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Multiple sidewalk questions that are somewhat related

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Disclaimer:

Playing SC4 rush hour purchased from macstore (most likely 64bit?)  through High Sierra OS on a 2011 MacbookAir.

Question 1:

5eee970bc81ea_Docklands-Oct.31201592684752.png.60a0999eb4671c3d42b1ef1a4c44eba9.png

How do I go about retaining the sidewalk when plopping.  I have attached a picture that hopefully illustrates what I'm attempting to do.  The sidewalk will be the same as all others in the pic, but when I place anything down, it shrinks.  My questions are why is this so?  And how do I prevent this?

Question 2

5eee985e0f692_Docklands-Oct.31201592683937.png.dbb7089c9857e072a08063182bf3554c.png

When I installed the NAM, for some reason I chose Euro road Hamburg?  I honestly cant remember,  anyway.  I like the way it looks.  But where do I find a piece of the sidewalk to plop?  I have uploaded another picture which hopefully illustrates what i mean.  There is a default island of nothing in the middle of this road connection, if one wanted to fill this with sidewalk.  How is this possible?

 

Question 3

How do I implement a new sidewalk?   I have downloaded a few sidewalk DATS that say simply put them in plugins folder.  This was hard to believe.  And sure enough it did not work.  So my question is how do I go about doing this.  My first hunch is it is in the NAM folder somewhere, but honestly I am scared of messing around in there.

 

Thanks in advance for your patience and time.

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Hiya @nickvon, About you questions, I'm certainly not the best answerer, I'm just basing my guess on this part before the real specialist come in.:}

Question 1, May i recommend the NGN mod to you, You could give it a try.

Question 2, The only work around I am aware is using Loteditor to create a prop which involves the same Sidewalk texture as its base texture. Then i thought you could put it onto somewhere you prefer to.

Question 3, I was using Jeronij and SFBT's sidewalks, They worked well for my cities, I just put them to a random folder, but I thought you could try to put your mod into a folder named 'z____Sidewalks', there are 4 underlines so that they will be loaded after NAM.

That's all i could suggest here, Sorry for may wasn't able to be more helpful, Or you could wait for more better answers from real experts.:}

Sincerely,

-- Raymond

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13 hours ago, nickvon said:

How do I go about retaining the sidewalk when plopping.  I have attached a picture that hopefully illustrates what I'm attempting to do.  The sidewalk will be the same as all others in the pic, but when I place anything down, it shrinks.  My questions are why is this so?  And how do I prevent this?

You have to understand where the sidewalks come from, different pieces work differently.

A sidewalk mod at it's most basic, simply replaces three textures. These sidewalks appear on transit networks which have zoning and vary based on the zoning type. Note that for Low Density zoning, most textures include a strip of grass between the road surface and the sidewalk. If you specifically are looking to rid yourself of this grass, that can be achieved using the NGN mod linked in the previous post. But note that NGN only removes this grass, it can not add your sidewalks into textures which don't react to zoning in this way.

Should you wish to extend your sidewalk to Buildings and Lots, the easiest solution would be using my MTRDK resources/tutorial. Seeing you're on a Mac, I've taken the liberty of knocking up a set for you:

MTRDK_JRJ Sidewalks.zip
Note: This is based on the multi-wealth variant of JRJ's sidewalks.

There are two files in the .zip package, the "Extended" version is completely optional, it just replaces a few more of the Maxis textures for better uniformity.

The next step would be extending your sidewalk onto Transit Networks which have baked-in sidewalks. Such pieces in NAM including the Pedmalls, FLUPs and many other legacy Puzzle-Pieces. By default these will either have no sidewalk (transparency) or a baked-in Maxis sidewalk which does not get changed by your sidewalk mod. I think you'll probably find the Japanese NAM Facelift mod to be a great place to start. It can add whichever sidewalk is in use to many of these legacy pieces. Better still, as you change sidewalks, it will adapt automatically just like the regular wealthing.

If you want to take your sidewalk even further, then you're best bet is a copy of SWN (Generated from the Automated Sidewalk Mod, link in my Sig). This can add your sidewalk onto things like the Turbo Roundabouts, TuLEPs and many other NAM features. Again, since you are on a Mac, I'm open to helping you here since I know the tools to create them are Windows-only.

13 hours ago, nickvon said:

I have uploaded another picture which hopefully illustrates what i mean.  There is a default island of nothing in the middle of this road connection, if one wanted to fill this with sidewalk.  How is this possible?

Nothing special is required here, just a 1x1 filler lot with your sidewalk upon it. You could also Plop Pedmalls (adapted with your sidewalk), but sometimes that can make the zoning (sidewalks) disappear completely. If you are after a set of flexible sidewalk fillers, my filler set includes these pieces and optionally, much more.

13 hours ago, nickvon said:

How do I implement a new sidewalk?   I have downloaded a few sidewalk DATS that say simply put them in plugins folder.  This was hard to believe.  And sure enough it did not work.  So my question is how do I go about doing this.  My first hunch is it is in the NAM folder somewhere, but honestly I am scared of messing around in there.

Note that a Sidewalk Mod overrides those sidewalks included with the base game. As with any content that needs to override the base game, no special load order is required for them to work. This is because the Plugins folder itself always loads after the Maxis content inside the SimCity_# dat files.

If you have already got one sidewalk installed and attempt to install a second, only one can possibly show, meaning you have a load order problem. Make sure you remove any existing sidewalk mods, before installing a new one. Since you can't use two, why override one when you can remove the unneeded files?

However, as I've tried to explain here, the term "Sidewalk Mod" can mean many things. It might help us to know exactly which package you are having problems with.

6 hours ago, Raymond7cn said:

Question 2, The only work around I am aware is using Loteditor to create a prop which involves the same Sidewalk texture as its base texture. Then i thought you could put it onto somewhere you prefer to.

You can make a texture into a Prop, but in this instance a simple filler with a base texture will achieve the same goal. Bear in mind that making a texture into a Prop or Model includes drawbacks, not least of which absolutely 0 slope tolerance. As such, it's best only to use them when absolutely necessary.

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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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13 minutes ago, rsc204 said:

not least of which absolutely 0 slope tolerance

Dear Robin, I just keep thinking about you are probably one of the developer of Maxis, It explains why you almost know the answer to everything.*:D May I ask more about this disadvantage, I'm sorry, I previously thought the prop could be the same as filler by tweaking parameters, but it seems they have difference in slope tolerance, Is that right? Thank you!:}

Yours Sincerely,

-- Raymond


What is impossible with men is possible with God…!

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9 hours ago, Raymond7cn said:

I previously thought the prop could be the same as filler by tweaking parameters, but it seems they have difference in slope tolerance, Is that right?

You can set a flag in the properties of a Prop "Orient to Slope" which will attempt to make it conform to a slope, but it's hit and miss if this will actually work as intended. So absolutely 0 slope tolerance was an exaggeration, but in practise I've found such textures as models to be very inflexible in this regard. As such, given that the actual gap to fill can be more easily handled by normal texture on a 1x1 filler lot, what is the benefit to using a model instead?

Typically model-based textures are more useful for lots where transparency is required or the texture needs to extend beyond the lot footprint (overhanging). In the latter case, the overhang cuts off into a raise in terrain or floats over lower terrain, even with pretty gentle slopes. For the former if you've sculpted and shallow slopes you can get acceptable results, but even then the occasional issue crops up. But the solution to transparency is either S3D props or accepting the Water Bug and having to reset black swatches a lot.

  • 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 6/21/2020 at 8:57 AM, rsc204 said:

    Should you wish to extend your sidewalk to Buildings and Lots, the easiest solution would be using my MTRDK resources/tutorial. Seeing you're on a Mac, I've taken the liberty of knocking up a set for you:

    MTRDK_JRJ Sidewalks.zip
    Note: This is based on the multi-wealth variant of JRJ's sidewalks.

     

    On 6/21/2020 at 8:57 AM, rsc204 said:

    If you specifically are looking to rid yourself of this grass, that can be achieved using the NGN mod linked in the previous post. But note that NGN only removes this grass, it can not add your sidewalks into textures which don't react to zoning in this way.

    Thanks so much!  The combination of these two is a game changer for the query I had and solves the question.  The JRJ sidewalks however changes all the plazas/flower gardens/etc to some sort of red ground.  Anyway.  I will continue using these mods you recommended, very excited.  It even gets rid of that bad looking road end thing. 

     

    I have already installed the japanese NAM facelift.  Though i'm still intimidated by it and exactly how to set the thing up.  It did help me get sidewalks all the way around large curves and such.  However the mod caused  issues with pedmalls becoming graphically streaky.  So I'm still experimenting to try to find a way to fix this.

    Also, I have now figured out how to replace the sidewalk completely.  I was never able to do this before because I didn't understand load ordering.

    One more question while I hopefully still have you here.  Is there a way/ or an existing mod to accomplish the following?

    Being able to place a pedmall from whatever your current choice of sidewalk is?  Meaning, If you are using a sidewalk mod, that is not one of the default ones that comes with NAM,  how would one go about being able to place the sidewalk mod that is currently in use as a pedmall?  Perhaps an override mod exists?

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    On 6/21/2020 at 8:57 AM, rsc204 said:

    If you want to take your sidewalk even further, then you're best bet is a copy of SWN (Generated from the Automated Sidewalk Mod, link in my Sig). This can add your sidewalk onto things like the Turbo Roundabouts, TuLEPs and many other NAM features. Again, since you are on a Mac, I'm open to helping you here since I know the tools to create them are Windows-only.

    One more thing I forgot to ask!  What does link in my sig mean?

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    4 hours ago, nickvon said:

    Being able to place a pedmall from whatever your current choice of sidewalk is?

    Two options here, either use the corresponding part if the Japanese NAM facelift mod or otherwise my SWN will cover it. But to do the latter, you’ll need a custom version. This depends on a tool that doesn’t natively work on a Mac. But if you tell me whether or not you use US (yellow road markings) or EU (white road markings) textures. Along with whether your sims drive on the left or right, i can upload a special version for you.

    2 hours ago, nickvon said:

    One more thing I forgot to ask!  What does link in my sig mean?

    There is a link to it in my signature (which appears below any posts I make).

    4 hours ago, nickvon said:

    The JRJ sidewalks however changes all the plazas/flower gardens/etc to some sort of red ground

    This is intentional and it’s the MTRDK mod that does this. If you prefer not to use the red texture ($$$ wealth) but say the $$ wealth texture instead, just ask and i can do that for you. The whole idea of these mods is that users can customise them using the automated tools. But not everything is released and so far there is no easy way for me to make this process Mac compatible. So i’m happy to help you to get a mod that works how you want it to.

    • 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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    5 hours ago, rsc204 said:

    Two options here, either use the corresponding part if the Japanese NAM facelift mod or otherwise my SWN will cover it. But to do the latter, you’ll need a custom version. This depends on a tool that doesn’t natively work on a Mac. But if you tell me whether or not you use US (yellow road markings) or EU (white road markings) textures. Along with whether your sims drive on the left or right, i can upload a special version for you.

    Wow, that would be incredible.  I use the EU textures and drive on the right.  Curious though, do you need to know which sidewalk mod am using?  Or can your Automated Sidewalk Mod coexist with whichever sidewalk mod I choose to be the prevailing one in my plugins folder.

     

    Would it be inconvenient for you to mod the MTRDK mod as well?  You wrote that you change the wealth texture, I actually noticed that it's creating a problem with my sea walls.  I'll attach a picture below to illustrate.  By changing the wealth texture would I still be able to utilize this mod without affecting the sea walls?

    5ef27ec90e28b_ScreenShot2020-06-23at6_04_52PM.png.ff3fc285827edab3f97d78184acf0025.png

     

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    28 minutes ago, nickvon said:

    Wow, that would be incredible.  I use the EU textures and drive on the right.  Curious though, do you need to know which sidewalk mod am using?  Or can your Automated Sidewalk Mod coexist with whichever sidewalk mod I choose to be the prevailing one in my plugins folder.

    Well unless you've changed it since yesterday, I'm assuming the JRJ one? But yes, SWN only deals with textures where the Sidewalk must be "Baked-in". That is to say, like the Pedmalls, it doesn't transform when you change the basic Sidewalk Textures. As such, it just replaces one set with Maxis Sidewalks baked-in, to one with a custom sidewalk baked-in. As such one version of SWN can only work properly with the sidewalk it was made for.

    28 minutes ago, nickvon said:

    Would it be inconvenient for you to mod the MTRDK mod as well?  You wrote that you change the wealth texture, I actually noticed that it's creating a problem with my sea walls.  I'll attach a picture below to illustrate.  By changing the wealth texture would I still be able to utilize this mod without affecting the sea walls?

    Actually, you've caught me at a good time. I've been digging around inside the development side of things recently and forgotten a few of the more convoluted parts of how things worked. As such, I kinda didn't need much of an excuse to run the whole thing, since I can see if everything is working.

    Specifically with regards to these Red Textures, so you know it's the $$$ Wealth Sidewalk from the JRJ set. The wall pieces you are using, use a $$$ Maxis Texture, which only the MTRDK Extended file changes, removing that would restore it to the "Old Sandstone" paving, which you see on the diagonal. Why doesn't the diagonal change I hear you ask?, because it's actually a part of the model and not a texture, so it isn't going anywhere.

    MTRDK_Extended_Tex.jpg.3e96e08653d566423620dccc117f17b3.jpg

    The thing is really about Texture unification and if you don't override some of these Maxis Base textures, you get ugly Maxis White/Pink hanging around on Lots. But, if you override all of them, you loose some variety, so it's a bit of a toss up. The specific textures used in the MTRDK Extended file are all shown above, the second one is what's affecting the SeaWalls. The variant of MTRDK included in the SWN mod I'm attaching, has removed that and the Red texture also marked with an X, so the originals for them are kept. I've also altered the base MTRDK file so that it doesn't use the Red $$$ Wealth Sidewalk, but replaces it with the regular $$ one. I think this will be more to your liking, you don't need to keep the previous files in any case. Everything on my end is automated, I can easily remove or replace things for the most part. So if something isn't working how you'd prefer it to, within reason we can keep tweaking this until it does:

    SWN_JRJ_EURHD.7z

    The SWN for JRJ Sidewalks only includes EU RHD support and is intended for use with NGN, it doesn't require it, but it too suppresses grass like NGN. Please do take special care to read the instructions, without the usual installer I've tried to make it as simple as possible. In short you need to move/delete some files to have the correct Rail and TuLEP textures show, but I've included all supported options. There are additional optional files in the Options folder, the folder should NOT be installed in Plugins, see instructions for details.

    Lastly, you may not require every component of the SWN mod, so once you've copied the main folder, remove any parts you don't need, it's mostly self-explanatory from the file names (I hope).

    • 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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    21 minutes ago, rsc204 said:

    Well unless you've changed it since yesterday, I'm assuming the JRJ one? But yes, SWN only deals with textures where the Sidewalk must be "Baked-in". That is to say, like the Pedmalls, it doesn't transform when you change the basic Sidewalk Textures. As such, it just replaces one set with Maxis Sidewalks baked-in, to one with a custom sidewalk baked-in. As such one version of SWN can only work properly with the sidewalk it was made for.

    Actually, you've caught me at a good time. I've been digging around inside the development side of things recently and forgotten a few of the more convoluted parts of how things worked. As such, I kinda didn't need much of an excuse to run the whole thing, since I can see if everything is working.

    Specifically with regards to these Red Textures, so you know it's the $$$ Wealth Sidewalk from the JRJ set. The wall pieces you are using, use a $$$ Maxis Texture, which only the MTRDK Extended file changes, removing that would restore it to the "Old Sandstone" paving, which you see on the diagonal. Why doesn't the diagonal change I hear you ask?, because it's actually a part of the model and not a texture, so it isn't going anywhere.

    MTRDK_Extended_Tex.jpg.3e96e08653d566423620dccc117f17b3.jpg

    The thing is really about Texture unification and if you don't override some of these Maxis Base textures, you get ugly Maxis White/Pink hanging around on Lots. But, if you override all of them, you loose some variety, so it's a bit of a toss up. The specific textures used in the MTRDK Extended file are all shown above, the second one is what's affecting the SeaWalls. The variant of MTRDK included in the SWN mod I'm attaching, has removed that and the Red texture also marked with an X, so the originals for them are kept. I've also altered the base MTRDK file so that it doesn't use the Red $$$ Wealth Sidewalk, but replaces it with the regular $$ one. I think this will be more to your liking, you don't need to keep the previous files in any case. Everything on my end is automated, I can easily remove or replace things for the most part. So if something isn't working how you'd prefer it to, within reason we can keep tweaking this until it does:

    SWN_JRJ_EURHD.7z

    The SWN for JRJ Sidewalks only includes EU RHD support and is intended for use with NGN, it doesn't require it, but it too suppresses grass like NGN. Please do take special care to read the instructions, without the usual installer I've tried to make it as simple as possible. In short you need to move/delete some files to have the correct Rail and TuLEP textures show, but I've included all supported options. There are additional optional files in the Options folder, the folder should NOT be installed in Plugins, see instructions for details.

    Lastly, you may not require every component of the SWN mod, so once you've copied the main folder, remove any parts you don't need, it's mostly self-explanatory from the file names (I hope).

    Wow, you are so kind.  I'm excited, going to install right now.  I will report back!

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    On 6/23/2020 at 6:46 PM, rsc204 said:

    Well unless you've changed it since yesterday, I'm assuming the JRJ one? But yes, SWN only deals with textures where the Sidewalk must be "Baked-in". That is to say, like the Pedmalls, it doesn't transform when you change the basic Sidewalk Textures. As such, it just replaces one set with Maxis Sidewalks baked-in, to one with a custom sidewalk baked-in. As such one version of SWN can only work properly with the sidewalk it was made for.

    Actually, you've caught me at a good time. I've been digging around inside the development side of things recently and forgotten a few of the more convoluted parts of how things worked. As such, I kinda didn't need much of an excuse to run the whole thing, since I can see if everything is working.

    Specifically with regards to these Red Textures, so you know it's the $$$ Wealth Sidewalk from the JRJ set. The wall pieces you are using, use a $$$ Maxis Texture, which only the MTRDK Extended file changes, removing that would restore it to the "Old Sandstone" paving, which you see on the diagonal. Why doesn't the diagonal change I hear you ask?, because it's actually a part of the model and not a texture, so it isn't going anywhere.

    MTRDK_Extended_Tex.jpg.3e96e08653d566423620dccc117f17b3.jpg

    The thing is really about Texture unification and if you don't override some of these Maxis Base textures, you get ugly Maxis White/Pink hanging around on Lots. But, if you override all of them, you loose some variety, so it's a bit of a toss up. The specific textures used in the MTRDK Extended file are all shown above, the second one is what's affecting the SeaWalls. The variant of MTRDK included in the SWN mod I'm attaching, has removed that and the Red texture also marked with an X, so the originals for them are kept. I've also altered the base MTRDK file so that it doesn't use the Red $$$ Wealth Sidewalk, but replaces it with the regular $$ one. I think this will be more to your liking, you don't need to keep the previous files in any case. Everything on my end is automated, I can easily remove or replace things for the most part. So if something isn't working how you'd prefer it to, within reason we can keep tweaking this until it does:

    SWN_JRJ_EURHD.7z

    The SWN for JRJ Sidewalks only includes EU RHD support and is intended for use with NGN, it doesn't require it, but it too suppresses grass like NGN. Please do take special care to read the instructions, without the usual installer I've tried to make it as simple as possible. In short you need to move/delete some files to have the correct Rail and TuLEP textures show, but I've included all supported options. There are additional optional files in the Options folder, the folder should NOT be installed in Plugins, see instructions for details.

    Lastly, you may not require every component of the SWN mod, so once you've copied the main folder, remove any parts you don't need, it's mostly self-explanatory from the file names (I hope).

    May I ask you one more time to build me another version of your Automated Sidewalk Mod?  I absolutely love the I-M concrete texture.  You use it in your MGB diags lot.  I actually found a concrete sidewalk texture in STEX but its a little too light:

    But then I was thinking that the I-M concrete would be perfect.  As well as very fitting with your diag fillers, and other fillers that I've found. I'm really into building gritty areas right now.  Trying to get a good looking industrial area to blend in with a waterfront.  This game is so fun.

    If you don't have the time, no hard feelings.  Thanks for reading.

     

     

     

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    On 28/06/2020 at 12:41 AM, nickvon said:

    But then I was thinking that the I-M concrete would be perfect.

    Not sure I've got the right concrete now, but for me this is the nicest one for use as a Sidewalk:

    MLC.jpg.331a28db44d3f1b65778b52514ee1fd8.jpg

    I've uploaded three custom versions of Sidewalk NAM (SWN), including this one dubbed "Maxis Light Concrete - MLC". Of course that's the Windows installer versions, I've unpacked a custom RHD EU / NGN variant like I did with the JRJ one, for easier install on a Mac:

    SWN_MLC_EURHD.7z

    • 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 7/5/2020 at 7:06 PM, rsc204 said:

    Not sure I've got the right concrete now, but for me this is the nicest one for use as a Sidewalk:

    MLC.jpg.331a28db44d3f1b65778b52514ee1fd8.jpg

    I've uploaded three custom versions of Sidewalk NAM (SWN), including this one dubbed "Maxis Light Concrete - MLC". Of course that's the Windows installer versions, I've unpacked a custom RHD EU / NGN variant like I did with the JRJ one, for easier install on a Mac:

    SWN_MLC_EURHD.7z

    This looks great!   Followed directions and installed it.  Still having an issue though and I'm unsure if we're mis-communicating or if I'm completely not doing this correctly, or theres some kind of problem with my plugins folder.  I was under the assumption that with the SWM it would make me able to use the sidewalk texture as a pedmall as well.  When I go into the roads tool to select a pedmall this menu has not changed.  So using this brilliant concrete texture is not possible there.  But then I think to try your MGB fillers because there is a single blank SW filler tile, as well as a single sidewalk tile filler with a tree and so forth.  Now I'm not sure if these are functional as pedmalls, but I can plan around that.  These MGB single tile fillers are set to the medium wealth euro texture (I think that is what the texture is called).  And then when I try the 1x2 and 1x3 overhangs I get a mix of concrete and and $$Euro texture.  Now is this supposed to be like this or have I screwed something up?  I will attach a picture below to perhaps better illustrate.

    5f05148aa6e8e_ScreenShot2020-07-07at8_05_31PM.png.4aae521217008105537d5371f029ef79.png

    Please bear in mind that I am still an SC4 novice and computer learning is very new to me.  

    My goal was to be able have pedmalls of the same texture as sidewalks,  and even better, to be able to have the option of using filler pieces with of the same texture as the sidewalk.  Like a 1x2 or a 1x3 , half grass/half sidwalk, or even the incredibly useful 1xwith overhanging half/diagonal piece, etc...

    Now I was (and still am) incredibly flattered that you, a stranger on the internet made this package for me.  But I'm worried that either I was unclear with I thought i wanted, or that this concept that I want would require a retooling of fillers, (I honestly don't know how it works, to have a package of concrete fillers would you have to "build" every single one from scratch, or once the framework is there, is it as relatively simple to create an "override" texture to use on all existing pieces) and a ton of work.   I was kind of under the impression for some reason that your SWM overrode alot of these things and made what I'm talking about possible.  Or perhaps it does and I'm using it wrong.  Long story short.  I'm still confused.  Thank you so much for your time.  Oh and also I found your videos channel.  Its brilliant!  The bridge height elevation video kind of made my week.

     

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    9 hours ago, nickvon said:

    I will attach a picture below to perhaps better illustrate.

    Indeed, seeing that I'm pretty certain you've got some conflicting textures (files) hanging around. The filler pieces use a lot texture for the first tile, the overhanging part then uses a special prop/model which links to the installed sidewalk automatically. Long and short, you probably still have a duplicate of "SWN MTRDK.dat" containing the JRJ sidewalk. If you remove that and only keep the equivalent from the concrete version of SWN, it should fix it up, along with some other lots in the image.

    9 hours ago, nickvon said:

    I was under the assumption that with the SWM it would make me able to use the sidewalk texture as a pedmall as well.  When I go into the roads tool to select a pedmall this menu has not changed.

    Yes it should cover the pedmalls too, specifically the file "SWN Pedmalls.dat" handles this. If your pedmalls still show the original Maxis White, usually that means a load order problem, note this mod must load after the NAM to work correctly. If you used the default z____MGB Mods folder when you copied the mod to Plugins, it should just work. If you changed that setup and are having problems, try using the default folder structure once more.

    However, if you neither see the original White nor the new Sidewalk, that suggests as with the Lot Textures, you've duplicate files conflicting with each other. If any object, texture or otherwise, in the game uses an identical ID to an existing object, only the last one to load will actually appear. Although, in most cases the solution is not moving file order, but removing any unnecessary duplicate files.

    So for example, when installing a new version of SWN, it's always advisable to remove the old one first. You could mix and match them, but I don't know why you would? It's really very deliberate that none of these individual files denote the SWN variant. If you've mixed two versions into the same folders somehow, your best bet is to remove the mod (delete P - SWN folder in z____MGB Mods), then install a fresh copy once more.

    Likewise, it's important for certain types of mods, like Sidewalk Mods or SWN for example, which alter the way things look, to only keep one of each such mod in Plugins.

    10 hours ago, nickvon said:

    this concept that I want would require a retooling of fillers, (I honestly don't know how it works, to have a package of concrete fillers would you have to "build" every single one from scratch, or once the framework is there, is it as relatively simple to create an "override" texture to use on all existing pieces) and a ton of work.

    My filler set uses two different approaches, necessitated by how the game works. For Network textures like the Sidewalks I have made them auto-adapt, something rarely used with SC4 modding, in other words, they always display the installed sidewalk. However others, for example the Grass and Concrete fillers, instead have an easily overrideable texture, so they can be changed, but it requires a little bit of modding knowledge to do.

    The Concrete ones were intended for use with the IRM by TWrecks and SAM11 from the NAM. IRM is for me one of the first mods I'd recommend after NAM, it literally transforms your industrial areas. I didn't like how roads around these areas had sidewalks and wanted to use the same concrete as most Ind lots, for a seamless appearance. Cue the creation of SAM11, which uses some texture trickery to force Concrete into place and you get something like this:

    35605309886_bfea67f022_o.jpg

    I've also used some fillers from optional IRM addons here, note the actual SAM11 textures are a little different from what you see here in the release version.

    • 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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