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About This File

The Super Light Asphalt Mod is a retexture mod designed to extend the effect of Moonlinght's Super Light Asphalt Sidewalk Mod to NAM components.

It will change the default sidewalk concrete texture and replace it with an asphalt texture (a must-have for asian CJs!)

 

Installation

 

Detailed information in the readme file.

 

Dependencies

 

-Moonlinght's Super Light Asphalt Mod (optional, strongly recommended)

-Moonlinght's NAM roundabout fix or equivalent (optional, recommended)

-NAM 31 or higher (strongly recommended)

 

Supported features

 

-Elevated rail over road & avenue

-Flups

-GLR

-NWM

-Overpasses

-Tram in Avenue

-Tram in Road

-Tram in Road textures variations

-Tuleps

-NAM stations & transitions

-RTMT stations

-Turbo roundabouts

-Draggable overpasses

 

Unsupported features

 

-Extended draggable GLR

-Rural GLR

-RHW

-Tram on Street

-US T-RAM variant

-Street & Road roundabouts

 

 

UPDATE 0.9.9.9 (03/2013)

 

Added draggable elevated networks (to be found in the update folder).

 

UPDATE 0.9.9 (12/2013)

 

Turbo Roundabouts & ELR Over Avenue textures have been added for NAM32 compatibility, as well as other minor fixes and additions. The update is exclusively aimed at the sandstone version; development for the concrete version is discontinued. Still, the Turbo Roundabout & the flup rail plugins can be used by both versions of the mod without any visual disruption.

 

UPDATE 0.909 (08/2013)

 

Another variant is available! All GLR textures, including Tram-In-Avenue & Tram-In-Road medians have been redesigned with sandstone background. To use these, install the z_Super Light Asphalt Mod (sandstone) following instructions in the readme.You don't need the older version (concrete) to make the new one (sandstone) work.

 

In case you use the sandstone variant, please note that the mod will not change the median  textures of BATs, such as Tram & Tram-In-Avenue transitions.

 

  :party:

 

Credits

 

-to Moonlinght, for the sidewalk mod

-to Mandelsoft, Ganaram D. & Memo for their technical assistance

-to all developers, for providing the tools

-to every member of the NAM team, past or present, for their contribution to the NAM

-special thanks to the modding community for all the hard work that keeps the game alive and make it unique.

 

Suggestions or Problems with this mod: report here please

 


What's New 0.9.9   View Changelog


Released

  • 0.9: Added new sandstone GLR textures
  • 0.909 Added sandstone to GLR medians on TIA-TIR
  • 0.9.9 Added Turbo Roundabouts & ELR Over Avenue
  • 0.9.9.9 Added Draggable Elevated Roads
  • Like 2
  • Thanks 1



User Feedback

Recommended Comments

Very gritty...good for ghettoes.  Nice job Magneto!

 

Also nice to see a project update released in a timely fashion, rather than having it sit on someone's computer gathering dust for years, so close to being finished but never getting there because it's never shared with the community where someone else might be happy to pick it up....*coughcoughcoughcough* [/mini rant]

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Nice. It totally changes the look of that city. I'll bet that it would look ideal in a dirty industrial city.

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This is great! This is a much needed mod for SC4. :D

 

I hope different sidewalks can be done too. :)

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@Matt & Zeldafan: I believe you pointed out what is possibly wrong with the mod: the GLR tracks are looking too clean (IMO) when compared to the asphalt color. I felt it somehow, but I spent so much time editing the textures that I lost focus in the process. Guess I'll have to redesign it.

 

@RepublicMaster: Actually someone is working (or about to start doing so) on a model conversion that would separate the sidewalk of the network for the NAM puzzle piece, thus making the process of changing sidewalks much easier.

 

Now if only I could have feedback from someone who tried the mod...

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@ Magneto, that someone would be me right?! :D I have to do some more research and then get in touch with you. ;)

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good work magento! I've been attempting similar with paeng & atmoguy's mods (limited results so for personal use) but got to ask how you reskinned the elevated pieces as they're some of the only textures I can't find (if it's a trade secret I understand haha). Reason I ask is I'd like to work on my own texture mod from scratch & yours looks the most uniform that I've seen - I bet you see the ID numbers at night when you're trying to sleep after making this!

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Outstanding mod! I've been wishing for urban-appropriate GLR, TIR & TIA textures for a long time. Bravo!

 

One thing though; I think the readme might be a little confusing. If I understand it correctly, it says the mod should ideally go in the z___nam folder. I got absolutely nothing when I did that (well, other than ML's mod). However, After moving it to the root folder & adding another z and a couple underscores to the mod's folder name, it all worked beautifully.

 

Thanks so much.

  • Like 1

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Nice work. Almost all NAM features I use have these sidewalks now. I especially like that the light rail station textures match those of the network too.

I found that the "Tram-in-Road -- Triangle with Tram-in-Avenue -- Tram-on-Pedmall" piece uses the same texture as the "Tram-in-Road -- Triangle with Tram-in-Avenue" piece.
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I absolutely love this mod, but the one problem I have with this is that the "Tram in road" doesn't have the sandstone retexture like the rest of the city and some intersection tiles do.  Is it something that I did incorrect or is that supposed to happen or what?

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Love this mod Magneto and I do hope you can get those unsupported stuff, supported as well someday.

 

Also I hope you can also include these GLR Stations from SFBT as well:

 

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879

 

The basic Stations do get the Super Light Asphalt textures albeit the texture covers the entire stations' flooring as opposed to getting either a concrete or sandstone overlay for the actual tracks.

 

The Avenue Roundabout and the in Avenue stations don't get the textures though.

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I can not thank you enough, finally I have a uniform sidewalk, even using LHD there is not a piece missing, once again you've solved something that's been bugging me for a long time. I really appreciate all the hard work it must have taken to make this happen.

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