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rivit's Street and Rail Mods - Support Thread

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I’m fairly sure Eggman would have the source textures used since we were well into using GoFSH when the HRW came about. Maybe a polite PM would get you a more exact match ;).

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I just noticed; the jrj parking bays override option for TSS appears to be missing a couple zooms/rotations.

Quote

missingp.jpg.072cd6c2dd18e8cd1234760dffff0e9b.jpgmissingp2.jpg.a9977fd0f0f207f3f0be827b08b20638.jpg

Slightly difficult to to see. I didn't even notice til I started messing with the 3D camera DLL and it became more apparent.

Also noticed some odd spacing maybe from NAM updates.

tssp.jpg.dcdd4e1f38f6e73472550054cb484e70.jpg

Uneven center lines;

unevenrd.jpg.e650d3263b2fff0aa619e4bb3d62e6ae.jpg

Anyway apologies if you're already aware, just noticed these few things and figured I'd post them. I just noticed the JRJ bays are in the 'WIP' folder so maybe that's why.

Maybe a newer piece as it's not covered by TGN either;

newdiag.jpg.cc6cdd4f3fdb0f871a83862aaed96d92.jpg

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    Thanks for bringing these questions up. 

    for the JRJs Parking I'm sure I have the ground textures covered. It is possible that some vehicle props do not have the smallest textures needed as Ive seen this in my own setup too. The vehicles placed are those in the A0000038 family and I have 640 of them in my setup - one or two appear to be missing textures at the zoom 0 or 1 level and display the 4color "missing texture" texture. Finding errors in them is not difficult but !@#$ tedious. You can list them from Datanode but you have check them individually - 

    I've also discovered that at least one set of (LBT) props for a wooden light pole has  S3D G-I   BADB57F1-000300xx,1xx,2x,3xx,4xx which conflicts with some of the models in VehicleProps-v3 which is a set of props made from the automata of SC4 itself. So I was getting lightpoles at random where vehicles should have been. This G-I range should never be used for BAT props as its liable to be in conflict (0003 is a default model value)

    ~~~~~~

    The Road/Street intersections were revised by the NAM team in NAM48 to fit a more global scheme to allow for standardisation and automation of RUL generation.  This affected TSR and SAM (SAM2 the most obvious) . The textures have been fixed for NAM49, and the RULs probably will see completion in NAM50. I've done the work to fixing all of my  TSR and SAM2 changes (the rest are WIP) and I'll release those when NAM49 is released. I need to be sure nothing changes in the interim so thats why I'll hold off for now. SAM2 sources are on my onedrive.

    The alignment issue is harder to fix as the SC4 Road is not symmetrical about the centre - its 71 pixels wide, all others are an even number of pixels wide. So when two road pieces 180- degrees rotated come together there will be a 1 pixel mismatch at the centre and edge - hence the blip at the join. That top example is poorer than usual though (the one below is how it should look) and the quality of the kerbs is something I can improve - those were made 10-12 years ago - so I'll check for that too.

     

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    Posted:
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    180 deg rotated road textures .. sure sure.. sounds like a cover up for how much drinking the guy driving the striping truck was doing and the hiccups he had .. not fooling me

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    I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

     

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    Hi @rivit, I've been trying out the RUM and really loving the viaduct reskin.
    Then I added the RRW reskin, and found some textures on the viaduct still have the default RRW textures.
    Is this an issue or did I mess something up on my installation?

    NAM 48, playing on Mac with the Steam version and tested on an empty Plugins folder (only NAM, props for the catenary, RRW Reskin, and RUM folder)

    This is the "RUM for RRW v7.45 Maxis Lookalike" & "RRW Reskin - v3.47 Maxis Lookalike" downloaded from your OneDrive.
    The orthogonal textures on the viaduct and ramp still use the default RRW, but the diagonal texture is okay.

    On38a6c.jpeg

    ---

    This is tested with MGB's Type-A RRW Reskin

    Sm76YRa.jpeg

     


    I play SimCity 4 and make videos of it.

    Youtube: Saus Tartar

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    Agreed it looks a bit strange/suspicious.

    Could you please check first that you have installed the file    F_Viaductstyle_Brick_Dirty_Rail.dat   to be found in the RUM archive Viaducts folder.  This contains the straight rail textures used on the viaducts, and has matching brick for the viaduct itself.  It looks like the RRW version is installed as the viaducts themselves are correct.

    If that is there then I'm stumped for now as the correctly coloured rail tiles are in both Maxis lookalikes, and I would also expect to see them in the MGB variant as they come from the same sources. 

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    Yeah, I do have the "F_Viaduct_Style_Brick Dirty_Rail.dat" file.
    I also tried building a new reskin using the source and renaming the folder to adjust the loading order, but still had the same issue.

    anyway, I think I'll give it a try again another time and revert to the default RRW for now
    thank you for the response and your amazing work!


    I play SimCity 4 and make videos of it.

    Youtube: Saus Tartar

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    I think the problem is the load order. All these mods are designed and tested on Windows systems, so when using the default install folders, they correctly overwrite things.

    Sadly, MacOS uses a different file ordering system to Windows. For example we removed almost all underscores from NAM folders as it was causing big problems on Macs.

    Long and short, you need to ensure the re-skin is really loading after NAM, which right now it almost certainly isn’t.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    A little update: after reading @rsc204's reply, I focused on playing with the loading order and finally got it working by prepending "z__" to the viaduct files.
    So, now I have these two inside the "F NAM Rail Viaduct" folder:

    "z__F_Viaduct_Style_Brick Dirty_Model.dat"
    "z__F_Viaduct_Style_Brick Dirty_Rail.dat"

    I tried a single "z", "Z", and "z_", and also adding some Zs in the folder name, but none worked.
    But, z with at least 2 underscores work! :D

    Also, just want to confirm. I need to rebuild the RUM using new textures if I want to use another reskin for RRW (e.g. MGB Type-A), right?


    I play SimCity 4 and make videos of it.

    Youtube: Saus Tartar

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    Nice one - good to see you persisted. 

    MGB may have actually issued a RUM variant - but if he hasn't, then yes, run a generation using the textures you've named for the rail, ballast and sleepers for the rail part and the grasses matching your setup for part 2. The script handles all of the complications by making everything, then you can choose styles as before.

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    On 5/29/2024 at 7:58 PM, rivit said:

    Thanks for bringing these questions up. 

    for the JRJs Parking I'm sure I have the ground textures covered. It is possible that some vehicle props do not have the smallest textures needed as Ive seen this in my own setup too. The vehicles placed are those in the A0000038 family and I have 640 of them in my setup - one or two appear to be missing textures at the zoom 0 or 1 level and display the 4color "missing texture" texture. Finding errors in them is not difficult but !@#$ tedious. You can list them from Datanode but you have check them individually - 

    I've also discovered that at least one set of (LBT) props for a wooden light pole has  S3D G-I   BADB57F1-000300xx,1xx,2x,3xx,4xx which conflicts with some of the models in VehicleProps-v3 which is a set of props made from the automata of SC4 itself. So I was getting lightpoles at random where vehicles should have been. This G-I range should never be used for BAT props as its liable to be in conflict (0003 is a default model value)

    ~~~~~~

    The Road/Street intersections were revised by the NAM team in NAM48 to fit a more global scheme to allow for standardisation and automation of RUL generation.  This affected TSR and SAM (SAM2 the most obvious) . The textures have been fixed for NAM49, and the RULs probably will see completion in NAM50. I've done the work to fixing all of my  TSR and SAM2 changes (the rest are WIP) and I'll release those when NAM49 is released. I need to be sure nothing changes in the interim so thats why I'll hold off for now. SAM2 sources are on my onedrive.

    The alignment issue is harder to fix as the SC4 Road is not symmetrical about the centre - its 71 pixels wide, all others are an even number of pixels wide. So when two road pieces 180- degrees rotated come together there will be a 1 pixel mismatch at the centre and edge - hence the blip at the join. That top example is poorer than usual though (the one below is how it should look) and the quality of the kerbs is something I can improve - those were made 10-12 years ago - so I'll check for that too.

     

    Ah yeah I see, I look forward to that.

    In the interim I did a bit of experimenting, surprisingly I think it looks pretty decent for now.

    diagexp.jpg.8dbd84a3b426ecc56015df34ff3b6642.jpg

    Really aside from NAM and such, GoFSH and these repositories make the game so much more, it's a cool thing you guys did with these tools. It makes it an approachable hobby so to speak.

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  • Original Poster
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    Since its been a while, and we had a blip in between, here is the latest contents of my OneDrive Folder. These are current archives of materials that may not be on STEX, or are pending. They can be reached here:    rivits SC4 Resources on Onedrive. 

    OneDrive-20260702.png.53b0c02c16f3d0b9004e565f404f0cb6.png

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