Hi Community, this is a public appeal for help to keep the STEX up and running! We currently need your help to offset some of our operational costs and upgrades! As you know, we've always relied on community donations to help keep the website running. And while all our admins and moderators volunteer their time to managing the site and community, we do have modest expenses that we need to cover each month which includes our server hosting fees, software and support licenses, etc. So lately, we've experienced a slump with donations and we're beginning to feel the pinch! We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me! Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated the last couple weeks -- we really appreciate it!
Updates in progress... Please stand by... 01/22/2016We're still in the middle of updating things, please bear with us! Some things may appear strange or not quite working right - we're working on it!
212 posts in this topic
Local-Only Train Stations Mod
I finally made thing long awaited mod, and it only has 180 lines of code!
This would have solved so many problems in my cities, where outside trains jammed my whole train network.
Press ALT while placing or relocating a passenger train station to make it only accept local traffic (no trains from other cities). Note that you have to re-place a station to switch between "local" and "local & outside".
Modular Park with Red Gravel Paths
I took a short break from learning and work and made this park. I noticed that there is a lack of "neutral" park assets, so I made a modular one that fits into every city.
I learned how to use the Skin Modifier and the Texture Paint mode in Blender. The Skin modifier is the perfect tool for pathways, trees and other things made of "bones". The texture painting mode rapidly speeds up and improves the creation of seamless textures and helped me to save a lot of space on the UV Map. My initial plan was the addition of a small pond, that why there is still some grass and water on the texture:
The extra faces in the middle if the pathways are used to create a small "ruined" area to remove the grass under the pathway (it would be bigger if the pathway mesh touched the ground).
Here are a few pictures:
Lousy Network Textures
I've come across and interesting problem after upgrading my VM setup to Windows 7 (from Windows XP) that I had never had before. Everything seems to run flawlessly, except the textures for the roadway networks.
For example, Zoom 6 before: (Windows XP and WINE)
Looks pretty standard, right? Well, now here's Zoom 6 after (Windows 7):
Both are the pure vanilla game. It's as if the roadway networks aren't getting anti-aliased or they're rendering in 256 colors or something (avenue-avenue intersections look especially bad) and seems to affect zooms 5 and 6 the most (makes sense since they're basically the same) and 4 to a lesser degree. I've spent some time playing around with Graphics Rules.sgr but haven't found anything yet that fixes it; I'm assuming that is probably the root of the problem. All other textures appear unchanged.
Interestingly, I get better results with the stock version of both Graphic Rules.sgr and Video Cards.sgr - when I have them modified to include my video driver, overall performance seems the same but I get the hideous B/W cursors and the in-game Graphics Options doesn't show any "selected" radio buttons - which is perhaps ok but just feels like an issue waiting to happen. Interestingly enough, I also get this degraded performance when I disable hardware acceleration in the VM options - but interestingly enough, the roads look right! In WINE and under a previous version of Parallels running XP, the files significantly improved performance as is expected.
Below in the spoiler box is my config log for Windows 7:
And the "last good" configuration in WINE:
It's something I can easily deal with in light of the overall performance boost even over WINE, but it's definitely something I'd like to fix. I'll keep hacking away at it but I was curious to see if anybody else ever had this problem and figured it out.
Network Addon Mod: Version 33 released for SC4
The NAM Team is pleased to announce the official release of the 33rd edition of the Network Addon Mod, NAM 33, for EA Maxis' 2003 title SimCity 4.
NAM 33 is the result of nearly two years of development, further refining a project that has been continuously going for over 11 years, and adds a considerable number of new features, including the long-awaited revamp of the FLEXFly flyover ramp system.
Brief Overview of New Features
Changes in the NAM 33 Pre-Release:
Massive update to the Draggable Ramp Interface (DRI) and FLEXRamp systems in the RealHighway (RHW) Mod. 90% of all previous static puzzle piece ramps have been given easier-to-use FLEX and/or draggable counterparts, and a plethora of new ramp interfaces for elevated RHW networks are now available, Wealth textures are included for ground level versions.
The RHW FLEXFly system has been completely overhauled, and now includes 90-degree and 45-degree versions, in single and dual-lane configurations, at Ground Level (L0), 7.5m (L1), and 15m (L2) heights.
The double-decker RHW-4 (DDRHW-4) has been lowered one level (from L2/L3 to L1/L2), increasing ease of use.
Disconnector added, to simplify demolition of FLEX-based RHW pieces.
Multi-Radius Curves (MRCs), in both draggable and FLEX form, have been added to the RealHighway Mod, in three different radii, for the RHW-2, MIS, RHW-4, and RHW-6S.
Stability improvements to the FLEX Height Transitions.
Major improvements to the RealRailway (RRW) plugin, which now supports most crossings.
Transit station functionality and compatibility has been further improved.
Minor fixes to other NAM components.
Further changes in the NAM 33 official release:
The RealRailway (RRW) FlexTrack system makes an earlier-than-expected debut. See the FlexTrack User's Guide in the Documentation folder for more details.
PedMall functionality greatly enhanced with the addition of access paths to most non-Highway-type road networks, including NWM networks and Tram/El-Rail Dual-Networking items. Pedestrians may now directly access the PedMalls from these other networks without the need of a station or other transit-enabled lot/switch.
Many custom bridges that previously blocked all ferry traffic have now been corrected.
MandelSoft's previous RHW texture sets, including Euro, Ontario, and Irish/South African textures, have been discontinued. A new standard Euro RHW set, based on the default US set, has been added as a replacement, and adds compatibility for all current RHW features.
An issue with the NAM 33 Pre-Release in which the Controller Compiler would fail due to an XML read error has been fixed.
Several overhanging texture issues with the new RHW ramp interfaces have been corrected.
The R3 FLEX-Multi Radius Curve now rotates fully as intended.
A number of Left-Hand Drive transit path file issues across the entire mod have been added or corrected for proper functionality.
For more information on the NAM 33 release, see the official announcement thread, or the STEX download page.
NAM 33 is also available to download from:
Another simple mod: Useful for asset creators (switch to low-poly model at any distance) and screenshot-takers (increase LOD render distance of all object).
Toggle low-poly model: CTRL + ALT + '.'
Toggle "almost infinite" LOD render distance: CTRL + '.'
Screenshot taken by zdza (view in full resolution):
In the asset editor:
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