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rsc204

MGB Lot and Mod Shack

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This specific work will crown everything you've ever done to this game! You're really amazing :ohyes:

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"If you fall I'll be there"
                     -The Floor

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@rsc204 It's awesome, dear god, this mod with its complexity... Woooooowww :D

However I don't know if it's your mod, or what is happening on these GLR stations, but on closer zooms, the tram tracks are disappearing... Some station is from NAM, the terminus is from ITS GLR set.

NoirCity-CounterPoint-May.26611492932895
NoirCity-CounterPoint-May.26611492932914
NoirCity-CounterPoint-May.26611492932928
NoirCity-CounterPoint-May.26611492932939
NoirCity-CounterPoint-May.26611492932973

Anyway, thanks for your hard work, Oh Dear, 2 years, thats huge. I remember, when you "declared war" against maxis white, and no we gonna get this... Thank you! :)

- Tyberius


  Edited by Tyberius06  

fixed broken image links
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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    There is a problem that you've brought to light here. Thanks for your feedback. Some textures were not correctly generated and the transparent parts are therefore missing. Sadly this goes deeper than the GLR LE textures. Although it's a simple fix, I simply forgot to alter some file names to reflect a change.

    However, if that was the real cause of what I'm seeing here, I'd expect to see the Maxis White sidewalk appearing on these pieces when the GLR part is showing. Because they are missing the alphas "transparency". Try the attached fix. Place it into the GLR folder and it should override the originals.

    I've already fixed the repository, so I'll get the rest updated for the release version.

    • 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.

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    1 hour ago, rsc204 said:

    Try the attached fix. Place it into the GLR folder and it should override the originals.

    Thanks very much, it's working now very nicely with the attached patch! :)

    • Like 1

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Anything is possible. The real problem with such little changes and customisations is including them all in a pre-made package. You'd be surprised how much extra work one simple texture change can add. So I won't be including this option in the installer, but the attached patch will add full sidewalks to this piece.

    zSWN TULEP TurningLane Full Sidewalk.zip

    • 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.

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    Currently: Viewing Topic: Show us your City's Details/Close-ups!
     

    Thanks @rsc204, and thanks for the FLUP patch too (over there at SC4D), it works fine. I had a quite unified setting, CP SCILT, your NGN mod, Paeng Sandstone under unified medium wealth setting, so only one wealthification texture. 

    After installing SWN, I found several changes on my lots, as you can see on the two attached picture. 

    1. With SWN

    2e35c423be1b3dcc3ff6377c199b24db.png

    2. Without SWN

    1389c73147c512d0b232dc96b21946e0.png

    My question, which setting causes the changes. Because in some cases it's quite useful, that it changes some still white (probably some kind of BSC texture or so - JENX Musey Orsey has white base plaza texture without SWN, and gets nice brown paeng high wealth texture after installing your mod) textures, but sometimes instead of the sandstone (med wealth) textures I've got some probably low wealth brownish dirty stone texture - on 3rd attached picture "Agri". I've never used the other textures from the paeng sandstone, only the unified med wealth (key).

    So if I'm using SWN how I should set it up to get the rid of this "Agri" under my lots and/or any other wealthification and get back the my unified textures?

    Thanks in advance any help or advise! This is still a game changing mod, and I love it! :)

    - Tyberius

    texture_chart.jpg


    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    SWN doesn't affect the Agri (farm) textures in any way. This only appears next to farm zones and under zoned railway textures. Personally I have it transparent using a patch included in Rivit's RUM for RRW. It is technically a sidewalk and replaceable with just one texture though.

    As for the Lot Textures, those are handled by MTRDK, included with SWN. But if you download the repository here:

    You can run them with GoFSH and create a custom version which can use different wealths from the $, $$, $$$ default setup. For example, to remove the $ texture, simply set the $ (Paving 10) texture to the $$ texture manually. The process is quite intuative and it's really just those files that affect lots. Paeng's sidewalk was quite unique in the sense that it included various wealth setups. But replicating all that with SWN is simply too much work. Once more if you want such total control, you will be able to make your own SWN mod, where you can set it up however you prefer.

    If you need more step by step instuctions for working with GoFSH, I'm working upon getting all that setup. In the meantime, I did document it as part of the automated sidewalk mod (link in sig) download. You don't need to use the whole package, it'd just be to get the readme, since I don't have it anywhere else right now.

    • 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.

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    On ‎4‎/‎22‎/‎2017 at 1:28 AM, rsc204 said:

    It's nearly killed me, but the Automated Sidewalk Mod (coming soon for almost 2 years), is finally done.:party:

    I still have work to do on packaging and documentation, but what that means is that the SWN (SideWalk NAM) is pretty much ready to go...

    Such uniformity was sorely missing until now. Many thanks for all of your outstanding contributions!

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    Oh my goodness, I love all of this. I'll never get everything like I want it. lol I've just spent two solid months going through 10's of thousands of files, folders, etc. but it'll keep me occupied for a while. 

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    Is it somehow possible in Future TGN Releases to support RRW Base Textures? Right now i have to use zRUM for RRW from Rivit and he was nicely enough to make a custom Sudden Valley LW and HW Textures just for me (thank you for that), but MW Textures are missing and i would really need them.

     

    Thank you

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    OFF:

    @Talla 2XLCReally? you do have sudden valley compatible RRW base texture? Could you send it over to me? I'm curious how it looks... Currently I use the transparent RRW base from the RUM. 

    Thanks in advance! :)

    - Tyberius


    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    45 minutes ago, Tyberius06 said:

    OFF:

    @Talla 2XLCReally? you do have sudden valley compatible RRW base texture? Could you send it over to me? I'm curious how it looks... Currently I use the transparent RRW base from the RUM. 

    Thanks in advance! :)

    - Tyberius

    Yes he made custom Made ones for Low Wealth and High Wealth Grass Textures but i need  Medium Wealth ones, they are the last one missing^^

    I attached them below.

    A0_RRW Ground SVGrassHW.dat

    A0_RRW Ground SVGrassLW.dat

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    Thank you very much.

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Honestly this is outside the scope of TGN for me. I don't understand the need for them really, since using the transparent base would always allow the terrain to show through, so the rail never messes with the surrounding terrain. Whereas when you use textures, only one can be used at a time, it's just a much less complete solution.

    The only big RRW change in the next TGN version is to include the new RRW crossing textures which took me months of work. Those same textures are now in NAM 36 and will be used in the RRW ReSkin mod, which now NAM 36 is out of the way should see a release in the near future. So many projects/updates have been on hold during NAM 36 development for me, I've a lot of catching up to do in the next few weeks to get everything updated.

    • Like 7

    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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    2 hours ago, rsc204 said:

    So many projects/updates have been on hold during NAM 36 development for me, I've a lot of catching up to do in the next few weeks to get everything updated.

    Take your time Robin, you have done an impressive work with the new NAM, and a pause is more than deserved. We can perfectly wait for your current work.

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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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    Thanks man, but actually I'm itching to clear many in-progress things out of my path so I can focus on something new. Updates for TGN, SAM7 and the new SWN have countless hours of work and I was caught in the trap of Release Now and update for NAM 36 or wait for NAM 36 and release them once. In the end I decided to wait, but as with the NAM 35 cycle, NAM 36 in the end took longer than we'd hoped to get finished. It's always a tricky call, but most of my repositories have been totally re-worked, hopefully from here on out updates will only require minor adjustments. Of course I won't give a timeline on things, but in-order you can expect updates for the following:

    • SAM 6 Update (Already on the STEX)
    • Release of the RRW Reskin packaged mods.
    • Update for SAM 7 BPs
    • TGN/Custom variants of IndustrieSAM
    • Update for TGN and NGN mods (this is a biggie)
    • Release of SWN (finally)
    • Then I will focus on making all these repositories available for everyone to use and better documenting it.
      Actually this is what required the re-working of my repositories. It's tricky because there are always things I do differently to what users may do. For a long time I had a "user" version of a repository and my own custom one. But this was becoming unmanageable to update, so I've tried my best to streamline everything.
    • Like 9

    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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    27 minutes ago, Talla 2XLC said:

    I recently found this Mod (URBAN BEAUTIFICATION PACK VOLUME 2), they are all diagonals beautification Lots and use the default Maxis Base Textures for Grass and Sidewalk, but for some reason, TGN seems not to work on them.

    Can i fix this some way?

     

    Thank you

    Those lots have their own base textures that aren't modified by the TGN. The easiest option would be to replace their textures on the Lot Editor for the ones used on this set:

     

    • Like 4

    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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    Of course it is possible to find every diagonal grass texture that exists and simply override it, but that presents many problems. First and foremost that I probably don't know of every one to begin with, let alone the needless duplication this would create (something that really bugs me). Hence for TGN I re-purposed only the most commonly used ones, from SFBT Essentials and the BSC Texture Packs. In this case I'd use the SFBT diagonal textures to re-lot them (of course that works with either the SBFT Essentials file or my Diag Filler Override file installed, since the IDs are identical).

    Similarly there will potentially be many lots/items out there that were made with different textures. Whilst through TGN I do aim to handle most of this automatically, for perfect results some lotting will typically be necessary. If anyone comes across a unique set of well-used textures I've failed to cover, I may consider inclusion in future versions. But there are some limitations here and I have no desire either to simply duplicate the same textures over and over, to save a bit of lotting for end users. It's hard enough to keep on top of the greatly ever-expanding files of TGN, so I need to draw a line somewhere.

    • 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.

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    I think it's this way to ask this.

     

    I downloaded the "MGB - Sidewalk NAM (SWN) for Paeng's Sandstone Sidewalks (PSS)", can I let it load after the "MGB - No Grass NAM (NGN) 1.0.1"?
    In this way:
    z______MGB SEN
    z____MGB Mods

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    The SEN mod on the STEX is not very current, I'd recommend you use the Preview version of SWN instead, which currently can be found on this post:

    The new one has an installer and better features not found in SEN, including NGN compatibility.

    • Like 2

    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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    Just a quick update to the RRW Reskin that better supports NAM36, you can find an updated version linked on this post:

     

    • Like 3
    • Thanks 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.

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    On 2018. 02. 22. at 1:39 AM, rsc204 said:

    Just a quick update to the RRW Reskin that better supports NAM36, you can find an updated version linked on this post:

    Hi!
    Thank you for the update! I would like to ask how the official release will look like? I mean You and Rivit are also making reskin for RRW, will the final mod release contain both of them, or there will be separate release from you and rivit?

    Thanks anyway! :)

    - Tyberius

    EDIT: Oh, while I was organizing my SC4 files I ran into your Max Microchips relot which offers a sidewalk texture option for "MGB's Euro Pavements Mod". This hasn't been released yet, has it? Or is there a preview from it somewhere? I'm just curious... :) Thanks anyway! 

    EDIT 2: Sorry another question: still organizing my downloaded stuffs: I have this MGB Rural GLR Mod from you, which seems to use an old style folder structure of yours. Since I like to keep things kind of uniform, I would like to rename the main folder (z____MGB RuralGLR) to match with your recent mods' folder names. So under the z____MGB Mods folder what would be the "letter code" for this (I mean the RRW reskin has the 'R', the SWN has the 'P', the SAM overrides have the 'Q' etc...)


    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    2 hours ago, Tyberius06 said:

    I mean You and Rivit are also making reskin for RRW, will the final mod release contain both of them, or there will be separate release from you and rivit?

    Due to the size of the package and the unique nature of every texture option, I think each style should be released separately.

    2 hours ago, Tyberius06 said:

    I ran into your Max Microchips relot which offers a sidewalk texture option for "MGB's Euro Pavements Mod"

    Still unreleased at this time. I'm just prepping a lot of other stuff for cross-compatibility.

    2 hours ago, Tyberius06 said:

    I have this MGB Rural GLR Mod from you

    If you use SWN, you shouldn't have this installed, the SWN variant will provide better coverage but is ultimately the same thing.

    • Thanks 2

    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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    Hi!

    I installed the latest version of your RRW Reskin, it's really beautiful, however I've noticed a bit strange behaviour. I use Rivit's rail tunnel (and it loads before your mods), and in the most angles that shows up with the original RRW skin (I guess there isn't/won't be support for that, since it's part of a third party mod, fair enough), but from the front view the original maxis shows up with your RRW skin. Please, check the attached pictures.
    StrangeRRWreskinbehaviour996d0.jpg
    StrangeRRWreskinbehavioursame-diffangle6
    StrangeRRWreskinbehaviour431868.jpg

    What is the wrong with it? :) How can I fix it?

     

     

    - Tyberius


      Edited by Tyberius06  

    fixed broken image links

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Remove the file "RealRailway_ReSkin_Maxis_Tunnels.dat" installed by the mod.

    Add the linked files from here into Plugins\z___RVT Modds\RVT zRUM for RRW\J Tunnels instead. Note this configuration is simply not supported by the RC version of the mod, I do intend to include it along with some other compatibility features for the final release.

    Note also that different variants of the RRW Reskin may never support these custom tunnels. Rivit was kind enough to make me one specially for my "Type 01" style. Such BATed models are not currently possible to modify with automation. So most variants will likely have mismatching tunnel portals unless we can find a solution for this.

    • Like 1
    • Thanks 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.

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    Also to be complete, on my Onedrive SC4 resources  I've put a complete  RUM for RRW v5 with MGB reskin. This should cover anything not in NAM36. 

    Interested can find my variant of the RRW Reskin (WIP but up-to-date) and RUM v5 too.

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    Hi there everybody!

    I'm back in playing SC4 after nearly ten years again, and it's really great to see, what has happened in the meantime to this great game! Thanks to y'all.

    So in re-activating my Region from 2009, I found the new airport sets and I stumbled across your uh-so-great-great-great SWN... Unfortunately the SWN (the version from the above post) is changing parts of my textures at the airport ramps. I attach a pic of it.

    What I'm asking is this: is this kind of a thing you change in your SWN or do I have to change the textures by myself (on the airport pieces). It wouldn't be that bad, as I wanted to change them anyways, as I prefer the newer, more darker grey look. It's just the question what's the best way?

     

    So again, thanks for these awesome things you do and keep up the work, it's greatly appreciated.

    sc4_airport_wrong_texture.jpg

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