to build
      Veredas Santiaguinas (sidewalk mod)
      A Santiago de Chile inspired SD sidewalk mod for Maxis networks, lots and NAM networks, made with MGB's Automated Sidewalk Mod. Now it also includes SCILT support!
      Basaltic Sands (sand and beach texture mod)
      Blackish SD sand textures for basaltic beaches, from Polynesia to Iceland
      Basalt Column Tiles (sidewalk mod)
      A SD sidewalk mod made of sliced basalt columns, for your hotspot-placed cities <-- working on this
       
      Basalt Columns (cliff texture mod)
      A SD cliff texture that mimics basalt columns, with different hues for various locations: Iceland, Spain, Yellowstone, New Zeland, Taiwan, etc. <-- researching
       
      m93 KOSC SuperSHK+ retexture for Veredas Santiaguinas and Sudden Valley (override of SuperSHK textures)
      What it says on the title  
       
    • By pcwhiz24
      This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles.
       In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course)
      I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow.
      The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world.
      The World... Also, these cities are in the same planet as The World Journal!   Where does this take place?   Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary:  It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two.     I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings.
      Before I start, I choose my starting Mods, NAM being the first one of course:
      Note the classic traffic Simulator is selected, to make it harder for me
      Here is the plugins folder I'm using for all this:
      If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need.
      I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it! 
       
       
      The Beginning...
      We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to super-cell thunderstorms, making it highly prone to tornadoes and waterspouts (kind of like tornado alley), flooding and electrical storms.
      The settlers find the perfect spot, a nice little patch surrounded by beautiful lodge poles, oaks and many other types of trees:
      Take note, there is absolutely NO money to start with. How is this possible, you may ask?
      With a nice little $5000 loan of course!
      The city shall be named "Woodland Metropolis II"
      With no other choice, we will have to start our city in debt!
      We'll have to spend our money wisely, and we shall start very small...
      A small simple street.
      It's all we need for now. The Windmill seems like the perfect plant to begin with. We lower the budget to 10!
      A challenge like this really makes you keep mind of your budget, and to truly minimize your expenses. It'll be a while before I become profitable!
      We have a nice, small little town! Unfortunately, we're already at a loss...We're losing $30 a month, most of which is coming from the loan payments!
      Two small shops, a few houses and two farms makes up this quaint little village. It's hard to believe that one day, this place will have 1 million sims!
      In a desperate attempt, I zoned a small industrial factory just north of the two stores;
      But this required raising the funding for the Windmill to supply the power to the hungry factory! We're making more money but we're also losing more money! This could be the beginning and the end, with only $273 left!
      (Note how the main loss is from the loans, but we can't afford to wait can we?)
      So here we stand, with our money dwindling, we are already losing this town. Is this the end? The shortest City journal ever to grace Simtropolis?
      We have three options:
      1. raise the taxes,
      2. Take out another loan
      3. Invest the rest of what we have and cross my fingers...
      Woodland Metropolis II has over 90 Sims, all low wealth, with two shops, two farms and a factory.
      We need your help! What can we do? Comment below for suggestions and we shall see in the next update if the crisis is resolved! Stay tuned...
    • By Judazzz
      Hey guys,
      I've  been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving.
      In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa*





      Some more action photo's.

      Addendum April 4th, 2016:

      I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage
      Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots.
      ETA for v1.0.0: for the time being unknown.


      Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are):

      - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined).
      - color picker to change the fog color;
      - color picker to change air pollution color;
      - slider to change the strength of 'ground wetness';
      - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT;
      - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion;
      - who knows what else I'll come up with (feel free to make suggestions!)

      For who is this mod:
      - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition;
      - players that like to have control over the environment when making Let's Plays;
      - players that love to have a more artistic/photographic approach to taking screenshots;
      - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain);
      - anyone else
       
      Thank you:
      - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods;
      - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding!
       
      If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
    • By Bipin
      Thank you for choosing Bipin's Industry Essentials pack! This download comes packed with four growable and ploppable warehouse and factory outbuildings, three smokestacks, a massive cooling tower, two utility buildings; one for power and one for water, as well as the essential transit-enabled lots for an HD, grungy road that may be plopped over the standard Maxis ones to give some old-time appeal! Furthermore, some filler items and extra props for the lotters out there are included.
       
      This is my largest upload to date. Don't forget to check out the pictures to see what's in store. You can expect to see "Vol. 2 - The Rust Belt" soon. Also be sure to check out my thread to see what's coming up after this: 
      community.simtropolis.com/topic/46654-bats-by-bipin/?view=getlastpost
       
      Required Dependency Links:
       
      http://workingman-productions.co.uk/downloads/wmp_power_lots.html
      http://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/
      http://community.simtropolis.com/files/file/26504-wmp-allotment-set/
      http://community.simtropolis.com/files/file/26425-paengs-grunge-concrete-set/
      http://community.simtropolis.com/files/file/28814-paengs-grunge-ind-alleys/
       
      Optional Dependency Link:
       
      http://community.simtropolis.com/files/file/27200-light-replacement-mod-lrm-v40-mega-pack/
       
      Psst... I hope you enjoy this little Festivus/Christmas present Simtropolis. I've been pretty ill recently, but I wasn't going to let that stop me from giving all you deserving members out there a gift!
    • By DannyN
      Everytime when I open a game with the "Ploppable RICO" mod on, it shows a message with an error. Also, the mod doesn't show up ingame
      The message says:
      A Mod caused an error [ModException]
      Details:
      System.TypeLoadException: Could not load type 'ColossalFramework.PlatformServices.PublishedFileId' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'.
        at System.Linq.Enumerable.Any[PluginInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 
        at PloppableRICO.Util.IsModEnabled (UInt64 id) [0x00000] in <filename unknown>:0 
        at PloppableRICO.XMLManager.Run () [0x00000] in <filename unknown>:0 
        at PloppableRICO.Loading.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 
        at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 
      ModException: A Mod caused an error
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments