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rsc204

MGB Lot and Mod Shack

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On 12/16/2020 at 4:26 PM, rsc204 said:

No idea what's going on here, but it highlights an inconsistency in the calculated values, brought about simply by the method used.

On 12/23/2020 at 10:53 AM, twalsh102 said:

Unless we know what actual equations are being used, I don't think we can arrive at a valid conclusion that there is "an inconsistency in the calculated values" based solely on both buildings having the same m³ of usable space.

I'm not sure if this is relevant or helpful, but I noticed @chfzdn posted a linky to this in another thread.

 

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Hello rsc204,

I am wondering if it is possible  to change the texture between GLR tracks. I believe you have have mod that changes them but I want to use my own texture.

Thank you.

Yasin.

GLR Tracks.png

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    If you think of the automation tools as "stamps", we can define the area to stamp with either a sidewalk or grass and then automate the generation of a new set, based on that. Specifically in the case of these pieces, the stamp is defined as the left/right edges where the sidewalk appears.

    The actual GLR tracks however, are not defined by the current set, because keeping the rails in-tact whilst doing so would make that a lot of work. What I have are two different sets of textures, one with a customised "Sandstone-Paved" surface under the tacks, in addition to the default NAM version from your screenshot. I didn't make the Sandstone Version, Magneto did as part of his Super Light Asphalt mods, I just reused those parts of the textures.

    The only practical way to make an additional set is to edit the relevant textures manually. I'll note too, that the GLR part of the mod is larger than the rest (in terms of the # of textures), put together. Certainly not impossible, just not really easily automatable. If you could show me a sample of exactly what you wanted to replace the concrete with, I could be a lot more specific about the best ways to go about it and what, if any, sort of automation might help.


    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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    Hello rsc204,

    Thank you for your reply.

    I actually created only 1 texture for GLR - TIR but as you mentioned the progress takes a lot of time especially for a person like me who does not have any practice with image editing tools. Nothing fancy here. I am just trying to understand basics of editing textures and using FSH tool and scripting it.

    I believe there are 2 mods which changes the texture between tracks. My initial thought was that they  created with the automato script but I guess they are hand made one by one.

    I attached my "test texture" here. They look too sharp but at least I understand how the channels work.

    Thank you again,

    Yasin.

     

     

    7AB50E44-1ABE787D-58486704-C0.bmp

    7AB50E44-1ABE787D-58486704-D0.bmp

    7AB50E44-1ABE787D-58486704-C0.bmp

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    Looking at your texture, I think practically speaking, GoFSH automation is not going to be of much use to you. Every aspect of your texture is unique and there just is no easy way to propagate those details to an entire set of them.

    The best advice I can give, using my Repository at least means you don't have to find and ID the textures, trust me that's a lot of work right there. Try to make your texture modularly, i.e. have separate parts for the Rails, sidewalks and other elements. That way you can at least combine them as layers, with adjustments as required to make a complete set. If you start (like it seems you have), with the smaller sets like the TiR/ToR or even the base GLR itself, you can get a good feel for what works. Thereafter, expanding your set to cover the larger parts like TiA will be a lot easier.

    I'll add, there is no use in making D0's with this method, the Cyan parts would actually place Grass into those areas, which doesn't seem to be what you want. Keep your D0 files as fully-white (RGB 255,255,255), that way GoFSH can process your BMPs properly, i.e. it won't try to edit the C0's when building a set. You'll also need to modify the scripts, so they just pack everything into DATs, but again that's a lot less work than with any previously available method.

    Otherwise, the texture itself is really fantastic quality, just bear in mind the rest of the game isn't. I had to tone down my Industrial Streets (SAM 11 in NAM), for the exact same reason, they looked great but out of place with everything else. Rivit was kind enough to take care of that for me and the end result was all the better for it. I guess there is another good tip, don't go too far before testing your results in-game. That way you won't waste too much time with things that may not end up being useful. Start with the basic Straight pieces, because it allows you to easily see how they look. These basic pieces will ultimately form the basis for any set that you may make.

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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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    Hello rsc204,

    This is the screenshot of some new textures I have made.

    Untitled.png.b84ae1220cb3fbba48350613990bf11c.png

    Actually I used cyan for a particular reason. If I want to change the area between tracks lets say some nice tartan texture or a beautiful asphalt, that cyan channel can do that easily.Right now I am using the same texture for green and cyan channel. Main reason that I want to re-texture these pieces is actually rails and the ugly Maxis pavement between rails.

    I also added some fading to achieve some dirt effect around rails. There is attachment example D0 and C0 file which is used the create example piece shown in the upper image.

    Only differences from the public repository are rails and added cyan channels to D0 files.

    Thank you for your replies and good content.

    Yasin.

    7AB50E44-1ABE787D-580E9804-D0.bmp

    7AB50E44-1ABE787D-580E9804-C0.bmp

    PS: This textures created and dat-packed automatically by the awesome FSH tool.


      Edited by yasinsen  

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    Hello rsc204,

    I believe there is a missing texture on the public SWN repository as seen on the screenshot, upper left corner of the roundabout. I tried to identify the texture but sadly failed.

    Untitled.png.b3c700e7cf3cbcb86f719d0312bf479c.png

    Thank you for your replies and good content.

    Yasin.

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    It's strange, because the outer corners of the tile are correctly replaced with the new sidewalk textures. I guess what's lacking is the correct masks for such piece.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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    34 minutes ago, yasinsen said:

    Hello rsc204,

    I believe there is a missing texture on the public SWN repository as seen on the screenshot, upper left corner of the roundabout. I tried to identify the texture but sadly failed.

    Untitled.png.b3c700e7cf3cbcb86f719d0312bf479c.png

    Thank you for your replies and good content.

    Yasin.

    It just so happens that I am working on a re-texturing of the roundabout pieces.  There's a number of issues with them that @rsc204 has taken steps to fix in his own mods like SWN and TGN but I'm hoping a new set of textures will put all that to rest soon.  Of course once its done, I will share the textures with mgb so he can update his mods.

     

    I haven't done that particular piece yet but its on the list.

    * super secret sneak preview *

    roundabout.JPG.8fe6571b0933ea1a44b0d18731a3a471.JPG

     

    We're also working out a way to use a sidewalk textured prop to place sidewalk in the middle of the roundabout via T21 so that there is no need to bake in sidewalk to the texture, thus eliminating the need to override it with SWN.

    roundabout2.JPG.5b2edc2571091728a44543c0fc2a7ba9.JPG

    This is all very WIP, I literally just finished one of these textures.  Cheers.

     

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    7 hours ago, Flann said:

    I haven't done that particular piece yet but its on the list.

    I’ve made all the dual-tile road roundabout textures, but still need to tidy up the Alphas. I’ve also made the single-tile roundabouts too. That said, if you are working on a properly wealthed unified roundabout set, that’ll be great to have. I tried to tidy these up as much as I could over the years. But your set looks nicer for being re-built from the ground up I would say. For example, it’s hard to get the ‘step’ from the road to the edge of the pavement right, because it doesn’t exist in many pieces, something that for me would make me prefer your textures. They are truer to the base Road networks style.

    I should also note, I try to limit the number of textures duplicated between my SWN & TGN/NGN mods, the roundabouts only exist for the later, they aren’t part of SWN. I was in the process of putting together a stand-alone package for those using SWN only, but if the NAM adopts these, I won’t need to. The problem with the current set in NAM is they don’t have wealthing and the sidewalks are baked-in, which is why it’s appearing. 

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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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    Hello rsc204,

    I wonder do you have the FTL EU textures fix for TGN Sudden Valley (NAM 39), because there are some US textures in the files.

    Thank you,

    Yasin.

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    The NAM36 FTLs should be present. Do these pieces show normal or modified grass in them? A screenshot would help to track down the problem.


    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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    Hello rsc204,

    I have attached the screenshot of the eu rhd installation. Pieces have the modified grass  on the game. Starting from the shown  US texture there are nearly 40 US texture in the "TGN FTL - EU.dat" file.

    Untitled.png.74f7d27ec207d197ee5b723e271f43a7.png

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    1 hour ago, yasinsen said:

    I have attached the screenshot of the eu rhd installation. Pieces have the modified grass  on the game. Starting from the shown  US texture there are nearly 40 US texture in the "TGN FTL - EU.dat" file.

    There is a bug in the script used to generate those textures, it makes both an EU and US set, but then when packing, used the US set for both DAT files. So that's something I need to fix with an update. But if you let me know which of the 6 TGN variants you are using, I can make you a patch for the time being. Thanks for alerting me to this issue.

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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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    Hello rsc204,

    I am using TGN  unified for Sudden Valley terrain edition, patch would be awesome but also if you are filling to share the C0 and D0 textures for FTL I am willing to patch it myself.

    Thank you,

    Yasin.

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    Since I had to re-make the files anyway to update my sources for the installer, it's just easier to attach the patch itself. I do have an online version of the TGN repository (PM me if you want a link), which eventually will be made public. But right now, these files don't exist there, they are still in a development folder, The point being, I don't mind sharing all of my resources.

    Find patch information for all TGN variants on the next page of this thread, all EU users should install the fix.
    Update to a newer edition of TGN for this fix.

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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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    Wow, I noticed the same texture issue just now and here is the solution and the fix immediately! Lucky I'm also using SV unified TGN!

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    Hey I just had a question about this comment you made in a different thread;

    Even with the latest install of just NAM/TGN (loading last)/Facelift I still get the transparent median for the corner pieces.. 

    fl.jpg.2a0bd6ed4e919518bc5998681797b044.jpg

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    From what I see, that's not transparent, but rather has a grass texture on the median. Look at how the texture doesn't match the figures on the ground, and the fact that the pylon underneath cannot be seen through.

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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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    Yeah I’d agree it doesn’t appear to be a texture from one of my mods either. Note if you use NGN, unlike TGN I never updated that mod recently. But if you’ve NAM textures loading after TGN that would be very wrong. However the grass does appear to be TGN like, in that it has custom grass in it. But I’m using the same textures as the release and as you can see from the screenshot I’m not getting the grass in mine. Let me check into it, perhaps I messed something up. Otherwise it’s not unthinkable I modified the Jap NAM FL files somehow. 

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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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    Hello mgb,

    I have been reading the GoFsh manual but failed to have information about masks.

    Basically I wonder if there is a way to add third texture mask rather than green and cyan.

    Thank you,

    Yasin.

     

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    14 hours ago, rsc204 said:

    Yeah I’d agree it doesn’t appear to be a texture from one of my mods either. Note if you use NGN, unlike TGN I never updated that mod recently. But if you’ve NAM textures loading after TGN that would be very wrong. However the grass does appear to be TGN like, in that it has custom grass in it. But I’m using the same textures as the release and as you can see from the screenshot I’m not getting the grass in mine. Let me check into it, perhaps I messed something up. Otherwise it’s not unthinkable I modified the Jap NAM FL files somehow. 

    Thank you for your patience and support as always. Even if you never find time your patience and support is much appreciated.

    For now I just got rid of the S3D from the Facelift mod, I think it looks pretty good anyway actually.

    It is odd, I tried a couple different things, that specific screenshot I believe is actually a blank Plugin folders aside from NAM 39, TGN, and the JPN Facelift mod, with TGN loading last. I tried extracting the textures from the overpass_textures dat to see if I could change it up that way but haven't done anything with it yet. If I figure anything out I'll report back.

    Quote

    matias93

    From what I see, that's not transparent, but rather has a grass texture on the median. Look at how the texture doesn't match the figures on the ground, and the fact that the pylon underneath cannot be seen through.

    Good point.. That might makes things easier as it's probably something that can be handled with GoFSH, I assume anyway.

     

    Edit

    ff.jpg.facc4fbb83890b9899efad06f4616afb.jpg

    f2.jpg.884a9c151dd2f6c89ddb9b72ce9cafb9.jpg

    Just noticed the pylon actually does seem to show through at certain camera rotations.

    Sadly the original forum the facelift mod was posted on seems to be down for a while now.

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    On 02/03/2021 at 9:47 PM, junspud said:

    Sadly the original forum the facelift mod was posted on seems to be down for a while now.

    Actually it was working quite recently, it would be another catastrophe if Hide-Inoki went offline, right now that's the one residing place of the bulk of the Japanese content! Hopefully it's nothing more than a minor issue.

    However, I don't think you need to worry about the (Jap NAM FL) mod itself, it's the texture it's referencing, which is coming from your Plugins folder that's behind this. Use Plugins Analyser with the following DAT:

    Ave90Tex.dat

    It'll seek out all conflicting versions of that texture and tell you where they are. I suspect you must be missing the TGN Ave files or something like that. But I've checked everything my end and am not seeing the problem.

    • 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 3/3/2021 at 2:53 PM, rsc204 said:

    Actually it was working quite recently, it would be another catastrophe if Hide-Inoki went offline, right now that's the one residing place of the bulk of the Japanese content! Hopefully it's nothing more than a minor issue.

    However, I don't think you need to worry about the (Jap NAM FL) mod itself, it's the texture it's referencing, which is coming from your Plugins folder that's behind this. Use Plugins Analyser with the following DAT:

    Ave90Tex.dat

    It'll seek out all conflicting versions of that texture and tell you where they are. I suspect you must be missing the TGN Ave files or something like that. But I've checked everything my end and am not seeing the problem.

    Until I track down the root of the conflict I got rid of the grass by removing the alpha transparency from the textures in that Ave90Tex.

    Thanks again, the grass was driving me a bit crazy and it's finally gone now.

    90.jpg.541ac607bd915a5868aae7ecda4024a3.jpg

    I do have TGN and the avenue dats and everything though, maybe something is conflicting with that for some reason even when they're loading last, as that still doesn't produce the same result.

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    tsc.jpg.c0f8686e4ed381e4e44075cf09174336.jpg

    Latest version of PSS has an issue with dragged elevated avenue/road T intersections.

    I've done some experimenting, I made sure only NAM and PSS was in my plugins folders, nothing else.

     

     

    nopss.jpg

    swn.jpg

    X.jpg

    pssss.jpg

    Upon removal of the SWN Road Viaducts dat file, the issue is resolved;

    via.jpg.4f01bd8e7b86defd814bd3b48f926b5c.jpg

    Not sure exactly which texture it is, but it must be in the SWN Road Viaducts  dat...

    Thanks.

     

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    The texture is actually correct, but gets messed up because about half of the textures for this feature should not have MipMaps, but incorrectly did. Because the IID of the texture you are seeing ends in F Textures -quite unusual- the MipMaps were assigned E-B by GoFSH. This meant those MipMaps overrode the correct 4 MipMaps of the texture you want to see there, which also explains why the yellow lines don't align properly. It would have been correct at Zoom 1 at least :D, if your eyes can see anything that small.

    Long and short, replace the correct file (PSS, CAT, MGB and EU/US variants covered), from this patch and it's all working as it should:

    SWN_RoadViaductsPatch.7z

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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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    3 hours ago, rsc204 said:

    The texture is actually correct, but gets messed up because about half of the textures for this feature should not have MipMaps, but incorrectly did. Because the IID of the texture you are seeing ends in F Textures -quite unusual- the MipMaps were assigned E-B by GoFSH. This meant those MipMaps overrode the correct 4 MipMaps of the texture you want to see there, which also explains why the yellow lines don't align properly. It would have been correct at Zoom 1 at least :D, if your eyes can see anything that small.

    Long and short, replace the correct file (PSS, CAT, MGB and EU/US variants covered), from this patch and it's all working as it should:

    SWN_RoadViaductsPatch.7z

    Awesome man, thank you.

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    Hi,

    NAM Cul-de-sac is missing after installing the MGB-NGN mod.

    Please find the attached screenshots for your reference.

    before.jpg.c4a4f94e34650687e9a50dc3960dde61.jpg

    after.jpg.b361bba305c9e5f233743a32d475e7aa.jpg

    plugin.JPG.63bf45368a60c6601debb77ec7b4bdd4.JPG

    Could you please help me out?

    -Shashank

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    On 14/04/2021 at 10:10 AM, shashank kaslay said:

    NAM Cul-de-sac is missing after installing the MGB-NGN mod.

    Cul-de-sacs were never supported in the NGN release, it's since been added to my development files, but I've not had a chance to update NGN with all the new features that TGN users have access too. I did release a patch a long time ago, which should give you what you are after:

    Cull-de-Sacs.zip

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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 was wondering, I noticed in your various overrides for RTMT, textures for NWM networks are included, these are for the newer RTMT version which hasn't been released yet correct? Or am I just missing them?

     

    Thanks.

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