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rsc204

MGB Lot and Mod Shack

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4 minutes ago, rsc204 said:

Yeah that's a part of the Japanese NAM FL you do not want if using SWN, because again both mods cover the same textures. Note the tutorial is for the Japanese NAM Facelift mod, not specifically aimed at SWN users, so it covers every file that is part of it. However the SWN Readme does go into the specifics of which parts of the mod to use with it, see the Legacy Texture Support section.

Yeah I messed up my installation.

I first installed the Full Japanese NAM Facelift mod, BEFORE I saw your SWN Mod. And I didn't know, at first that I should have done it the other way around.

I removed both mods then reinstalled anew starting with your SWN Mod first and carefully reading the Readme file. Then following the end of your SWN mod instructions I just installed the parts of the Japanese NAM Facelift mod that were relevant *:)

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Hi MGB, hope you're good

I'm running into these smalls "problems" with the SWN and TGN:

image.png.d0e2408e8558a1ea9753389cab9fd9c1.png

image.png.b760994e3d996629b0b636ac9f168651.png

These two missings textures werent happening before, as you can see in this pic I shot in 2022:

https://i.imgur.com/GRnITbY.png

(zoom on the diagonal road/straight street intersection and you'll see there's no full sidewalk on the other side)

I first noticed it on my standard plugins folder, but tried it in a clean install with only NAM (the same config I always played) + TGN + SWN + SV terrain mod - and the result was the same. The thing is, again, I don't remember this happening before (?) so I thought it was some edit I had made, but even in that clean plugins folder it was happening the same.

 

Its something I did or its missing textures from the mod? Anyway, if its the second option, would I be able to solve it myself with your repository? If thats the case, I would try it (didnt yet because NAM texturing is something I never tried  before :/)

Thank you so much for the attention and for your efforts in these amazing mods that help us with that cosmetic aspect of the game


*;)

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    On 30/06/2024 at 1:00 AM, JulioC said:

    I'm running into these smalls "problems" with the SWN and TGN:

    The issue is missing textures in TGN, but that's not the whole story.

    Work in the NAM on diagonal textures has created new textures that never previously existed, your images are examples of such. In fact at present I can't find EU variants in the NAM files either, hence you see the US textures here. They look the same, but are actually not the same as the previous textures used.

    I just dug those out and created a patch (SV Version) which includes some other related NAM 48 textures:

    New Diag_N48.7z
    Note this has been updated to include 2 additional stragglers as well.

    Place either the US or EU file into the 3 - Maxis Street folder to ensure it loads after everything else as intended. However, no sooner than I fix the issue, I see other missing textures and given the in-development state of these updates, a more complete fix will have to wait for now.

    • 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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    23 hours ago, rsc204 said:

    A couple addons/updates for my Filler Set

    1st are two additional lots, with a Large overhanging Triangle for both I-M and I-HT concrete styles (replaces previous file):

    MGB Overhanging Filler Lots Concrete.dat

    2nd is Full SubMenu support for the Filler set. This will place everything into one menu at the beginning of the Parks Menu:

    SubMenuPark - MGB Fillerset.dat

    At the moment, the SubMenu file appears to have died.

    Speaking of, do you know if it's possible to view/filter all posts with attached files?

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    3 hours ago, junspud said:

    At the moment, the SubMenu file appears to have died.

    This was a weird one. It's actually attached to the message banner of MGB - Diagonal Filler Set, but with an odd linky entry in the database. @Cyclone Boom has worked his magic behind the scenes and fixed it. *:)

    Oddly tho, one has to be signed into ST to get it. No guest downloads. He fixed this now too.

     

    3 hours ago, junspud said:

    Speaking of, do you know if it's possible to view/filter all posts with attached files?

    This would be a lot of work under the hood, but CB likes the idea so go ahead and add it to the Site Suggestion Box. *;)

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    Thanks for taking care of that, not sure what happened there, because my phone offered me either download?

    • 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.

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    1 hour ago, rsc204 said:

    my phone offered me either download?

    Some sort of random IPS bug. The internal linky was acting like it was part of a club and you were the only valid member so the rest of us weren't allowed the download privilege. o.O 

    CB changed the permission codes under the hood and it's all fine now.

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    I’m having problems with the Gobias MGB terrain mods, because when I install them, they make my DLC trees have glitched textures.

     

     

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    20 hours ago, RobertoR34 said:

    I’m having problems with the Gobias MGB terrain mods, because when I install them, they make my DLC trees have glitched textures.

    can you show us a image?


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    18 hours ago, RobertoR34 said:

    I’m having problems with the Gobias MGB terrain mods, because when I install them, they make my DLC trees have glitched textures.

    That’s quite the oddity. The TGN mod simply replaces network textures, if a tree model is using the NAM range somehow, that shouldn’t be the case. Otherwise the other textures are lot based and as such can never appear on Models like trees.

    A screenshot would be useful, better if you could tell me which trees are affected. Then I can look into the files to see anything that might explain this behaviour. 


    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 deleted the mods so I could add new trees in MGB, but basically the Portuguese Oaks and the Jacarandas wouldn’t load textures when using the "hardware" graphics setting; and when switching to "software," the textures glitched and started flickering.

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    So there are a few different parts to this.

    Gobias’ terrain mod. As far as I know because this uses hi-def textures, it is required that you run the game with DirectX (Hardware) Rendering or that mod won’t work. Unless you were having graphical problems, there is really no good reason to switch to Software rendering.

    If something fails to load correctly with Hardware rendering, there is no reason to believe it will work in Software rendering. It really sounds like your problem is simply the trees and neither the terrain mod or TGN should be related to that.

    If you could link me to the download for the trees you mention, I can double-check them for you. But there are so many trees out there and MMPs and whatnot, it’s hard to know exactly what you are using. 

    • 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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    Wow, only 2 and bit years before I got back to this...

    Well as usual I've had many fingers in many pies and been trying to juggle them all in the name of progress. However, in combination with my very limited time for modding activities, everything is taking longer than I would perhaps like. What is becoming clear however, whatever I do or don't do regarding T21s, the Flora Families are actually incredibly useful for Lots, specifically Plop Lots. I am still tweaking which trees belong in each family, but it's mostly at the point where the given groupings are final:

    BPSid_Prog.jpg

    Here I've used them with a very rough 1st draft of some Park 205 Siding / Bikepath dual lots, along with some of Girafe's flora items. This won't be more than 10 lots in any case, but it's one of those i had the need situations.

    Of course it wouldn't be SC4 unless there were some problems along the way:

    BPSiding_FF.jpg

    So when the lots are rotated in two opposing directions, the random Flora appear every time, but when they are in the other two, they never do. This is quite annoying and I think has to do with the kSC4FloraParametersProperty values, if so I am a little lost of how best one might fix that frankly. But Flora have properties that check if space exists for a given tree, which mostly works for the Maxis trees. Then again why that would be specifically tied to the rotation of the lots, I honestly can't answer.

    • 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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    Having a small issue with these street/road intersections with the Appalachian TGN, they seem to be using Euro textures while I'm using the US set. I'm also using left-hand drive though I'm not entirely sure if that would affect these specific textures

    Capture.JPGCapture.JPG.7d484ac697110ca7763f762dd88d32b6.JPG


      Edited by dgplex  

    found another one

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    Thanks for the report, it seems that three textures were inadvertently using the EU textures in error, something I've since corrected. I've uploaded patches for all TGN styles, note only US users with Maxis Streets need them. Simply find the relevant TGN style (folder) from this link:

    https://drive.google.com/drive/folders/1jeo4RMxfAVBWNSXWzGOFyIV7zhcimRvM?usp=sharing

    Then download the patch within, placing that into your TGN install, inside the 3 - Maxis Street folder.

    • 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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    This mod is amazing!!!  Thank you for making it.

    I have a question, is it supposed to change the Rail textures from the default dirt? Mine stay the same Maxis texture no matter what options I choose, I want to make sure I'm not messing something up. The documentation about the dirt textures confused me.

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    No my mods don’t directly affect dirt under rails. Rivit includes one as part of the RUM for RRW mod.

     

    • Like 2
    • 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 hi, i had this texture problem long ago but i dont remember how i fixed it, im using SWN with paengs sidewalks

    Screenshot (1714).png

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    Do you mean that the lot's car park etc is showing Paeng's sidewalk texture, but you don't want it too? If that's happening, it's because the lot uses one of the game's sidewalk textures that SWN is replacing, indeed there are cases where this may not be desirable. The simplest solution would be to use the Lot Editor and change the base textures to something else.

    • 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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