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Ellorienne

WCIF "KEEP CLEAR"

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I'm looking for a transit enabled cosmetic road piece that says "KEEP CLEAR" for placing in front of police, fire and emergency/hospitals. A LHD version is preferable. If anyone knows of such a mod, or is able to make a NAM-compatible piece, it would be greatly appreciated.

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Did you try embedding a road sign in the road at that point using the built in sign system?


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Have a look here, as you can see there are many potential ways this could be done. Do you want the yellow zig-zags or just the white lane markings? If you link a picture from google showing what you are after, I can handle making such a simple texture/lot for you. It's also useful to know if you want this for Street, Road or Avenue, since each would require it's own lot. Whatever happens, the texture will just be an "overlay" which can be placed over the road surface anyhow. So if you can use the LE, you could reuse it for other purposes if required.

They'd work like my Zebra Crossings (which if you don't have them, you should :P). Since making NAM pieces is a lot of work and wouldn't function without special code being added to the NAM. So a TE lot is the only practical way to achieve this.


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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    Hehe just like the first one. But really, one spelled properly and even though I have LHD I still chose the standard NAM in yellow because it seemed easier to coordinate with other mods, so in yellow. So you would use them as overlay on a TE tile of road/street/avenue, in the same way that you add detail to lots in the LE? What kind of files are the image files for those, and how do you extract the textures and add them so LE will use them?

    I will most definitely check out those crossings! Some crossing pieces came as cosmetic lots with HHs parking lots, but TE ones would be much better.


      Edited by Ellorienne  

    I'm tired and don't make sense.

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    Well it's better than a Bup Stop - I had fun driving past that one :D.

    Due to the way textures work in the Lot Editor, more than one overlay is very undesirable. Therefore the best thing to do is make overlay textures incorporating the Road, Street and Ave networks. That way, you have the flexibility to change the sidewalk or use whatever base texture you need. Here's what I had in mind for road:

    Keep-Clear.jpg.e7209a65237622cd87a0aceee

    Due to the double-yellow lines, I wasn't sure which was the best way to go, 1 or 2? I could make the text smaller, but it's getting to the point of unreadable then, so I think a compromise with adjustments to the markings are probably best. In any case, I can do whichever you prefer.

    Here's the EU one for comparison, the original markings give it a bit more flexibility:

    Keep-ClearEU.jpg.1dd2226c3ab1054e5ade84d

    SC4 uses a format called FSH for textures. But tools exist to extract/convert them to PNG or BMP formats and back again. I included a good explanation of the basics of working with textures in this tutorial on the STEX (check the included Readme File). Although the purpose of it is slightly different, it does cover the basics.

    I just thought I'd mention it, LHD support is sadly a little cagey, but I've been working on that for about 2 years. So if you prefer the EU textures, it's very possible to have a totally unified set, I know I do :). You can get most of these by installing one of my Terrain Grass NAM mods, but if you don't use the HD terrains or want such changes, I have everything automated. So I could help you out one way or another there. One day I have to merge my fixes with the NAM, but everything is a little fragmented, so it's actually a lot of work :/.

    :Small Update:

    I've gone ahead and TE'd everything. I will make US/EU LHD/RHD textures for Road, Street and Ave networks. In addition, I'll include the overlay only as that might be useful to lotters. And here they are in-game:

    Keep-Clear-Lots_zpsbjskappu.jpg~original

    I plan to include the regular street texture, this was just for my setup.

    • Like 4

    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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    That looks SO awesome! You're right, the EU one makes it work better. For the US one I'd keep the top and bottom yellow lines, and (maybe?) remove the centre lines. I'll look over the tutorial, though you've been so obliging, and you already have a lot of awesome things on the STEX so I might not need anything else ... (famous last words). Let me know if/when you upload these :)

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    Lots are attached. I've edited the US road texture as requested. If you decide you prefer one of the others, I have those too, just ask :).

    Included is support for LHD/RHD EU and US users, so please remove the three texture types you do not need. If you have SPOT installed, you'll see a helper piece when placing, but it's optional. Otherwise no dependencies. Find the lots in the Misc. Transit menu (under my Zebras, if installed).

    On 19/02/2016 at 8:40 AM, Ellorienne said:

    I'll look over the tutorial, though you've been so obliging...

    Yes and no. Many creators don't do requests, I'm a little more flexible, but the reason I made them was two-fold. First they are really simple, the lots are just a copy of my Zebra lots, which I'm working on, so you caught me at a good moment. Secondly, I liked the idea, and will be using these myself too. Badsim over on SC4D made many such textures to give his roads a real feeling of the real world. I have some plans to do the same for the UK in my game, I'm just trying to think of a different implementation before really delving into it.

    On 19/02/2016 at 8:40 AM, Ellorienne said:

    so I might not need anything else

    *:D Famous last words indeed.

    Update 22 Feb 2017: Annoyingly, an error in one of my ID Spreadsheets has been copied leading to a number of potential Texture ID conflicts where I've accidentally used textures from someone else's range. A fixed version is attached, ensure all previous files are replaced by this update.

    Since only 7 people downloaded them and I've not heard of problems, it's not a big deal. But the fix is here just in case. Existing lots will auto-update when the new files are installed. You just need to replace the files, nothing more.

    Thankfully most of the affected textures are developmental so won't be in the hands of players. Apologies for this.

    KeepClearLotsv1.1.zip


      Edited by rsc204  

    Fixed Incorrect Texture ID

    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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