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    Actually all three are the same texture, it was accidentally removed when I was doing some housekeeping on the repository, but I noticed it myself and restored the missing texture already. There were a number of bigger issues, mainly missing and new features that are mostly OWR related. The plan is to add any new NAM 43 content to that and release an updated version at this point.

    In the meantime, add this patch to the same folder as the TGN Ave - US file and it'll restore that missing piece:

    zTGN Ave - US.dat

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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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    @rsc204 - Love your mods. The RRW Reskin release is fantastic. I was curious if you had considered making another texture option for your Rail Depot to match it to the RRW Reskin?

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    Did you install the file under Optional Lot Overrides / MGB Lot Textures?, if you did this should already be included along with similar overrides for any textures I've released.

    If the RDP dependency, specifically the file MGB_RDP_Textures.dat, which itself has no special load order needs is loading after the RRW ReSkin mod, that too would prevent you from seeing the updated textures.


    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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    47 minutes ago, rsc204 said:

    Did you install the file under Optional Lot Overrides / MGB Lot Textures?, if you did this should already be included along with similar overrides for any textures I've released.

    If the RDP dependency, specifically the file MGB_RDP_Textures.dat, which itself has no special load order needs is loading after the RRW ReSkin mod, that too would prevent you from seeing the updated textures.

    You're right, I had the Reskin folder loading before the RDP textures. It's working now -- and looks great. Thanks!

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    Hello @rsc204, I was checking the Uki Sim site and I was wondering if there is anyway in which the uki Catenary Mod works with your RRW ReSkin Type A? Or is there any other catenary mod that works with your reSkin? here is the link to the mod: uki Sim: 和風架線MOD (seesaa.net). It seems to only work with the default maxis rail skin, but maybe there is a workaround that or a load order I'm missing. Thanks in advance *:)

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    The RealRailway uses an entirely new codebase (IDs), which is why any T21s created for the Maxis Rails, won't work with the RRW. Some legacy pieces with the old IDs remain, but that's limited to Puzzle Pieces like the old Viaduct Rail and WRC items.

    As part of his RUM for RRW mod, Rivit has included a T21 catenary mod, which works with RRW. It's probably more complete than a lot of legacy T21 mods, but due to the immense amount of new RRW content, it doesn't cover everything. Whilst that uses props from Plundare's Catenary Essentials mod, with a little effort you could override the Props being used, likely without having to edit any T21s. You just take the Prop Exemplars from the set Rivit's T21 uses and change the IDs to the equivalent props from UKI Sim. It's not guaranteed to work flawlessly, but provided the props aren't hugely different in spec, there is a very good chance it would.

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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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    Not sure if this is the right place for this but I'm having an issue with pavement along diagonal streets changing to grass when I place something next to it.  In the attached pic you can see the changes from my placement of a gazebo, clinic, and diagonal fillers.  Any idea of what might be causing this?

    Screenshot (2).png

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    This is just the normal behaviour of such lots, because the zoning type associated with Plop Lots is stuck as low-density zoning. You can try to control the zoning, but that’s rather difficult and there are easier solutions.

    My NGN mod is perfect for those who want to rid themselves of the grass entirely, so only sidewalks appear regardless of zoning.

    But if you want the ability to use both options, for streets at least, just use one of the SAM networks (6 or 10) that suppress the grass. This way you can use the sidewalk only sections more selectively. 

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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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    6 minutes ago, rsc204 said:

    This is just the normal behaviour of such lots, because the zoning type associated with Plop Lots is stuck as low-density zoning. You can try to control the zoning, but that’s rather difficult and there are easier solutions.

    My NGN mod is perfect for those who want to rid themselves of the grass entirely, so only sidewalks appear regardless of zoning.

    But if you want the ability to use both options, for streets at least, just use one of the SAM networks (6 or 10) that suppress the grass. This way you can use the sidewalk only sections more selectively. 

    Thanks much for the info, I have been messing with different mod configurations for a couple days and couldn't figure it out!  I will give some of theses a shot.

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    Concerning the Maxis Texture Replacement Kit:

    I'm attempting to load a script txt file into GoFSH and it is coming up with errors.  The script file is from MGB's Repository on OneDrive.  Specifically I am loading "_OPT_Build 4_NGN Patch" but I have the other 4 builds from this OneDrive as well all with the same errors.  I have successfully loaded a build txt file for other mods but these from MGB are loading with errors.  Any suggestions?

    Screenshot (3).png

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    On 4/21/2022 at 3:48 AM, simbot87 said:

    Concerning the Maxis Texture Replacement Kit:

    I'm attempting to load a script txt file into GoFSH and it is coming up with errors.  The script file is from MGB's Repository on OneDrive.  Specifically I am loading "_OPT_Build 4_NGN Patch" but I have the other 4 builds from this OneDrive as well all with the same errors.  I have successfully loaded a build txt file for other mods but these from MGB are loading with errors.  Any suggestions?

    Screenshot (3).png

    I believe I had a similar or the same errors before I realized I had to run the 'createfolderstructure' executables in the '_install' and '_tmp' directories. So if you haven't run those it may be the problem. Same for the other repositories.

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    4 hours ago, junspud said:

    I believe I had a similar or the same errors before I realized I had to run the 'createfolderstructure' executables in the '_install' and '_tmp' directories. So if you haven't run those it may be the problem. Same for the other repositories.

    Yeah, that problem is caused because OneDrive won't add empty folders to the .zip file you download, even though they exist in the repository.

    I've amended the documentation and updated a few parts of the repository over the past few days, having been made aware of the issue. Note too, most users won't need the NGN patch, this and the TGN ones are really intended for Developer use.

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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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    sam7.jpg.81dde9f9cb42a7bb77397fc3f763653c.jpg

    Really like how easy the repos make it to put together different texture possibilities.. 'NGN' version of the SAM7 retexture for example, just dropped in textures and slightly tweaking the script using the TGN repo.

    https://www.sc4devotion.com/forums/index.php?topic=18838.0 Textures from this NAM texture archive.

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    owr1ave.jpg.7cd9be5a6dc6b0276abb57c50e78b2b8.jpg

    May be identified already for future release but I did just notice a texture glitch with Avenues and OWR-1 intersections in the SV TGN.

    Tried it out with a clean NAM and then with NAM+new installation of TGN.. tried comparing the relevant textures but they look identical to the NAM ones. Removing the particular textures from TGN Road fixes it.

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    On 15/05/2022 at 3:08 AM, junspud said:

    'NGN' version of the SAM7 retexture for example, just dropped in textures and slightly tweaking the script using the TGN repo.

    https://www.sc4devotion.com/forums/index.php?topic=18838.0 Textures from this NAM texture archive.

    With a little tweaking of the Alphas, the same can be achieved using my TGN repository, it is after-all what I use to make the NGN mod. The link you gave is a more outdated set, for example mine is current at least up until NAM 43 at this point.

    On 15/05/2022 at 3:08 AM, junspud said:

    May be identified already for future release but I did just notice a texture glitch with Avenues and OWR-1 intersections in the SV TGN.

    Thanks for the feedback, it certainly seems like you found an error, if that's the case I'll ensure the repo is updated so the next release fixes things.

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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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    9 hours ago, rsc204 said:

    With a little tweaking of the Alphas, the same can be achieved using my TGN repository, it is after-all what I use to make the NGN mod. The link you gave is a more outdated set, for example mine is current at least up until NAM 43 at this point.

    Thanks for the feedback, it certainly seems like you found an error, if that's the case I'll ensure the repo is updated so the next release fixes things.

    Indeed it actually is your TGN repo I was using lol, But I don't think the 'NAM Retexture' version of SAM7 (smoother edges, different style transitions, ect) is included in TGN or NGN, so I grabbed them from the outdated NAM repo and dropped them into the appropriate folder. Then I ran the TGN repo script but tweaked it to only generate the SAM7 textures and set both the grass and sidewalk as the sidewalk texture.

    sam7diff.jpg.b5eda5672369379aaa334093b4d79a18.jpg

    Some differences in style between 'NAM SAM7 Retexture' vs original SAM7 which comes with TGN/NGN and repos.

    Kind of a sloppy way of going about it but it works.

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    On 15/06/2022 at 11:08 PM, junspud said:

    But I don't think the 'NAM Retexture' version of SAM7 (smoother edges, different style transitions, ect) is included in TGN or NGN, so I grabbed them from the outdated NAM repo and dropped them into the appropriate folder.

    Honestly I haven't had those on my radar, they were an optional Texture override for US users only. Can't say if I will include them as yet, since for one they don't have any EU variants.

    I also found the problem with the AvexOWR-1 crossing, for reasons I can't explain they were flipped in my repository.

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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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    SWN euro pavement mod causing pavement/sidewalk textures to appear next to elevated diagonal avenue pieces.  Any suggestions on how to correct this?

    Melody-Jul. 25, 011658057157.png

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    On 17/07/2022 at 1:34 PM, simbot87 said:

    SWN euro pavement mod causing pavement/sidewalk textures to appear next to elevated diagonal avenue pieces.  Any suggestions on how to correct this?

    I can confirm the problem, although it only seems to affect the older legacy Puzzle-piece based viaducts, it might take me some time to unravel exactly which texture is behind this.

    The big issue is that many such textures are re-used for various different situations and so I need to make sure it would work properly for every such setup. But the problem file is the NAM E Textures DAT in 1 - Maxis & Basic NAM folder, I will fix the specific issue in question at some point.

    For the time being if you use the more recent draggable road viaducts, that would be the best workaround, I've tested them and they work as intended.

    That said, the older Puzzle-based viaducts were never supported by SWN officially, it just seems one of those multi-use textures is messing with things. If you want your sidewalk on the legacy viaducts, I would recommend using the Japanese NAM Facelift mod to do so, details on that in the SWN Readme.

    On 19/07/2022 at 3:55 AM, junspud said:

    Possibly missing TGN FTL texture.

    Certainly it is missing for the release version of TGN, but I have a feeling I would have caught it when I was working on the T21s for the FTLs. Either way, thanks again for reporting the problem and I'll see to it that it's fixed in the next release.

    • 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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    @simbot87: Just to follow up on the issue, testing things today it would appear the problem is that I've added two textures that should never have been included in the first place. Whilst removing them will revert the sidewalks to the defaults (Maxis white), it was never my intention to support the legacy viaducts in the first place. It is not as if the surrounding pieces match in any case,  so that's probably the best fix moving forwards. The following files are suitable for anyone using the Euro Pavements version without TGN compatibility:

    SWN NAM E Textures - US.dat
    SWN NAM E Textures - EU.dat

    Eventually I will make the same changes to all variants, but since that includes 4 TGN variants and mirroring the changes for all 3 SWN releases, that will take me some time. Not least because I am not wholly sure how these textures made their way into SWN in the first place, perhaps it was a simple error on my part, but there is a chance they are re-used for other setups and therefore actually something that should be left in. Needless to say unravelling all that will also require quite a bit of work on my part. Therefore for anyone experiencing this problem who's setup isn't covered by the above patches, there are a few potential workarounds:

    1. Open the SWN / TGN NAM E Textures - XX file using Reader, then delete the 10 textures from the file with the IID's 0x5400020# 0x5400090#.
      (where # = IIDs ending in A through E).
    2. Use the Draggable Road Viaduct replacements, which are fully supported by SWN instead.
    3. Use the Japanese NAM Facelift Mod, which may be the best solution if you insist on using these legacy pieces. Not least because that is the only way to get your sidewalks to appear uniformly upon all the legacy Road Viaducts properly. Again instructions on this are in the SWN Readme.

    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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    @junspud: Turns out the texture was missing, have updated the repository to include it now. As thanks for reporting the issue, here is a patched file for SV / US users, otherwise this will be fixed more generally in the next release version:

    TGN FTL - US.dat

    • 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 7/23/2022 at 3:03 PM, rsc204 said:

    @simbot87: Just to follow up on the issue, testing things today it would appear the problem is that I've added two textures that should never have been included in the first place. Whilst removing them will revert the sidewalks to the defaults (Maxis white), it was never my intention to support the legacy viaducts in the first place. It is not as if the surrounding pieces match in any case,  so that's probably the best fix moving forwards. The following files are suitable for anyone using the Euro Pavements version without TGN compatibility:

    SWN NAM E Textures - US.dat
    SWN NAM E Textures - EU.dat

    Eventually I will make the same changes to all variants, but since that includes 4 TGN variants and mirroring the changes for all 3 SWN releases, that will take me some time. Not least because I am not wholly sure how these textures made their way into SWN in the first place, perhaps it was a simple error on my part, but there is a chance they are re-used for other setups and therefore actually something that should be left in. Needless to say unravelling all that will also require quite a bit of work on my part. Therefore for anyone experiencing this problem who's setup isn't covered by the above patches, there are a few potential workarounds:

    1. Open the SWN / TGN NAM E Textures - XX file using Reader, then delete the 10 textures from the file with the IID's 0x5400020# 0x5400090#.
      (where # = IIDs ending in A through E).
    2. Use the Draggable Road Viaduct replacements, which are fully supported by SWN instead.
    3. Use the Japanese NAM Facelift Mod, which may be the best solution if you insist on using these legacy pieces. Not least because that is the only way to get your sidewalks to appear uniformly upon all the legacy Road Viaducts properly. Again instructions on this are in the SWN Readme.

     

    @rsc204: Thanks for looking into it.  Unfortunately I was unsuccessful with any of the patches above but I can use this and some other circumstances such as FAR-3 sidewalk/zoning placement needing to use dragged networks to work properly.  It seems I need to put more effort into learning how to use non-puzzle pieces to create my roads.   I have uploaded this picture in case it can help you troubleshoot more on any issues. I have SWN with NGN mods active.

    Melody-Sep. 26, 221659442470.jpg

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    On 7/24/2022 at 4:04 PM, rsc204 said:

    @junspud: Turns out the texture was missing, have updated the repository to include it now. As thanks for reporting the issue, here is a patched file for SV / US users, otherwise this will be fixed more generally in the next release version:

    TGN FTL - US.dat

    Nice, always looking forward to updates.

    One other thing I noticed but you may be aware of, some of the OWR2 retextures haven't been fully incorporated, for example this one:

    owr2ex.jpg.901e8ab01523290cc4653ed7773b9777.jpg

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    Hi,

    I noticed the AVE2  to OWR roundabout grass texture is maxis grass. The RHW2 diagonal to OWR rondabout texture issue might be some NAM issue though?

    62ef08f781c05_hway2-Jan.30001659830882.jpg.cb54c61810d3df4b99060ee455bb5c1d.jpg

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    Sadly the SM2 textures for RRW reskins still needs some work.

    rrwsm.jpg.1833ccf659d66968a9273e1e03266c4b.jpg

    I'm almost tempted to try and carry over the textures and use them for GHSR so I can have them (as they're really nice) but still preserve the original RRW.

     

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    On 02/08/2022 at 4:10 PM, simbot87 said:

    I have uploaded this picture in case it can help you troubleshoot more on any issues. I have SWN with NGN mods active.

    Melody-Sep. 26, 221659442470.jpg

    The SWN mod includes some TGN named files, so I suspect you've got the original (faulty) file TGNNAM E Textures - XX.dat still present. If you also installed one of the modified versions from my last post, you must remove the original such file to see the change. Note this removes the floating texture, but it will also revert the overpass to the Maxis sidewalks.

    The easier solution would be to just switch to the newer NAM Draggable Road Viaduct system. The bottom line here is that these legacy features were never intended to be part of my cosmetic mods to begin with.

    On 04/08/2022 at 4:24 AM, junspud said:

    One other thing I noticed but you may be aware of, some of the OWR2 retextures haven't been fully incorporated, for example this one:

    Since these were only recently changed, it may take a while to incorporate all the new textures, although again I'm sure my repository is more up-to-date than the release version here.

    On 07/08/2022 at 2:38 AM, smurfN said:

    I noticed the AVE2  to OWR roundabout grass texture is maxis grass. The RHW2 diagonal to OWR rondabout texture issue might be some NAM issue though?

    62ef08f781c05_hway2-Jan.30001659830882.jpg.cb54c61810d3df4b99060ee455bb5c1d.jpg

    I'm sure the AVE-2 intersection made it into the previous release version, but in any case it certainly will be in the next release, along with RHW support. It's possible there is some load order issue (NAM loading after TGN), so do check that's as it should be. I'll take a look at the RHW Diag connection, there may be a problem with the Alpha there. :EDIT: Just checked and these textures are from 2016, so not exactly new. So it does suggest something maybe overriding the TGN texture, because they are all correct checking the current release files.

    On 10/08/2022 at 2:58 AM, junspud said:

    Sadly the SM2 textures for RRW reskins still needs some work.

    rrwsm.jpg.1833ccf659d66968a9273e1e03266c4b.jpg

    I'm almost tempted to try and carry over the textures and use them for GHSR so I can have them (as they're really nice) but still preserve the original RRW.

    Due to the sheer number of textures SM2 created for railyards and such, the complete set was never added to the ReSkin repository. Instead only some common pieces and transitions (between normal and reskin styles) are supported.

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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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    For the past while the MGB repos have been acting up while trying to download, the speeds keeps dipping to 0 B/s every couple seconds. Everything else is downloading normal for me though including other Onedrive pages. Not sure if it's just me or a problem with Onedrive.

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    I can only imagine there must be some problem on Microsoft's side, everything is there and setup correctly (nothing's changed). I suppose it's possible MS restrict bandwidth usage, so it could be the case that any downloads are being temporarily throttled?, I never read anywhere that MS do this, but it's in keeping with most online services. Bearing in mind I don't pay any fees for using MS services like this, it's not like I can complain when it doesn't work.

    I would give it a couple days and try again.

    I will note, whilst I do make semi-regular updates, that shouldn't necessitate completely re-downloading any of the repos. If you use OneDrive yourself, you can sync the repositories so your copy is always up to date, this is best done by using the OneDrive feature of Windows.

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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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    On 10/27/2022 at 4:06 AM, rsc204 said:

    I can only imagine there must be some problem on Microsoft's side, everything is there and setup correctly (nothing's changed). I suppose it's possible MS restrict bandwidth usage, so it could be the case that any downloads are being temporarily throttled?, I never read anywhere that MS do this, but it's in keeping with most online services. Bearing in mind I don't pay any fees for using MS services like this, it's not like I can complain when it doesn't work.

    I would give it a couple days and try again.

    I will note, whilst I do make semi-regular updates, that shouldn't necessitate completely re-downloading any of the repos. If you use OneDrive yourself, you can sync the repositories so your copy is always up to date, this is best done by using the OneDrive feature of Windows.

    I'm curious, are the new pedestrian crosswalk pieces planned to be included in TGN/repos?

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