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rsc204

MGB Lot and Mod Shack

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    The real problem here is that the Airport is using the default Maxis sidewalk textures. SWN can either override them or not, there is simply no way to allow the choice between which specific lots a given texture is overridden for.

    If you want to continue to use the default Maxis sidewalk for these pieces, the best bet is to make a copy of that texture with a unique ID. That way SWN will do it's job just as intended, but the airports can continue to use the original texture. Otherwise, you can change the airport pieces using the LE to another texture, one that SWN doesn't override. I'd recommend one of the concrete base textures, such as those used with industrials lots, personally I think they'd fit a lot better in this scenario.

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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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    Lightning fast answer, thanks a lot!

    I thought so, it's not a problem, I change the textures for the airport pieces. I simply could remove the SWN from the Plugins folder, when loading "Airport", but I really do like the style so much... *:thumb: First world problems... *:D

    I will try some other textures , but I think, I'm stuck with the Maxis one atm, because all the other parts of the series are made with this texture, the curves and so on... And tbh, changing the textures on all these ramp parts will delay my plan, to built some new things for the airport, like a hangar for the A380 and things like that... You of all know, how much work is going into textures.

    Thanks again, for all your work (not only the SWN)!

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    Hi! I downloaded your UnderBridge set, but unfortunately can't get it to work properly.

    This is my test setup. The shop in the bottom provides jobs, but the folks in the houses can't seem to get there.

    Here's how it looks in the underground view. I've placed your lots on both sides of the bridge and connected the two with a subway. I tried to drive a car underneath the bridge, but it simply turned in front of the bridge as if the road didn't extend.

    I connected the main road to my neighbor and that resulted in this. People use the subway for three tiles and then return to their car and drive it off to the neighbor-city. What I'm puzzled by is that people apparently can't get to the shop, but are able to drive their car on the very same road to the neighbor-city.

     

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    First, I'm not the one with that kind of understanding for all these things like MGB, sorry! :) And I made a pause for nearly ten years, so all this stuff seems new to me, too. ;)

    Your setup looks ok to me, maybe your Sims just doesn't want to work there? Or it's simply not the job, they can work at? You could try setting up a few more business (Industry, Commercial) and see what happens.

    For what I can say, your use of the under-bridge-lots seems ok!

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    Did you grow everything shown in the screenshot? Additionally have you got sims/development elsewhere in the tile or connected tiles? Because it's totally possible that the sims in this picture simply aren't compatible with the job types in the single commercial building availible, which is literally the only place they can get to for work.

    Underbridge lots like this are not real functioning networks, but are TE switches (changing from one transit type to another and back at the other side). Such lots do have very strict limitations, for example only cars can use them. See the readme for more details in this regard. But I suspect in this case if you allowed some more lots/development to grow naturally you'd find these pieces getting usage eventually.

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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 plopped the shop, but grew the houses. Those only developed after I made the connection with the neighbor. After removing the connection the people in the houses lost their jobs. Despite massive demand and zoning new houses did not develop after that despite plenty of low and medium wealth commercial jobs being available. Residential zones with a direct connection to the jobs did develop though. Could there possibly be a conflict with another mod of some kind?

    New situation.

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    Well it's important to note that sims can only go where connections allow them to. Regardless of the demand factors from the city/region, such unconnected areas become isolated, but the demand created elsewhere might mean houses grow whose occupants aren't supported by the other growth from commercial/industrial zoning. If you are making test setups, usually it's best to do so using a new map without anything else affecting demand. The simple test is housing on side of the bridge and farms on the other.

    However, without being able to see any commuting paths, the new screenshot appears to be functioning fine. Insomuch as there are no longer no job zots, which suggests the sims in the houses can now find jobs on the other side of the bridge.


    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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    Like this? (Newly generated region without any existing cities) I've run the simulator for five years, but there was no change in the zones.

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    Firstly apologies for not responding sooner, it's been one of those weeks if you know what I mean.

    It certainly looks like it should be working from your new screenshot. At this point I would simply create an alternate road/street between the Residential/Job areas that bypassed the UB lots. If that suddenly spurs Residential growing, then at least you know some demand issue isn't behind things.

    The thing is though, whilst this may look like there is an error or bug, there are many complex factors which would define if/when growth occurs. So if it's just these TE lots that turns out to be preventing it, it doesn't necessarily follow that they are not working as intended. From my side, I know for sure these lots were heavily tested before release. I don't release anything into the wild I haven't carefully checked, I also use the same pieces myself when playing. As such I know there is nothing inherently wrong with them, besides the limitations inherent with TE lots. Such things will always be unavoidable when working around a game limitation like roads under bridges. Ultimately, at least cosmetically there is a road under the bridge using such lots. Since you can't make cars drive on the roads, even modding them to work doesn't add that much to the equation. Cars will use them, but like other TE solutions, because it's not technically a road, they won't work exactly like an in-game network would.

    So why might sims simply refuse to use such lots? Well the most likely reason is some factor related to your game setup. For example, using a traffic simulator tuned for public transport, could prevent sims from using cars, which would in-turn prevent the UB lots from being used (they are Car ONLY). The knock on effect of such would be sims prevented from getting to jobs where such lots are used on an exclusive route.

    A couple things to be sure of. 1st, these lots may require the NAM to work, I assume you've got that installed though? 2nd, they are not compatible with the set released by Kazuki. I couldn't fathom why anyone would want both sets, so my lots have the same IDs and will override them. Unintended behaviour may occur if you had both sets in your plugins folder.

    • 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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    16 hours ago, rsc204 said:

    For example, using a traffic simulator tuned for public transport, could prevent sims from using cars, which would in-turn prevent the UB lots from being used (they are Car ONLY). The knock on effect of such would be sims prevented from getting to jobs where such lots are used on an exclusive route.

    This might very well be it! The traffic simulator that came with the NAM is set to a European level of public transport.

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    As I mentioned, if you bypass the UB lots with a road or street, observing the changes will probably help explain the issue. So if the residential then grew and pedestrians were walking to work, you could deduce from that, that your game setup was such that sims didn't want to use cars for example.

    Again, whilst such TE "switches" will theoretically work, due to the inherent limitations, it's not a bad idea to try and avoid them being the exclusive route to particular areas.


    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 22/04/2017 at 7:28 AM, rsc204 said:

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

    The main release-version is just undergoing final testing now. That is basically an update to my SEN (Sidewalk Euro NAM) mod, with much more support, options and including full US textures for the first time. There may be a small delay whilst I get the TGN update finished before it gets released. Meanwhile, it's here if you want to try it out.

    So, very soon I can finally rid my signature of the words "coming soon" once and for all. Only to replace it with something else that's in progress.

    If you install this one do you need the other TGN mod like this one or is it included? thanks

     

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    SWN and TGN are totally separate mods that do two different things. TGN replaces the network grasses, whereas SWN replaces sidewalks. The TGN/NGN support in SWN just makes sure that all the textures match for TGN/NGN users, but it doesn't replace the TGN/NGN mod, it only complements it.

    • 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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    2 Years of hideous computer problems, caused by a faulty mainboard have had a serious impact on my modding activities. Thankfully I've recently re-built my system with a new board and all this is in the rear view finally. Which brings me too...

    TGN is getting a little outdated, the last v2 release was a few years back and whilst I did make a NAM35 "patch" available (forum Attachment). I've since made considerable additions to the mod. However, I'm all too aware that despite having many mods 99% ready, it may still be a while before I can get them release-ready. Most of those updates will have to wait for now, it's too complex to offer patches for everything, but one of the most significant updates is with the BSC Texture Override.

    Since it came up on another thread, problems with mismatching textures used with BSC Parks, I've uploaded an update for TGN for the BSC Vol1-3 Override. You can find that on Google Drive here. :Edit: These additions are part of the v2.36 update, now available on the STEX. Once there, choose one of the following TGN variants (folder name), then download the file you need from inside it:

    • AP - Appalachian
    • BO - Berner Overland
    • BOu - Berner Overland (Unified Wealth)
    • PY - Pyrenean
    • SV - Sudden Valley
    • SVu - Sudden Valley (Unified Wealth)

    This file (TGN BSC Vol1-3 Override.dat) should replace the equivalent one from your existing TGN mod.

    Note that you can download all variants if you want, but the file names are identical, so they need to be kept in separate folders. But most people will probably only need one of them. Eventually this will be included in the next release, but it's about twice the number of supported textures of the original, so should be useful to have.

    • Like 8

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    On 2/15/2019 at 12:22 PM, rsc204 said:

    I've just finished uploading my Filler Set v2 on the STEX. For those following (geez, it's been 4 years), I've bundled together the following mods:

    • My original Diagonal Fillers (Texture Based)
    • The overhanging sidewalk-adaptable fillers, along with Pedmall extenders.
      Both previously only available as a preview. The new release replaces those, but also includes new lots for all three wealths of sidewalks/grass. In addition to pieces for Concrete, Rural/Dirt and Pedmalls.
    • Overrides for some of Paeng's mods.
      Which convert existing lots to use my new adaptable pieces.

    Here's a sample of the Overhanging Pieces included:

    DFS_3.jpg.ec1bd2bf5a3d93dcbd225cb4a8b73b

    All of those shown are included with options for $, $$ & $$$ sidewalks, which will pick up your installed sidewalk automatically. $, $$ & $$$ Grass lots remove the x3 and two Point pieces. The remaining options include a x2 extender and half triangle filler only. This is to keep the number of lots in check. However, for each texture variant, there are 13 props included in the package. So if there is a piece you need, you just need to make a lot.

    The Concrete and Grass lots need a dedicated texture to work, since S3D models can't use Lot Textures, only Network ones. However, should you wish to override the textures on them, you can do so by copying one texture and altering the ID. Then replace or override the included one from the package. Full details in the readme. Speaking of which...

    ======================================================================================

    TGN users will want to download the appropriate patch, on Google Drive here. Once there, choose one of the following TGN variants (folder name), then download the file you need from inside it:

    • AP - Appalachian
    • BO - Berner Overland
    • BOu - Berner Overland (Unified Wealth)
    • PY - Pyrenean
    • SV - Sudden Valley
    • SVu - Sudden Valley (Unified Wealth)

    This file (TGN S3D Textures.dat) should be placed in the root folder of the TGN mod, by default Plugins\z____MGB Mods\G - TGN. This will allow the diagonal fillers and extenders for Paeng's Parks to match TGN properly and will be included in the next release of TGN.

    Note that you can download all variants if you want, but the file names are identical, so they need to be kept in separate folders. But most people will probably only need one of them.

    ======================================================================================

    The overrides included in this set will be useful if you use Paeng's Mods. The following mods can be altered by this set:

    • Paeng's Parks 205 Extenders
    • Paeng's Bikepath Extenders
    • Krashspeed's Sandstone Overhanging Props:
      Note the mods using these props seem not to be on any exchange, including the addons for the Parks/Bikepaths. You can find them all attached to this post:
      • Paeng's Sandstone Booster
      • Paeng's Park Bridge Extender Pack

    Paeng's Sandstone Booster pack includes three sets of lots, depicted here:

    SandstoneBooster.jpg.9769f346e6c322bba6a2703e529ff548.jpg

    Until now, these could only display Paeng's Sandstone Sidewalks upon them. But using my overrides, they will now adapt to whatever sidewalk is installed, default Maxis shown. However, Paeng used the Texture ID 0xF5F841F0 on many of these lots, which you will need to change to 0x258F2000 in the Lot Editor for a uniform appearance.

    Paeng's Park Bridge Extender Pack contains the following pieces:

    extender_front.jpg.b96ac3545984c6d25c96219cf8986a0f.jpg

    Paeng's Sandstone Extenders, much like the Gridbuster Lots from the Booster Set, should not be installed after installing my Filler set. Since my set contains all the same pieces, only in sidewalk adaptable form. But again, if you already had those lots installed, but wanted to use a different sidewalk, my overrides can take care of that for you. Once more, you will need to replace some textures on these lots for a complete match:

    • $ Lots
      0xF5F841F5 - 0x25901000
    • $$ Lots
      0xF5F841F0 - 0x258F2000 (As above)
    • $$$ Lots
      0xF5F841EA - 0x26060000
    • Rural Lots
      0xF5F8421A - 0x25DB0000

    Lastly, here's a quick shot of the Parks 205 and Bikepath Extenders, with custom overrides, in action:

    DFS_5.jpg.aa2519ca5d345509e8661e5f2f4100

    So if your filler set is installed, all of these others collections don't need to be installed because your set includes them?

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    3 hours ago, junspud said:

    So if your filler set is installed, all of these others collections don't need to be installed because your set includes them?

    Good Question!


    No beauty shines brighter than that of a good heart.

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    On 13/03/2019 at 9:28 AM, junspud said:

    So if your filler set is installed, all of these others collections don't need to be installed because your set includes them?

    On 13/03/2019 at 9:28 AM, junspud said:
    • My original Diagonal Fillers (Texture Based)
    • The overhanging sidewalk-adaptable fillers, along with Pedmall extenders.
      Both previously only available as a preview. The new release replaces those, but also includes new lots for all three wealths of sidewalks/grass. In addition to pieces for Concrete, Rural/Dirt and Pedmalls.
    • Overrides for some of Paeng's mods.

    So the original Diagonal Filler set is superseded by the one in the new version. Likewise if you downloaded one of my pre-release versions of the Overhanging Fillers, the original should be removed. So in case of those elements, yes you no longer need the others, in fact if you fail to remove them, you may end up with problems.

    Otherwise anything which overrides other mods will invariably require those mods to be installed as well. For example, the Paeng Overrides only override the models from his packages. Without the original content, you won't have any lots to actually place them.

    A comprehensive readme is included as part of the installer and goes into some detail regarding what is needed. Rather than copy that here, if you have questions I would refer you to this in the first instance. If you are still not clear, come back to me and I'll do my best to help you.

    • Like 1
    • Thanks 1

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    On 14/03/2019 at 7:37 PM, rsc204 said:

    So the original Diagonal Filler set is superseded by the one in the new version. Likewise if you downloaded one of my pre-release versions of the Overhanging Fillers, the original should be removed. So in case of those elements, yes you no longer need the others, in fact if you fail to remove them, you may end up with problems.

    Otherwise anything which overrides other mods will invariably require those mods to be installed as well. For example, the Paeng Overrides only override the models from his packages. Without the original content, you won't have any lots to actually place them.

    A comprehensive readme is included as part of the installer and goes into some detail regarding what is needed. Rather than copy that here, if you have questions I would refer you to this in the first instance. If you are still not clear, come back to me and I'll do my best to help you.

    Thank you that clears it up for me. So many mods it's difficult to keep track of what's going on sometimes lol. But these mgb/sandstone mods in particular make the game look amazing.

    I know this isn't about your stuff in particular, but do you know why I would be getting this weird texture problem?

    Untitled.png

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    On 15/03/2019 at 2:50 AM, junspud said:

    I know this isn't about your stuff in particular, but do you know why I would be getting this weird texture problem?

    That's completely normal and by design, the RRP set you show uses transparency, which the game does not fully support. The solution is to switch to Zone View, then back again, which will once again show the transparency. However, if you enter certain underground views, enter the Water menu or save your game, this problem will return. In short, this is known as the "Water Bug" and has long been a known issue with SC4. In this case, the creator felt the transparency was worth having to switch views during play, so released them like this. Since there is practically no other way to achieve this, and certainly none with proper slope tolerance, there really was no other method to create such items.

    • Like 1
    • Thanks 1

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    On 3/15/2019 at 5:01 AM, rsc204 said:

    That's completely normal and by design, the RRP set you show uses transparency, which the game does not fully support. The solution is to switch to Zone View, then back again, which will once again show the transparency. However, if you enter certain underground views, enter the Water menu or save your game, this problem will return. In short, this is known as the "Water Bug" and has long been a known issue with SC4. In this case, the creator felt the transparency was worth having to switch views during play, so released them like this. Since there is practically no other way to achieve this, and certainly none with proper slope tolerance, there really was no other method of doing this.

    Ah I see. I was unsure because it happens with certain lots but not others, like the majority of fence lots don't exhibit the bug but the gravel lots and certain fence lots do. Thinking of maybe switching it out myself to use the SV terrain instead of being transparent and seeing how that works out.

    I have a hardware problem where when I scroll the map, most of the lots, particularly the ones under construction, flicker and become corrupted/partially disappear as the map scrolls but then turning back to normal when I stop, among similar other odd graphical anomalies, it doesn't happen under software just hardware mode. Switching to software just doesn't seem worth it though as the aesthetics benefit greatly from having shadows.

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    The whole problem with the water bug can occur on literally any lot. If you use a base texture, overlay textures can be used without issue. Likewise, if you don't have any overlay textures, you can use lots with no base texture (complete transparency) without triggering the bug. But, when there is no base texture, but overlay textures are used, that's when this issue occurs. Put another way, full transparency for a tile is fine, but partial transparency is not where lots are concerned.

    21 hours ago, junspud said:

    I have a hardware problem where when I scroll the map...

    it might be you can solve this tweaking the graphical options/setup manually. It would be much easier though if you are able to achieve this with a different driver version for your GPU. In any case even if on the surface software rendering appears fine, in terms of both performance and quality its anything but IMO. So yeah, I'd stick with DirectX rendering too.


    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 tried everything I can think of unfortunately, even installing ~3 or ~4 different drivers version including a modded version.

    I usually just ignore it, but now I've discovered that the autonoma clip through elevated networks, like if a road is running underneath an elevated highway, any vehicles traversing the road will clip/glitch through the elevated highway textures as it passes under.

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    There are z-fighting issues with certain modern GPUs and SC4, but the problems you describe are most likely from a setting of your videocard SC4 doesn't work with or vice-versa. As such, with some tweaking I think it could be solved. But to know where to start, I'd need some information on your hardware/setup.

    It would be helpful to know what GPU you are using and what version of Windows. Additionally, in the games install dir is a folder named Apps, inside that should be a file named "MYCOMPUTERNAME-config-log.txt". If you can copy the contents of that and post it here, it gives us some information to work with.

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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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    Thanks for the assistance. As to not clutter your thread, I made it into a new thread here;

     

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    Been trying to work this out for a while, can't figure it out. Do you know why I might be getting this with your Paeng overrides/ect installed? I know load order is key but the original grass only shows up on the first bit..

    Untitled.png.4b549dd0be1a35f158cf4297f7e14fb4.png

    Unless, is the mismatch just the way it is at this point? I know you uploaded a newer version of the BSC overrides which fixed a mismatch, is this the same issue as that?

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    In the first instance I will need to know exactly which piece of Paeng's set you are plopping there. The problem is a little odd since it looks like it may be an overhanging piece (the section that's changed to TGN grass). Although if the non-overhanging part is not changing, I'd not expect any of the main park pieces to show the TGN grass either.


    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 11/6/2019 at 5:28 AM, rsc204 said:

    In the first instance I will need to know exactly which piece of Paeng's set you are plopping there. The problem is a little odd since it looks like it may be an overhanging piece (the section that's changed to TGN grass). Although if the non-overhanging part is not changing, I'd not expect any of the main park pieces to show the TGN grass either.

    Untitled.png.52274ea30bf28f26d3c4927e7117a786.png

    The circled one is an extender, and then a few different park pieces, some having tgn grass and some not.

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