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rivit's Street and Rail Mods - Support Thread

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If you have duplicate tunnel exemplars in your plugins folder, that will cause the CTDs. Since slope mods also contain the same properties as tunnel mods, you must follow the instructions in the readme to edit any existing slope mods to accomodate the new tunnel settings. You can test this is the cause quite easily by simply removing the files installed from the tunnel mod temporarlly and verifying that all is working.

47 minutes ago, APSMS said:

Slope mods are not known to be explicitly associated with any CTDs, though there have been cases where conflict have occurred.

I'm not sure what specifically lies behind this. But the fact that I've personally had the same problems, which were resolved by combining all modifications into a single file, suggests the game doesn't simply override these settings when loaded later. Either way there is a problem with using multiple files of this type.

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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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    Also, if you think this mod is the problem, take it and the changes you made for it out. If it still happens my suspicion something else is afoot.

    If it stops I would check the slope exemplars. Recheck part C of the instructions in particular - as the tunnels will work without modifying the slope mod. From my perspective this mod has been very stable, despite it having a tricky setup.

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    Thanks lot Rivit. Im sure this is my problem. I recently installed alot of mods in 1 go (Install happy i geuss) at first my thoughts were that it was to do with a new tree controller i installed but i think this is my problem. I have taken out the RVT tunnel mod now but still seem to be gettign a CTD, possibly because i didnt change exemplars when i was already using a slope mod?  when i raise the land over things already built. Im a bit of a novice when it comes to moving all these files around but am getting the hang of it. When i read the instructions in this i was a little apprehensive and didnt want to download it, but after seeing the tunnels... i must fix this =) Splendid work  

     

    1 hour ago, matias93 said:

    It could be that you have more than one slope mod installed simultaneously, even if that should only produce overriding, not a conflict.

    If not, then a possible cause is that you didn't remove all the trees. Sometimes, invisible trees get planted, and while you cannot see them, you can delete them (that's usually noticeable when the demolish tool offers you to bulldoze a 1x2 or 2x2 "empty" terrain). Why this didn't cause an instantaneous CTD? Because those trees weren't refeering to any model of the previous controller.

    Using buggi extra cheats DLL, enter to the conflicting city tile, open the cheat dialog with Ctrl + X and with a right click on it, open the menu; look for FloraOff, select and enter. This will erase all trees AND MMPs on your city tile, visible or not. You shouldn't have more problems after that.

     

     

    Trying to get this cheats menu to pop up in my game at the moment to sort the trees. Doesnt seem to want to show up =(

     

    I have also just noticed upon loading another tile in my region, checking it wasnt hapening there (Which it wasnt)... That my terrain in the 1 city i started actually has the grass texture from SV or BO terrain, but im using the meadowshire mod. This could also be a conflicting overide ive done somehow =( 


    crh

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    Thanks for the support guys. I think what my problem actually was after a little experimenting, that i still had old parameters for height on other terrains conflicting. I deleted the city (As it was a test city) and everything seems ok in regards to rasing and lowering terrain now. I suspect the problem was aslo to do with RVT Tunnel mod because i installed it without changing the Exemplars while using a slope mod. Any assistance to help me get this set up would be much appreciated as this slighty confuses me. Is it safe to change which ENN slope mod i use after installing RVT and changing the exemplars?

     


    crh

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    I am damned. Or I'm bad. I just installed the latest version of the NAM and taking the precautions (place this folder after the NAM), your mod (Urban Tarsealed Street Modd 3.01)

    does not work anymore.


    Am I alone in not getting there?


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    Are you using the default z___RVT Modds folder for this mod? If not, try that first, because most likely it's not correctly loading after the NAM. The mod works just fine with this setup.

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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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    It works now ...
    So unfortunately I can not organize my mods ... I will adapt accordingly. Never mind.
    Thank you for your help, good game


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    I now have the new NAM with new RRW. However, I still have last year's RUM. Is that RUM superfluous now, or does it still add value? I'm probably not using enough features yet to spot problems myself. Does anyone know how well old RUM fits with new RRW?


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Nothing bad happens, but @rivit is working on a new version which is designed to work over NAM 36 and that adds more features to it.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    I'd remove any rail crossings for non-custom texture sets for the meantime, since those are now obsolete.

    The NAM36 version of RUM will mostly be removal of content which has now been included in NAM. Although some updates to work with new RRW features will likely be added also. It's being worked on right now, but I won't usurp Rivit by giving timescales on that here.

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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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    11 hours ago, rsc204 said:

    The NAM36 version of RUM will mostly be removal of content which has now been included in NAM.

    Aha, I suspected something like that would be happening. I'm glad to know that nothing bad comes from it.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Drool!

    Is it possible to separate the green/light/dark steel from the stone/concrete? Then we could mix and match without you having to offer combinations.

    PS: In each picture, it looks as if the ballast changes color on the right-hand end of the higher overpass. Is that a shadow, or is there an incomplete recolor in the texture?


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Wow, you are really fast on this! *:ohyes:

    I would also like to have metal and masonry materials released separately, but I guess it isn't so easy to do, as there are pieces with both materials.

    Also, am I wrong or there was a 'concrete and red steel' option on the past version? I remember pairing it with the red undertruss bridge. Again, if it doesn't mean too much work, it would be nice to see it available.


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Unfortunately the parts of steel and concrete are combined in those textures - its a consequence of my "cheating" the arches. Having said that they are reasonably easy to edit. The over-bridge steel textures are unique and could be done that way - but overall I find it easier to make and manage by keeping the sets completely distinct.  

    The ballast color deviation you've spotted is the on-slope shadow that the game produces somewhat randomly (even when you are really pedantic about getting the levels right).

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    Love your work @rivit and @rsc204:thumb: This is an outstanding achievement!

    I wonder how the other secret project is going along with @Simmer2 ? :rofl:

    Anyway. Keep up the good work! I can't wait for the final product of our work.

    -eggman121 (NAM Team Member)

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    @matias93  - I have upgraded all of the older ones too, but will make them available as a separate link so as to keep the size of the mod down because  the number of textures needed for the skins has doubled. All up there are 8 as above and another 8 that were produced at various times in the past.

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    8 hours ago, rivit said:

    Get your inner Brunel ready.

    It's more like I wasn't aware there is one ... but now you unleashed him.

    (perfect for a hypochondriac like me - ouch, my Brunel is aching. Think I should play and build some tunnels or bridges today)

     

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    8 hours ago, rivit said:

    Get your inner Brunel ready.

    You get a like just for mentioning one of my personal hero's. I grew up in the city where Brunel had a large historical impact, Bristol. Some of you may have noticed the bridge in my avatar was one of his designs, the Clifton Suspension Bridge.

    Otherwise it's nice to see all the new viaduct skins here, I was playing a little yesterday with the preview and having RUM tie into the RRW ReSkin is really a great thing. It just finishes off the package so that all my custom mods fit with it. Thanks for all your work on RUM over the years, even without having to cover the missing parts in NAM, it's sure to be as useful as ever.

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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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    9 hours ago, rivit said:

    In the wings are RUM for NAM36  and the RRW Reskin ... You will need to have your GoFSH skills ready for these.

    RUM for NAM 36 will require me to learn GoFSH (whatever that is) to make it work?


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Depends on what you want from it. Like with the mod refresh above, the standard options will work out the box. But if you want to have custom Paving, Grass or Rail styles, then there is some user effort required. What we're talking about is running an automated script, pointing it to the textures to use and clicking go. So getting those textures for use aside, like three small steps, it's really, really easy in practise.

    • Thanks 1

    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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    Finally!!  

    I have uploaded/updated the latest RUM for RRW v5 which is to be used with NAM36 or later. Its a deep change so make sure you read the installation instructions. It will work with earlier NAM versions but will be incomplete as older RUM fixes have now been incorporated into NAM.

    So for optimal results upgrade your NAM to NAM36 as its been a big release for the Real Railway.

    8 Additional viaduct skins can be found at the link above (6MB zip)  (three posts back)   

    I have also uploaded the previous RUM v4 there should it be needed for some reason

    Sources will be released in due course when the RRW Reskin is released.

    As always if you have questions or "finds" post them here - then everyone can see and act accordingly

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    I've been asked by another member how to make an "NGN" style version of Rivit's mods, i.e. one where there is no grass on low density textures. Whilst it's pretty simple in practise, you can replace all the D0 files (definition alphas) from the original repository, with a modified set that will generate them without grass. Of course, such things are only simple when you know the inner workings, it doesn't hurt that I can simply run a script in Photoshop that does it all for me either :D. Given that explaining this, or even expecting users with no experience with image editing to be able to handle it themselves, is frankly daft. I mean, if I've got them, why not share them for others to make use of, right? Much easier all round.

    So as a test-the-waters exercise, attached is a .zip file "patch" that when added to Rivit's TSR repository, will convert it for no grass operation. Instructions for using it are as follows:

    1. Download Rivit's original repository "201710 RVT TarSeal Streets Sources.zip" (see link on this page, post from Oct 15th).
      IMPORTANT: Only use this for the Oct 15th version. I can not guarantee it will work for any updated version.
    2. Download the attachment to this post "201710 TarSeal Streets_NoGrassGeneration.zip"
    3. Place both of these .zip files into the same folder, where you want them to be kept.
    4. Extract the original repository by Rivit first, this creates a folder "201710 TarSeal Streets"
      DO NOT Rename this folder.
    5. Extract my attachment, which if you've done it correctly, will now prompt you to over-write about 200 files.

    What does this do? Well my .zip contains the Definition Alphas with the correct folder structure to overwrite the originals automatically. Sadly, it will only work if you do it a certain way, for example, Windows in-built extractor is dumb, it will always want to make a folder named after the .zip file, then put the contents of the .zip file into that. So if you extract both that way, it simply won't work as anticipated. My advice is to install 7zip, it's free, multi-platform and just better. Using that, you can right click each .zip, select "Extract Here" and everything just works. Of course, if you've a modicum of computer ability, you can use the Windows or other methods and end up with the same results. You just need to manually move the folders about, but I'm not going to help you with this, if you need the easy way, install 7zip *:thumb:.

    Note also, this is a non-reversible process. Once you've installed my "patch", the Urban TSR repository will from then on, only be able to create the mod without grass. To revert back to the original, you need to delete the entire 201710 TarSeal Streets folder and re-install Rivit's original files.

    A couple other minor points:

    • A few textures will remain with some grass, most notably RHW transitions and the middle of street roundabouts.
    • Whilst most textures made this way can work with any sidewalk, not all of them will. As such I recommend using a custom sidewalk during the generation process, if you have one installed.

    If this works out, I may release similar patches for Rivit's SAM mods too.

    201710 TarSeal Streets_NoGrassGeneration.zip

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    • Thanks 2

    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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    Here is an update of the current contents of my OneDrive archive   rivits SC4Resources . This is a public read-only folder which I keep alive and up-to-date and over time will come to house more content not otherwise released. These are relatively undocumented, but I hope, logically enough made, zips of the (dats and ) sources of many of my mods. The tools needed are also in the repository. Ask if you need clarification through a PM or forum. There are quite few members who can offer cogent help.

    Recent additions are a RVT WIP folder containing a SAM6 narrow Tarsealed street (good for country lanes and residentials), and SAMA wide Tarsealed street (a sort of residential complement to MGBs Industrial SAMB). These are fairly complete (but probably not entirely finished) and date from a while back when I was more active in SC4 and working with MGB to make things. Someone may find them useful.

    Everything else is consistent with the currently released mods and NAM36. The RRW reskins are use only at this stage - ie no sources.

     OneDriveFolder.png.7f287a6dbe451d563ee07f81eabf0dc9.png

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    On 2018. 02. 02. at 11:41 AM, rsc204 said:

    I've been asked by another member how to make an "NGN" style version of Rivit's mods, i.e. one where there is no grass on low density textures. Whilst it's pretty simple in practise, you can replace all the D0 files (definition alphas) from the original repository, with a modified set that will generate them without grass. Of course, such things are only simple when you know the inner workings, it doesn't hurt that I can simply run a script in Photoshop that does it all for me either :D. Given that explaining this, or even expecting users with no experience with image editing to be able to handle it themselves, is frankly daft. I mean, if I've got them, why not share them for others to make use of, right? Much easier all round.

    So as a test-the-waters exercise, attached is a .zip file "patch" that when added to Rivit's TSR repository, will convert it for no grass operation. Instructions for using it are as follows:

    1. Download Rivit's original repository "201710 RVT TarSeal Streets Sources.zip" (see link on this page, post from Oct 15th).
      IMPORTANT: Only use this for the Oct 15th version. I can not guarantee it will work for any updated version.
    2. Download the attachment to this post "201710 TarSeal Streets_NoGrassGeneration.zip"
    3. Place both of these .zip files into the same folder, where you want them to be kept.
    4. Extract the original repository by Rivit first, this creates a folder "201710 TarSeal Streets"
      DO NOT Rename this folder.
    5. Extract my attachment, which if you've done it correctly, will now prompt you to over-write about 200 files.

    What does this do? Well my .zip contains the Definition Alphas with the correct folder structure to overwrite the originals automatically. Sadly, it will only work if you do it a certain way, for example, Windows in-built extractor is dumb, it will always want to make a folder named after the .zip file, then put the contents of the .zip file into that. So if you extract both that way, it simply won't work as anticipated. My advice is to install 7zip, it's free, multi-platform and just better. Using that, you can right click each .zip, select "Extract Here" and everything just works. Of course, if you've a modicum of computer ability, you can use the Windows or other methods and end up with the same results. You just need to manually move the folders about, but I'm not going to help you with this, if you need the easy way, install 7zip *:thumb:.

    Note also, this is a non-reversible process. Once you've installed my "patch", the Urban TSR repository will from then on, only be able to create the mod without grass. To revert back to the original, you need to delete the entire 201710 TarSeal Streets folder and re-install Rivit's original files.

    A couple other minor points:

    • A few textures will remain with some grass, most notably RHW transitions and the middle of street roundabouts.
    • Whilst most textures made this way can work with any sidewalk, not all of them will. As such I recommend using a custom sidewalk during the generation process, if you have one installed.

    If this works out, I may release similar patches for Rivit's SAM mods too.

    201710 TarSeal Streets_NoGrassGeneration.zip

    Hi!

    Now, after more than half a year and a little inspiration and motivation how the GoFSH and scripts are working (and the fact that @Tarkus released a similiar maxis street overwrite mod, which has the same "grassy" issue - at least for me), I gave a try to this method and I would like to thank you @rsc204 to help me out and provided these resource files. Also thanks to @rivit to make the TSR repository available. I'm gonna do a couple of further testings, but so far as the picture showes below, the above described process worked for me.

    5bf40f73695e5_TSRNoGrass.thumb.jpg.2c7d9dd9389f9cef2c006df6c69613b4.jpg

    What I'm not entirely sure is one thing. When I load the script into the GoFSH, the next option is the "Select Texture". Do I need to select any texture for any of those wealth options, or I should leave them as is. 

    So thanks for the help!

    Kind Regards,

    Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    When you select the textures, the drop-down boxes essentially relate to the folders containing custom paving and/or grasses. If the wealth setup inside these folders is to your liking, then you do not need to mess with it further. Clicking the question marks next to each individual wealth just allows for more control. So for example, I have a folder containing 3 wealth textures for Paeng's Sandstone mod. But, I want to make a set of textures, where the $ wealth sidewalks are substituted by $$ ones. To do this I can click on the ? next to Paving10, then select an alternate texture to use when the script calls for a $ wealth texture. Honestly, for the average user who will pick a texture set and stick with it, you are better off setting up one folder with your texture choices. But as someone who routinely runs multiple options for the same textures, this option is very helpful.

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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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    Are there RTMT stops available for the RVT Sam overrides?

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    1 hour ago, junspud said:

    Are there RTMT stops available for the RVT Sam overrides?

    Not officially. You don't need special stops, simply texture overrides to fit with Rivit's mods. Note too not all SAM networks are covered by RTMT either, although the most are. I have some textures I could give you for TSR Streets and Rural TSR (SAM5) from my own setup.


    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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    Hi @rivit!

    I have a very newbish question concerning your Tunnel Modd: in which menu is the RVT STR Tunnel Starter Lot located? Been scanning through all of them, but I can't seem to find this particular item.

    Thanks in advance!

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    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections