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Stoplight Replacement Mod (SRM) Support Topic

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It's just a .zip file, perhaps you need an application to extract the files from it, Keka should work fine.


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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That's a lacking model. Probably when installing the mod, you deleted all post models instead of keeping only one. Try deleting the whole mod folder and installing again, this time keeping an eye on all instructions' steps.

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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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Stoplights are barely lighting up at night. Is there any way to make them brighter? This is an awesome mod; love it, thank you so much!

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If I remember clearly, the problem can be that the light images aren't very bright, and they don't cover the full circle (particularly the green light). I guess this could be fixed by modding the FSHs, but I'm not sure that's a good answer.

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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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6 minutes ago, matias93 said:

If I remember clearly, the problem can be that the light images aren't very bright, and they don't cover the full circle (particularly the green light). I guess this could be fixed by modding the FSHs, but I'm not sure that's a good answer.

Ic, so there's no mod/fix currently available? How in the world would I go about modding the FSHs, whatever that is lol.

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I'll explain this more clearly: There is no mod to the SRM basically because Mandelsoft isn't creating for SC4 now (I remember he's doing things for Euro Truck Simulator, aside from his musical endeavours), because nobody else has tried (hey, you, yes, you could be the one to do this!), and because Mandelsoft's workload for SC4 had begun to be really huge and the SRM wasn't the most demanded mod to recieve attention. It is a completely understandable development. What is more, a couple of years after the last update to the SRM, the NAM team included new flexible intersections for which the SRM hadn't been applied, so it would be expectable that if someone takes charge of this mod (its original creator or anybody else doing a fork project), to create those pieces would be a part of the work. Is this mandatory for anyone to do this: no, but I guess more than one has felt compelled to this 'all or nothing' way of thinking.

* * *

Now going to the point of the question, I guess (but I'm not sure) this could be mended by simply retouching images: the FSHs are precisely that, BMP images specially formatted to be used by the game. You would need to use a programme called GoFSH to extract them from the original plugin (there is an user manual that explains how to do that), to retouch them to be more brilliant (i.e. white) and more full, and then to use GoFSH again to create an override DAT file to be put after the original plugin (i.e. alphabetically after on the same folder).

As I said, in not sure if this will work, so it would be a good idea to keep a backup in case something goes wrong.

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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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4 hours ago, chitown172 said:

Ic, so there's no mod/fix currently available? How in the world would I go about modding the FSHs, whatever that is lol.

Here's the link for the GoFsh program if you need it:

And here's a link to @rivit's page with a helpful guide to using it:

http://users.tpg.com.au/rivit/rvt-simcity-creations8.htm

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@MeMyself&I, - Thanks for the plug - I would note however that the manual in the GoFSH package is far further advanced that this web page - which you have now reminded me needs some serious updating.. 8-(

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Quote

to retouch them to be more brilliant (i.e. white) and more full

This might work, but if you're not used to working with textures, isn't going to be simple. You also have to bear in mind that these objects are tiny, even at the closest zoom. There are limitations that prevent such small objects from being hugely visible without increasing the model size. I think Mandelsoft has done a fine job balancing a realistic scale with something usable. Of course anyone is free to modify such content if they choose, but I have the feeling making them much bigger would just look plain wrong.

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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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I'm not too sure if this is on SRM's end of things or perhaps NAM's but it seems like it missed the retexture on this layout?

Using most recent versions of NAM and SRM.

Anyone else experienced this? I can post more info if needed.

Screen Shot 2019-09-25 at 22.40.59.png

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The piece (texture) with the additional light is reused for more than one junction. But if I had to guess, you are missing a Cancellation T21, intended to remove such no longer desirable light placement.

Using EU Var1 RHD, I too have this same problem, the attached file will prevent this from appearing. Best placed in the same folder as LRM to prevent load order issues.

Z__SRM_T21Cancel_0x5f077a00.dat

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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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Yes I was missing that thank you, I was using EU var2. I put it in with my other T21 files in with USL and it seems to be working, thanks! *:thumb: 

Aside, do you recommend I use LRM instead?

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I personally use LRM and never previously tried USL so it's hard to say really. I'll not that you might need to re-build all T21s, done by refreshing the networks (clicking on them with an appropriate network tool), if you change mods. Otherwise in the case of some NAM Puzzle Pieces, for example the older TuLEP pieces, bulldoze and replace the intersections. But by and large they do the same thing, so it's more a case of which models and light colour schemes you prefer. Certainly LRM has very good coverage and many different styles of lamposts, it's a mod I'd highly recommend. If I recall correctly, I think some prefer the lighting scheme, which colour lights for the different networks. So maybe try LRM in a new test region and see if you prefer it.

The missing T21 was probably just an oversight, but from the Texture ID I'd be fairly sure it's a NAM addition and not from the base game itself.


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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Is there any SRM with more overhead stoplights instead of posts? I'm using MRTN SRM and I like it a lot, except way more intersections than I'd like have post style lights instead of overheard using European version 2.

 

Untitled.png.5169ee4f62cba2ab0fdcc06c3e00f497.png

Here for example.

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On 01/10/2019 at 3:11 AM, junspud said:

Is there any SRM with more overhead stoplights instead of posts?

I'm pretty sure the answer is no.

On 01/10/2019 at 3:11 AM, junspud said:

Here for example.

Perhaps the low density buildings are not helping, but that certainly doesn't look like the sort of junction where such overhead lighting would normally be used. I can only therefore presume that's why the mod uses standard poles for these setups.

In theory all the pieces are there to edit the T21s and alter which lights and posts appeared for any setups you wanted to change. But, due to the nature of these props, the "lotting" is not exactly easy, it's real time-consuming basically and that assumes an understanding of T21 modding.

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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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7 hours ago, rsc204 said:

I'm pretty sure the answer is no.

Perhaps the low density buildings are not helping, but that certainly doesn't look like the sort of junction where such overhead lighting would normally be used. I can only therefore presume that's why the mod uses standard poles for these setups.

That would make sense as the mod is for European setups. I'm just used to overhead lighting being used almost exclusively where I'm from in the US.

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