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The development of SC4Tool had been discontinued long before even Windows Vista came out, let alone Windows 7. Are you sure you have installed it properly (it requires the Microsoft .NET framework 1.1)?

I have a Windows 7 64-bit system on my notebook, and I can run SimCity itself as well as iLive Reader, LEProp, SC4Tool, Lot Editor etc. without the slightest issues.

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    I plan to fix my problems with SC4Tool, and I think I've found out what some of the issues are already Meanwhile... Something I've been working on as of late:

    7646545688_198bd46768_b.jpg

    The roads you see are props, overlaying the streets, but expect them to be made into T21s upon release.

    7646679802_6edda1070a_b.jpg

    I hope you enjoy the progress! note that I plan to fix the driveways, as well as "unhide" some of the street markings accidentally covered by some other props.

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    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    haha, only after 8 years someone makes suburban houses with correct looking driveways and two car garages. You are my freaking hero.

    Maybe thickening one of the props very slightly will get rid of the Z-fighting


      Edited by hamsterTK  
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    Thanks for the comment, I really appreciate the kind words! I assume you are talking about the driveways? I whipped this up quickly, and after looking at the lots in LE noticed thst some props seem to accidentally have height added to them. Ill be sure to fix it ASAP!


    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    Just thought I'd mention, I've uploaded something I had lying around for a little while:

    If you like military, and HD, you'll love this!

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    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    Freaking amazing...

    I have waited for a long time for someone to release some HD military stuff. Those will be extremely useful in my future updates. Thanks man!

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    If my hard drive wasn't fried, I'd download this in an instant. Now I have to wait until I get a new computer. D:



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    It's been a while since I last came here, but things have eased up at school. I'm glad to be back; back with a few new BATs up my sleeve of course!

    Island2-Oct30141349299260.png

    Island2-Oct18141349299224.png

    Island2-Nov5141349299275.png

    I found the game to be lacking any sort of aged, broken, or otherwise dilapidated road surfaces. To solve the problem, I re-purposed MTEL lots. I chose to use MTEL lots instead of a SAM mod for several reasons, namely being able to use actual BAT/3D models as the roads, which in turn leads to more varied textures throughout the length of the road. This in itself has some advantages and actually less disadvantages than you'd expect. On that note, you should know that the shadow issues seen in these photos are with the props themselves, as opposed to my BATs, and traffic can also run on these roads without disappearing or sinking into the concrete. However, in the event that I did want to make this SAM-compatible, all that would need to be done is to cover each street tile with a road surface prop, which would be in a family.


      Edited by Bipin  
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    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    It looks absolutely fantastic bipin no question.

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    Visit my BAT thread

    :D

    signiturea.jpg

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    Mother of god... :O

    I'll be downloading that in a heartbeat as soon its released.

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    Thanks nick13, Evillions and weixc812 for the replies, I really appreciate it! It's little comments like those that make me want to BAT for the community. After a bit of testing, I've found residential does not grow along these roads in all conditions, but apparently in some, which is odd. However, it seems commercial ind industrial do just fine, as well as any sort of ploppables. This makes me ask, do you want this in a SAM or T21 mod? The way it would work is intersections would use the intersection prop, and straight tiles would use a 1x1 section of the large, straight section prop you see in the pictures. The prop in the pictures is 6 tiles long, and would be split up into 6 1x1 tile-large segments in a prop family. The problem is though, if they appear in random order, which they will, the cracks won't line up.


    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    I'd probably use this most in industrial areas anyway, so that point doesn't bother me too much. Though, why not have the 6x1 props in addition to the 1x1? Is there a technical reason for that?


      Edited by Ryno917  

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    I'd probably use this most in industrial areas anyway, so that point doesn't bother me too much. Though, why not have the 6x1 props in addition to the 1x1? Is there a technical reason for that?

    I too would probably use these only in industrial areas, as that's what they were developed for. To be specific, the LA River area (nudge, nudge, wink, wink). There is indeed a technical reason for such large props; it's so the texture does not repeat after every tile, there are different cracks all along the road. Furthermore, MTELs can't touch eachother, so the whole block length needs to be one MTEL. In this case, it's a few 1x6 pieces put together. Of course, it wouldn't be a problem to make a 1x1 piece if this were a T21 mod, I just wanted to test out the main idea with 1x6. In fact, since this will be heading in that direction, all pieces will be 1x1 slices of the large 1x6 piece.


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    What I had meant was, is there a reason that you were going with 1x1 instead of the 1x6. I think I thought you planned on an MTEL with 1x1s, though, instead of the T21s as 1x1, so that was my misunderstanding. :)

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    Wow these look real nifty Bipin!

    So these are in fact BATed streets? And everything checks out for traffic driving on them? Very impressive.

    I'm afraid I don't know much about modding, or BATing any form of transit networks in general so I don't have much to say rather than great work and keep it up. :)

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    I freakin love this road! This is awesome, finally something grungy with potholes! I live in Canada, we have many streets looking like this after the wintertime, and on top of it, you added my favorite power poles! That would be awesome if you could transform the whole thing into light poles that would be even more realistic. I noticed you already started to do it. We have a great start here, just need to add some extra props like street signs and traffic signs. Keep up the good work buddy, I wish I could do the same thing. You're bringing some great quality content to the community, thank you !

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    I also like the power poles since they are the reality of the streets here in Brazil. I just think they are very next to each other, you'd better show up interspersed.

    The question as to cars not appear cut off is because the S3D are not at 0 axis. But between the model this point also exist the shadow that can be below its prop depending on the height

    note : The link is broken in Simpeg -

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    The power poles are optional; they are WMP power poles, and I'm just using them as an idea of whjat's to come. I'll probably use some of the french HD power pole props, since a few of them look pretty North/South American. Thanks for the tips everyone, and especially the kind words.


    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    You have just revived the streets of Simcity4!

    But I suggest that you leave the mod that change the road alone and the mod that change the street alone, that way I can install only one of them, because I don't like the road's texture much, they are good, but not as great as the streets :O , it looks like in Cityville not simcity4.

    Just one question pleas, how do you change those textures of the streets and etc...I'd like very much to make many streets and roads textures that I really need :O

    :)


    .....

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    You have just revived the streets of Simcity4!

    But I suggest that you leave the mod that change the road alone and the mod that change the street alone, that way I can install only one of them, because I don't like the road's texture much, they are good, but not as great as the streets :O , it looks like in Cityville not simcity4.

    Just one question pleas, how do you change those textures of the streets and etc...I'd like very much to make many streets and roads textures that I really need :O

    :)

    Unfortunately I don't really know what to say concerning you making your roads like those I've made, as they are actually 3D models. On the other hand, you should realize that if you open Lot Editor and take a picture of a typical road texture, then load it into a 3D modelling program at the right scale, you can build your road around that. Hope that helps :)


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    Thanks :D

    But I assume that your streets and roads are not functional, meaning, you plop them like parks or BATs or whatever?


    .....

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    Thanks :D

    But I assume that your streets and roads are not functional, meaning, you plop them like parks or BATs or whatever?

    No, of course not. :P They are transit enabled and function like normal roads.


      Edited by Bipin  

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    Ah, cool, thanks for the help.

    So when are you going to upload these?


    .....

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    Ah, cool, thanks for the help.

    So when are you going to upload these?

    Within the next week. I just need to make a few more pieces and work out a few bugs.


    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    Keep up the good job dude,...you're making SC4 alive.....there aren't much new uploaders these days.... :D

    anyway, if i may ask, i was wondering about your CURB project, and i found that you haven't given much of...well,.."tutorial" on that thing, and also because the video you provided there was gone...and i found it difficult to build and arrange (especially the transitions on slope)...ok, what i'm trying to say is....could you just please give more detailed readme on that project...??? just like budybudd did in his sunken highwall....??


      Edited by Cefien  

    Clever men are not always Wise, but Wise men will always be Clever

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    I second In Soviet Russia's question... Transition pieces that connect to Road Networks? And of course thinking about NAM users or NWM users and whatever else that's going to add a lot more pieces. :P

    I'm certain you have this already sorted out though.

    They remind me of some old roads where I live or neglected roads there.

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