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SWN Code |
Compatible Sidewalk Mod |
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PSS |
Paeng's Sandstone |
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CAT |
Catalyst's Asphalt Sidewalk |
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MGB |
MGB's Euro Pavements# (TBA) |
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In addition to releasing these variants, which I
may or may not expand upon in future, I'm also giving access to the
final SWN development tools (repository). Until now my Automated
Sidewalk Mod (development name), was only a pre-release, SWN expands
the supported textures greatly. To make a custom version of SWN,
just download the repository and extract (unzip) the contents. Then
using your Sidewalk (and optionally Grass) Textures with GoFSH, you
just simply run the included script. Once the process of generating
your textures is finished, you'll have a folder that's ready to copy
into Plugins, containing your custom version of this mod. Due to
using a standardised process throughout, you could even package a
custom variant into an official SWN release (T&Cs apply,
see
'SWN and Texture Automation
for Developers'
below).
SWN now includes full cross-compatibility for Terrain Grass NAM (TGN)
or No
Grass NAM (NGN) users.
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SWN PSS coupled with TGN SV
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IMPORTANT NOTICE for users of
previous versions of this mod |
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Please ensure you delete the previous version of this mod before
installing. That means any and all versions of the following:
- Sandstone Euro NAM (SEN)
and it's predecessor Sandstone NAM for Euro Textures
- My Rural GLR Mod
- Any preview versions of SWN, also known as the Automated
Sidewalk Texture Repository
- Any other texture mod that performs the
same function as this mod and/or includes conflicting
textures
Failure to do so is likely to cause problems with load order,
that might prevent the mod appearing correctly during play. To do this find
any/all folders containing such mods and simply delete them
entirely.
Note: Deleting is safe as everything goes to the
Recycle Bin/Trash. But, do test everything is working BEFORE
permanently deleting anything and potentially regretting it.
I don't believe my
installers should be poking around or leaving stuff on people's
computers
that is unnecessary for their basic function. That means they do
not add/remove registry entries, shortcuts or do anything more
than install the files you need. As a consequence, you must
manually remove previous versions before updating.
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Run the Installer Package
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Select
Optional Components (if required)
Sidewalk Mod
The Sidewalk Mod contains custom
sidewalk textures that override the Grey, White and Pink
sidewalks that appear next to most zoned networks. You can not
de-select this option, but for Existing Sidewalk Mods that have
already been released on exchanges,
for example Paeng's Sandstone Sidewalks, no
files will actually be installed. In such cases you will need
the base Sidewalk Mod installed in addition to SWN which
compliments it. However, as is the case for my MGB Euro Pavements
Sidewalk Mod, the actual Sidewalk Mod will only be included
alongside it's matching SWN mod. If for some reason, you only
want to install the base Sidewalk Mod only, but none of the SWN
addons, just configure the installation options accordingly
(i.e. untick everything else). It
helps here if you don't think of SWN as a Sidewalk Mod, it
merely extends sidewalks to other game textures, even if in some
cases the Sidewalk Mod may be bundled with SWN.
To help make this clearer, such mods which
are supported as official SWN releases, will be clearly linked
at the top of this Readme. Including a link to the Sidewalk Mod in question,
where it's a separate download. Those variants which include the
Sidewalk Mod as part of SWN, will be denoted with a red
hash-symbol - #.
It would be helpful to familiarise
yourself with the SWN Code you are using, likewise for TGN if
you use it too. I have included SWN+TGN/NGN support for a number
of other optional mods, such as my SAM textures. All my mods are
designed to work together to provide users with the most
comprehensive set of unified custom textures.
From time to time I may make available
unsupported versions of SWN. These versions may not receive
updates and will likely neither be supported as options for with my
other mods. If the version of SWN
you are using, is not listed at the top of this page, then it is
not an official release.
Pedmalls
Select this to make NAM Pedmalls show
your sidewalk.
Note: Users of the Pedmall Mod, a
component of the Japanese NAM
Facelift Mod, should not select this option. See
'Legacy
Texture Support'
for further details.
FLUPs
Support for Flexible Underpasses (FLUPs), adds
your sidewalk onto various FLUP pieces. Specifically for the
Rail FLUP pieces, choose from the following styles:

TuLEPs
Include support for the (Legacy Puzzle-Piece based), NAM Turn Lane Extension Pieces (TuLEPs).
Road Viaducts
Include your sidewalks on the Flex Road, OWR and AVE
Viaducts from the NAM.
Turbo Roundabouts
Adds your sidewalk onto the NAM Turbo Roundabouts, you can select from two styles:

MHY Interchanges
Updates all the Maxis Highway (MHY) interchanges to
include
your sidewalk.
Note: Due to the way these work, there are some tiling
issues (stretched textures) on certain pieces.
RHW Interchanges
Adds your sidewalk onto a
number of mainly legacy RHW Interchange pieces. Specifically for
the RHW FLUPs, you can choose from one of the following three styles:

Viaduct Rail
Adds your sidewalk onto the legacy Puzzle-Piece
based Viaduct Rail system.
Rail Crossing Textures
This option is intended to be unchecked (not
installed), for users of the RealRailway (RRW)
Reskin mod. This will prevent any Rail Crossing Textures being
installed, so it doesn't mess with those textures included as
part of the Reskin. In such cases, the style used, both in terms
of the RRW textures and any custom Sidewalk/Grass alterations
should match your setup, but are neither included nor covered by
this mod. The sheer number of potential texture combinations in
such cases makes providing such options in a ready to use way
almost impossible. But, the resources exist as part of the RRW Reskin project, to customise these elements for yourself as
desired.
El-Rail over Ave & RD-4
Includes sidewalks on El-Rail over Road/Avenue/RD-4 networks.
GLR (Ground Light Rail)
The total GLR replacement mod included with SWN is based on Magneto's GLR textures.
You can customise which parts of the GLR system will be
supported with SWN, but this may not be optimal if you have
installed the full range of GLR networks from NAM.
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GLR Base Mod
Overrides the basic
Puzzle Piece based GLR Network.
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GLR Draggable
Overrides the Draggable
GLR network.
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GLR Drag Rural
Overrides the Rural
Style Draggable GLR network.
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GLR TiA
Overrides the Tram in
Avenue network.
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GLR TiR & ToR
Overrides the Tram in
Road and Tram on Road networks.
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GLR TiS
Overrides the Tram in
Street network.
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GLR Lot Textures
Adds matching lot
textures to make most NAM stations match the rest of the GLR
Mod.
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Alternative Drag GLR Will add your sidewalk to the SW variant of the NAM's
Alternative Draggable GLR mod.
Misc. / Legacy Addons
By selecting this
option, support for your sidewalk will be extended onto the
following:
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AVE/NWM Transition Puzzle
Pieces Supports the TLA7/AVE-6 to RD-6, TLA7/AVE-6 to AVE & AVE
Diag to FAR Puzzle Pieces.
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Updated AVE Textures with
"Baked-In" Sidewalks Some of the original Maxis Ave textures have sidewalks,
even without zoning. This ensures your desired sidewalks
appears on these pieces.
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NAM 'E' Textures
These textures are those
that you will typically find under network
crossings which are draggable, for example when El-Rail crosses a Road
or Street. This file updates such pieces to show your
sidewalk upon them, instead of transparency. But
it's an all or nothing choice, either all crossings have
sidewalks for a given texture, or none do. As such some
players, (especially those making large cities), will probably want them.
But for rural environments, they can stand out and therefore
may not be desirable.
Note: For the reasons stated, a separate file
SWN NAM E
Textures - US/EU
contains only these crossings. So it's easy to remove if you don't like the
effect.
SWN Addons
Choose from the following Optional SWN
Overrides to extend your sidewalks even further:
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MTRDK (Recommended) Adds my
Maxis Texture Resource and Dev Kit (MTRDK)
mod, for your sidewalk. Another component for some released
Sidewalk Mods, extends the sidewalk so that it appears on
Lots from Maxis and other creators. MTRDK replaces many of
the Maxis Base
and Overlay textures so Lots using them blend in better with
your custom sidewalk.
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MTRDK - Extended
The Extended version of MTRDK, further
overrides more of the
the Maxis $$$ Base Textures for greater uniformity.
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BSC Textures
Vol1-3 The BSC Textures 1-3 Override
overrides some of the BSC textures contained
within the three released BSC Texture Mega Packs, i.e. Vol.
1 to Vol. 3. Keeping this installed will help to greatly
unify your entire game, since many custom lots make use of these
textures. It should be noted however, that currently SWN does
not support all of the sidewalk textures from these sets. Due to the sheer
number, it's an ongoing process to include them.
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Diag Filler Override
(Recommended) The diagonal filler override will change the triangle
half-sidewalk textures from the SFBT Essentials dependency,
to match your sidewalk. Since these textures are used a lot
on other buildings/lots, you'll probably want to install
this.
Note: SFBT Essentials (dependency), is not
required for this functionality. If you have it installed,
three textures will be overridden however.
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RTMT Textures Include your sidewalks on the Road Top Mass Transit (RTMT)
roadtop stops, RTMT v4 ready.
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SCLIT
SCLIT was designed by C.P. (SC4D), with the idea of
having a flexible set of pathways and grounds that matched
user sidewalks. Any lots made using SCLIT will support
whichever sidewalk variant of it a user has installed. Use
this option to include SCLIT support as part of SWN.
Note: This option will only appear for
sidewalks NOT currently supported by a SCLIT release.
If this option is not available during install, you should
download the equivalent SCLIT release from here
instead.
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Paeng Textures Overrides some of the sidewalk textures from
Paeng's Texture Pack v1.04.
Note: This option is
not available for the PSS edition of SWN. Since the default
textures use Paeng's Sandstone, it would be pointless.
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SHK Textures Overrides some of the sidewalk textures included with
SHK's Parking Pack.
TGN Compatibility
Are you using one of my TGN mods? SWN
includes compatible textures for all 6 TGN variants.
Note: TGN isn't required for
this, but results without a matching TGN install may not be
visually coherent.
NGN Compatibility
Prefer not to have grass on the
majority of pieces? Select this option to remove grass from most
of the textures included in this mod. For example the GLR
textures will not be affected, since grass used on the GLR
networks are mostly optional pieces.
Note: NGN isn't required for
this, but coverage of some pieces may not be complete if this
option is used without it.
TSR Streets
Select this option if you are using
Rivit's Urban TarSeal Streets (TSR),
included street textures will then match.
Documentation
This readme file.
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Select
your Texture Style
Choose either the US or EU texture
version to install.
Note: This mod is based upon the US and EU Cosmetic Retexture mods
as of NAM 36.
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Pick your sims driving side
Select from either Right Hand (RHD)
or Left Hand (LHD) drive. This
refers to the side of the road your sim's travel upon.
This should match your game's setup and NAM installation
settings. By default the installer will check your SC4
installation and match its setting for this. So unless you are
certain it was wrong (for example, because the registry settings are
incorrect), you should trust the installer to pick the right
one.
Please note that stoplines are typically only included on pieces
where they work in all rotations/mirrors of the texture.
Installing the wrong option will lead to these markings being on
the wrong side of the road.
Ever wanted to use LHD for SC4, but didn't feel the support was
good enough? Check out
this guide on Simtropolis to using LHD with SC4. If you are
using SWN + TGN/NGN, together they can transform LHD compatibility
in-game.
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When Rail Crossing Textures are selected (iii) -
Select your Rail Style
SWN supports three styles of
Rail Textures for included crossing textures. Choose either the original Maxis, PEG 205
or RRW styles to match your setup.
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When EU
Textures are selected (iii) -
Select your EU TuLEPs Style
All 6 variants of NAM TuLEPs are supported, the US default
set is always installed for US users, but EU users can choose
from the 5 EU options below:

Note: It is highly recommended to ensure you pick the same set
as selected during NAM installation. Otherwise unexpected
behaviour might occur.
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When TGN
Compatibility is selected (ii) - Select your TGN Style
All 6 variants of TGN are supported, select one of the
four TGN grass styles and choose between Unified or Multi-Wealth
setups, to match your installed TGN variant.
Note: Multi-Wealth is only supported for BO and SV versions
of TGN, the installer will not allow you to select Multi-Wealth
for other grass styles.
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Test
in-game
At this point you should be ready to test the mod in-game, if you use
other texture mods, you may wish to read the next section,
'A Brief Note on Load Order' first however.
I do not personally think installers are always a
good thing for SC4 Mods. All too often they are for installing a couple
files that would be better handled as a .zip file. However, as the number of
options increases, an installer simplifies both the creation and installation
process. This removes the need to manually adjust any of the installed
files, as everything can be configured during installation according to your
preferences. As such, all my texture mods now come bundled in an installer.
For those that would prefer not/are unable to use an Installer, the NSIS
installer files can be opened with 7zip or a similar application. If
you wish to do this you will have to manually setup the folder/file
structure with the correct individual files within the archive. |
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This mod absolutely MUST load after the z___NAM folder. It also
needs to load after any other files that modify either the NAM
textures or any/all of the supported networks of this mod.
In order to avoid problems for you, the end user, I have
included a simple folder z____MGB Mods. The default installer
path should typically be used when installing. That way
everything should work without you having to think about load
order further.
All of my mods are undergoing a refresh to enable them to
co-exist with no user input required. If you have another of my
mods with the same z____MGB Mods folder you may be asked by the
installer if you wish to use the existing folder with the same
name. You should always accept this step.
All of my mods released from Jun 2015 support this setup,
previously unsupported mods will be updated in due course.
However, if for example, you wanted another texture override to
show instead of mine. That mod ideally needs to load after this
one. Changes made in recent NAM versions mean that using a
traditional prefix system will no longer override the NAM
textures. (i.e., zFolder,
zzFolder, zzzFolder or
z1_Folder,
z2_Folder). To override the NAM your prefix must include a
minimum of 4 underscores after the letter z. Therefore to override this
mod, you would need to use 5 underscores. For further information or
help with load order, please visit the relevant support forums
on one of the communities various sites.
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It has taken a lot of effort to provide support for TGN and NGN
options within SWN. For each release (sidewalk), that means
creating at least 7 additional variants of each texture which
includes grass. I
plan to support both TGN and NGN with every official SWN release I
personally make. Ensuring a quick and user friendly way for
these mods to coexist. However, for 3rd party or unofficial SWN releases, you
may find that these additional options are not included. For the full customisation abilities of SWN to be unlocked, you may wish to consider downloading/running
the repository to make a custom version.
It should also be noted that where TGN or NGN optional files are
installed, those will be prefixed with TGN or NGN instead of SWN.
However such files will remain in the SWN folder, to ensure they
load in the correct order.
Some TGN/NGN files will directly replace SWN files entirely,
others with "patch" in the filename, are simply an override
requiring the original file too.
The installer handles all this for you however, if you try to
move things around, you may find them not working as intended.
Where TSR textures are installed, those will be suffixed with
TSR.
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I am being asked frequently why my mods do not cover some of the
legacy Puzzle Pieces from the NAM. The simple answer is for two
reasons. First, many of these textures (mostly Road-based) have
been replaced by Flex Alternatives, which match the installed
sidewalk automatically. Secondly, because an existing mod, the Japanese NAM
Facelift Mod already covers them. Since my mods are already
pretty comprehensive, if you want the legacy Puzzle Piece based
AVE, OWR & Road WRCs/FAR/Overpasses to show your sidewalks.
Consider using this mod in addition to SWN, it's what I do. But
outside of the FAR/WRC for Ave and OWR networks, everything is
already covered if you use the new flex versions instead.
To help you with that, I've uploaded a full tutorial on how to
install the Japanese NAM Facelift Mod,
which you can find here.
In addition, here are the parts of the mod you will want to
install to complement SWN:
- Part I - The "Basic" or Base Mod
- Part II - Overpasses
- Part III - Section 2 - Pedmalls
If you wish to make use of the Light Pole Pedmall changes (T21
Mod), then install this too, but be sure to de-select the
Pedmalls option when installing SWN.
- Part IV - SAM No Grass and Alternate Railway Mod Add On
If you want the grass removed from SAM networks, I would
not recommend using this outdated mod, but instead my
NGN Mod,
which is compatible with SWN. If you use PEG's Alternate Railway Mod, you may wish to install
the Add On for it.
Lastly, you should ensure if using the Jap NAM Facelift, that it
too loads after the NAM, but
also before my SWN mod. In short the load order would be NAM -->
Jap Facelift --> My Mods. My recommendation would be create a
folder named A - Jap NAM Facelift Mod, which you
can place inside the z____MGB Mods folder,
used by all my mods. That
way everything will just work. You can of course choose to do
things differently, but this setup is tried and tested.
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From the beginning of developing SWN, the intention has always
been to open-source my development suite, so anyone can use it
to make a mod for their chosen sidewalk. However, it has also
been automated to the extent that anyone using my scripts could
very quickly and with little modding experience, create a
variant of SWN that would be identical to any I had released
myself. Anyone is free to create and distribute a variant of SWN
and I would even provide support for it, since it will work
identically to mine. There are a few conditions in
this case:
- An unmodified official repository must be used to generate
your custom SWN mod.
- You must clearly state which version number of the SWN
repository was used to create your mod when distributing it.
- You must use the NSIS installer created for SWN and
distribute only the installer .exe package.
- You must include a copy of any custom Sidewalk Mod textures
used to generate the mod, ideally with the documentation.
Note: This ensures that users will be able to easily use
them to generate updated versions or other custom textures that
needed them.
SWN has been such a massive undertaking, some days I wondered if
it would ever be complete. I've given away everything I've done,
because the goal is to see my efforts being used by as many
people as possible. You are free to do whatever you like with
the resources included for the most part, with the explicit
exception of commercial use or use for financial gain. Hopefully
players can more freely make use of Sidewalk Mods, without
having to suffer the mis-matched default sidewalks.
Custom SWN + TGN Combination
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Having problems? Got comments? Then why not visit my thread at
either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's
Lot and Mod Shack)?
I would like to say a big thank you to the following people:
- David G Varona, for helping me to get started with texturing in
the first place, (for my original sidewalk mod) and just being a
great friend.
- Rivit, for all the help you've given me, not forgetting the
tools needed to make this possible (GoFSH).
The SC4 community works due to the tireless efforts of a few to
provide the tools, information and assistance required to make
everything work. So thanks also to all those who have had an
impact on the development of this mod in any way.
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