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    Automata moderator ...

    Personally, I think that some of the automated vehicles are a bit too present. Not only the garbage trucks, or the little green draisines. But also military vehicles if you plant a military base...
    So, I've gone through the LUA files that control the flow of vehicles, about 20 of them.
    I am not going to correct them all. I have selected 11 of them. I increased the period of appearance in "day" of play. Where Maxis proposed by minute or by hour of play. And I reduced the number generated to 1! This can have a clear impact on the type of vehicles around its "generator". For some I also changed what seems to be an effect distance. But here I admit I'm not sure of my move. To be tested.

    • armybase (jogger & truck)
    • tank
    • Farm vehicule
    • garbage truck
    • recycle truck
    • patrol car
    • taxi
    • toxic truck
    • track checker
    • tv-reporter
    • wildlife

    For one, the green track checker, I set the generator to zero (as recommended by Corinamarie), because frankly, this track checker has no reality. Not in my country anyway!
    And ... what a surprise, the animals: bear, deer, moose and those "beeeeeeep" of llamas can also be checked. So I only left the bears and deer in my file. A bit more realistic (hahum!) for western European countries. I imagine that in northern Europe... you might want to add moose. etc...

    Note that the animals can appear after installation of the modified file, because the "generation" is registered in the backup of a city! but it disappears after a few months.

    That's it ... I offer you in this ZIP the 11 modified LUA files. Separately, so that everyone can test all or part of these modifications.
    Any comments?

    scoty's automata moderator T01.zip

     

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    9 hours ago, Barroco Hispano said:

    Some time ago I tried to change the "wave" texture but I had no idea how to insert 30 images in a fsh lol 

    My Multi Fsh tool can create and edit those files.

     

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    Il y a 11 heures, Barroco Hispano a dit :

    insérer 30 images dans un fsh

     

    Il y a 2 heures, Null 45 a dit :

    I've never tried your program, and don't doubt its effectiveness, I'd check it out. In this case I have split (bmp -A0 -C0...) and recomposed the FSH with GoFSH.

     

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    the cutaway looks very good and also liking the waves effect  I will keep both mods in my plugins   thank you 

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    This weekend it was: start ... street texture project. *:8)
    Well, I need a name ... huuum ... the idea is to make a texture for my region and more, with grey sky half of the year, rather wet ... so, I'll say : West Wind Roads ! It's not bad, right?
    So, a few hours of observation of photos, GglMaps and other satellites photos, research of nomenclatures, tests of tints,... I will make my prototypes of textures under Illustrator (practical, fast, for the tool Shape and Basic gradient in curve...), and finalization under photoshop to give the "grain"! Here is where I am ; image below.
    My work of creation, which will be rather long I imagine, is very strongly facilitated by the set of street BMPs, made available by RIVIT. I always loved his tarsealed street modd but a little bit bright for my area; so I launch into this project!
    I would like to go further with a complete Network ... but ... we will go step by step.

    628175df783e5_Capt2022-05-15230925.jpg.c0e63901473389fb9dbf6b413741fcb1.jpg

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    Oh nice! I haven't settled on a texture yet, but I'll take your word for it and I like this shade, hmmm! I might take some time this week to check it out ;-) .

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    Don't give yourself too much trouble and time for me, moreover the network textures are in 128px rendering.  It's mostly on the dominants and the blur/dust/wear effects that it's all about.

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    @Barroco Hispano 

     ... well, I cracked and took a little hour to test the color range of your texture. Better than my first test. And to mark the two ways, a little more, as you do, that also tempts me well! A compromise between the high aerial view (very smooth) and a view ... less than 100 m. I will reduce the magenta a little and add a touch of blue; I would like a "cooler" temperature! Now it has to pass the "in game" ! So .. Very inspiring texture, well, I didn't doubt it ... hey hey .. ;-)  and no .. good night !

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    ... I feel like I'm keeping a journal ... too weird ... but come on, ... after going through half a ton of low altitude photos (not googled eh!) and observing the streets around my house at ground level ...
    ... by the way @Barroco Hispano, with a full light at the end of the day on the avenue near my home, yesterday I could observe exactly the same "dewy" reflection as your road texture. (the tar compound contains lots of red gravel) Same thing on country roads in the south of France ... Well seen ! Bravo !
    So I think I'll go for this bluish gray.

    628613e23a4bb_Capturedcran2022-05-19115350.jpg.251a2f8fa67b50b957293f5e4f5fd822.jpg

    Why, that's right, why still grey ? (why so much hatred for the brand new tar ?!), because in my latitudes, grey sky, tar with a little age, low altitude pictures show this kind of tint. (respecting the street-grey-maxis tradition? noooo! hihi!) From close up as well as from high up, few black tarmac and no grey-maxis on the road network. However ... wait-wait ... there are the SAMs and there I could consider other darker shades (less traffic), if ever ... well, since there are already hundreds of textures for the streets ... pfffu !

    @Barroco Hispano, as soon as I have some time I'd like to talk about something in PM if you allow it ... this project AND another project for later in the year.

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    @hugues aroux  looks nice. 

    Have you noticed how you now can't go anywhere without checking out the street surface and the curbs? *:8)

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    @rivit ... Exactly! Waaarff! Limit an obsession .. Climbing on a fence to gain altitude ... so on .. take photo ...

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    West Wind (Roads) Streets ... After 3 weeks (+), a test for nothing on fifty textures, just to normalize the design, refine the tints, the color gradient, see where I will meet tile-mirror ...

    Let's go ! "Work in progress" as you said, ... "c'est parti mon kiki !" (let's go my little chicken) ... and for several weeks. not even scared !

    62a5fe7e21281_Capturedcran2022-06-12162927.jpg.4e7e6e14597d32a1fc824345f8babecc.jpg

    I'll slide 2 or 3 little things between two cross-textures. .. such as ..  some "paving" textures that might interest some .. and so on ..

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    Hello company! After a few months of absence (damn health, pffffuuu "C'est l'âge mon brave monsieur") I'm back to SC4. I hope this time to be able to take some of my projects ... a little further ;-) ...
    A new turn in SC4, new reinstallation on a new PC and miracle SC4 is still running ... on a W11, and on "topmoumoute" hardware,  ! By the way, I must be one of the last to own a 641 EAgames version ! No ?
    So here I am, I turn my back for 8 months and paf, a new NAM, and a ton (or a little more) of things to discover !

    But still no @CorinaMarie on the horizon ! (Regards Dame @CorinaMarie).

    Many others are still here (always so creative) and it's a pleasure. Can't wait to read/comment you again... and now ... to bed !

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    @hugues aroux I will follow your mods anywhere! The cutaway, the waves, the UI skin (although I’ve now reverted)… they are always so well executed. Please don’t stop — and if you’re ever up for mod suggestions, just let me know!

    In regard to the pedmalls, I always prefer designs that disguise their patterns as much as possible. So… 1,3 and 8 look great!

    I have a soft spot for 2 though for some wealthier districts :)

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    @hugues aroux

    No problem! Also, if I may dare to say so, I much preferred the design of number 8 in the previous iteration :)
    6 & 7 look great though!

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    @hugues aroux One thing that's always bugged me with the game is the blue "Yes, you can place that here" shading when plopping a prop or building as it obscures detail. Could your zoning mod potentially cover this by introducing an option that simply removes this blue shading, leaving it to only turn red if it cannot be placed? Of course, this may not work as I've noticed that some mods like custom park pieces etc don't even have plop previews, and therefore rely on the blue shading for discerning the lot size. Is this due to the mod creator not including a plop-preview? If there's any way your magic could assist here it would be amazing, as I often find myself having to plop-bulldoze-plop things several times before they work!

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    Good evening, I honestly don't know how the blue|red pad is made up except for the arrow which is the FSH: 7AB50E44-1ABE787D-144161D2. Occasionally I will go back to my notes and do a "little" research... sorry not much better at the moment!

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    Lovely work. Thank you for sharing. Is there anyway I can get your original design for number 8 (the version with less vegetation?)

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    @Apothocary Hi, well ... ok  ..., here's just the texture for dragPedMall 8, to put in my PedMall directory so that it overrides the tex8 in the package. I won't redo everything, too long ... but the edges of street, road, avenue ... of the package (with grass) is not too disgraceful !

    z_scoty_x01_DragPedmalls_TexCore_spe8.dat

    have fun !

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