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rivit's Street and Rail Mods - Support Thread

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The DBE actually uses the tilde in order to load last, since its files need to override everything else in order to function.  It just looks like it's first, because of how Windows File Explorer sorts things.

-Tarkus

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    20 minutes ago, Tarkus said:

    The DBE actually uses the tilde in order to load last

    Thanks Tarkus - so it works exactly as intended.

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    The TSS is awesome but I noticed this weird glitch with a few NWM networks;

    awawUntitled.png.e62c51f7907ed28e7fe74bb44a79446e.png

    They can cross completely but if if I try to do an intersection from just one side some weird texture issues seem to pop up.

     

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    That looks like a Euro rather than US texture - on the T. I'll add that to the list of things to check - some of the NWM stuff may post date my last revision and/or it may have been wrong for a long time. Thanks for the pic. 

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    First off, thanks for all your great work for our game, it's very much appreciated! *:thumb:

    After installing NAM37 I had problems with your RUM. I kept getting wrong textures with RHW6 L0 and RRW/RUM L1. Here are some pics:

    9252121349975513.jpg
    ...
    7e55c41349975515.jpg
    ...
    78cdfa1349975518.jpg
    ...
    0cdafa1349975522.jpg  

    I narrowed it down to these six files, and after removing them, all seem to work again (all in folder F NAM Rail Viaduct) :

    • ERRW36 Changes Viaduct Rail.dat
    • ERRW36 Legacy Viaduct Rail.dat
    • ERRW36 L1 Shadowmasks.dat
    • ERRW36 Ramp Shadowmasks.dat
    • ERRW36 L2 Shadowmasks.dat
    • ERRW36 Changes Models.dat

    Here is the question I asked over at SC4D: https://www.sc4devotion.com/forums/index.php?topic=1444.msg535214#msg535214

    Are you planning on updating your RUM or do we got all the cool features already included in NAM37? :)

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    @paddy0174 Well spotted - these were there in RUM for NAM36 as they were late breaking changes and never made it into the official NAM. In fact its the last 4 of these that have effects on the models. These are now in NAM37 so you can remove them.

    The first two make the viaduct rail single track without guides and so should not have had any effect other than that. If you don't want that they can be removed.

    The alternative tunnels will still work - the new tunnels in NAM37 are a core replacement but can still be overridden.

    Also in the K section a number of the bridge changes have also now made it into NAM. However they don't really need to be removed as there are few of them.

    ~~~

    RUM for NAM37 is in fact is essentially RUM for NAM36 less these files mentioned above. Nothing else has changed.  

     

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    Thanks a lot for your answer, that clarifies things greatly! :) *:thumb:

    As you suggested, I only removed the four files (better put the other two back in), and left everything else in place. Works like a charme. :)

    Thanks for your work, again! It's really appreciated! *:thumb:

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    I was checking out the TSS sources files and the 'NAM NWM US' and 'NAM NWM EU' folders both do indeed have the same bmp files for some of the NWM networks. It's not all that jarring apart from the line going through the center lanes.

     

    Untitled.png.4e4d984f5ef8abecd81b5378e8f9c136.png

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    Thanks for finding that - they were done along time ago and I think I didn't really understand they were meant to be different. Now to find the right ones...

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    Untitled.png.04cbe6835c81ca4efa7e988973b6378f.png

    Untitled.png.16e8babeb03ffd559722396a38eb3296.png

    I wasn't sure if it'd work when I tried it, but I did manage to at least get rid of the texture anomaly in the middle of the intersection by modifying the repository files you included with Paint. Didn't realize how simple it was to to make changes like this, thank you for providing these repositories. I think with a some effort it might even be possible to work in smooth orthogonal transitions between roads/streets, which is something I do miss from Maxis streets.

    Do you plan on updating TSR/SAM streets for NAM38? I haven't installed it yet but some of the new features sound incompatible with the current TSR/RVT SAM..

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    @junspud   Glad it was easy too - its really been the major attraction for GoFSH - making it really easy to make/change these sort of things.

    As for NAM38 I really haven't been over it at all yet - real life has intervened in a way that doesn't brook ignoring those things. However in general new NAMs tend to add things rather than change things so even if there is new stuff there it shouldn't be too hard to add it.  If its texture based it can be overridden with new ones. And I'll get there eventually.

    Interesting your comment on smooth transitions between streets and roads - in my part of the world where two paving types meet is generally not a merge/meld of them but rather an abrupt edge - so that's why mine look the way they do. Also if you examine most roadways you'd be hard put to see tyre residue - wear marks in the road surface is something different and is usually lighter not darker.

     

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    On 9/4/2020 at 9:24 PM, rivit said:

    @junspud   Glad it was easy too - its really been the major attraction for GoFSH - making it really easy to make/change these sort of things.

    Interesting your comment on smooth transitions between streets and roads - in my part of the world where two paving types meet is generally not a merge/meld of them but rather an abrupt edge - so that's why mine look the way they do. Also if you examine most roadways you'd be hard put to see tyre residue - wear marks in the road surface is something different and is usually lighter not darker.

     

    Lol yeah it's more realistic with the abrupt edges, it's just a purely aesthetic thing for me, I just really like the smooth transitions. I definitely get why you chose to do it that way though. Come to think of it the smooth transitions in the game are probably pretty rare in real life period.

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    Apologies if this is a dumb question, but what do the 'w13' and 'w16' mean in the filename of some of the folders in the source files?

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    I use the shorthand w13 to designate wealths 1 to 3 and w16 wealths 1 to 6 when generating textures.

    So a C0/D0 pair for w13 will generate 04,14,24 and 34 textures,  and by analogy w16 will make 04,14,24,34,44,54, and 64 textures

    these parallel the command used in the scripts for those folders so that I can check my own work.

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    On 9/20/2020 at 7:30 PM, rivit said:

    I use the shorthand w13 to designate wealths 1 to 3 and w16 wealths 1 to 6 when generating textures.

    So a C0/D0 pair for w13 will generate 04,14,24 and 34 textures,  and by analogy w16 will make 04,14,24,34,44,54, and 64 textures

    these parallel the command used in the scripts for those folders so that I can check my own work.

    Ah I see, thanks.

    Untitled.png.5d16deebf673ed2d3c00079e775f81e2.pngUntitled.png.e357d554f889b0eb366282e9347c62de.png

    I was wondering, I changed the textures into a smooth transition, but it reverts back on zoom levels 3+, is there a way to fix that? Thanks.

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    4 hours ago, junspud said:

    I was wondering, I changed the textures into a smooth transition, but it reverts back on zoom levels 3+, is there a way to fix that? Thanks.

    You've made the bmp for the 4 zoom so to make the others (zooms 0 to 3) you need to tick the Make A scaled Set of 5. option Halve in the make settings. This will then make the mipmaps needed. It will auto scale your original to the other 4 sizes needed and make 5 FSH for every bmp C0/A0 combo.

    Page 10 in the manual and pp34 on for examples of use.

    The transition looks neat too.

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    Thank you, that worked out.

    Untitled.png.eadab9b64a1df034e2875939d9c36f14.pngUntitled.png.5ac35b1ce320c3dea201dd41f21af5b2.pngUntitled.png.2ad90088edf0b2ca274720712b83b404.png

    I liked the OWR-ST transition so I just used that but got rid of the white center line.

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    Apologies if I'm just blind or something, but I could've sworn I used to have a TSS overlay texture in PIM-X, I remember using it to change a street-top bus station. I can't seem to find it now though, should it be included in any of the dat files for the plugin? I find the rest of them in PIM-X (with the TAXI text ect) but I cannot find a regular straight unmarked overlay... Thanks.

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    There should be.  Its in RVT Tarsealed Streets/Lot Support.dat  along with the others you mentioned.

    If its gone in PIM-X/Lot Editor then I would suspect a later loading version of that texture is overriding it.   look for  TGI 7ab50e44-098135e-05004B00  to 04

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    On 10/25/2020 at 6:11 PM, rivit said:

    There should be.  Its in RVT Tarsealed Streets/Lot Support.dat  along with the others you mentioned.

    If its gone in PIM-X/Lot Editor then I would suspect a later loading version of that texture is overriding it.   look for  TGI 7ab50e44-098135e-05004B00  to 04

    Of course, thank you.

    Was wondering if you had some guidance on another thing.

    I'm trying to restore the original avenue crossing for streets.

    ave.jpg.569119f33d20004b8907f36af80a5c2b.jpg

    I'm stuck at identifying and determining which textures I should modify and how.

    At the moment my plan is to find the existing textures for this avenue crossing, and copy/paste it into the relevant textures in the repository files..

    The screenshot is the result of just deleting the mentioned repo textures from the build.

    I've been searching for the appropriate textures for the avenue crossing so I can paste it in to the repo textures, while leaving the TSR stubs..

    Anyway, thanks in advance if you find the time to respond.

     

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    I'll put money on it being TGN, which I see in the picture.

    Under z____MGB Mods\G - TGN\ do you have a folder named "3 - Maxis Street"? If you do, simply delete it, being a TSR users, I made my mods such that you could install them without a single street texture (all are in that folder). That way, even if it loads later, it won't mess with a custom street mod like TSR.

    Pah, ignore me, I'm being an idiot, clearly the Ave textures there don't have TGN grass, so are not from TGN. Are you using the default z___RVT Modds folder for TSR?, I don't know why otherwise that texture would be in Plugins other than in the NAM, which you should be overriding.


    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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    2 hours ago, rsc204 said:

    I'll put money on it being TGN, which I see in the picture.

    Under z____MGB Mods\G - TGN\ do you have a folder named "3 - Maxis Street"? If you do, simply delete it, being a TSR users, I made my mods such that you could install them without a single street texture (all are in that folder). That way, even if it loads later, it won't mess with a custom street mod like TSR.

    Pah, ignore me, I'm being an idiot, clearly the Ave textures there don't have TGN grass, so are not from TGN. Are you using the default z___RVT Modds folder for TSR?, I don't know why otherwise that texture would be in Plugins other than in the NAM, which you should be overriding.

    No worries lol.

    Actually, I'm trying to do something a bit different with this.

    For context TSR by default changes the avenue/street crossing to this;

    ave1.jpg.5cf19c0789aec14fb21e0370922894b0.jpg

    So instead of the avenue texture in the middle, it's the street texture. It's nice, but I'd like to revert it to the original black-top texture for what I'm currently working on in game.

    The issue I'm having though, I haven't been able to locate the appropriate avenue textures elsewhere so that I can photoshop in the black-top while also keeping the TSR stubs entering/exiting the avenue, or something like that.

    The result being like this, except with TSR instead of road stubs;

    ave2.jpg.4744a4af9ca934094494fae3796f76e9.jpg

    I'm still total amateur at this so apologies if I'm missing an obvious solution..

    The screenshot from my previous post was my first attempt, which was just removing the textures from the repo folders before running the build script, as I thought maybe the TSR stubs would still show up.

     

    Thank you again.

    7AB50E44-1ABE787D-04004404-C0.bmp

     

    The BMP file is one of the textures I initially removed, as context. Everything shows up correctly after restoring the textures and rebuilding.

     

    Actually the two-tile thing has been throwing me off, I think maybe I just misunderstood how avenue textures work, trying again.

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    So the texture you are looking for is not 4404, but 8304 and it's counterpart 8604, you'll need a copy of the latter one, simply to ensure it's got the right grasses on it, but only 8304 needs to be modified.

    Ave-Tex.jpg.290e5284f3496e0f06139fd1697a99e2.jpg

    I've attached those two for you, since it was a basic job to adapt 8304 and I might use that myself too with TSR.

    TSR_AltAve.7z

    Note the 4404 is the piece used when a street leaves an avenue, without crossing it. Some of the Ave pieces are not always immediately obvious. Here's something I use a lot to help me track down which ID is in use:

    GoFSH_MakeNumbered.jpg.fbbf7d6b9c2294f875b3627a0bbbdb09.jpg

    On the left is the command NUMBERED=TRUE, on the right is the checkbox Numbered. Using this option when generating textures, will "stamp" them with the IID of the texture. When used in-game, it allows you to easily see what texture has which ID. I've attached a modified GoFSH script that will generate such for the TSR mod. Switch it out whenever you have problems finding an ID:

    _Build and PackageALL_Numbered.txt

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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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    On 1/11/2021 at 8:19 AM, rsc204 said:

    So the texture you are looking for is not 4404, but 8304 and it's counterpart 8604, you'll need a copy of the latter one, simply to ensure it's got the right grasses on it, but only 8304 needs to be modified.

    Ave-Tex.jpg.290e5284f3496e0f06139fd1697a99e2.jpg

    I've attached those two for you, since it was a basic job to adapt 8304 and I might use that myself too with TSR.

    TSR_AltAve.7z

    Note the 4404 is the piece used when a street leaves an avenue, without crossing it. Some of the Ave pieces are not always immediately obvious. Here's something I use a lot to help me track down which ID is in use:

    GoFSH_MakeNumbered.jpg.fbbf7d6b9c2294f875b3627a0bbbdb09.jpg

    On the left is the command NUMBERED=TRUE, on the right is the checkbox Numbered. Using this option when generating textures, will "stamp" them with the IID of the texture. When used in-game, it allows you to easily see what texture has which ID. I've attached a modified GoFSH script that will generate such for the TSR mod. Switch it out whenever you have problems finding an ID:

    _Build and PackageALL_Numbered.txt

    Amazing, thank you for this.

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    rbt.jpg.73aa3fb2ee261f07df5bc298e208e114.jpg

    Downloaded the NAM41 update for TSR streets, it's great but I did notice this particular setup isn't included in the repository?

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    14 minutes ago, junspud said:

    rbt.jpg.73aa3fb2ee261f07df5bc298e208e114.jpg

    Downloaded the NAM41 update for TSR streets, it's great but I did notice this particular setup isn't included in the repository?

    ...and as things go currently, it probably worths to wait until/after NAM v42 get released to get this piece into the repository. ;) 

    - 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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    Yes I think you're right - I've got its ortho one street brothers but not this one - 0x5F06???? perhaps

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    On 16/06/2021 at 2:18 AM, rivit said:

    0x5F06???? perhaps

    Yup. There are 5 new textures for the Single-Tile roundabouts and 3 for the Dual Tile ones.

    On 16/06/2021 at 2:10 AM, Tyberius06 said:

    ...and as things go currently, it probably worths to wait until/after NAM v42 get released to get this piece into the repository. ;) 

    I guess that's a result of Flann's overhaul of the roundabout textures? Definitely worth considering, but I suspect Rivit could get those directly if asking nicely ;).

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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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    6 hours ago, rsc204 said:

    Yup. Where are 5 new textures for the Single-Tile roundabouts and 3 for the Dual Tile ones.

    I guess that's a result of Flann's overhaul of the roundabout textures? Definitely worth considering, but I suspect Rivit could get those directly if asking nicely ;).

    Indeed @rivit I can send over the source files at anytime, they are 99.9% done, and 100% done when it comes to street related pieces.

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    Proud member of the NAM development team.

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    6 hours ago, Flann said:

    I can send over the source files at anytime

    When youre done and tested I'll be very happy to receive them, thanks - sure beats trying to find them in a NAM release later.

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