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junspud

Maxis avenue ends broken sidewalks

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Untitled.png.825c1df8cd72c3a10303af7f8edf0aa3.pngI don't suppose anyone has any idea why my avenues are like this?

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Most likely a consequence of how it was designed, given how most texture mods more or less modify something about the existing textures while barely touching the grass or sidewalks.

Could be a simple case of grass and sidewalk being switched with one another, then that error being transferred to the texture mod.

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Many of the Avenue textures have not been changed since the original Rush Hour release, including these. I've since remade many Avenue textures that will eventually be released in an update to TGN:

26345157199_c1e7c8e94d_o.jpg

This is just an example of some of those changes, but the goal was to better unify the entire network for sidewalks/grass.

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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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    12 hours ago, rsc204 said:

    Many of the Avenue textures have not been changed since the original Rush Hour release, including these. I've since remade many Avenue textures that will eventually be released in an update to TGN:

    26345157199_c1e7c8e94d_o.jpg

    This is just an example of some of those changes, but the goal was to better unify the entire network for sidewalks/grass.

    Oh no kidding I thought it was something on my end lol. Those look really nice,  looking forward to the release of that.

    I don't suppose the TSR grass will be included entirely in the package? I know it's kind of already included but requires a modified version of TSR without grass, I found the tutorial to NGN it but I don't know how to remove the grass to accommodate what's included in the TGN.

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    6 hours ago, junspud said:

    I don't suppose the TSR grass will be included entirely in the package?

    No, only some specific textures needed to keep everything together.

    6 hours ago, junspud said:

    I know it's kind of already included but requires a modified version of TSR without grass

    The only reason you'd want such a modified version, would be if you didn't ever want to see grass on the TSR. The current versions of TGN/NGN have no TSR textures included, the new versions will only have a handful at most.

    6 hours ago, junspud said:

    I found the tutorial to NGN it but I don't know how to remove the grass to accommodate what's included in the TGN.

    Sounds to me like you are mixed up about how this all works. NGN/TGN are the same mod in terms of what textures are included with them. Only NGN removes the grass (which is otherwise "baked-in" to the textures), whereas TGN replaces the default grasses. But you can't simply "remove" the original grass and see another grass in-game. You literally need to re-make every texture which includes different grass.

    The entire reason for the existence of GoFSH's scripting (automation) tool, is precisely because I once asked Rivit about a TGN/TSR crossover. Rivit naturally wanted control over the distribution/updating of his mod. GoFSH scripting was the eventual result of that conversation, allowing anyone to build a custom variant of TSR (and many other mods). See this post here for a list of all Rivit's repositories, including TSR:

    IF, and only IF you prefer no grass to a replacement (or in terms of my mods, NGN instead of TGN), you'll need this add-on I uploaded:

    Which will make creating no grass variants easier.

    Use GoFSH to create your unique variant of TSR, using the default installation dir (inside z___RVTModds). When running the installer for TGN/NGN, make sure "Maxis Streets" is unticked, which will prevent any overrides messing with TSR, from being installed. At that point your custom version will show. The only manual part of this would be extracting the custom grass textures needed to build the custom version.


    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 8/21/2019 at 7:40 AM, rsc204 said:

     

    Use GoFSH to create your unique variant of TSR, using the default installation dir (inside z___RVTModds). When running the installer for TGN/NGN, make sure "Maxis Streets" is unticked, which will prevent any overrides messing with TSR, from being installed. At that point your custom version will show. The only manual part of this would be extracting the custom grass textures needed to build the custom version.

    So to make a custom TSR, with Sudden Valley terrain for example, I would extract the TSR sources zip, open GoFSH, select run script, choose the build file 'MakeAll and Package.txt, click 'Choose Textures', and then select the appropriate textures from the SV terrain and then run the script?

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    In a nutshell you've got it. But you'll need to have extracted the textures from the SV Terrain mod, before you can use them with GoFSH. For SV, those textures are found in the terrain mod file "SV Base Textures.dat", you'll then need to extract the following three grass textures as BMPs:

    • 7AB50E44-0986135E-251C1004 ($ Grass)
    • 7AB50E44-0986135E-251C2004 ($$ Grass)
    • 7AB50E44-0986135E-251C3004 ($$$ Grass)

    Note if you are using the Unified version of TGN SV, you'll only need the $$ Wealth texture and should use it for all three wealths.

    • 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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    Untitled.png.d6735b135b827d35ce586f9437e17878.png

    Managed to get it to work, thank you.

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    On 8/22/2019 at 12:08 PM, rsc204 said:

    In a nutshell you've got it. But you'll need to have extracted the textures from the SV Terrain mod, before you can use them with GoFSH. For SV, those textures are found in the terrain mod file "SV Base Textures.dat", you'll then need to extract the following three grass textures as BMPs:

    • 7AB50E44-0986135E-251C1004 ($ Grass)
    • 7AB50E44-0986135E-251C2004 ($$ Grass)
    • 7AB50E44-0986135E-251C3004 ($$$ Grass)

    Note if you are using the Unified version of TGN SV, you'll only need the $$ Wealth texture and should use it for all three wealths.

    I believe I once asked you, on the SC4Devotion forums, if any of Rivit's street mods had RTMS versions. You mentioned they do not, but it's easy to accomplish and you said you had some textures or lots already or something you could share to make the process easier. I didn't have enough experience with modding SC4 at the time but I'm somewhat getting the hang of it now, I don't suppose you recall which content you were talking about still? Apologies if I'm remembering incorrectly and it was someone else lol.

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    On 26/08/2019 at 5:11 AM, junspud said:

    if any of Rivit's street mods had RTMS versions

    I assume you mean RTMT? Currently I only use the TSR Streets and SAM 5 versions myself. However I've quickly cobbled together textures for the other SAM mods. I've attached that as a repository for use with GoFSH. Just make sure the resulting DAT files load later than RTMT and any SWN overrides you might already have.

    RTMT_RVT.7z

    • 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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