Jump to content
rsc204

MGB Lot and Mod Shack

531 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    Small update, I've finished updating all the original pieces for Moonlight's El-Rail/RHW today:

    35644896915_a364a13220_o.jpg

    This includes some new pieces for RHW-3, RHW-7C and RHW-8C too.

    I've still got two Diag El-Rail over Diag RHW-4 pieces to finish - actually they are done, it's just a small imperfection in the model I'm fussing over for 10h+ trying to resolve. The good news though, with all the pieces needed as "templates" to make all the previously unsupported pieces, I should be able to add the remaining diagonal variants for all those RHW networks that support Maxis EL Rail too.

    I'll bundle these into an upload in the next few days :]

    • Like 6

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    That's looking wonderful! :golly:


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    In case anyone missed it, the fixes for ML's El Rail over RHW have been uploaded to the STEX.

    In the meantime, here's one for LHD users only. For some technical reason it seems the usual pathing for LHD can not be invoked for certain 7.5m overpasses. The same issue occurs with the DBE (diagonal bridge enabler). This means for LHD players that automata will always disappear when entering a 7.5m high piece or the DBE.

    This has annoyed me, not because I care for UDI (although that's also a big problem), but rather because I can't always have trains where I might want to take screenshots of them. What I've therefore done is simply override the RHD paths with the LHD pathing for these pieces, which seems to work flawlessly.

    My patch will cover Rail and GLR networks for the overpasses, the DBE and a path for the NAM diagonal GLR station. Included are options for either Maxis-spec paths or RRW-spec paths for the rail pieces.

    I figured some others might like a copy, so please find the mod attached with basic instructions.

    LHD NAM Paths Patch.zip


    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I REALLY Love your Sandstone Mod, now it looks even better with Paengs Sandstone Mod but i have 2 Questions:

    Can you maybe make a US Tulep's Style Version for your MGB Sandstone MOD?

    Is your MGB - Terrain Grass compatible with your Sandstone Mod?


      Edited by Mikey Knox  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks.

    TGN and the sandstone mod will work together, but there is some overlap. The current sandstone mod doesn't support TGN textures but needs to load after TGN.

    In this regard both TGN and the Sandstone mods are undergoing a revamp. US texture support will also be included for the Sandstone mod. In addition a TGN support patch for users of both mods will bridge the gaps and unify everything properly.

    To be honest, most of the work to make this happen is finished. But I've some work to do on the installers and refreshing some new NAM 33 textures before releasing them into the wild. In the meantime, if you send me a message I can provide some pre-release textures for the US TuLEPs for example if you don't want to wait.


    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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Firstly it might be useful to know the grey texture is ML's Super Light Asphalt (SLA) sidewalk mod.

    Then I've used a combination of both my Diagonal fillers and Paeng's Parks 205 pack (specifically the park sidings). Both these mods should auto-adjust to whatever sidewalk is installed, so you'll only see SLA if you are using that sidewalk mod. They are additionally using the included overrides that come with TGN to match the terrain.

    If I recall, I also had to use some overhanging sidewalk fillers (by Magneto for SLA) to get the diagonal edges of the park/walkway. I've since created some sidewalk-neutral fillers (that match the installed sidewalk), those are attached to one of the posts here.

    I've actually done some work lately on a similar package for the BSC Texture Packs 1-3. It might take a while before I can release such a thing, there are so many grass textures in those packs, I'm about halfway through them all.


    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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Small update, I've finished the remaining pieces for my GLR mod to be 100% unified. In fact with the exception of new textures in NAM 34, every GLR texture is covered by my mod now :).

    35605311006_5dbb75e442_o.jpg

    The last pieces were the two RTMT/NAM GLR Transitions (TiR pictured) and the TiR Pont Notre Dame bridge in the NAM. Thanks so much to Xyloxadoria for giving me access to the model files to render the RTMT ramps.

    The Bridge uses a T21'd S3D prop which references the installed TiR texture. So this fix would be compatible with other GLR styles too. All this will has been included in updates to my SWN mods.

     

    • Like 3

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Great work! What maxis street override are you using in the upper right! Keep up the great work!

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    That's a customised version of Rivit's Tar Sealed Streets mod. The regular version is available here. The only change I made was to match the grass to my TGN mod.


    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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Small teaser:

    35605310316_95e2194efb_o.jpg

    Note how the model that overlaps the RHW is not actually part of the crossing. This can not be avoided, much like with ML's El Rail, there will be some imperfections, but I've sorted RHW-6S and 8S crossings, I will finish a set similar to the El-Rail I've already released for BTM.

    • Like 3

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Cool!

    I'm not sure if there are textures for it, but a wide street without markings (as wide as the 1-tile, 3-lane networks) would look great in an industrial setting.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On 08/02/2016 at 10:37 AM, CT14 said:

    Cool!

    I'm not sure if there are textures for it, but a wide street without markings (as wide as the 1-tile, 3-lane networks) would look great in an industrial setting.

    Some testing was done with regards to wider than normal streets. The problem is this adds quite a bit more work transitioning to the other network textures, since all the templates I'd normally used were made for the standard width. I'm still toying with the final specs, although I don't expect them to be extra wide sorry.

    A user asked for some PedMall underbridge lots, so I've made these to compliment my overhanging sidewalk/grass fillers.

    35644891625_1f9b2f7baf_o.jpg

    Find them attached :).

    :Edit 02/2019: Please find these props as part of this set (STEX):

    • Like 4

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I have now found your outstanding Belisha Beacon crossing lots.

    Really usefull for my UK cities. *:) I have been wanting something like this. Thank you. Something similar for streets and avenues? Hint Hint *;)

    But I couldn't leave it like it is. I had to play with it. So I added my phone box and post pillar and Krashspeed rails. As HD those these fit better. And I wanted to something light and fun to take my mind away from the terraces, so I added a traffic island. Just a quick test. No texture effect added yet. Just to see if that would work.

    I think it was a successful quick test, even though those pesky little drivers are ignoring keep left bollard and are passing on the right. *:D

    I don't know what kinds of user made traffic signals there are, but perhaps I have to new ones for the Pelican crossing.

    TrafficIsland2.jpg

    TrafficIsland1.jpg

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Firstly, how dare you go and make something better *:P. I like the central part, are those bollards in your prop packs? (I want! *:ohyes: [to T21 these everywhere]). I think I could find a home for them in my expanded 2.0 version.

    Sorry, but my sims don't live in the 1930's, so I've got my KX-100 in use here personally. But your K6's still make an appearance in my game. Also, I like in essence the fencing you are using, but it's too big IMO. I had planned to BAT something with the black railings you'd typically find in London and other parts of the UK.

    As for other Zebras, now what can you possibly mean...

    35605308106_5f334f3e35_o.jpg

    I think we can safely say I have not finished with them yet. Actually, the hold up is me trying to complicate things by adding special paths to them. This is proving problematic with the TEing, an area that simply isn't documented anywhere, so unless I can work it out, I may have to shelve this feature. But I'd like to have cars stopping and pedestrians crossing them if I possibly can.

    • Like 5

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 07/03/2016 at 8:06 PM, Bombardiere said:

    I have now found your outstanding Belisha Beacon crossing lots.

    Really usefull for my UK cities. *:) I have been wanting something like this. Thank you. Something similar for streets and avenues? Hint Hint *;)

    But I couldn't leave it like it is. I had to play with it. So I added my phone box and post pillar and Krashspeed rails. As HD those these fit better. And I wanted to something light and fun to take my mind away from the terraces, so I added a traffic island. Just a quick test. No texture effect added yet. Just to see if that would work.

    I think it was a successful quick test, even though those pesky little drivers are ignoring keep left bollard and are passing on the right. *:D

    I don't know what kinds of user made traffic signals there are, but perhaps I have to new ones for the Pelican crossing.

    TrafficIsland2.jpg

    TrafficIsland1.jpg

    That looks fantastic! I really like traffic island.. reminds me so much of London.

    On 07/03/2016 at 10:13 PM, rsc204 said:

    Firstly, how dare you go and make something better *:P. I like the central part, are those bollards in your prop packs? (I want! *:ohyes: [to T21 these everywhere]). I think I could find a home for them in my expanded 2.0 version.

    Sorry, but my sims don't live in the 1930's, so I've got my KX-100 in use here personally. But your K6's still make an appearance in my game. Also, I like in essence the fencing you are using, but it's too big IMO. I had planned to BAT something with the black railings you'd typically find in London and other parts of the UK.

    As for other Zebras, now what can you possibly mean...

    35605308106_5f334f3e35_o.jpg

    I think we can safely say I have not finished with them yet. Actually, the hold up is me trying to complicate things by adding special paths to them. This is proving problematic with the TEing, an area that simply isn't documented anywhere, so unless I can work it out, I may have to shelve this feature. But I'd like to have cars stopping and pedestrians crossing them if I possibly can.

    Wow! Astonishing work! Now, my question is.. are these thing going to be a plop TE thing? or are we going with a street side mod? I'm really excited.. In any case, I think the traffic island could be made into a plop TE, so we can choose where to have it.. you know, there are some in London, but not in every cross.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well the Zebras won't really work any other way than as TE lots. Perhaps they could be NAM puzzle pieces, but that's probably just going to complicate things. That said I did think about it, but I think TE lots are probably a better approach.

    The street side mod would also be capable of adding props like this in other suitable locations. Those traffic islands are used pretty commonly, not just at pedestrian crossings. I can think of some medians before crossings where it would look at home. But that mod is a long way off. There are many, many T21s to look at, not to mention I expect a number of new props needed to realise it properly. But as my texture mods start to get finished, I can begin to concentrate more on this. I also will start looking at other ways to add UK road markings either via S3D props or altered road textures. Then, in like 2045 or something, I might look at trying to implement bus lanes, which you can't do the UK without.

    • Like 1

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I like the whole thing, and I know that you are working on the mod already..  I saw some pics over at sc4devotion. I like those islands.. could we get some TE of those? I'm currently working a lot with british cities and that would make a beautiful addition to close zoom levels.. maybe if its not too much to ask, could you make some? I like what I saw on those 2 pics, and its a good "item" while we wait until 2045 =)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 07/03/2016 at 10:13 PM, rsc204 said:

    . I like the central part, are those bollards in your prop packs? (I want! *:ohyes: [to T21 these everywhere]).

    Not yet, I just made these last night. I still want to do some adjustments. To make the colour hue more reddish to match the game and make stones more visible.

    Do you think I should make the central section longer to better match zebra markings?

    Quote

    Sorry, but my sims don't live in the 1930's

    But mine do, so I will make a cast iron (?) version of the keep left bollard. *:D 

    Quote

    Also, I like in essence the fencing you are using, but it's too big IMO

    Yeah. I took this one as it is HD. We can argue HD and the buildings as it is a mixed blessing, but here, close up street props, is an area where HD really shines.  It would be pretty easy to do modern railings. Something similar in size that Porkissimo's props are. A zickzack pelican crossing for an avenue with railings would be so much in London style. *:)  I can't remember if there are Victorian cast railings anywhere, but after I am done, my outdated sims probably have to watch out historic crossing barriers.  *:D 

    Quote

    But I'd like to have cars stopping and pedestrians crossing them if I possibly can.

    This is an interesting idea. The game's cars do stop at the traffic lights so it is doable. I forgot to mention that I looked into the lot. I see you made it as a garage. *:) You don't have a transit swich cost, but I am thinking to add it for two reasons. This way it would discourage the sims to switch from one transport mode to another. I think my game sees the lot as a bus stop. I did delete my test city, so I did not play long, but my advisors were complaining about a single bus stop makes my sims confused. *:???:

    Another reason is to use the lot as a speed bump. Especially a street version. It is really annoying when I have a main avenue, but instead of using it, my sims are taking short cuts through residential areas. *:( Well, drivers in real life do that too, so that is why the councils have put speed bumps on side streets. So I want do something similar in my SC4, but speed bumps are ugly, so I want pedestrian crossings. *:) 

    Anyway I really like your mod project. So far I haven't looked for terrain / texture mods, NAM's Euro textures had been enough, but this one I definitively want!  It is bit tedious to mix and match mods and prop packs, so if there will one mod, which will give me a UK look, I will be very happy. *:) (oh yes, I understand that you need external props, but if these are tailored for the mods, it will make life easier.)

    So, I would like to help anyway I can. Although I don't think that you really need a help. Your modern phone pox is brilliant. *:thumb: So much better than my red ones. It is so outdated model and I have been thinking to make a new one. Although I think that I could improve the game visual only little. Mainly textures as even improved model details would not show up well.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On ‎07‎/‎03‎/‎2016 at 11:57 PM, cmdp123789 said:

    I like those islands.. could we get some TE of those?

    I'm pretty confident Bombariere will let me have the props for this and other nefarious purposes :D. If so, then I should be able to do something with them. TE lots for intersections are a really bad idea though, so it probably won't be that.

    17 hours ago, Bombardiere said:

    Not yet, I just made these last night. I still want to do some adjustments. To make the colour hue more reddish to match the game and make stones more visible.

    Do you think I should make the central section longer to better match zebra markings?

    Maybe, but then I think perhaps it would cover too much of the texture? Given the raft of different Zebras in the making, I'd separate the Islands from the central pavement (nice colour, almost spot on), so they can be moved apart at will. In fact, the central Island is not necessary, I'm willing to incorporate that into the textures, now I see they are missing. I'm also happy to move the road markings to meet the curbing. I'd make that less high incidentally, it's a bit pronounced. Only because the textures can't show the same depth on sidewalks, so it looks off compared to the curbing there.

    When I first made them, KrashSpeed (where are you, we miss you, let us know you are Okay buddy :thumb:), was kind enough to make the light pole especially for me. Since then I've had more in mind, but being in a position to make props helps immensely. I didn't think of this, so you beat me to it, but any detail that can make them more British, I'm totally up for. I want to try my hand at making the light flash on and off for the light poles, animation...EEK!

    17 hours ago, Bombardiere said:

    But mine do, so I will make a cast iron (?) version of the keep left bollard. :D 

    Do horses really need a keep left sign? :lol: Put some mice in a box or something?

    17 hours ago, Bombardiere said:

    but here, close up street props, is an area where HD really shines

    Give that man a pint!

    17 hours ago, Bombardiere said:

    Something similar in size that Porkissimo's props are. A zickzack pelican crossing for an avenue with railings would be so much in London style. :)  I can't remember if there are Victorian cast railings anywhere, but after I am done, my outdated sims probably have to watch out historic crossing barriers.  :D 

    Certainly such railings are missing so far as I can tell. So many of these props are over-scaled. I'm guilty of doing this to make things noticeable too. But I'm trying my best to avoid it. So maybe not quite as high as Porkies IMO.

    17 hours ago, Bombardiere said:

    The game's cars do stop at the traffic lights so it is doable

    Indeed, just requires the pathing, which I have. In fact they work, I tested them. But the TEing, that's another story. I've TE'd plenty 'o' lots with custom paths before, these just do not want to play ball. Since little to no information exists on this front, sans help or a miracle, it may have to wait :(.

    17 hours ago, Bombardiere said:

    I forgot to mention that I looked into the lot. I see you made it as a garage. :) You don't have a transit swich cost, but I am thinking to add it for two reasons. This way it would discourage the sims to switch from one transport mode to another. I think my game sees the lot as a bus stop. I did delete my test city, so I did not play long, but my advisors were complaining about a single bus stop makes my sims confused. :???:

    Not a garage, just modified occupant group so it sits in the Misc. Transit Menu. Lack of TSEC is because it is not a transit station = better modding. That said, either my memory is up the duff, or the release versions don't match the ones I've got (possible). Either way, a transit switch is not ideal, but I'm at a different level now, so anything is on the cards that won't mess with the game.

    17 hours ago, Bombardiere said:

    Another reason is to use the lot as a speed bump. Especially a street version. It is really annoying when I have a main avenue, but instead of using it, my sims are taking short cuts through residential areas. :( Well, drivers in real life do that too, so that is why the councils have put speed bumps on side streets. So I want do something similar in my SC4, but speed bumps are ugly, so I want pedestrian crossings

    Interesting thoughts. As ugly as they are, they are also a fact of life. Although my £300 bangers seemed to be able to go faster over them, than the speed limit somehow ;). Not sure if your horse and carts will be impeded by such things? I like the idea of making routes slower, could be done with a special property usually used for intersections... gets me thinking... oh wait, I said I wouldn't make TE intersections... maybe I will after all?

    17 hours ago, Bombardiere said:

    Anyway I really like your mod project. So far I haven't looked for terrain / texture mods, NAM's Euro textures had been enough, but this one I definitively want!  It is bit tedious to mix and match mods and prop packs, so if there will one mod, which will give me a UK look, I will be very happy. :) (oh yes, I understand that you need external props, but if these are tailored for the mods, it will make life easier.)

    So, I would like to help anyway I can. Although I don't think that you really need a help. Your modern phone pox is brilliant. :thumb: So much better than my red ones. It is so outdated model and I have been thinking to make a new one. Although I think that I could improve the game visual only little. Mainly textures as even improved model details would not show up well.

    Don't be so hard on your Red Boxes, I like 'em! Honestly, I went overboard with the modern one, I realise now, it's simply overkill to detail such a small model to that extent. Right now I'm also suffering from the 3DS conversion, something is screwing my renders, messing with the colours. I think I'm slowly getting to the bottom of it, I hope I am!

    The vision I have for the UK mod is quite the complex beast. Almost certainly it will be released in segments as I go along. Many parts of it should be suitable for non-UK styled cities, especially the T21 mod. I can easily adapt them with signs and other UK stuff removed. I'm also open to creating overrides for various UK props to make them more generic, so that they can be more widely used by others too, without multiple sets of T21s needing creation.

    Obviously UK road textures make little sense in RHD. I think many players shun LHD, because traditionally support is a little lacking. I almost went down the path of switching to RHD/US textures myself, but in the end, I just re-pathed and textured my way past the problem. So Leftites, if you've left us for the dark side, come back. Anyone who worries about LHD compatibility, shouldn't. I'm working my way through the NAM as best I can to fully support LHD setups too. But I have almost everything you could want covered, send me a PM, we can bring your sims back to the correct side of the road.

    As for the LHD specific parts of the T21 mod, if someone wants to team up, I'd be happy to release it for RHD too. I just worry too much work on RHD, will take focus away from what is looking like a lot of work. That said, any would-be modders that might consider it, could have full access to many files and all the training/assistance they might need to convert them. Trust me, that's about 100 times easier than making them in the first place. But I test my mods, extensively, supporting every option as a one man band is getting too much for me alone. So if that doesn't materialise, then I'll dilute the RHD versions as required instead.

    IF I can realise my goals, this will be very complete. One mod, that ties everything together for UK users (buildings not included), would be my ultimate goal. Basically textures, some lots and T21s all working in harmony, and with glorious HD props too. In fact the UK Overhaul Mod, will be as glorious as the rein of Queen Victoria herself, although perhaps less majestic.

    As for help, simply having this dialogue and throwing around ideas is a great start. It helps my motivation, but also sparks ideas. Sometimes, I just need someone else to light the fuse as it were, then I'm away. I'm planning on rebuilding SC4 from the ground up, the sidewalk and grass mods were really just the beginning of that process. Buildings, props, and further customisation and refinement, are all on my positively bulging to-do list.


    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 09/03/2016 at 4:08 AM, rsc204 said:

    I'm pretty confident Bombariere will let me have the props for this and other nefarious purposes *:D.

    Certainly. In fact I like to keep dependencies and prop packs minimum in my plugin folder. I don't like a big prop pack if I am only going to use one or two props. So I will give you a permission include any of my props of your choosing with your mod files. I think it would be easier for users to find most of the props already in the mod and no need to download external files. Of course I understand that this may not able all the props and you are going to need some dependencies.

    Quote

    In fact, the central Island is not necessary, I'm willing to incorporate that into the textures, now I see they are missing. I'm also happy to move the road markings to meet the curbing. I'd make that less high incidentally, it's a bit pronounced. Only because the textures can't show the same depth on sidewalks, so it looks off compared to the curbing there.

    Either way prop or a texture, they will do same end result. I would prefer the prop as it will give more flexibility. Anyway, I will do a version without the central section. Only the bollard and the base. As these are often without the central pedestrian paving. I have added the 133 % to the base too. May be I will cut the height of the base half. The bollard is roughly in real size, bit larger.

    Last night I took a Google Earth journey to my old neighbourhood Acton, West London. And all the streets have these bollards and small bases. The central sections are only where there is a proper zebra crossing, but keep left bollards are almost everywhere. Funny that I haven't really noticed something so obvious before. *:) Those are clearly intended for the drivers to slow down. 

    Quote

    I want to try my hand at making the light flash on and off for the light poles, animation...EEK!

     Yeah *:D Do those Maxis construction engines have yellow flashing light? I can’t remember. Could it be so “easy” as just to borrow a Maxis light and insert it to a file using the Reader?

    Quote

    Certainly such railings are missing so far as I can tell.

    May not be for long. I am willing to do even those boring modern aluminium ones. *:D

    Quote

    So many of these props are over-scaled. I'm guilty of doing this to make things noticeable too. But I'm trying my best to avoid it. So maybe not quite as high as Porkies IMO.

    I think that for these small street items you need to overscale. My phone boxes are about 50 % extra as the real size did not fit into the game environment. But yes, as I have said before, I would not try to match the Maxis sims. Those are badly overscaled. Now with HD available, I wish we could replace Maxis people.  I think that the cars are real world size or close to it.

    I have thought that Porkissimo’s railing height is about right. I will have a closer look, but I was thinking to do something similar. May be about a metre or so in real world height.

    Quote

    Not a garage, just modified occupant group so it sits in the Misc. Transit Menu. Lack of TSEC is because it is not a transit station = better modding. That said, either my memory is up the duff, or the release versions don't match the ones I've got (possible). Either way, a transit switch is not ideal, but I'm at a different level now, so anything is on the cards that won't mess with the game.

    I have to test this more. The game was complaining that it is a bus stop, but as I didn’t have a bus network, didn’t  see if anyone really transferred to another transport mode.

    Quote

    Don't be so hard on your Red Boxes, I like 'em! Honestly, I went overboard with the modern one, I realise now, it's simply overkill to detail such a small model to that extent.

    Yes, extra details do not show up in the game. Last night I made an improved version of the bollard. More realistic proportions and better textures, but the change is hardly noticeable in the render.  However, I think RDQ said something like, “…but I know the detail is in the model.” *:D

    Quote

    IF I can realise my goals, this will be very complete. One mod, that ties everything together for UK users (buildings not included), would be my ultimate goal. Basically textures, some lots and T21s all working in harmony, and with glorious HD props too. In fact the UK Overhaul Mod, will be as glorious as the rein of Queen Victoria herself, although perhaps less majestic.

    Hear! Hear! *:thumb:Although you are not aiming low. *:D But something similar is in my mind also although I do realise how daunting task that would be.  I would really love a one singlé mode which gives everything I need without long list of dependencies, but that does means a lot of hard work. Almost like building a new game.

    Quote

    As for help, simply having this dialogue and throwing around ideas is a great start. It helps my motivation, but also sparks ideas. Sometimes, I just need someone else to light the fuse as it were, then I'm away.

    This I understand well and agree. But it does work other way around too. *:)  Your simple request for my red phone box sparked me to model again after I almost gave up fighting with 3DS MAX.  And your work with the zebra crossing has now inspired me to add something into the concept. I have always wanted and intended to do more UK style street furniture, so this a good time to do so.

    I would be happy LHD only version. I don’t how much I need RHD as NAM does pretty good work.  When you need a tester let me know. I am pretty eager to see your work in the flesh. Which NAM version you are basing it? latest I guess. Does your mod function with older NAMs?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well... Definitely something cool is about to start here.. I really wish this becomes real. I'm not a batter, and I know the basics of modding, so I'm no expert at that, but I can do the research and the whole inspiration.. Hope I can help with whatever I can.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    How about some 7.5m Underbridge pieces?

    35644890965_d18dc12eb3_o.jpg

    These fit the installed style of Mas71's Walls Pack. Made with S3D props, you can alter the textures. One slight niggle, you will need to copy one texture and re-ID it for this to work. Otherwise, I also see this working for 10m and 12m variants. Possibly even diagonals too. This means no more BAT's required to make an under bridge lot :).

    • Like 8

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi, i really appreciate the effort you put into your road/NAM mods! they make my life a lot easier and my cities a lot prettier.

    i have a questions about the "No Grass NAM" if you dont mind *:golly:

    most of the TuLEPs, and 1 of 2 from the NWM roads still have that nasty grass on them, even though the rest of the network is grass-less as it should be. I'm assuming this is just because the NAM 34 retextured some of the turning lanes since you have made the mod (no big deal), but would installing an earlier version of NAM fix the problem?

    also -- have you got any recommendations for total, universal "no grass" mods, that would remove it from the vanilla maxis roads and transports? I use your sandstone mod and it looks wonderfully european as long as I dont use the default maxis roads

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections