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rivit's Street and Rail Mods - Support Thread

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    Wouter,

    I think you have actually found an error in that version. By the looks of it in my setup I have the 5z file from 10Oct 2010 and I have later one from 13 Jan 2011 which is larger and contains the missing files.

    Thanks for pointing this out - and making it really easy form with your pics and tileIDs - I seem to have forgotten to Post the newer file On Simtrop.

    For now if you can me an email on rivit@tpg.com.au, I'll return the file to you. Its 1.3MB zipped up. If you confirm its fixed things up Ill post it.

    nice to hear from my old home town,

    cheers Ron

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    Hey Ron,

    I was wondering (I bet I'm not the first) if it would be possible to make the RUM compatible with the Peg railway mod in a more or less easy way, or does this implies a complete reworking? Anyway it's real quality stuff, thanks for sharing this

    Cheers

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    Magneto,

    Making the RUM match the PEG railway sets would entail a lot of work - there are a number of fundamental style differences that give each their specific look - the ballast for example is completely different.

    As they stand I think they are two contrasting styles that are suited to different uses and color schemes and as such each has its place,

    cheers Ron

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    Hi,

    I've recently installed your tunnel mod, but I'm having some trouble with it. I modified the slope mod I use, so that should be okay. I also put a 'z' in the name of the folder to make sure your tunnel mod loads last. However, the tunnels do not show up correctly:

    naamloosoa.jpg

    Also, two questions:

    1) Can I drag road tunnels by digging a 7,5 meter hole, or is it still necessary to dig 14 meter holes?

    2) How should I use the OWR3 and MAVE4-tunnels?

    Thanks!

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    Who is 'your'?? In cases like this you must specify the URL of the mod. 'We' don't make any mods.


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    Who is 'your'?? In cases like this you must specify the URL of the mod. 'We' don't make any mods.

    This is Rivit's thread so...he's obviously referring to Rivit's tunnel mod.

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    Who is 'your'?? In cases like this you must specify the URL of the mod. 'We' don't make any mods.

    This is Rivit's thread so...he's obviously referring to Rivit's tunnel mod.

    I thought that was obvious.

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    Hi,

    I've recently installed your tunnel mod, but I'm having some trouble with it. I modified the slope mod I use, so that should be okay. I also put a 'z' in the name of the folder to make sure your tunnel mod loads last. However, the tunnels do not show up correctly:

    naamloosoa.jpg

    Also, two questions:

    1) Can I drag road tunnels by digging a 7,5 meter hole, or is it still necessary to dig 14 meter holes?

    2) How should I use the OWR3 and MAVE4-tunnels?

    Thanks!

    You are using Option C1 (w/ Ennedi Slope Mod). Im also having problems with that. Unfortunately, you can only have 2:

    1) RVT Road Tunnel or RVT MAVE-4 Tunnel

    2) RVT One Way Tunnel or RVT OWR-3 Tunnel

    And I am also having problems with this so far in game. The rail tunnels are working perfectly.

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    Hi,

    I've recently installed your tunnel mod, but I'm having some trouble with it. I modified the slope mod I use, so that should be okay. I also put a 'z' in the name of the folder to make sure your tunnel mod loads last. However, the tunnels do not show up correctly:

    Also, two questions:

    1) Can I drag road tunnels by digging a 7,5 meter hole, or is it still necessary to dig 14 meter holes?

    2) How should I use the OWR3 and MAVE4-tunnels?

    Thanks!

    You are using Option C1 (w/ Ennedi Slope Mod). Im also having problems with that. Unfortunately, you can only have 2:

    1) RVT Road Tunnel or RVT MAVE-4 Tunnel

    2) RVT One Way Tunnel or RVT OWR-3 Tunnel

    And I am also having problems with this so far in game. The rail tunnels are working perfectly.

    Actually, I have a different slope mod, but I followed the instructions and adjusted the mod so that should be okay... Does it work when you delete the one of the two? And yes, rail, avenue and highway all work okay. *Sigh*

    I so want this mod to work...

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  • Original Poster
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    Hi Timmie, and all

    Your image shows that the tunnel is being correctly made - but it is not correctly being displayed. My research has shown that there are tunnel textures in the Euro textures set which will load last because usually we load Euro after everything else. (the zzzz game) . I found this out the hard way myself.

    Here are two useful solutions:

    1. Make the Road and OWR tunnels load after Euro Textures - put them in the same directory but alphabetically last.

    this is usually the directory with zzz2_Euro_Textures in it.

    or

    2: remove the textures with Reader from the Euro Set. (know how to recover the file - backup)

    texture ids are OWR 7ab0e544-1abe787d-0c95000 to 0c950420 (20 of them)

    ROAD 7ab0e544-1abe787d-0ad0000 to 0ad00420 (20 of them)

    This wil restore the look to the correct height tunnel. if this screws up you will get the original US road tunnels

    Other Questions:

    How to start a tunnel:

    Given you have a good slope mod - which doesn't really matter - the tunnels should be draggable down to about a 8m - the more horizontal the better. There is a parameter in the slope mod controlling starting slopes, however If you have trouble getting it to start you can sometimes "help" it by flattening an indentation into the hillside with say a road or rail tile where you want the tunnel to start. The more horizontal the road and the more vertical slope the easier it will be. It is possible to drag tunnels adjacent to each other - which you cant do with the originals.

    How to use the OWR3 or MAVE-4.

    If you use the NAM extensions you can use these tunnels in place of the original Road and OWR tunnels - this is means you can then draw tunnels for both Road and MAVE-4 (which is based on road) and OWR and OWR3 (which are both based on OWR) by just dragging through like any other tunnel.

    Both have custom pathing to make sure the traffic connects visually although Road to a MAVE4 tunnel would probably lead to a few accidents....

    OWR3 can let you make a custom 6 lane avenue - OWR3 in each direction for instance.

    cheers Ron

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    @rivit

    Thank you for very much for that. I loaded it after SFBT's Euro Texture Mod and it solved the problem with the display.

    There's still a problem with the one way road tunnel.

    RYosm.jpg

    Ptoek.png

    Your solution fixed a similar problem with the road tunnel. (Except it disappeared on zoom in but appeared on zoom out).

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  • Original Poster
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    Hi Hellken,

    Im presuming the glitch in the small version below is the one youre talking about - that looks like a LOD error at that size - I will have to check that out. Does it appear screwed up at all orientations at that zoom? Is the road tunnel OK at all zooms and orientations?

    I'll check in my setup too

    Ron

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    The OWR is displayed wrong at all zoom levels with me. At the higher zoom levels (6-5-4) it shows up okay in some orientations, but most of the times there is a glitch. Road tunnel seems okay at all zoom levels and orientations.

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  • Original Poster
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    Ok Folks, :{

    I hate to say it, but the 7.5m OWR tunnel is indeed screwed up at zooms 3,2,1 and one view of zoom4. It seems in doing a final render something went awry (and I should have checked it better). I have an earlier model, to get the LODs from, but will have to fiddle the render textures to fix it. This will take me a few days. I do not intend to re-render from scratch as its so long ago I cant remember how i did it. However if the fiddle fails I'll post the previous model which is more plain concrete but otherwise the same shape.

    The good news is that the other ones are all OK....

    Ron

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  • Original Poster
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    Hi All,

    here is a fix for the OWR tunnel which in retrospect is rather damaged. If this one passes the audition I will reissue the set as as a formal update.

    This .dat file is a direct overwrite of the current file - Note the file date should be 21/9/2012 after you have replaced it.

    Please left me know how this works for you

    Ron

    RVT OneWayRoad Tunnel 7.5m - Concrete.zip

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    Hi All,

    here is a fix for the OWR tunnel which in retrospect is rather damaged. If this one passes the audition I will reissue the set as as a formal update.

    This .dat file is a direct overwrite of the current file - Note the file date should be 21/9/2012 after you have replaced it.

    Please left me know how this works for you

    Ron

    Thanks rivit! Do I need to destroy all my OWR tunnels first before applying the fix? Or can I just delete the old file now and start the game?

    Rivit it works! Very Good job!


      Edited by Hellken  

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    Hi,

    First, to Rivit, thanks for this mod - no more digging canyons for road/owr tunnel entrances. The previous fix for owr entrance solved that one graphical problem, but I noticed another problem:

    Changing direction of an existing 7.5m OWR tunnel (also dragged using this tunnelmod) doesn't work - the paths at the entrance tile won't change their directions. Since this is possible with in-game default OWR tunnels I wonder if it could be possible with this mod too? I've had to use that option often enough because it's not always possible to drag a new tunnel from either direction but only from the other one.

    EDIT: Nevermind about that problem, I just realised that the paths are fixed only after save&exit - in default tunnels too.


      Edited by nakki  

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    Rivit first of all great work with your rail upgrade mod...just one thing...I've selected the option for having switches with diagonal rail intersecting orthogonal but don't know they are not appearing in the game:(can you help in some way?is there something else that can create problems or issues with your mod?some conflicts?.....

    thank you

    cheers

    Gugu3

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  • Original Poster
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    Ok Gugu3,

    you will need to check that the file A1_Base_Rail_Alt 03AA2000.dat has been installed with the other files - this is the override for the diagonal crossings. Actually its just a visual onfirmation of what the game does by itself - ie sometimes letting trains take the diagonal switch.

    If its not there I will send it up to you as necesary

    cheers Ron

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    I have it in my plugin folder together with the rest of your files...I have for example the red brick installed and working for NAM el viaduct...don't know why that prticular file,together with the other one removing the rail triangle are not working...:(

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  • Original Poster
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    Gugu3,

    The symptoms you describe suggest to me that there is something loading after my mod that is overriding the two special rails (and probably some other things too) - I can't imagine what - but using my SC4Datanode program (here on STEX under my submissions) will tell you exactly what is going on - what is loading when and what is overriding what.

    This should allow you to resolve the issue quite quickly.

    Ron

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    Rivit thank you for the support!I downloaded your SC4 datanode and discovered the problem!!!It was a file by SFBT...a dark rail texture that was overriding your mod!now it works perfectly and I love it!

    thank you!

    Gugu3

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    I have mentioned this too in the NAM 31 bug report thread. Your mod doesn't seem to be completely compatible with it. I had a working installation, with a custom slope mod, but since installing the new NAM, wrong tunnel entrances appear (road and OWR).

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    Woops, I do excuse myself. Apparently, the files for the road- and OWR-tunnels got deleted when I installed NAM 31. In other words: your mod is still making Simcity a better game :)

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  • Original Poster
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    All,

     

      As of today (5 Mar) I have not as yet downloaded NAM31, and so have not tested my mods against it. I will wait out the inevitable burn-in period and assess in my own time - its huge and my machine is already struggling, so I dont use all of it anyway.

     

    As a general rule however, if the NAM sticks with its prior file naming convention in files and directories with zzz... then there should be no problems with existing mods that danced around NAM before. It is possible that stuff that used to load after my mods now loads before. There are a number of new items in NAM31 that previously were loose mods by others - slope mods, lifter and diggers, stations and bridges come to mind. You will need to ferret out whether you want the old or new yourself if any functionality has been modified. Also if you renamed original files they may continue to interfere. 

     

    If you think something (of mine) has been clobbered through installing NAM31, then there are two steps worth following,

    1. Use my program SC4DataNode to check the loading order and whether everything that should be there is.

    2. if necessary reinstall my/the affected mod.

     

    If after this its still weird log it.

     

    As far as I am aware none of my mods were incorporated into NAM31, although SAM was briefly discussed.    

     

    For my Rail and Street Mods, I am a dependent of NAM, There may be new pieces (usually joins to and crossings of new networks) for which I havent yet made the new textures. It is my intent to do so in the long run as I will continue to support my products. However it could take a little while as I can barely run SC4 myself nowadays on my old PC (new one planned soon). 

     

     cheers Ron

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    So, are you going to release an updated version of RUM?


    Check out

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  • Original Poster
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    @aaaling

     

      Yes, I will re-release/upgrade RUM and the Streets in due course - feedback on things missing/broken will help.

     

    fixes to the original RUM - the railway crossings were inadvertently left out of the original installer (one person found it), the concrete viaduct had a shading fault (which I found by accident), otherwise OK - ie I've had no other bug reports. 

     

    additions since -  there are two new alternate viaducts - concrete/red steel (new) and dirty brick (released on WMP site). Also the catenary may need reissue as there are some errors at low zooms, and some missing altogether, NAM31 will certainly have new crossings and possibly joins.

     

    The streets (BASIC and SAM sets) will probably have new tiles (crossings and joins) I havent seen before and there will inevitably be some regressions of things changed without my knowledge;  the euro textures for SAM 2,4,5 were never all released, and the base ones were proved incomplete. Also I forgot to release the parking lots SAM1. Other than that no bug reports here also.

     

    The tunnels have a fix which is in this thread, but as yet unreleased in the set.

     

    I also have a number of automata pending release - cars (VW Karmann Ghia, Hudson Hornet, Roll Royce, Alfa 8c, Mini),12m yachts, trains - NZ railcar, ATSF Super Chief, EMD F7 , and a complete Downunder Terrain mod which is a sunburnt (ie redder) version of Meadowshire with reddish sandstone RockMod. I've also converted GoFSH to VB.NET and it needs packaging .

     

    So no shortage of things to fix/come, just time and patience needed. (and I'm talking about mine)

     

    cheers Ron

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    Will you create support files for using the NAM Rail Viaduct textures other than gray rock? I really like the red brick one the most, and I’d like to keep that even if I install RUM. Also, is it possible to create wealth dependent textures for RUM like in the SFBT Rail Texture Mod?


    Check out

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  • Original Poster
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    aaaling,

     

    1).  the use of my rail viaducts is entirely optional - ie. whatever you selected in NAM setup is kept merely by not installing any of mine.

     

    2)   I was actually unaware of that mod - having now seen it I'm not intending to emulate it - it would mean a quadrupling of the size of the rail files - ie like streets and roads one tex for each wealth. Its plausible to automate generating them from the texture perspective, but I'm fairly sure that it would not work for model based items in NAM rail  (they're not in that mod) - so I'll leave it as it stands.

     

     Ron

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    Hi Rivit, just to pass on the info in the correct place (I had posted similar on the comments section on the simtropolis download page for your SC4datanode, sorry about that) I have been using your tar sealed street mod for quite some time without issue right up until the point of updating to NAM 31 when the streets reverted to maxis default. Not being a computer programmer by any means I used a lot of caution trying to find a solution but eventually solved my problem by simply renaming the folder to "`RVT Tarsealed Streets" (with a tilde prefix rather than zzz) as for some reason no matter how many z's I placed the NAM must have been loading whatever was over riding it last - can I suggest that whenever you update this wonderful mod it's repackaged with the folder renamed? Also got to say it's been worth the headache! Thanks again

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