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Hellken

Any mods that remove diagonal road "dirt"?

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The proper term is wealth grass, not dirt.

"Dirt" refers to the "stuff" you get when you zone agricultural zoning alongside a road. For the record, that is possible to remove.

Wealth grass is even harder to remove, because they're baked into the road itself. Both sidewalks and dirt are separate from the transit textures, which is why sandstone sidewalk mods are relatively easy to implement. To even remove wealth grass would be a monumental task:

- First, you would need to eliminate the sidewalk texture and replace it with a blank, so that all sidewalks are eliminated from all of the roads.

- Next, you would need to modify each and every single texture (and there are thousands to go through) so that they instead have the sidewalk texture, as well as making it so they have no grass at all.

Such a mod would be completely incompatible with all other sidewalk mods out there. There is an insanely easier way to get around that problem: Use either dual-OWRs (one-way roads) or use a network from the NWM.

Especially with the Avenue network (and this is the only network that exhibits this trait), any zoning that touches a stretch of Avenue will wealthify the entire stretch, as opposed to wealthifying just the tiles that touch. Since no other network exhibits that trait, you can convert to OWRs or an NWM network instead.

If you want to do the same with single-tile networks, you're out of luck.


  Edited by Ganaram Inukshuk  
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With this game, its age, and the level of graphics available at the time, we shouldn't look too closely today. We are several computer generations past where they were when they wrote this program.

Who, besides me, is astonished that it still lives?


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    This would be something good...I wish I could pick and choose what shows up on the side of roads, because some places I like sidewalk...others I want nothing

    I wish.

    The proper term is wealth grass, not dirt.

    "Dirt" refers to the "stuff" you get when you zone agricultural zoning alongside a road. For the record, that is possible to remove.

    Wealth grass is even harder to remove, because they're baked into the road itself. Both sidewalks and dirt are separate from the transit textures, which is why sandstone sidewalk mods are relatively easy to implement. To even remove wealth grass would be a monumental task:

    - First, you would need to eliminate the sidewalk texture and replace it with a blank, so that all sidewalks are eliminated from all of the roads.

    - Next, you would need to modify each and every single texture (and there are thousands to go through) so that they instead have the sidewalk texture, as well as making it so they have no grass at all.

    Such a mod would be completely incompatible with all other sidewalk mods out there. There is an insanely easier way to get around that problem: Use either dual-OWRs (one-way roads) or use a network from the NWM.

    Especially with the Avenue network (and this is the only network that exhibits this trait), any zoning that touches a stretch of Avenue will wealthify the entire stretch, as opposed to wealthifying just the tiles that touch. Since no other network exhibits that trait, you can convert to OWRs or an NWM network instead.

    If you want to do the same with single-tile networks, you're out of luck.

    Very insightful post.

    So.... how can I replace the dirt 'wealth grass' with something else like a sidewalk or a transparent base? Is it possible?


      Edited by Hellken  

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    SFBT filler lots. I found them on LEX.

    That's if you wanna fill in the gaps. We're talking about removing the gaps to be filled.

    So.... how can I replace the dirt 'wealth grass' with something else like a sidewalk or a transparent base? Is it possible?

    If you're OK with removing all of the wealth grass and having just straight-up sidewalks, you could try but you'd have to put up with zig-zag sidewalks across your diagonals.

    If you want a DIY job or just want more insight on how wealthification operates, you can follow this post:

    Sidewalks are dictated by one single texture per wealth level and they apply to every non-rail transit tile; They're completely separate from the wealthification grass. In fact, if you look at the textures for for, say, Streets, you'll see blank areas where the sidewalks go, but nothing on the sidewalks themselves. This is also why RHW networks have wealthification: To cover up the sidewalks that would pop up otherwise. Ever seen the RHW-6C diagonals? That's what RHW would look like if it didn't have wealthification grass. Not really pretty.

    Something along the line of should make the sidewalks (but not the grass) uniform; No more dingy sidewalks and no more pink sidewalks. It copies and assigns the medium-wealth texture to both the low and high wealth texture.

    . . .

    Wealth grass, on the other hand, are dictated by the transit textures themselves. Excluding mipmaps (zoom levels 0-3), there are usually four main textures (wealth levels 0-3) that control wealth grass (which I usually call wealthification).

    The last four digits of a network tile instance ID is somewhere along this format: PPWZ, with PP being the piece ID, W being the wealth level, and Z being the zoom level.

    If you open up Simcity_3.DAT, and find the 0x05###### IID range, you'll find the textures for the Street network. Its IID range is from 0x0500#### to 0x0501####.

    capturestreetdat.jpg

    . . .

    And for reference, the standard format for (almost) every transit network IID is 0xMNPPPPWZ, with M being 0 for non-NAM tiles and 5 for NAM tiles, N being the network or project ID, PPPP being the piece ID, W being the wealth ID, and Z being the zoom ID. For the wealth ID, 0 for zero-wealth/unzoned, 1-3 for low to high-wealth low density, 4-6 for low to high-wealth high-density (which is usually unused and the unzoned texture is used in its place), and 7 for agricultural (also unused). 8-F is essentially 0-7 repeated, but that's used in only very special situations in NAM-only networks (asymmetrical network crossings, for example). For the zoom ID, it's 0-4 (which should be obvious). 5-9 is typically used for networks that have overhangs, and A-E is used as a textural reference for when the network in question is crossing under an elevated network (Street x Elevated Rail crossing) so that the crossing model can have a texture to refer to.

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    ^^^

    Everyone, this is a quality post and what an in - depth post should look like. He explains his point well, shows a solution, and a well done tutorial.

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    I might have to try OWRs...but that might sticky...o well, something to wish for....something that would be something that should have been considered in SC2013 and probably wasn't, haha.

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    If you monkey with someone else's code, you own it from then on. No complaints can be considered.

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    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    Posted:
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    Any mods that remove diagonal road "dirt"?

     

    Edit: "Wealth Grass"

     

    ssitk.jpg

     

    UoQI1.jpg

    aHJND.jpg

    hello, what is the name filler with the modern sculpture?

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    Please, don't bump old threads. The last reply was 3 years ago. If you are looking for something you see in an image, the best place to ask is the 'Can't Find It'-thread, here.

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