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Maxis Highway Override - Concrete Retexture by Bipin, MGB & Samerton 2.0.0

(5.00)    (8 Reviews)

2 Screenshots

About This File

Maxis Highway Override - Concrete Retexture
by @Bipin, @rsc204 and @Samerton

 

Information
- This mod will replace the textures for the Maxis Highway Override network included in the Network Addon Mod to a concrete texture.

Installation

- To install this mod, paste the folder entitled "z____Concrete_MHO" directly into your plugins folder.
- If you are installing the mod into a custom folder within your plugins, ensure it loads after the Maxis Highway Override itself.

- Four optional files are included, please remove any that aren't needed:

  - z_BTM_Patch.dat
    For users of the Shinkansen (BTM) mod included in the NAM

  - z_Moonlinght_Alternate_ELR_Patch.dat
    For users of the Alternate El-Rail mod included in the NAM

  - z_RRW_Patch.dat
    For users of RealRailWay from the NAM

  - z_JapNAMFL_Overpasses_Patch.dat
    For users of the Japanese NAM Facelift Mods Overpasses. Ensure this loads after the Japanese NAM Facelift mod itself.

  Including these files without having the corresponding mods installed may cause issues.

- To uninstall this mod, simply remove the folder containing the mod (by default "z___Concrete_MHO") from your plugins folder.

Dependencies
- Network Addon Mod with Maxis Highway Override installed

Special Thanks

- Thanks to @MandelSoft for providing the model files for the Maxis Highway Override tunnel entrances

- A huge thanks goes to @rsc204 for the new version 2.0 models and fixes - check out other projects by rsc204 here

Support
- If you're experiencing an issue with the mod, you can find the support thead here: 

http://community.simtropolis.com/forums/topic/59701-samertons-retextures-development-and-support/

 

Textures created by @Bipin and Samerton - check out other projects by Bipin here

Modded by @Samerton


What's New in Version 2.0.0   See Changelog


Released

Credit for this update goes to @rsc204, huge thanks to him!

- Update models for NAM 35

- Update MHO tunnel model textures

- Fix a couple of outdated model textures

- Include support for the BTM, RRW and alternate El-Rail implementation within the NAM, as well as the Japan overpasses mod





User Feedback

To those saying it needs to be integrated with the NAM, have you really thought about why? If NAM included every texture mod under the sun, that wouldn't make it better. It not only inflates the size of the NAM package, but gives the team more things that need maintaining. As Tarkus pointed out recently, we're inclined to moving in the other direction right now.

Such texture mods IMO, are much better kept out of the NAMNAM integration would not improve this mod in anyway, it merely changes the method of distribution.

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how <bad language removed> do i uninstall this mod?????????????????? this mod is horrible.

Vulgar language has no place on a PG-13 site and it's disrespectful to the rest of the users

Moderator Terring


  Edited by Terring

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@155guy ... You read the description?  

Quote

- To uninstall this mod, simply remove the folder containing the mod (by default "z___Concrete_MHO") from your plugins folder.

 

*:read:

JP Schriefer likes this

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  • Announcements

    • Dirktator

      06/30/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
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    • It doesn't even look like a convention center. Looks like a building at a community college or a state university.
    • Wow, what a fantastic building! I like the intricate shapes of this one, and the many different areas. There are so many details to take in that it really takes a while to grasp the entire structure. I also agree that there's not much going in in terms of conference centres, so this really fills a gap. Kudos for all the reward modding too - I know that part is pretty tedious und ungratifying work (unless you're some sick masochist ). What I also like is how well the lot complements the building, and it acomplishes that with so few and so simple means. Just a few default overlays and props, and we have a lot that leaves nothing to be desired. The one tiny suggestion I have is that all your recent buildings have had their names (and, in cases like this one, also their function) baked into the model. This is not bad generally because it allows a better visual appearance, but sometimes it limits flexibility a bit. The building in question could totally double as a modern city college, for example, or maybe even as a university (not all modern universities are sitting on a lush campus, after all!), but then there's the "Convention Center" lettering in front. I guess it can be covered with cleverly placed flora props... Fun fact: I never knew that there was an Occupant Group "burning dude maker" - what the...???
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