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    While I'm here... I found some time (long, but short, train journey), to finally squash a major bug in the SAM7 BikePaths installer, which has prevented a proper update for almost three years. This had a follow-on effect of reworking my other installer scripts to take advantage of improved processes. Long and short, it is necessary for me to do some testing, which requires I run my SWN automation many times. Which means, right now for a limited time, if I get a request to make a specific sidewalk into a SWN installer, it's very likely I'll make it. In fact, I've already got three four "Unofficial" variants you can download from my Google Drive here. Upon clicking that link, you'll be offered all the currently available releases:

    These codes reference the actual variant of SWN, I'll update this post with some screenshots if adding more options.

    SWN-Options.jpg.a3bcfde15131884d98905213175b8f0b.jpg

    Unofficial in this context means that these variants may not receive updates and will not be supported within other applicable mods I release, unlike the Official releases.

    Frankly I'm doing this because I am desperate for some help from the users of my mods. The number of variants and potential combinations of options in the installer, has literally ballooned to a point where it is no longer possible for me to test every one of them. The idea here, if I offer a few special variants, hopefully anyone who finds the installer not working as intended, will be kind enough to take the time to report it. Please don't misunderstand me, I've done a shed-load of testing and am pretty confident everything should work.

    I'm getting nearer to finally uploading the finished repository for SWN, although the in-development version, the Automated Sidewalk Mod (link in my Signature [below]), is still available in the meantime.

    • Like 2
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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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    2 hours ago, rsc204 said:

    Plus I intend to support Moonlights El-Rail and BTM going forward outside of the main NAM development.

    Thank you, that sounds actually really good.

    Just a quick note on this, to not to be forgotten. With the new NAM folder structure, the Moonlight El-Rail (and likely the BTM as well) needs to be placed into a specific folder within the main NAM folders, otherwise they can cause Cross-Link conflicts with the MHO (Maxis Highway Override). Currently I'm using the NAM 36 version of the ML Alternate El-rail mod with NAM 37 and I have the ML El-Rail folder placed after the first Light Rail folder and before the Maxis Highway folder (which contains the MHO too, which now from NAM v37 stands more or less on its own legs and as far as I know, it's independent from the MHW - Maxis Highway). This way it doesn't cause any crosslink issue with the MHO (if it loads after the NAM and/or the Maxis Highway folder, and a player is using the MHO, it reverts the MHO-EL-rail over- and underpasses back to Maxis Highway). Also the Double-height El-rail (ML alt. El-rail version) over GLR puzzle piece has a missing texture issue on zoom level 3. 

    EDIT:
    I'm on home-holiday/vacation during the next 5 days (so I will be travelling between Bedroom City, Livingroom Town, Bathroom City and Kitchen Village and I will have a longer trip to Tesco/Waitrose/Aldi County, but I'm not sure yet which one will be the winner), so I'll be running some test with the installers and the new SWN options. I'm testing NAM 37 on one of my most developed city anyway, it will be interesting to see other sidewalk option than PSS in my city. 

    - Tyberius


      Edited by Tyberius06  
    • Like 3

    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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    On 06/07/2020 at 2:46 AM, Tyberius06 said:

    With the new NAM folder structure, the Moonlight El-Rail (and likely the BTM as well) needs to be placed into a specific folder within the main NAM folders, otherwise they can cause Cross-Link conflicts with the MHO (Maxis Highway Override).

    As the guy who re-built the MHO mods structure and has been it's most active developer of late, I'm only all to aware of these issues. With standalone releases for Moonlights mods that's actually less of a problem, because we can ensure either MHO or MHY support is installed, but not both, removing another override/cross link to deal with in the process. Until I see the implementation of how these "split" mods work though, it's hard to know exactly what constraints I'll have to work within. Not to mention, I've yet to familiarise myself with NAM 37's install structure. Frankly this is relatively low on my priority list and I don't think I'll have any time to work on it soon.

    I mostly want to finish up my RHW fixes and handling any additional/unsupported content that may come along in future. Most of the former work is done, it's the T21 parts that's holding things back.

    On 06/07/2020 at 2:46 AM, Tyberius06 said:

    Double-height El-rail (ML alt. El-rail version) over GLR puzzle piece has a missing texture issue on zoom level 3. 

    I'll check into that and ensure it's fixed in my files, thanks.

    On 06/07/2020 at 2:46 AM, Tyberius06 said:

    I'm on home-holiday/vacation during the next 5 days (so I will be travelling between Bedroom City, Livingroom Town, Bathroom City and Kitchen Village

    Well that sounds an awful lot like the timetable for my first train set :).

    If you get a chance to do that, I'd be really appreciative of any feedback. I've also new versions of TGN/SAM 6/Rural GLR/Ind SAM, but those installers are simple and well tested, however... it's the SAM7 Bikepaths installer, as well as SWN, that really need to be kicked and punched to see if they are still standing. If you want copies of the others, just fling me a PM.

    • 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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    On 06/07/2020 at 12:24 AM, rsc204 said:

    Frankly I'm doing this because I am desperate for some help from the users of my mods. The number of variants and potential combinations of options in the installer, has literally ballooned to a point where it is no longer possible for me to test every one of them.

    I just went through a bunch of the puzzel pieces using the cobble stone mod.

    These ones seem to have issues, but otherwise it works amazing and looks beautiful!  Instead of taking the cobble stone texture, they are stuck on transparent, and the transition has some residual maxis concrete left.

    underground glr issue.jpg

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    I can say with some certainty that you are not seeing the effects of SWN, because it includes a re-made version of the awful Ave 90° piece which isn't showing here. This is also a feature that's been part of my sidewalk mods for a long time. All the files my end check out too.

    Therefore one of two scenario's must be causing this:

    • You didn't use the default installation folder (which works).
    • Despite doing the above, you somehow have other files including these same textures loading after mine.

    In either case, you've a load ordering problem, if you didn't use the default install folder, now is the time to do so. Otherwise, to determine what exactly is interfering, follow these steps.

    1. Open the file "SWN FLUPs - ##" with Reader.
    2. Click on Tools / Plugins Analyser
    3. On the left, find the file "SWN FLUPs - ##" and select it.
    4. Reader will now show any files with conflicting content in it:

    Plugins-Analyser.jpg.aed52db0ba05acf681641c6ba2b9b74f.jpg

    As I would expect, it's overriding both the main FLUPs mod in addition to the Euro Textures variant from the NAM. But if you find other files listed here, then it's probably those you want to either remove or move such that SWN's files load after them.

    Note: The last entry in the Plugins Analyser is the DIR file, which has the exact same ID in every DAT. Thus, it will list a copy of every file with this ID, that DIR entry should be ignored, it's only FSH (textures) we're interested in here.

    • 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.

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    On 06/07/2020 at 2:46 AM, Tyberius06 said:

    Also the Double-height El-rail (ML alt. El-rail version) over GLR puzzle piece has a missing texture issue on zoom level 3. 

    It seems the referenced ID was incorrect using a C instead of 2 for the final digit. I've edited the S3D, replace the equivalent file in NAM (attached) and it should be working.

    :EDIT: See post below for updated version of this file with additional fixes.

     


    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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    12 minutes ago, rsc204 said:

    It seems the referenced ID was incorrect using a C instead of 2 for the final digit. I've edited the S3D, replace the equivalent file in NAM (attached) and it should be working.

    ML JPN EL Rail 2011NAM High Elrail plugin.dat

    I'm gonna a take a look onto it a bit later. I installed the Modern Cobblestone SWN, and it looks good so far. I didn't have any problem with the installer, it worked pretty well.

    • 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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    Hm... that fixed the GLR texture issue, but now I encountered an other. Double-Height El-rail over Monorail. 

    1. The ML Alt. El-Rail plugin in without the Neko JPN NAM Facelift mod.
    5f03bb21b3bf7_Hightel-railmonorailerrorMLElrailwithoutfacelift.jpg.846a845369631ce98f6a0935e250f960.jpg

    2. With the JPN NAM Facelift. Note: the NAM Facelift mod currently take place in my Plugins at the following path: Plugins\z____MGB Mods\A - JAPNAMFL\
    5f03bb84a5de7_Hightel-railmonorailerrorMLElrailwithfacelift.jpg.65357ee73b0bf825b5a5f7fda5eb6ce1.jpg

    3. NAM 37 default without the above mentioned mods.
    5f03bbb588647_Hightel-railmonoraildefault.jpg.394c789983e2feaf0d192d2cbc87d4af.jpg

    I almost never used the double height El-rail at all. These were tested for NAM 37, when I tested the MHO-MHW, RRW-Maxis Rail cross link issues on the puzzle pieces. 

    • 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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    On 06/07/2020 at 10:06 PM, rsc204 said:

    I can say with some certainty that you are not seeing the effects of SWN, because it includes a re-made version of the awful Ave 90° piece which isn't showing here. This is also a feature that's been part of my sidewalk mods for a long time. All the files my end check out too.

    Therefore one of two scenario's must be causing this:

    • You didn't use the default installation folder (which works).
    • Despite doing the above, you somehow have other files including these same textures loading after mine.

    In either case, you've a load ordering problem, if you didn't use the default install folder, now is the time to do so. Otherwise, to determine what exactly is interfering, follow these steps.

    1. Open the file "SWN FLUPs - ##" with Reader.
    2. Click on Tools / Plugins Analyser
    3. On the left, find the file "SWN FLUPs - ##" and select it.
    4. Reader will now show any files with conflicting content in it:

    Plugins-Analyser.jpg.aed52db0ba05acf681641c6ba2b9b74f.jpg

    As I would expect, it's overriding both the main FLUPs mod in addition to the Euro Textures variant from the NAM. But if you find other files listed here, then it's probably those you want to either remove or move such that SWN's files load after them.

    Note: The last entry in the Plugins Analyser is the DIR file, which has the exact same ID in every DAT. Thus, it will list a copy of every file with this ID, that DIR entry should be ignored, it's only FSH (textures) we're interested in here.

    Thanks, I reinstalled it to the suggested folder (kinda, just to a different username on my computer than the one it auto suggests, all SC4 exes always suggest the wrong user on my computer, if I install there the mods never show in game).  I still see the same issue.

    I tried opening the reader however I don't have the navigation menu listing that shows a list of files like '"SWN FLUPs - ##"  How do I get those to populate?

    Thanks again for your help, this mod is one of my favorites.

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    *sigh*, having typed everything below, it occurred to me, I probably know which mod/file is conflicting. Sure enough "RoadUroad_DualNetworking Avenue_.dat" and the corresponding "AvenueTextures.dat" from the Jap NAM FL Mod are the likely suspects. Since those appearing without sidewalks, I'm fairly certain it's loading after SWN, but that's kinda immaterial as you really should remove all the FLUPs parts of that mod, if using SWN.

    Here's a snippet from the Readme:

    Quote

    Lastly, you should ensure if using the Jap NAM Facelift, that it too loads after the NAM, but also before my SWN mod. In short the load order would be NAM --> Jap Facelift --> My Mods. My recommendation would be create a folder named A - Jap NAM Facelift Mod, which you can place inside the z____MGB Mods folder, used by all my mods. That way everything will just work. You can of course choose to do things differently, but this setup is tried and tested.

    But you might want to read the section "Legacy Texture Support", which basically explains which parts of the Jap NAM FL Mod are needed to complement SWN.

    I'll leave the rest here, because it's something you might find useful to understanding why the installers aren't working for you.

    10 hours ago, monkeywater said:

    I tried opening the reader however I don't have the navigation menu listing that shows a list of files like '"SWN FLUPs - ##"  How do I get those to populate?

    10 hours ago, monkeywater said:
    • Click on Tools / Plugins Analyser

    Are you saying you can't open the Plugins Analyser? Or that the window for it doesn't appear? Or that simply no items are listed, which could be explained by:

    10 hours ago, monkeywater said:

    (kinda, just to a different username on my computer than the one it auto suggests, all SC4 exes always suggest the wrong user on my computer, if I install there the mods never show in game).

    You can't write an installer that will place files in specific locations, they make use of Windows system folders, here is the actual code:

    InstallDir "$DOCUMENTS\SimCity 4\Plugins\z____MGB Mods\P - SWN"

    $DOCUMENTS here links to whatever folder has been set in Windows as the Documents folder for the current user. So if that isn't actually the user folder under C:\Users, something is wrong with the system folder definitions in Windows. For example, my User folder actually resides on D and not C, but this code is sufficient to compensate for that. There is no way I know of to force the installer to use a folder that isn't set in the system, other than manually defining the path. The latter being impossible, because the Installer simply can't know what your User Name is.

    The point being, the same would be true for all Windows applications, including Reader, if the system settings were incorrect. It may be as a result of this, Reader is looking at folders which contain no actual contents, hence the list is empty. You could try temporarily moving your Plugins from the User\Documents directory, to the SC4 Install directory Plugins folder. Since the path for that location is defined manually (in Reader) and does not rely on your User space, the list should now appear. Despite only defining the install DIR in Reader, my version happily lists contents in both Plugins Folders. So logically, just like the installer code above, it must be finding those under the User space with a similar system call.

    If all else fails, you'll probably need to manually find the conflicting files.

    Since probably Windows 2000 or XP, trying to customise the location of system folders is a real nightmare. It's all too easy to see the data move without considering the links behind the scenes that you may have broken in the process. Obviously I don't know how your system has ended up this way, but it seems like something you might want to get resolved.

    • 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 07/07/2020 at 2:09 AM, Tyberius06 said:

    Hm... that fixed the GLR texture issue, but now I encountered an other. Double-Height El-rail over Monorail. 

    Indeed, it appears some of the original style Road Viaduct models had been used for these pieces. I've remade them and now it all works. New file attached in post below.

    • Like 1
    • 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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    20 hours ago, rsc204 said:

    Indeed, it appears some of the original style Road Viaduct models had been used for these pieces. I've remade them and now it all works. New file attached:

    ML JPN EL Rail 2011NAM High Elrail plugin.dat

    Thanks. But I still have the issue with the Monorail. Double-Heigh El-rail over Monorail puzzle piece has colourful stuffs on it since the first update what you shared (to fix the GLR texture issue). As I can see in the reader, the model files are totally messed up comparing to the default NAM 36 Alt. El-Rail version. Something mixed up in those files, because now different network parts are appearing instead of the monorail tracks (in reader in the related s3d properties). 

    • Like 2

    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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    44 minutes ago, Tyberius06 said:

    But I still have the issue with the Monorail. Double-Heigh El-rail over Monorail puzzle piece has colourful stuffs on it since the first update what you shared (to fix the GLR texture issue).

    Do you have the original file ML JPN EL Rail 2011NAM High Elrail plugin.dat which didn't cause the monorail pieces? I'm just using what I pulled out of the NAM 36 installer, so unless that's been updated since, I don't think this is actually a new problem.

    It kind of figures that Moonlight would make any Monorail compatibility in the style of his BTM mod. I'm assuming you don't have it installed, hence it can't reference the texture needed to display correctly. In any case, it's probably another cross-linkage problem that may have existed for some time. For example, trying to include an override for MHO in the El Rail mod was complicated by the fact that it's folder loaded before the MHO files did in z___NAM. If no models exist, it's easy enough to make them and then we can make sure the standalone release offers either choice in a way that works. But if you have them, a copy/paste operation and some file re-jigging would make this much quicker.

    • 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.

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    The error occured after you fixed the GLR texture issue, what I reported. On my first test it wasn't there. I show you the reader images, so you can see, that the double-height elrail-monorail puzzle piece have been altered, probably accidently.

    1. This is the original file from NAM 36, which has the issue with the GLR puzzle piece, but it shows the Monorail properly, although only for the monorail piece in this case, there is no Double El-rail support wall like the other overpasses. You can see that on the below image. (although it's not really an issue I guess)

    5f050d18d0203_Hightel-railmonorailerrorMLElrailReaderoriginal.jpg.cfe99b7fbd5a48e808b96c57bccea541.jpg

    2. This is the file what you attached above. It fixed the GLR texture issue, also the different support/legs issue on the Double Height El-Rail - Elevated AVE, but it messed up the Monorail overpass. 

    5f050fb4e7611_Hightel-railmonorailerrorMLElrailReaderupdate.jpg.df0b8d559aa0976d86dc6b460b9a8e60.jpg

     

    • Like 2

    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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    On 08/07/2020 at 2:15 AM, Tyberius06 said:

    The error occured after you fixed the GLR texture issue, what I reported.

    Yeah I got that, what I can't understand is where the discrepancy with these files comes from. So I checked the contents of the NAM 36 installer, it too has the original Monorail. Going back I can see a change was made for NAM 35, prior to that it seemed this file always contained the BTM variant. Now those are an override as part of the BTM mod, "Patch for ML Shinkansen MOD", so it seems I was using an old version of this file from NAM 34. How that got into my NAM 36 install in Plugins, I don't know, although as a user of the BTM mod, I'd never have seen the issue.

    So I've restored the base Monorail models into the file with the other fixes and that should be sufficient here given the BTM patch file exists to handle that side. Sorry for all the confusion.

    • Like 1
    • 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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    10 hours ago, rsc204 said:

    Yeah I got that, what I can't understand is where the discrepancy with these files comes from. So I checked the contents of the NAM 36 installer, it too has the original Monorail. Going back I can see a change was made for NAM 35, prior to that it seemed this file always contained the BTM variant. Now those are an override as part of the BTM mod, "Patch for ML Shinkansen MOD", so it seems I was using an old version of this file from NAM 34. How that got into my NAM 36 install in Plugins, I don't know, although as a user of the BTM mod, I'd never have seen the issue.

    So I've restored the base Monorail models into the file with the other fixes and that should be sufficient here given the BTM patch file exists to handle that side. Sorry for all the confusion.

    ML JPN EL Rail 2011NAM High Elrail plugin.dat

    Thank you very much! This one did the work! :) All looks good. 


    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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    Hi,

    Would you be able to include these missing texture and tweak the other one for a better visual?

    Regards

    200728045822246522.png

    200728045822937197.png


    The Floraler

    This is the end, hold your breath and count to ten, feel the earth move, and then...

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    40 minutes ago, Girafe said:

    Would you be able to include these missing texture and tweak the other one for a better visual?

    The first one is not supported by SAM. SAM only includes a fraction of the actual street textures at the code level. The texture itself is easy enough to make, but it would require some RUL code to work.

    I'm not sure if the second setup is even supported by the regular street network, let alone SAM. I can't think of any decent workaround either.

    I'll take a look at the RUL side of things, if it's not too difficult to code, I may be able to do something about it. I wouldn't extend SAM support to NWM/RHW connections and many other pieces. But adding better diagonal support (such as this) seems like something worthwhile.

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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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    Has there been an update to Sidewalk NAM to account for the new road 2x2 smooth curve?

    wLExG9k.png

    edit: maybe I meant TGN - in talking about the grass texture, not the sidewalk.


    Proud member of the NAM development team.

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    Indeed it's part of TGN not SWN, since the sidewalks aren't baked-in. I'm working through the NAM37 changes, but have to properly integrate them into my files. But eventually I will have updates for both the unsupported NAM 36 + 37 additions, but RL is not giving me a lot of time to devote to such tasks right now.

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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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    Have you considered including a parking lot texture replacement in the BSC overrides, say ones from the SHK/KOSC texture pack? I think the old BSC parking lots really clash with the newer stuff.

    Since I started using these newer parking lot texture overrides I've been replacing the BSC lots with Maxis lots to make them compatible, it's a lot of lots though. But the BSC parking lot texture IMO clashes with both these ones and lots using SHK textures. Not that I'd say it's bad or anything, it's just very much in the style of older SC4 textures/assets, the increase in aesthetic quality of newer textures/assets has caused the older stuff to really stick out.

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    23 hours ago, junspud said:

    Have you considered including a parking lot texture replacement in the BSC overrides, say ones from the SHK/KOSC texture pack? I think the old BSC parking lots really clash with the newer stuff.

    Not really, since TGN is more focussed on replacing grass and not other features. I am able to offer more options than ever, due to improvements i’ve been testing in my installers. But cosmetic options are limited to things like zebra crossing support and cull de sacs at present. I don’t really see me expanding into creating new cosmetic overrides, but I’m trying to support as many such relevant mods that exist. For example offering support for Magneto’s SAM1 textures. 

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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've decided to try and override the textures myself, but am stuck.

    So far I've only located the relevant fsh files from the BSC texture pack and pasted them into a blank dat file in Reader, but I don't know what to do next lol.

    Untitled.png.5b309e673c3e55811a8f2859f26f93da.png

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    On 03/09/2020 at 3:47 AM, junspud said:

    So far I've only located the relevant fsh files from the BSC texture pack and pasted them into a blank dat file in Reader, but I don't know what to do next lol.

    Well without knowing exactly what you are trying to alter, I can only give some generic tips. However, you don't need to muck around splitting DAT files or any such thing, GoFSH provides the simplest method for exporting and importing textures.

    Assuming the plan is to extract the textures from an existing DAT, with the goal of editing them and using them as an eventual override, this procedure is going to be best:

    • Install/Run GoFSH
    • Use FSHxDAT to open the file containing the textures you want to work with:
      FSHxDAT.jpg.d6161948f20d81f575e4e634a6b2abeb.jpg
      Use Save Largest here, we don't need the MipMaps. Under View, you can filter Tex, to see the textures as shown. Under Sel, you can choose all textures you need from a given file. Upon clicking Save .fsh, GoFSH exports everything selected as FSH files, to the location you choose.
    • Close FSHxDAT's window and from the main interface load one of the exported FSH files:
      GoFSH_Decode.jpg.48e357fb165bd3f462df8c9ce46426c3.jpg
      Use the Bottom-Left of the three Windows to load FSH (the top two load BMP Pairs).
    • Ensure Decode is selected and then click GoFSH to convert them all into BMP Pairs, that is Alpha and Texture files (-A0.bmp and -C0.bmp respectively).
    • You can now delete the FSH files to clean up the folder. You are left with textures you can edit freely, which when imported with keep the original IDs.

    That's simply the basic procedure for getting at the textures to work with, but it should cover most user's needs. If you just want to edit the textures and pack them again, then you need do nothing more at this point. However, if you intend to create textures which will include custom Grass/Sidewalks, then you probably want to look into the User Manual of GoFSH, to see how Scripting can make things more manageable.

    When it's time to Encode your textures, GoFSH converts your BMP pairs back to FSH files, use the Reader InList toggle, after the process you can use this to make a new DAT. To do that re-open FSHxDAT, select Create .DAT from LoadList and then point it to the Reader InList file created previously.

    • Like 2
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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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    Thank you. That clears it up for me, I was trying to do it wrong.

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    On 04/09/2020 at 12:53 PM, rsc204 said:

    Well without knowing exactly what you are trying to alter, I can only give some generic tips. However, you don't need to muck around splitting DAT files or any such thing, GoFSH provides the simplest method for exporting and importing textures.

    Assuming the plan is to extract the textures from an existing DAT, with the goal of editing them and using them as an eventual override, this procedure is going to be best:

    • Install/Run GoFSH
    • Use FSHxDAT to open the file containing the textures you want to work with:
      FSHxDAT.jpg.d6161948f20d81f575e4e634a6b2abeb.jpg
      Use Save Largest here, we don't need the MipMaps. Under View, you can filter Tex, to see the textures as shown. Under Sel, you can choose all textures you need from a given file. Upon clicking Save .fsh, GoFSH exports everything selected as FSH files, to the location you choose.
    • Close FSHxDAT's window and from the main interface load one of the exported FSH files:
      GoFSH_Decode.jpg.48e357fb165bd3f462df8c9ce46426c3.jpg
      Use the Bottom-Left of the three Windows to load FSH (the top two load BMP Pairs).
    • Ensure Decode is selected and then click GoFSH to convert them all into BMP Pairs, that is Alpha and Texture files (-A0.bmp and -C0.bmp respectively).
    • You can now delete the FSH files to clean up the folder. You are left with textures you can edit freely, which when imported with keep the original IDs.

    That's simply the basic procedure for getting at the textures to work with, but it should cover most user's needs. If you just want to edit the textures and pack them again, then you need do nothing more at this point. However, if you intend to create textures which will include custom Grass/Sidewalks, then you probably want to look into the User Manual of GoFSH, to see how Scripting can make things more manageable.

    When it's time to Encode your textures, GoFSH converts your BMP pairs back to FSH files, use the Reader InList toggle, after the process you can use this to make a new DAT. To do that re-open FSHxDAT, select Create .DAT from LoadList and then point it to the Reader InList file created previously.

    I followed these instructions to modify the street-road ortho transitions for the tar sealed streets mod, but the modifications revert at zoom levels 3+. I pulled the transitions from the file 'zUS Base.dat', I found 7 of them, did I miss some or something do you think? I can't find anymore that look like the road-ortho transition though. This particular texture I don't believe is included in the sources repository. Basically, the OWR-ST ortho transition is how I wanted the RD-ST transition, so I just copied/pasted those textures/alphas into the RD-ST and then used GoFSH to make the dat.

    Thanks.. hopefully I'm not cluttering up this thread too much with my questions, I apologize if I am, maybe they could be moved or something if this is the wrong place to ask..

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    Let's just start by ensuring we're on the same page regarding the textures being discussed.

    From Rivit's Repo Base w16 US/EU folder you should find (only) the texture 0x00AA0104, which is the Street to Road transition in US or EU design. In the Base w13 folder should be 0x09AA0104, which is the Street to OWR transition. It's always easier to find IDs looking at the US textures, because they have yellow lines, instead of White. In fact more often than not such transition textures for OWR and EU Roads are actually identical, even though the OWR and EU Road textures are actually not.

    17 hours ago, junspud said:

    I pulled the transitions from the file 'zUS Base.dat', I found 7 of them, did I miss some or something do you think?

    I would guess you mean the single set, i.e. all the wealth texture variants for just one texture. The 7th digit of a textures IID defines it's wealth:

    0 - No Zoning
    1-3 - Low Density Zoning, wealths $ through $$$
    4-6 - Med or High Density Zoning, wealths $ through $$$

    w16 (in the folder name, but also the command used during automation), will create this 0 through 6 set of 7 different wealth textures. Whereas the w13 generation skips making the 4 through 6 textures, where these don't exist, SC4 will use the 0 wealth texture and fill the invisible parts with the relevant sidewalk. Understanding these wealth groupings and ID systems will be very helpful if you are going to continue working with network textures.

    17 hours ago, junspud said:

    but the modifications revert at zoom levels 3+

    Likewise, the 8th digit of the IID refers to the MipMaps, each 128x128 texture (4) has 4 smaller textures, 64x64 (3)/32x32 (2)/16x16 (1)/8x8 (0). Basically, as you reduce the zoom level in game, it uses smaller textures, that way having more of them on screen, takes much less resources. Most transit textures use this system, so if only one zoom is affected, you need to check in the final DATs for that specific texture. In this case any problem (or missing texture), should have the ID 0x00AA01#2, where # is the wealth variant and 2 is the zoom 3 texture. Note the order is from 0 (zoom 1) to 4 (zoom 5), which could also be grouped using 5 through 9 or A through E IDs too, those would be unique texture IDs still, even if every digit preceding them was identical. Also that note no zoom6 textures exist as part of this setup, because zoom6 was a last minute addition and the fundamental workings were not adapted to cater for it.

    If you can't see a problem in the DAT files, make 150% sure these files are loading after everything, just make a folder like z_________LoadVERYlast or something, place these files there and see if that changes things.

    I don't mind discussing this in my thread, it helps to make it appear more active than it really is too ;).

    • 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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    On 9/26/2020 at 12:05 PM, rsc204 said:

    Let's just start by ensuring we're on the same page regarding the textures being discussed.

    From Rivit's Repo Base w16 US/EU folder you should find (only) the texture 0x00AA0104, which is the Street to Road transition in US or EU design. In the Base w13 folder should be 0x09AA0104, which is the Street to OWR transition. It's always easier to find IDs looking at the US textures, because they have yellow lines, instead of White. In fact more often than not such transition textures for OWR and EU Roads are actually identical, even though the OWR and EU Road textures are actually not.

    I would guess you mean the single set, i.e. all the wealth texture variants for just one texture. The 7th digit of a textures IID defines it's wealth:

    0 - No Zoning
    1-3 - Low Density Zoning, wealths $ through $$$
    4-6 - Med or High Density Zoning, wealths $ through $$$

    w16 (in the folder name, but also the command used during automation), will create this 0 through 6 set of 7 different wealth textures. Whereas the w13 generation skips making the 4 through 6 textures, where these don't exist, SC4 will use the 0 wealth texture and fill the invisible parts with the relevant sidewalk. Understanding these wealth groupings and ID systems will be very helpful if you are going to continue working with network textures.

    Likewise, the 8th digit of the IID refers to the MipMaps, each 128x128 texture (4) has 4 smaller textures, 64x64 (3)/32x32 (2)/16x16 (1)/8x8 (0). Basically, as you reduce the zoom level in game, it uses smaller textures, that way having more of them on screen, takes much less resources. Most transit textures use this system, so if only one zoom is affected, you need to check in the final DATs for that specific texture. In this case any problem (or missing texture), should have the ID 0x00AA01#2, where # is the wealth variant and 2 is the zoom 3 texture. Note the order is from 0 (zoom 1) to 4 (zoom 5), which could also be grouped using 5 through 9 or A through E IDs too, those would be unique texture IDs still, even if every digit preceding them was identical. Also that note no zoom6 textures exist as part of this setup, because zoom6 was a last minute addition and the fundamental workings were not adapted to cater for it.

    If you can't see a problem in the DAT files, make 150% sure these files are loading after everything, just make a folder like z_________LoadVERYlast or something, place these files there and see if that changes things.

    I don't mind discussing this in my thread, it helps to make it appear more active than it really is too ;).

    Turns out the problem was a simple fix, I just didn't realize I had to check the 'make a scaled set of 5' checkbox in Gofsh. I do plan on doing more with this stuff though so thank you.

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    It would be of potential benefit for you to try and get to grips with the scripting in GoFSH. I have been testing OBS studio for recording video whilst running Windows, which should finally allow me to create a series of Tutorials I have wanted to make for this.

    But Rivit’s TSR repo comes ready with scripts you can use ‘out of the box’. Replace or modify the textures in the repo as you desire, then run the script in GoFSH, you can select any Grass/Paving choice at this point. Out will come a customised variant of the TSR mod, which replaces the standard one. Once you work out the scripting, it makes re-packaging the mod so much less work. Leaving you free to concentrate on working on the textures. I hope I’ll be able to put some videos together over the following weekend, since my wife is working from home next week and brings an expensive Plantronics headset I can utilise from her office.


    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 9/30/2020 at 2:30 PM, rsc204 said:

    It would be of potential benefit for you to try and get to grips with the scripting in GoFSH. I have been testing OBS studio for recording video whilst running Windows, which should finally allow me to create a series of Tutorials I have wanted to make for this.

    But Rivit’s TSR repo comes really with scripts you can use ‘out of the box’. Replace or modify the textures in the repo as you desire, then run the script in GoFSH, you can select any Grass/Paving choice at this point. Out will come a customised variant of the TSR mod, which replaces the standard one. One you work out the scripting, it makes re-packaging the mod so much less work. Leaving you free to concentrate on working on the textures. I hope I’ll be able to put some videos together over the following weekend, since my wife is working from home next week and brings an expensive Plantronics headset I can utilise from her office.

    Tutorials would be great.

    My first inclination was to use the TSR repo again and modify the texture first, but I couldn't find the appropriate texture in any of the folders, though now I think I may have missed it, I think it might be the texture located in the folder 'Base w16 US'.  So I resorted to taking them directly out of the .dat file and doing it that way.. at first though I was going to just try and drop the alpha and texture bmp into one of the repo folders and then run the script and see if it would work itself out, but I ended up doing it by hand instead.

    This is what I've got so far;

    Untitled.png.f46d29e28bd490ddaa8149946dec3e4c.png

    At the moment I've taken some of the texture sets for the new one-tile roundabouts with the plan of replacing the sidewalks and making it more compatible with TSR. It seems like a lot of work though, it would probably be a lot easier with Gofsh scripting, the sidewalk part anyway. Plus it might soon be included in PSS?

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