So I built a 15m elevated avenue over a ground highway, and I want to create an onramp to connect the two road systems. Is that possible?
Transfer here from one route to another. Transit and network enabled.
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City Bus Loop 1 - 3x2.
Plop Cost: 350
Monthly Cost: 150
Landmark Effect: 10,5
Park Effect: 5, 5
Air Pollution: 3, 2
Water Pollution, 2, 2
Maxis Night Lighting
Bus props used from: Glenni-buspack-
INSTALL to folder:
By Bad Peanut
Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add!
I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions!
Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix
a 16m Wide Basic Road:
And a 32m Wide Medium Road
You can click on the above links to be taken to a template in streetmix.
Give me inspiration!
TL-Obelisk Place 4x5 (seasonal)
This one is all my own – but couldn’t have been without Vnaoned beautiful obelisk. And it is for Dreadnought, who loves the Needle. (Bonus : it can be combined with several other of my parks and plazas using the same pavement texture).
Many thanks to my technical gurus, Rsc204, Kosc and Dreadnought. And especially Rivit, who lighted my SC4world. Also the willing victims of the beta-tests, RobertLM78, Handyman and, again, Dreadnought. And the guys and gals on the forums (Twalsh, Matias93, Fantozzi…). We need help when we begin sneaking a peek under the hood of SC4. That the community is always willing to lend a hand is a constant and pleasant reassurance for us noobies.
Plopcost : 500 (come on, all that water, and all those trees ?)
Park Effect : mag.20 rad. 40
Pollution : Air -16
Landmark effect : mag.100 ; radius 10
And this is for SC4 Rush Hour...
Dependencies : (again, mostly the same as my other park & plazas...but so much less !)
BSC Textures vol.02.dat
in VIP Delecto Ploppable People
FrankU General Essentials v1.dat :
in BNL essentials v.1.2
Nams Props Pack Vol.1.dat
Nams Props Pack Vol.2.dat
In Nams Props Pack 1 & 2 :
NDEX Base Texture Set 1.dat
PEG PPond Kit 102
VIP-Vnaoned Propspack vol01
wmp_garden_props02.dat : see down the list on
in WMP Power Lots :
Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. (If using LRM and finding your own lights too dim, take out zLightCones_RVTNite.dat).
And NB : to see the trees, you must let the game run for a few months
EDIT : SHAME. I forgot to list two dependencies !!! :
in Tamorr’s Resource 2.05
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