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About This File

The WestWind Streets (WWS) is a texture replacement mod for Maxis Streets. It covers all intersections with the various networks present in the NAM (47,48,...). Such as RealRailWay (RRW), Tram (GLR) or the various NWM roads with 3, 4, ... lanes.

It adds a little variety to the street network with 4 types of T and X crossroads (one type for wealth0 ; 1 ; 2-3 ; 4-5-6), plus a set of "countryside" textures (w7) in 2 options versions: unkerbed or gravel-sides. WWStreets also cover the Tram-in-Street (GLR) network and the FLUPS underground tunnels.

A number of segments have been produced in RHD and LHD. A fairly generic LHD, between Oceania and the UK.

Insofar as the network's operating rules allow.

Following the example of RIVIT's Tarseal Street plugin, I offer texture replacement for JRJ Parking Bays - for the SFBT Street Mod plugin (since I use it!) And as a small tribute to RIVIT, an adaptation of its Lot textures.

Of course, the automata paths are adapted accordingly. As well as some LHD and RHD T21s.

 

Distribution

You can download, on this page, the ready-to-play version with Maxis grass textures.

Or you can pick up the WestWindStreets_Fabrik_x (on my drive) to generate the set with your own grass textures. Using GoFSH (From RIVIT). Production file : build_WWStreets.txt

News, preparation for updating this mod ... on this thread !

 

Installation

.. As this Mod must be loaded after the NAM, and others... drop the contents of the ZIP: z____scoty_mods\ directly in the Plugins folder : Documents\SimCity 4\Plugins\

.. To be on the safe side, keep the tree structure of the ready-to-play version. And for the Fabrik version, place the contents of _prod\ in a directory named: z____scoty_mods.

For all distribution ..

.. To keep or not to keep the [WWS - zOptional Cul-de-Sac] directory: Circular end street. (See screenshots above).

.. If you're an SFBT Street Tree Mod user (here revised version), the directory: WWS - JRJ Side Parking bays, contains an overload of this plugin adapted for WWStreets.

.. Delete the WWS - T21s [LHD|RLHD]] directory according to your driving direction.

WWStreets modifies/adapts the positioning of some intersection props (T21). Maxis and NAM. Please ensure that these files are not overloaded by another plugin. Such as Mandelsoft's Stoplights_replacement_mod plugin. The latter can coexist with WWStreets, without any degradation, if it is loaded beforehand.

In Scoty-WWStreets\ directory ..

.. discard files that are not for your traffic direction (LHD/RHD) and your region: EU and US (for the moment) - or both, e.g.: EU LHD, ...

.. and choose one of the Rural option :  Unkerbed or Gravel sides. (See screenshots above).

.. Keep only the SAM transitions (scoty-WWStreets - z_opt WWS-SAM nnnnn.dat) for which you have installed the plugins (Rivit, MGB, Magneto).

 

----- WestWindStreets & WWS-SAM with RUM ----

Added WestWindStreet to RUM - for those in the know.
Rivit's RUM Mod - and MGB rails - supports WestWindStreet. As it should be, the RUM plugin should be loaded after WWS. 

202506 RUM MGB - E5 HuguesAroux StreetX.zip 
202506 RUM Maxis Lookalike - E5 HuguesAroux StreetX.zip


What's New 1.7.48   View Changelog


Released

8/12/2024 . 1.7.48 ..

  • Reduction of the grass strip (😉vehicle exit!) for all types of segments
  • + minor corrections...
  • RRW crossing -> visible ballast for all wealth and densities
  • Rural (w7) version of roundabouts, for options: Gravel and Unkerbed
  • Rural version road-street segments EU and US, for options: gravel and unkerbed

2/10/2024 . 1.6.48 .. Minor fix on 2 textures. Nothing serious! ;-)

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Hello, first of all, beautifull mod. I have 2 questions about it:

1. Im using SFBT street side mod, and im getting to many grass islands over LDR$ and lot sidewalk. I thought it was SFBT Street side mod, but I remove that mod and the sidewalk was the same. I don't know if I installed the mod correctly as my LDR don't look the same as your pictures. About this question, is there a way to keep the continous grass line between the side walk and the lots, or is it just me installing it incorrectly.

2. About JRJ Sideparking im just curious if your override doesn't include the white lines that the original mod include. I guess not, because I kept both files and yours kept overriding the white lines, but just curious if your parking sides doesn't include white lines.

 

I leave a picture that show my questions

 

20250325185846_1.jpg

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7 hours ago, Zeratai said:

questions about it

Hello, The grass "islands" are an integral part of the street texture (FSH file); the grass color is calculated during creation (to adapt to the surrounding wealth), for the 3 riches in low density. The sidewalk is added by the game under the street texture (street + grass therefore), according to the same surrounding wealth. When the density is medium and high (I made the following choice) the grass islands do not appear (also calculated upstream during creation) and the sidewalk texture covers all the remaining space under the street. Well, here, I am only talking about certain segments .. "straight" here.

Sorry... I should have changed the illustration photos, but as indicated at the bottom of the article: I reduced the strip of grass in order to have "exits" for the adjoining Lots!!

Then, the parking bays (from JRJ) ... the SFBT Mod (like any so-called T21 mod) adds objects, props: lamppost, pole, flower pot, ... and the parking bays are indeed objects (3D) which are positioned at the "edge of the street" and therefore they will "cover" the street texture (and that of the sidewalk!!). And indeed, my version of these "bays" only offers one appearance - I could put in my TodoList the making of a variant with a white, blue stripe..

I hope this sheds some light on how the game works. You didn't install it incorrectly, it's just that our options are a bit limited.

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7 hours ago, hugues aroux said:

Hello, The grass "islands" are an integral part of the street texture (FSH file); the grass color is calculated during creation (to adapt to the surrounding wealth), for the 3 riches in low density. The sidewalk is added by the game under the street texture (street + grass therefore), according to the same surrounding wealth. When the density is medium and high (I made the following choice) the grass islands do not appear (also calculated upstream during creation) and the sidewalk texture covers all the remaining space under the street. Well, here, I am only talking about certain segments .. "straight" here.

Sorry... I should have changed the illustration photos, but as indicated at the bottom of the article: I reduced the strip of grass in order to have "exits" for the adjoining Lots!!

Then, the parking bays (from JRJ) ... the SFBT Mod (like any so-called T21 mod) adds objects, props: lamppost, pole, flower pot, ... and the parking bays are indeed objects (3D) which are positioned at the "edge of the street" and therefore they will "cover" the street texture (and that of the sidewalk!!). And indeed, my version of these "bays" only offers one appearance - I could put in my TodoList the making of a variant with a white, blue stripe..

I hope this sheds some light on how the game works. You didn't install it incorrectly, it's just that our options are a bit limited.

Thanks for the response I really appreciate it. About the grass stripes is there a way to go back to previous versions?

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50 minutes ago, Zeratai said:

is there a way to go back to previous versions

If you really want it, you'll find here the Maxis distrib' version 1.6.48. But there will be no maintenance, support ... from me ; because I don't keep the creation files for the various stages *:no:. I adapt/correct as I go along. 

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hi, I want to report some findings.

The Cul-de-sac doesn't seem to be working for me.
I'm playing on Mac, and that's probably part of the issue since it seems like everyone else has it working just fine.

691be7df7cea5_Screenshot2025-11-18at09_57_58.png.4d011a7a719b77626afd07a1f704281c.png

Everything seems fine (the .dat file is there, and the instance ID matched), but the override is not working.

I suspect there's an issue with the DIR file inside the .dat
So, I patch the "scoty-WWStreets - Optional Cul-de-sac - Tex.dat" file using the Reader and generate a new .dat file from it.
That somehow fixed the issue, and now I have cul-de-sacs for my streets.

EDIT:

After more testing, I forgot that other than patching the file, I also removed the street end textures inside the "scoty-WWStreets - Common.dat" file.
And that's what actually fixed it.

Here's the removed file in case other Mac players need it.

scoty-WWStreets - Common.dat

z___scoty-WWS-CulDeSacTextures.dat

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