Jump to content
Aka

SENT - Support & Development

69 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Interesting project. Let us know if you need help with NAM textures.

  • Thanks 1

Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hello, I'd like to start by wishing you all a very happy holiday season!

    The SENT project continues, and here's a picture of some of the work we've done. Here with a small demonstration. There's a mix of network, FAR puzzle, FAR drag, FAR rural, viaduct puzzle and drag. You can also see the first tests between my road textures and the street texture of @hugues aroux's WWS mod. Of course, the crosswalks are yellow for the photo, but the white variant is available. Also, the network is RHD (for possible segments), but LHD is available and drag networks have textures for agricultural areas :

    Spoiler

    676c80e024ce3_SENT1.jpg.3e23a415562acb76d7e6a3c3c94c7800.jpg676c80e154edc_SENT2.jpg.4284f99d66bfa912e1c995b7bb13d40b.jpg676c846559639_SENTrural.jpg.15e6ce07685f50003f2958b00868f3b8.jpg

    And here are a few images of some of the pieces in my “test” area :

    Spoiler

    676c82f0379af_SENT3.jpg.c3bd0cc8e243e5b28397ef9a8488ff7d.jpg676c82f2c9a6b_SENT4.jpg.75134c43390b4bcff7263d57016cd678.jpg676c82f53291c_SENT5.jpg.f5a1364eb1a10df342d466110334d489.jpg676c82f7ac284_SENT6.jpg.40cd35085ff1e45c5532c986792d5885.jpg676c82faa3d8d_SENT7.jpg.15975fe95364e1bfdf2f025a88d14681.jpg

     

    • Like 9

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    2 hours ago, Aka said:

    Hello, I'd like to start by wishing you all a very happy holiday season!

    You too!

    I've been finding great Euro texture but only this comes to mind. It's not boring like the default Euro from NAM. It'd be nice if you can make a variation with white zebracross since not every country has yellow crossing.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks for your comment @Jidan.

    In fact, you can see in my first message that crosswalks are available in yellow, but also in white... And then there's the possibility of driving on the right or left.

    In my latest images, I've only used yellow so that the colors stand out better and not everything is white.

    The white crosswalks are aimed mainly at European countries and partly at Asian ones, with the choice of driving on the left (UK, Asia) or on the right (Europe, North/South America and Africa).
    Yellow crosswalks are almost exclusively for Switzerland (right) and Hong Kong (left). Until the 1960s/70s, crosswalks in France were also yellow. I understand that Canada uses yellow crosswalks in some cases, but I'm not sure. And in any case, I don't think my textures would suit a North American player...

    I hope I've been able to answer your question.

    • Like 2

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Small update. Work continues on the GLR ground and air textures. The LE textures are also modified to match the SENT.

    Two images are published below, showing the difference between NAM and SENT textures.
    I've corrected quite a few errors and oversights by the NAM team since I started work on SENT. Mainly the US textures that appear in the NAM EU, and also some important color shifts, especially with the road viaducts.

    I'm almost at the end of all the flex and puzzle pieces, and will soon start making the drag networks for the roads, OWR-2 and OWR-1. This step should take less time, and SENT should be available in a few months.

    The images are with white crosswalks and in RHD (European standard).

    Click on images to enlarge (3000 x 1500)

    Spoiler

    67b86652692ae_SENT(without).jpg.4ff8eea8fc33cede1aeb8c0f085d3446.jpg67b8664fe6f2d_SENT(with).jpg.6ff793eb50149b86e2243c716cecec56.jpg

     

    • Like 7

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hello,

    I'm asking the NAM team for help again, as I've just finished the FLEX, PUZZLE and some of the “special” DRAG textures. But I've reached a dead end, before starting all the DRAG textures of OWR-2, OWR-1 and RD, I'd like to finish plugging the holes...

    I've made a series of images, that's a lot of questions and possibly a lot of research, but if I already have some of the answers I'll be very satisfied.

    Thanks in advance for your help!

    Spoiler

    To start with, all the textures I found in the NAM .dat files but didn't find any use for in the game.
    I number the textures so as to find them easily in the game and rebuild the networks with my new textures.

    Color code:
    Orange : NetworkAddonMod_Roundabouts_Roads_Plugin_Textures.dat
    Yellow : EU_Common_FLEX Turn Lanes.dat
    Red : EU_Common_Road.dat
    Green : EU_Common_FA-MRC-WRC Draggable and FLEX-Road.dat
    Pink : EU_RHD_SITAP.dat
    Light blue : NetworkAddonMod_WideRadius_FractionalAngle_Textures.dat

    Speaking of SITAP, is it possible to create OWR-1 junctions with OWR-2 or RD? Because you can see that there are textures, but in the game I haven't managed to make them.

    67c16e9c980c6_Texturesmissing.jpg.38f94a1e20cf17409e6628dc8da837e8.jpg

    Spoiler

    I can't find the instance for these textures below. Do you know where to find them? These are the prefabricated parts for the OWR-2 variable and FA curves.

    FA.jpg.2c41570360685e1929b0933cb3725179.jpg67c16e9dc3e4d_Variablecurves.jpg.ac001b163ff70908acd02a3504adcd98.jpg

    Spoiler

    Same problem here, but with an added curiosity... When I drag the OWR-2 to make a curve, you can see the textures with the numbers displayed, but once the OWR-2 is built... Nothing, which means there are overlay textures on it, but which ones?
    This is something I've often come across, and it's often the textures used to overlay the tile, as with large curves or ramps... Except that here I can't find anything.

    67c16e9b015d7_OWR2drag.jpg.64682f2753fbb7c2a90126f7c1de1b8d.jpg

    Spoiler

    A different problem. I've created the textures for the GLR on road, but I'm having a display problem with certain parts. The sidewalk is not displayed on the background tile on the S and RD/GLR separations. Also, on the S parts, you can see that a piece of the SENT texture is missing (red box). Why are these problems occurring? Knowing that it's related to the SENT and not the NAM, because if I remove my textures, everything's fine.

    GLR.jpg.cab1fd2e91850d4f762e4463ebac9831.jpg

    Spoiler

    And last but not least! Where are the textures or instances for the MHW / OWR-2 highway ramps? I've been able to make the ramps for all the RDs, as well as some of the ORW-2s, but I can't find the latter:

    MHW.jpg.5eeca37306e83340cf6bbdcf535f40aa.jpg

     

    • Like 1

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    To start, I moved your post here because you might as well keep everything related to development in one place.

    The sheer number of textures you are asking about make it hard (very time consuming) to answer for each example. As such, the best I can do it give you some more general answers and hope that will suffice. Given my work on TGN/SWN and other mods, I probably have seen more of these files than most.

    First note that often when developing content for NAM, often it can happen that textures/files are included that don't end up with working code. For example OWR-1 SITAP support is definitely planned, but has not been implemented as of this time.

    Many textures that include baked-in sidewalks (76-124), either are used with S3D models or preview models. You don't necessarily see these when you have finished building networks.

    A bunch of the OWR stuff may have been altered from the original Maxis IDs at some point, but the original textures still linger. 

    Ultimately, you have to decide is it better to create everything, so if these features get activated in future support already exists. Or, the method I always choose, not to include those textures that are not actually in use, because they may never actually get used.

    5 hours ago, Aka said:

    I can't find the instance for these textures below. Do you know where to find them? These are the prefabricated parts for the OWR-2 variable and FA curves.

    You have arrived at the right time, just use this tool to find the ID of any texture, man I wish that existed like 10 years ago!

    5 hours ago, Aka said:

    Same problem here, but with an added curiosity... When I drag the OWR-2 to make a curve, you can see the textures with the numbers displayed, but once the OWR-2 is built... Nothing, which means there are overlay textures on it, but which ones?

    This could be preview textures or wealthing being applied, again you really only need worry about the final textures, any previews don't have to match with custom mods, unless you are being really picky.

    5 hours ago, Aka said:

    I've created the textures for the GLR on road, but I'm having a display problem with certain parts.

    The S-Curves are a bit of a *censored* frankly, I remember them well. A puzzle piece allows for them to be displayed with or without sidewalks depending on zoning. You need two sets of textures, one without the full sidewalks and a second set that has the sidewalks baked in but does not use MipMaps.

    S-Curves.7z

    Here are the equivalent textures in the GoFSH repository setup, hopefully that clarifies things.

    Note the missing Sidewalk textures (bottom pieces) are probably faulty in NAM, I include a fix for that with SWN, which I would advise using here, feel free to redistribute a copy with your mod.

    SWN GLR TiR S3D Fixes.dat

    5 hours ago, Aka said:

    And last but not least! Where are the textures or instances for the MHW / OWR-2 highway ramps?

    Don't forget that some things existed before NAM and were never altered by NAM, you may also have to dig into the textures that came with the game? Also consider how textures can be re-used, sometimes you have to look at the actual model files (S3Ds) to see what Mats (Materials/textures) are used by them, not forgetting that the IDs of S3Ds and Textures do not need to be remotely similar.

    • Like 2
    • 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hi @rsc204 , thank you very much for your reply!

    I imagined that it would be long and tedious to answer for each element. Certainly these textures will end up in the “trash” once I get to the end of SENT. I've made many attempts to reveal them in the game, but I can't get my hands on them.
    I'm also only doing the textures that appear in the game, because covering them all really doesn't make much sense, and the work would be even greater for little chance of ever seeing them. I prefer to work as I go along, and make future updates to always cover what's new in NAM.

    23 hours ago, rsc204 said:

    You have arrived at the right time, just use this tool to find the ID of any texture, man I wish that existed like 10 years ago!

    I've already used this tool, and it's great. One small problem is that the texture IDs on some parts aren't actually the right ones, as the tool gives the “Network Piece ID”, and therefore the part ID and not necessarily the texture ID. On drag and flex networks there's generally no problem, but on puzzle parts and overlays, as with the OWR-2 curves in the previous images, it doesn't work. I've tried to locate the file with the ID displayed, and I come across an exemplar file in the Reader, but then I can't find anything to identify the ID of the texture used... I've tried several manipulations, but to no avail.

    23 hours ago, rsc204 said:

    This could be preview textures or wealthing being applied, again you really only need worry about the final textures, any previews don't have to match with custom mods, unless you are being really picky.

    'm not sure I understand what you're saying. When I build this OWR-2 drag curve, when I draw the route, the numbers are displayed. But then, when I release the mouse click and the route is laid/built, the numbers are no longer displayed. This means that there's an overlay texture on top of those with the numbers. So even if I make the SENT textures, they won't be visible once the road is built, and my work will be for nothing, because the Maxis/NAM textures will reappear on top.
    Are you implying that I should eventually abandon the idea of doing puzzle, flex and drag textures on OWR-2 curves/FA?

    On 28/02/2025 at 10:22 AM, rsc204 said:

    Note the missing Sidewalk textures (bottom pieces) are probably faulty in NAM, I include a fix for that with SWN, which I would advise using here, feel free to redistribute a copy with your mod.

    Thanks for these two files, I was able to correct the parts and it's almost perfect, I'll credit your name when I publish the SENT. I still have a problem with the tile poster (see image), why? When I zoom in close, no problem, but as soon as I move away, my texture disappears and the NAM texture resurfaces...

    Spoiler

    67c2e012410cc_BugGLR.jpg.3fa4421185bddd20d1f059202d74a878.jpg

     

    On 28/02/2025 at 10:22 AM, rsc204 said:

    Don't forget that some things existed before NAM and were never altered by NAM, you may also have to dig into the textures that came with the game? Also consider how textures can be re-used, sometimes you have to look at the actual model files (S3Ds) to see what Mats (Materials/textures) are used by them, not forgetting that the IDs of S3Ds and Textures do not need to be remotely similar.

    It was so obvious... But working so hard on the NAM textures, I'd almost forgotten that the base game is made by Maxis! Thanks to your reminder, I was able to find the textures I was missing.

    Thanks again for your help!

    • Like 1

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hello everyone!

    Here are a few more images of SENT's progress, perhaps the last before publication on STEX. I'm continuing my work on the DRAG networks from now on.

    The two types of Diamond Interchange (with and without richness). Stretchable pedestrian walkways, I'd rather have the road visible than the texture of the lanes, what do you think? With @rivit permission, I've also redone the tunnel portals in his mod : Tunnel Modd. And finally, the RHW FTL.

    Spoiler

    67cc7609b617a_SENT1.jpg.7e5fb3b2a04344c9449cdfc6226fce4a.jpg67cc760b43372_SENT2.jpg.378776f5bcb5281f277cbd9663d3277b.jpg67cc760ca78b3_SENT3.0.jpg.f2b65c5815a6532b8e85b63a9678079f.jpg67cc760e03021_SENT3.1.jpg.af3602df05156533bb7dfb6428db73c3.jpg67cc760f62522_SENT4.jpg.46a2ab346035852ce253a9eb77768e1d.jpg67cc7610a1ddf_SENT5.jpg.0567fc9c6a9b90059d91138c87ad0f97.jpg67cc70b087fa1_SENT4.jpg.d4ae983a196544c72949762766550290.jpg

    After rereading your comment @rsc204, I finally understood what you were getting at. As a result, I was able to find all the missing textures for my OWR-2 parts. Thanks a lot!

    But now... A new problem. I'm currently running the OWR-2 DRAG network. I noticed that for this network, there are S3D files to cover the orthogonal and diagonal single segment. The problem is the diagonal segment: the S3D is slightly offset, so you can see the textures that don't follow each other (on the edges and the central white lines). I've tried several ways to correct the problem: modifying the S3D or replacing it with a similar one, or shifting my texture by one pixel. But nothing works.
    Out of curiosity, I'd like to know why an S3D would cover such elementary segments as these? And secondly, would anyone be able to correct the error with a new S3D or any other method?

    Here's a .dat file of the files in question:

    S3D files - 0x09000A00.dat

    Spoiler

    OWR-2.jpg.8aed91fb73ba80f1286d5fa26acbdd4a.jpg

     

     

    • Like 7

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    2 hours ago, Aka said:

    Out of curiosity, I'd like to know why an S3D would cover such elementary segments as these? And secondly, would anyone be able to correct the error with a new S3D or any other method?

    When you realise the file this exists within, then it becomes clear, NetworkAddonMod_OneWayRoad_Arrows_Reduction_Plugin.dat.dat. So in order to suppress the arrows that the game puts upon networks, these S3D files are overlaid upon them with a OWR texture, ID 0x5f9403f4.

    So when you get the drag preview or click on a tile, you get the underlying texture showing, but once built the S3D linked texture is shown instead.

    So the issue could be that this texture is incorrect, for example you didn't update it for your mod. Or, there could be an error in the S3D files. However I suspect the primary cause of the problem is that this texture is an Ortho texture, 'bent' to go diagonally using UV mapping. It works but the UV mapping isn't quite perfect and that seems to cause the minor glitch. Not using the NAM option will make it go away, but of course bring back the OWR Arrows. But those can be solved with the 'Kill all OWR Arrows' mod found on this post.

    I think if replaced with a proper Diagonal S3D, the problem could probably be fixed, I'll look into that.

    • Like 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you for your reply @rsc204! I also think that the problem comes from the S3D file, I don't see any reason why my texture would be wrong...

    And come on, just a few for fun!

    Spoiler

    Avenue: I've done as little work as possible on the avenue, as it's a network I intend to completely redo after the first version of SENT. So it's normal to have nothing special, just texture transitions.

    Avenuea.jpg.7ea7af676218a205aa41599a121de298.jpgAvenueb.jpg.b696f0ad792a168f171730c6f2f7b903.jpg

    OWR-1:

    OWR-1a.jpg.ad7b19a6fc13428db456e0d3fcc6c23f.jpgOWR-1b.jpg.4fb763fe544d4c3b223c53d1e50af62a.jpg

    OWR-2:

    OWR-2a.jpg.b58a952d160cfed7aa01bbcd049e0061.jpgOWR-2b.jpg.cd1111d01c93ce7769b718de1f604a47.jpg

    Road, OWR-1 & OWR-2:

    Road-Street-OWR-2a.jpg.84fb67b6e9bab4fb725201e697e1b6ae.jpgRoad-Street-OWR-2b.jpg.9394e91fe114a14f14b7317201ff35ff.jpg

    And Street:

    Streeta.jpg.ecf42989cbede292ea5be011a6f3f1fa.jpgStreetb.jpg.28c4eb03212a5d42c1c55c4ab2985323.jpg

     

    • Like 7

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hello,

    The SENT is coming to an end soon, the publication on the STEX should be in about a month or two (normally). I'm looking for two players who have excellent knowledge in RD / OWR-2 / OWR-1 networks and who can test SENT in the most complete way possible. For example, cross-referencing SENT with RHW, NWM, etc... As much as possible, everything! Ideally, one LHD and one RHD player, the color of the crosswalks doesn't matter, it's up to you.

    If anyone is interested, send me a PM. I'll distribute the SENT to test in two or three weeks I think.

    I also have the following question:

    Is it possible to modify the texture of bridges that use S3D parts for the road texture? Because no matter what I do, I can't modify the textures of the game's basic bridges (Maxis). Yet I've successfully modified many of the NAM's S3D files with success. But I can't for the bridges...

    And some images of the NWM and SAM networks:

    Spoiler

    01.jpg.a78c10be93f4a020556db941831c61ec.jpg02.jpg.ff2e6f6e3df14c2067f005f9330b90bb.jpg03.jpg.00912a8699b25820e7e67536f31d23ce.jpg04.jpg.92c6c40a19f37929c8880b4d77a2d0fa.jpg06.jpg.b3acd7972ae33268022f8875fe69d759.jpg07.jpg.ae1a9ad2254b1e95fa9e393f5024d64b.jpg08.jpg.4a3b9fb8de3dcf2c61cccd5bbfa78062.jpg09.jpg.47719889b4a74b652ca44203f4eda37e.jpg10.jpg.7149e57b1dd04af2568c78d821a63614.jpg11.jpg.1dae3637ccddf2f205032fbbe990aa7a.jpg12.jpg.e99f7da6ac05c2f815fa094bdcd5d621.jpg13.jpg.c2148e21d761c31157c9ba4b8eca58f1.jpg14.jpg.df6920d7942059dd68c75fab2d6b6a28.jpg15.jpg.b28d5121a1662c9e988ab76db326f02a.jpg16.jpg.635bfe37fc5a385e490c83e9abe518d7.jpg17.jpg.b07c30d4d50e9aee1af68bfd14f4e8d0.jpg18.jpg.f8bfecc82a0a37a326bb1fb112ca02c1.jpg19.jpg.ed5db1453e8947f032b2447ff985d98a.jpg20.jpg.8f2ea2a26e534a4d3bb520d994b782bf.jpg

     

    • Like 8

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 13/04/2025 at 10:32 PM, Aka said:

    Is it possible to modify the texture of bridges that use S3D parts for the road texture? Because no matter what I do, I can't modify the textures of the game's basic bridges (Maxis). Yet I've successfully modified many of the NAM's S3D files with success. But I can't for the bridges...

    There are two basic types of S3D model, True 3D ones, most commonly used by transit networks. These textures can be easily overridden or even linked to different textures via the S3D file. Bridges often use 'BAT Models', which have more similarity to the buildings and props we see in game. For these models, any network textures in baked-in to the output render from SC4 BAT and will have a minimum of 20 textures, one for each zoom/rotation combination. If you are really, really good with graphics editing, it is possible to take the 20 textures and edit them all. However, bridges often use multiple models, everything is skewed based on the isometric viewpoint of SC4 and lower zoom textures might have as little as 8x8 pixels to work with. In practice changing details of pre-rendered models is way more work than it's usually worth.

    One way around it if you can find the original modelling files used to make something, you can alter the textures and re-render a compatible version. But that's usually not something you'll have access too, especially for the Maxis included bridges.

    Sometimes you can take an S3D plane (True 3D) and insert it on top of the existing roadway, adding effectively a new top layer you can easily customise. The problem is z-fighting, you have to lift this in my experience a minimum of .02m over the original object to avoid graphical issues. That's also the same height differential that starts to make it appear higher than you want, sometimes it works well, others not, you'd need to experiment a bit.

    Regarding NAM bridges, many of them were built using a hybrid setup of BAT Models with True 3D elements, precisely so the textures could be altered. In those cases, you'd just need to override the texture used on them.

    • Like 3
    • 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you very much for your reply @rsc204. The solution of adding an S3D plan on top seems to me to be the most practical. I'll have to see if I do it, I don't know if it's worth it. The basic aim was just to make a texture with the right tint, because the one displayed is lighter than the normal road network (as with all S3D files).

    • Like 2

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Small update. The SENT/RHW is complete, but there's a good chance I've missed some parts, given the RHW's extensive range of functions.

    I've also included images of the SAM 9, so you can see all the parts available with the SENT. What's done for the SAM 9, is also done for all other SAMs.

    And a picture of the GLR on NWM. The textures have been redone with the right tint, as the basic textures are too light. Now this network will integrate flawlessly.

    The SENT is coming to an end, and I've still got a few texture sets to do, as well as some options. I'd like to take this opportunity to remind you that I'm still looking for LHD and RHD testers.

    Spoiler

    RHW-2/3/4 & MIS (LHD-White)

    1.jpg.45d6f3379579d3ce13e7a53b495a5451.jpg2.jpg.8dd7b31eab1d5930099263c1f60337cd.jpg3.jpg.8205ce3a63e064c5922d96d4359d5918.jpg4.jpg.5885ca85ec60a2684bdcfda62f98fcb8.jpg5.jpg.b6a3676dc2a332f7b55a0a58e1404559.jpg6.jpg.58d64ce6e4427c966897d1612f077c0b.jpg7.jpg.2bba367758cf343a917acf779a94d652.jpg8.jpg.e4429802342f8ea5007d36a480ed9b65.jpg9.jpg.4515f0f4e8481d437b03acd025788005.jpg10.jpg.03289a28fe39274c700d36f39ea3ceb1.jpg11.jpg.cbae823f3057ca2efd55e2a1099e7c8a.jpg12.jpg.34c551d65c9243137a10003aa1adaf6e.jpg13.jpg.a9e4350cff0c8655ccc8560f260c089a.jpg14.jpg.991b4cc9f3bf6f651e7d7b83a2d155f6.jpg

    GLR on NWM (RHD - Yellow)

    15.jpg.cde112d30338e859bbcad30451aecfab.jpg

    SAM 9 (RHD-Yellow)

    16.jpg.099ba3eeb53a101c030bf35627a232e2.jpg17.jpg.dc1f8707613b8c941671c38ad1ed61c9.jpg18.jpg.5ac2c78f5276c5a4bb4985d4c48fd639.jpg19.jpg.0eaaa8f77f12ca97e12b8e0b6d1ad471.jpg

     

    • Like 7

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    :party:

    This was a huge undertaking and I'm extremely impressed you were able to see it through to completion. Congratulations!

    • Like 2
    • Yes 3

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

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It does look great and I look forward to trying it out. - I noticed that your GLR image shows this grey/steel texture. I have never seen this before. Is it available for download?

    image.png.ba87208e99a8d00229d7ab49131411b4.png

    • Like 1

    SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you @nos.17 for your comment, I'm happy to reach the end of this first stage, after which I'll be taking a well-deserved break, I think.

    @simmering : Simply select the GLR Starter (for drag) tool in the NAM and press TAB. There are two variants, the white one for the urban environment, and the grey one you mentioned.

    • Like 1
    • Thanks 1

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 hours ago, Aka said:

    Simply select the GLR Starter (for drag) tool in the NAM and press TAB. There are two variants, the white one for the urban environment, and the grey one you mentioned.

    I only see variants with grass and sandstone. Must have something else installed that overwrites it. I will figure it out. Thanks a lot for the info.

    • Like 1

    SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Yes, this time it's for real. The SENT mod is FINISHED!

    Maxis Street is now possible with SENT, and parking spaces are available for the OWR-1 in white, yellow and blue. However, for reasons of complexity, the unmarked rural road is an abandoned project, sorry.

    The SENT mod will be released very soon on the STEX.

    Just one question: is there a tool for converting .PNG files whose name is the texture ID to .FSH HD? I use the “PNG to FSH Batch” tool which is excellent, but does not offer conversion to HD for .PNG files whose name is the ID.

    Spoiler

    68204590a29ad_MaxisStreet.jpg.05baa6d5de93073f05205a542c051262.jpgParkings.jpg.b2d4ccd966f22152044f6e7ffa44791b.jpgSENT.jpg.e8ff298e8df9584e769da06853a5116d.jpg

     

    • Like 9

    6a18a56099989_z_ST-Signature.jpg.cff047f8a960e0c525adfc5258370a0d.jpg

    SENT - Swiss & European Network Textures

    Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    51 minutes ago, Aka said:

    Just one question: is there a tool for converting .PNG files whose name is the texture ID to .FSH HD? I use the “PNG to FSH Batch” tool which is excellent, but does not offer conversion to HD for .PNG files whose name is the ID.

    You would have to select each file in the UI and change the format using the drop down, PNG to FSH Batch does not have a way to automatically force files to use the uncompressed formats.

    The uncompressed FSH formats are typically used for things like small props and automata, they should be use sparingly because they will increase the disk space required for textures.

    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 06/05/2025 at 1:44 AM, simmering said:

    I only see variants with grass and sandstone. Must have something else installed that overwrites it. I will figure it out. Thanks a lot for the info.

    Just you are looking in the wrong place. Note there are Extended draggable GLR options with your sidewalk or grass under rails. But the Rural GLR is in the same tab as the main Draggable GLR. Note too if you have texture mods things may always appear differently to the defaults. 

    • Thanks 3

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 5/11/2025 at 8:37 AM, Aka said:

    Just one question: is there a tool for converting .PNG files whose name is the texture ID to .FSH HD? I use the “PNG to FSH Batch” tool which is excellent, but does not offer conversion to HD for .PNG files whose name is the ID.

    Really nice to see this project completed.

    If, by HD, you mean that the zoom 5 texture has twice its usual dimensions (usually 256×256 pixels for network textures), you could use fshgen. For example:

    fshgen import --output file.dat --mips-separate --hd --format Dxt3 *.png

    That's using Bash. On Windows, Powershell doesn't support wildcards as far as I know, so you'd use something along the lines of (untested!):

    Get-ChildItem -Filter *.png | .\fshgen import --output file.dat --mips-separate --hd --format Dxt3

    Use Dxt3 if there are semi-transparent pixels, otherwise you can use Dxt1.

    • Like 3
    • Thanks 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 5/12/2025 at 7:28 PM, rsc204 said:

    Just you are looking in the wrong place. Note there are Extended draggable GLR options with your sidewalk or grass under rails. But the Rural GLR is in the same tab as the main Draggable GLR. Note too if you have texture mods things may always appear differently to the defaults. 

    It's always cool when an experienced player comes in and explains stuff! :thumb:

    • Like 1

    SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections