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Ooohh... ooooohhh... WWWOOOOOOOOAAAAAHHHHHHH!!!

I need to battle with the load order a bit, but the crossing works perfectly now and they're so pretty! 🤩🤩🤩
Thank you so much, that's super fast! I didn't expect to get an update very soon.

Now, Sims in my city would spend more time going outside because their streets are so nice.
Thanks to the service of the WestWind Road Company

8otJK12.jpeg

I think I still have some load order issues, but I rarely use the transition piece so I'll ignore it for now :D

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I play SimCity 4 and make videos of it.

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Hi, I would really like to test your SAM-8, how do I install it? In the NAM folder? It's own? Do I need WWS for it to work? I also use NGN and SWN by @rsc204, I imagine some conflicts here? Many thanks!

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    2 hours ago, SneakyDeaky said:

    to test your SAM-8,

    Hi, Extract the ZIP directly in your Plugins\
    You will then have the z____scoty\ directory. It should be loaded like this after a certain number of other Mods. It all depends on whether or not you have kept the naming of the directories of these Mods. You will tell me by PM if you want!
    This version does not include the "sam-connections".. it will come, during July or August; Since there are a few players to test, I will do my best to finalize this SAM.
    You don't have to use WestWindStreet.. but if you want to "give it a try" ;-) ...

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    47 minutes ago, hugues aroux said:

    Hi, Extract the ZIP directly in your Plugins\
    You will then have the z____scoty\ directory. It should be loaded like this after a certain number of other Mods. It all depends on whether or not you have kept the naming of the directories of these Mods. You will tell me by PM if you want!
    This version does not include the "sam-connections".. it will come, during July or August; Since there are a few players to test, I will do my best to finalize this SAM.
    You don't have to use WestWindStreet.. but if you want to "give it a try" ;-) ...

    Ok, so I did what you said and created a folder named z____scoty and put the mod in there, along with your beautiful pedmalls, where before it was in it's own folder with a Z_____ prefix, that didn't work, but having it read like this does. 

     

    2024-07-18-234844-01

    New-City-Oct-27-061721344557

    This has proven to me the correct load order is a bit more complex than I thought :read:

    It's a beautiful texture! SAM-8 is fine but it just looks a bit "old" now, this is a lovely alternative. Those pedmalls are gorgeous! especially the crossings. I will be trying WWS tonight, I want to get the load order right for that, too. 

    this is my VERY SLOPPY plugins here :blush:

    2024-07-18-234844

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    On 7/16/2024 at 3:02 AM, bhmantan said:

    Oooh, you're right!

    diHeIIs.png

    P62XtQX.png

    I tweaked the load order a bit and managed to get it working. Although it still has a brown RRW, it's hidden with the sidewalk when I zone the surrounding area.
    Thank you for having it on your list, I'll be patiently waiting for them :D

     

    BTW I love your Euro town! Really beautiful work. That windmill there is a great choice!

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    16 hours ago, hugues aroux said:

    Hi, Extract the ZIP directly in your Plugins\
    You will then have the z____scoty\ directory. It should be loaded like this after a certain number of other Mods. It all depends on whether or not you have kept the naming of the directories of these Mods. You will tell me by PM if you want!
    This version does not include the "sam-connections".. it will come, during July or August; Since there are a few players to test, I will do my best to finalize this SAM.
    You don't have to use WestWindStreet.. but if you want to "give it a try" ;-) ...

    Much appreciated! I was running into the same issues, but everything is working smoothly now. The streets look amazing ingame!

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    40 minutes ago, hugues aroux said:

    For a few days now, I have been working to finally provide suitable and rich T21s for the WWS-SAM-08 set!

    Woah... can't wait to have it in my city!

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    16 hours ago, hugues aroux said:

    WWStreets - SAM - 08 - Firenze ... added T21s

    Well.. "mes p'tits Loups" .. after 120 hours, 140 segments, 380 T21s ... The SAM Firenze is lined with trees, and other shrubs, flower boxes and various scenes on the intersections, diagonals, ..., Girafe Trees, Props of Namspopof and AGC Props and Sims  that cover practically all the segments. (almost ;-) !) ... And ..

    .. _Locale -> for rename the SAM 8 in game
    .. Some small touch-ups on the textures
    .. Rename WWStreets-SAM-08-Spe-[Maxis|TSR].dat -> zWWStreets-SAM-08-Spe-[Maxis|TSR].dat.  ... (to be load after EU & US version !)
    .. Add transition street<->SAM, style WWS, Maxis and TSR.
    .. Distribution package as for a final edition.

    66b691ad30c91_Capture-dcran-2024-07-27-222715.jpg.c46b10db3bad4f521dabb9ebb1f3b119.jpg

    Available FOR TEST on my drive - Maxis grass. (Fabrik also available). There are 5 dependencies that you will find in the readme attached to the ZIP.
    There are certainly plenty of placement errors, ... but I'm fed up with this... so I'll pass it on to you to examine the faults.

    .. knowed issue on the rail crossingarms ..

    PLEASE PLEASE .. Please make all your test returns (screenshot..) via Personal Message .. (the small envelope at the top of the page! *;) ) no need to overload this discussion thread with three tons of screenshots that will be obsolete after corrections ! *:D Thanks

    Looks great! Just to make sure... Are there any differences in textures between this version and the last? And can I just copy over the T21 related files for my Fabrik'ed version?

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    3 hours ago, Dead_End said:

    Are there any differences in textures between this version and the last?

    Thanks .. it's minor but .. You should get the new Fabrik, because the diagonal "park" changes significantly, to better tolerate repetition and there is the new WWStreet-WWS-SAM transition texture. And minor touch-ups on a dozen pieces. Sorry ...

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    1 hour ago, hugues aroux said:

    Thanks .. it's minor but .. You should get the new Fabrik, because the diagonal "park" changes significantly, to better tolerate repetition and there is the new WWStreet-WWS-SAM transition texture. And minor touch-ups on a dozen pieces. Sorry ...

    No worries! Wanted to make sure I wouldn't be overloading your inbox with wrong information :D

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    Nice grungy textures :)

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    The Floraler

    This is the end, hold your breath and count to ten, feel the earth move, and then...

    * * * * * * * * * * * * * * * * * * * * * * * *

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    On 9/8/2024 at 12:06 PM, hugues aroux said:

    SAM6 WWS Detroit ... a texture... that's done... another texture... well there... it's done... more than... 90! râââââ ... *:P

    66ddcb1ce0ded_Capturedcran2024-09-08175557.jpg.1cbf0af197fe1c6616fae96898829dea.jpg

    Wait, this is such a cool idea! It's hard to believe no one else has thought do do this before!

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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    10 hours ago, nos.17 said:

    It's hard to believe no one else has thought do do this before!

    Thank you, thank you! I'm sure others have thought about it in a little corner of their bubbling head of ideas. But you need TIME and a good mastery/method of graphic work to reduce this time as much as possible. While keeping the "handmade" where each segment is different or has its own little individual touch/variation...

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    I just released WestWindStreets 1.6.48 .. micro (nano) correction on 2 textures with a small defect of joint with the Road (aaargh!). Thanks to @Girafe with a sharp eye! For the Pro GoFSH, a new Fabrik has been added to my drive.

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    News from the WestWindRoad Company ...

    WWS Detroit (SAM06) is practically finished;

    674ae2196f7a2_Capture-dcran-2024-11-30-105747.jpg.eb855cd60d2a4b9f98fbd34d2dcdf137.jpg

    ... control phase in the coming days.

    Planned update (1.7.48) for WWstreets, it includes various small improvements such as:

    • reduction of grass strips on pavements - access to residences, factories, ...
    • take account of the NAM's "Paths drift" in certain curves
    • the roundabout segments are upgraded to W16 AND W7 strict, for greater consistency with the (W7 - rural state) Gravel and Unkerbed option.
    • level crossings keep the ballast visible in all densities - more realistic! (Revision "Pedestrians Paths" !!?)
    • preparing for a WW-GLR

    -- any remarks?

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    WestWindStreets 1.7.48 released ..

    ... the WWS 1.7.48 Fabrik is also available on my Drive.

    WWS SAM 06 .. in test phase, and preparation of T21 in progress ...

    First study phase WestWindTram Project (GLR) :

    675602a558db3_Capturedcran2024-12-08212253.jpg.595f5ea1c7b5a3d1b5479b079f2feea5.jpg

     

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    Hello,

    I downloaded the WestWindStreets from the STEX and SAM-8 Firenze from your drive, both are looking good! I saw you have overhauled the tram-in-street as well. Amazing the amount of work you have done.

    I have only one question: is it possible to let the overhauled tram-in-street use other sidewalks, as shown in the normal glr, the streets and the tram-in-road? Or is this an issue with the NAM? I'm not sure what is causing the white sidewalk to appear, thanks in advance!

    6756e7a9b440b_TestTown-Nov.9021733748292.jpeg.05a9cd4dfb7b95805680e8fb34d7f68c.jpeg

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    7 hours ago, Jelle said:

    I have only one question: is it possible to let the overhauled tram-in-street use other sidewalks, as shown in the normal

    Hi, .. to do this, you need to recalculate the Textures - with the "WWstreet Fabrik" (on my drive) - via GoFSH + your pavement textures !

    However ... I would have to study the subject a little and test the behaviour of the network with a certain type of FSH file.


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    19 hours ago, Jelle said:

    I'm not sure what is causing the white sidewalk to appear,

    ... continued ... (and to answer this question) ... unless I'm mistaken, the nature of the "Tram In Street" parts, the way it works in the game and the identifiers of its FSH mean that you can only force the appearance of the FSH (textures) upstream (at creation time)! The GLR network cannot be modulated according to the environment in the same way as the Road|Street|... network.

    So to answer precisely the question "why the Maxis paving texture"  - yes, I'm retranslating what you said *;)  - it's because I made it that way for WWStreet distribution. Hence the interest of the "Fabrik" available to everyone on my Drive, to change the nature of this paving.


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    A newcomer to the WestWind ecosystem: a SideWalk package!

    For the moment it's a basic pack. Classic ! Content: Sidewalk textures, plazas, land ... with suddenValley Grass.

    ... and more Tex' to come.

    Test Available on my Depot, with the Fabrik ; zip name: Scoty-WW-SideWalk4_241212

    ww-sw4_div_tex.jpg.84f4df0537324bb287029794da27dedd.jpg

     

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    Hello,! The WestWind Compagnie acquires Scoty Modulars Parkings! The Simflouzes change pockets *:lol: !

    I'm currently revising the plugin Scoty Modular Parking and his Scoty MP Textures .. Mainly! I've reorganised|edited my textures to create a Fabrik for GoFSH users.. This will allow everyone to change the Grass (§§) that I suggest (SuddenValley) for their own. Some Tex' will also be able to receive a personalised pavement (§§). I'd like to take this opportunity to offer "entrances" with street joints: in Maxis, TSR (rivit) and WWStreet, your choice. Eventually, I plan to be able to offer joins to other Road (SENT Project and  huum .. WWRoad, who knows!).I'm going to add some new tex' Overlay in Scoty_MP_Textures, for those who want to play with their own Lots.  In addition, I'm adding basic textures to the 3 proposed in v.1 of the plugin. These eleven :

    collect_BaseTx_2501.jpg.033ff87be8e88708157a1fe08cfb1495.jpg

    I didn't add the other 3 SHKs because they were too ... "brown/pink, but if anyone really likes them..I would add them. If you have any suggestions for textures or additions omitted from v1, let me know in the next few days before I finish compiling.

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    12 hours ago, Vena Marissa said:

    westwind street compatible with RTMT

    Hi, then, the question is rather in the other direction, is RTMT compatible with .. a network .. => I don't really know RTMT (vague memories, quickly read the page on ST) - I developed my bus and metro station plugin with ortho & Dia streets, road and avenues (Scoty substations) - but the only problem I can assume will be "aesthetic"! because it is likely (practically sure *;) ) that the street texture will be that of Maxis! I don't know if the development of this old plugin is maintained, but it would not be difficult to produce the WWstreet texture overriding that of Maxis-Street used by RTMT, if so!?.


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