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SENT - Support & Development

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Congrats on the completion of a huge project - it cannot be over-emphasised how much work this represents. 

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    Based on an idea from @rivit, here's a mod that allows you to have parking spaces on the OWR-1, without needing SENT. This is a simple texture conversion so that players who don't use SENT can have access to this mod.

     

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    SENT - Swiss & European Network Textures

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

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    And the work goes on!

    Before working on the AVE-4 network, I'd like to complete all possible options for the three basic networks (RD-2, OWR-2 and OWR-1). That is:

    - Covering (all) available street and SAM replacement networks.
    - Make T21s, RHDs and LHDs
    - Make bus stops and subway stations for the three existing networks.

    This will correspond to SENT version 2. Only from version 3 onwards will AVE-4 be available, with of course all the same options as for the previous version.

    Here are a few images of the street and SAM replacement networks:

     

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    SENT - Swiss & European Network Textures

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

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    Ongoing work with T21. This is a redesign of the T21 Maxis/NAM for almost all the most important parts of the networks. Here's a (very) small glimpse of what's been done:

    Spoiler

    1.jpg.8a446aec502de3de360bb1ddd2365008.jpg

     

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    SENT - Swiss & European Network Textures

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

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    Some pictures of the T21. Big job on the traffic circles, with new central decorations (several) and the signs installed correctly. And a short demo in a dense urban environment.

    Spoiler

    Roundabout.jpg.38df94f45d57b30f59db01c88415e6eb.jpg686c3a1cc6899_City1.jpg.252ac1481ef44ede1cd9440c5d223bba.jpg686c3a1e241dc_City2.jpg.2faf4ea8656494c4d77b56efe48f239c.jpg

     

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    SENT - Swiss & European Network Textures

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

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    Some pictures of the T21. There are around 2600 examplar files of T21 (there are 360 exemplar files per ortho and diago segment for RD2, OWR2 and OWR1 (2160) and around 400 covering the intersections), covering the RD2 intersection and orthogonal and diagonal segments, as well as the orthogonal and diagonal segments for OWR1 and OWR2. There are a lot of examplar files, but in actual fact, around 500 are just “blanks”, i.e. to create segments free of props (apart from lampposts where necessary). For each zone, density and richness, there are 16 unique T21s/blank (4 for each square of the “kPropertyID_NetworkPlacementPattern” property). All this creates great visual variety. There are also, on rare occasions and in specific cases, some unusual visuals, which you can discover when SENT version 2 is released.

    In the meantime, here are a few photos of the non-exhaustive work done on the OWR1. The intersections are shown in RHD, but the LHD version is also available :

    Spoiler

    00.jpg.8e0b7eec28aeddee39d0c8b36265d047.jpg01.jpg.a3036f9717ccdbf0067936da0016b798.jpg02.jpg.e89b5d96caf15aed01b76528a8e216ef.jpg03.jpg.115d7676e017258f26e3844e9a5fa214.jpg04.jpg.503932a01112795282e9de08a5f95d18.jpg05.jpg.18aef7029756e96e02b653359ae18521.jpg06.jpg.febf5e335c698e3ca9b69388e0e2bd32.jpg07.jpg.c06b212791daf76dc1fc62176ba0f83b.jpg

     

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    SENT - Swiss & European Network Textures

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

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    The latest news before the arrival of version 2 of SENT! I've started lotting bus/underground stops. It's not very complicated, but I don't know much about it, so I'm going to have to learn how to do it. But the textures for the stops are done. I was largely inspired by the work of @hugues aroux and his mod to design mine. I've also added a few sets of European and Asian textures (Honk Kong, Croatia, Japan, Slovenia) for variety (RHD/Yellow - RHD/White - LHD/Yellow - LHD/White). Stops will normally be available for OWR1, OWR2 and RD2. he only texture I don't really like at the moment is the Japanese one (JP), because it's too compressed. It would have to be on 2 squares for the orthogonal to look good. I'll see what I do with it.

    Spoiler

    688cbafb3687a_SENT-Busstop1.jpg.5f0a1322abf6eb2b0743542459f4f608.jpg

    688cbafc3a143_SENT-Busstop2.jpg.14ab5086a4d829fd225fa96ed39fd4fa.jpg

     

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    SENT - Swiss & European Network Textures

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

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    18 hours ago, Aka said:

    SENT 2 is out now ! :party: :rofl:

    This is awesome to hear! Thanks for your continued work on this!

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

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    So... Let's continue! For version 3, Maxis Avenue (AVE-4) will take center stage. The avenue has many flaws and irregularities, so we will have to correct everything, harmonize it, and of course, make it beautiful... As much as possible.

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    1.jpg.46ab056cb6a55af1e1e49e7393a5fa65.jpg2.jpg.5ff0c5ecc431203548053e5f6f15d351.jpg3.jpg.f520bd1254c05147087d1b223083b443.jpg

     

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    SENT - Swiss & European Network Textures

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

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    I finally pulled the trigger on downloading SENT (and removing a bunch of my other mods) and it works great!

    I do have one suggestion regarding the stops: I like having roadtop stops and I love the bus stop marking, but could it be possible to get regular bus stops (with or without subway) with road markings as overhangs? It would make converting a city to SENT standards a bit easier, I think, and it would be a good stopgap measure while all other road formats, particularly NWM, get slowly added onto SENT (or, if no plans have been made for NWM/SENT, just as a patch measure).

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    Thank you very much, @Girafarig,for your comment. I hope you are completely satisfied with SENT. Just a quick reminder (just in case): don't forget to put the SENT folder after the NAM, as well as any optional dependencies if you have them (under “Optional - Compatibility with third-party replacement texture mods” on the SENT download page). This will ensure that SENT overwrites all other textures and that the display in the game is correct between the different networks.

    Getting back to your request... There are two viable solutions (I think) to your suggestion:

    1 - The one I currently use, i.e. the BASE texture is the paving for Maxis sidewalks. The advantage of this is that if you have another sidewalk mod to replace the Maxis one, then my stations will appear with your replacement sidewalk mod. The OVERLAY contains the rest, the road with road markings and grass.

    Spoiler

    LE.jpg.12bc8142318d90dec0bc66131160578c.jpg

    2 - Create a BASE texture with the sidewalk, road, and grass, and another OVERLAY texture just for the bus stop markings. But in this case, the sidewalk will always have the same pattern, regardless of whether or not you use a texture replacement mod for the sidewalk.

    The effect would not be very attractive in the second case, which is why I opted for the first solution. But ultimately, is your problem that there are no stations for the NWM networks? This is something that can be easily remedied for version 3 of SENT while I do the texture work for those networks, and if there is a demand for this type of station.

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    SENT - Swiss & European Network Textures

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

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    2 hours ago, Aka said:

    Thank you very much, @Girafarig,for your comment. I hope you are completely satisfied with SENT. Just a quick reminder (just in case): don't forget to put the SENT folder after the NAM, as well as any optional dependencies if you have them (under “Optional - Compatibility with third-party replacement texture mods” on the SENT download page). This will ensure that SENT overwrites all other textures and that the display in the game is correct between the different networks.

    Getting back to your request... There are two viable solutions (I think) to your suggestion:

    1 - The one I currently use, i.e. the BASE texture is the paving for Maxis sidewalks. The advantage of this is that if you have another sidewalk mod to replace the Maxis one, then my stations will appear with your replacement sidewalk mod. The OVERLAY contains the rest, the road with road markings and grass.

      Image (Hide contents)

    LE.jpg.12bc8142318d90dec0bc66131160578c.jpg

    2 - Create a BASE texture with the sidewalk, road, and grass, and another OVERLAY texture just for the bus stop markings. But in this case, the sidewalk will always have the same pattern, regardless of whether or not you use a texture replacement mod for the sidewalk.

    The effect would not be very attractive in the second case, which is why I opted for the first solution. But ultimately, is your problem that there are no stations for the NWM networks? This is something that can be easily remedied for version 3 of SENT while I do the texture work for those networks, and if there is a demand for this type of station.

    Oh yeah, so far I'm very satisfied with SENT. I had tried 1.0 but didn't feel ready for it —but 2.0 is much better, and I feel the roadtop stations are a big part of it. I managed to install all dependencies, too, and it mostly works fine (there's some issues with one street replacement, but I think it must be some sort of PEBCAK error so I'll see if I can solve it whenever).

    My issue is, ultimately, that roadtop stops/stations aren't meant for every part of one's network. Sometimes, it's an aesthetics matter (you have extra space you'd like to take with a full-bodied stop, for instance); other times, it's because of things like NWM or turn lanes. Take for instance this stop, combining both aspects:

    6898fc0dbfb5d_Parada111.jpg.4d3ddfca19c8616294ae105a5e1c7e71.jpg

    The actual bus stop sits on a 1x2 lot, which is part of a park —so I have the extra space and it combines with its environment. At the same time, it's right next to a turning lane acting as the continuation of the one-way road coming in from below. There's no space here for a roadtop station —however, there's enough space for a bus stop with an overlay that looked like this (only much better):

    6898fdb0230fd_Parada222.jpg.847d5bdc66d203113706ad4e0f87181a.jpg

    Since the lot is not actually on the street, it doesn't really matter what kind of base texture it uses (although I agree with 1. working best). The only thing that matters is having the road markings as an overlay, which then allows for one one-size-fits-all solution for 2-lane roads (including avenues and one-way roads) and one for 3-lane roads (including many NWM varieties).

    So, in short, what I'm asking for is non-roadtop/RTMT stops with overlays for road markings. Can it be done? Would you be interested in doing that?

    Thanks!

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    14 hours ago, Aka said:

    The effect would not be very attractive in the second case, which is why I opted for the first solution.

    Really depends on what you need to happen, RTMT works on this second case and to solve for Sidewalk/Grass being baked in with the network texture, we have a GoFSH repository that can easily churn out a set with custom SW/GR for you. SWN already includes these textures by default, it all just happens without users having to think about it.

    Does sent support RTMT?, whilst including your own stations is always an option, RTMT is itself a large and complex mod, so perhaps making RTMT take on SENT's style would be easier here? Sidewalks are baked-in, to ensure we can keep swappable (optional) overlays for the road markings. Likewise the Bus Shelter and other props are all very customisable. Just throwing it out there but with a custom set of Overlays and some Prop Exemplars made to RTMT specs, you get your modifications on RTMT lots.

    Even if that's not how you want to go, you might want to look at the base textures for RTMT, just so you can add your SENT Road/OWR textures for RTMT compatibility with SENT.

    If I can help with any resources you might need here, let me know.

    12 hours ago, Girafarig said:

    There's no space here for a roadtop station —however, there's enough space for a bus stop with an overlay that looked like this (only much better)

    I see what you are asking for, can you add an overlay outside the bounds of a lot as an overhang, oh absolutely that's totally possible using S3D-based texture props. However for every lot you want to be able to use it with, you would need to have at least two versions, one with and one without the overhang. Otherwise every bus stop would show the overlay and I can tell you from experience that won't actually be a good thing.

    BusStopOH.jpg

    But yes this totally can be done, I've used a custom RTMT-ified version of the same stop from your example here. The necessary Prop/Texture and a modified version of Paeng's otherwise default BusStop (so you can see it), are attached to this post:

    MGB BusStop Overhang.dat
    Siding_busstop_OH.SC4Lot

    Note the Lot must be loaded after Paeng's Original or it won't show the modification. Also, I stole AKA's SENT texture to make this, lazily cutting the road from the markings, but with a bit of effort it could look a lot better and of course we can use transparency to help the road markings blend in.

    Now you have the problem of whether or not one overlay would cover all potential situations where you'd want one. For example would it need to be different for networks other than Avenue or pieces other than the FTLs, what about just plain unusual setups, junctions or connected pieces requiring a different overlay to look right? You already mention NWM would need something different, I could envision the number of variants getting out of hand quite quickly frankly, even though the core idea is simple enough to pull off. I also need to mention slope tolerance at this point, because that's one thing S3D textures don't have, which immediately makes this unsuitable for any spots where the land is not totally flat, at least between the bus stop and network receiving the overlay. But yes in theory this is all very doable with a simple prop and some editing of lots.

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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).

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    6 hours ago, rsc204 said:

    I see what you are asking for, can you add an overlay outside the bounds of a lot as an overhang, oh absolutely that's totally possible using S3D-based texture props. However for every lot you want to be able to use it with, you would need to have at least two versions, one with and one without the overhang. Otherwise every bus stop would show the overlay and I can tell you from experience that won't actually be a good thing.

    BusStopOH.jpg

    But yes this totally can be done, I've used a custom RTMT-ified version of the same stop from your example here. The necessary Prop/Texture and a modified version of Paeng's otherwise default BusStop (so you can see it), are attached to this post:

    MGB BusStop Overhang.dat
    Siding_busstop_OH.SC4Lot

    Note the Lot must be loaded after Paeng's Original or it won't show the modification. Also, I stole AKA's SENT texture to make this, lazily cutting the road from the markings, but with a bit of effort it could look a lot better and of course we can use transparency to help the road markings blend in.

    Now you have the problem of whether or not one overlay would cover all potential situations where you'd want one. For example would it need to be different for networks other than Avenue or pieces other than the FTLs, what about just plain unusual setups, junctions or connected pieces requiring a different overlay to look right? You already mention NWM would need something different, I could envision the number of variants getting out of hand quite quickly frankly, even though the core idea is simple enough to pull off. I also need to mention slope tolerance at this point, because that's one thing S3D textures don't have, which immediately makes this unsuitable for any spots where the land is not totally flat, at least between the bus stop and network receiving the overlay. But yes in theory this is all very doable with a simple prop and some editing of lots.

    Yes, I think there's a lot of ifs and buts to it —but however many overlays you need, it's probably less than all the roadtop options for all possible road (+NWM, +turning lane) combinations. I suppose you don't need overlays for the most extreme of cases, but it's certainly doable if we're talking about avenues, roads/one-way roads (which, I reckon, can share the same overlay), 1-tile, 3-lane-wide NWM (so TLA, AVE-2, and OWR-3, all lanes being the same width) and 6-7 lane, 3-tile-wide NWM (AVE-6, TLA-7). That's 4 kinds of overlay covering most non-niche networks.

    The need for flat ground is also something —but it's also a thing for most roadtop stops, which by experience do not mingle well with slopes. And honestly, do you even want buses stopping on slopes, anyway? (?)


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    19 hours ago, Girafarig said:

    (there's some issues with one street replacement, but I think it must be some sort of PEBCAK error so I'll see if I can solve it whenever)

    What texture are we talking about? It's entirely possible that I made a mistake or forgot something... There's so much to do that it's likely.

    19 hours ago, Girafarig said:

    So, in short, what I'm asking for is non-roadtop/RTMT stops with overlays for road markings. Can it be done? Would you be interested in doing that?

    Your request is completely legitimate, and in fact it's an excellent idea. But in short, the idea is that my work should be exclusively for the networks themselves, as there is already a lot to do. The SENT stations are there as an alternative and complement to all the stations that can be downloaded from STEX. I am thinking mainly of @hugues aroux's mod, which is very good and which I drew heavily on when creating my stations.

    The stations you are asking for are stations that are “outside” the network and therefore outside my work. Beyond that, it's not a lack of will, but rather a lack of knowledge to make stations with markings that overlap the network. Maybe it's not difficult, I don't know. For now, I prefer to focus mainly on the network itself, which is substantial enough.

    In addition, the work involved in creating stations that extend beyond the network is quite substantial:

    - 1 ortho lot and 1 diago lot for RD2 and OWR2
    - 1 ortho lot and 1 diago lot for AVE4
    - 1 ortho lot and 1 diago lot for ST
    - 1 ortho lot and 1 diago lot for TLA3, AVE2, ARD3, NRD4, and OWR3 (depending on the network, there are minor differences in width, but these may be negligible for stations).
    - 1 ortho lot and 1 diago lot for OWR1
    - 1 ortho lot and 1 diago lot for RD4, OWR4, OWR5, TLA5
    - 1 ortho lot and 1 diago lot for TLA7, AVE6, RD6

    That makes a total of 14 stations. I'm listing them very quickly here, but we need to look at the details, because depending on the number of tracks, they may not necessarily be compatible despite having the same apparent width (such as NRD4 with the other NWM 1 tiles). In reality, the work is certainly a little more substantial, but nothing insurmountable, on the contrary.

    In the SENT terms and conditions, it states:

    Quote

    The SENT is free to share and modify. This is subject to three conditions :
    • It must always be credited to the original author « Aka ».
    • A hyperlink must point to the SENT support page on Simtropolis, SENT - Support & Development.
    • And a hyperlink to the mod download page, SENT.

    This means that if someone has the desire and time, they can take my textures, modify them, and make a new mod. If @rsc204 wants to continue his work, or someone else does, there's no problem. I can help as much as possible with this work by providing the textures with the different layers in .xcf format (GIMP, sorry for the PShoper users :P).

    7 hours ago, rsc204 said:

    Even if that's not how you want to go, you might want to look at the base textures for RTMT, just so you can add your SENT Road/OWR textures for RTMT compatibility with SENT.

    I'll make a note of it, but not right away. To be honest, I'm not very interested at the moment, but I might be in the future.

    Hey, this has nothing to do with the topic, but is the mix between the European SENT textures and those of the US version of NAM intentional?

    20 hours ago, Girafarig said:

    My issue is, ultimately, that roadtop stops/stations aren't meant for every part of one's network. Sometimes, it's an aesthetics matter (you have extra space you'd like to take with a full-bodied stop, for instance); other times, it's because of things like NWM or turn lanes. Take for instance this stop, combining both aspects:

    6898fc0dbfb5d_Parada111.jpg.4d3ddfca19c8616294ae105a5e1c7e71.jpg

     

     

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    Thank you for your great work on SENT I’d like to suggest adding compatibility with TGN (Terrain Grass NAM) and the No Grass NAM option. Having SENT support them would improve visual consistency.

    Even a small patch or optional version would be very helpful. I’d be glad to help with testing if needed.

    Thanks again for your excellent work!
    all the best

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    Thank you for your message @goatvarna.

    To be direct and honest with you, your request has very little chance of being fulfilled, if any. I understand your desire, and if I could, I would do it. But... SENT is designed in four different variants, and if I have to add another one for each variant so that there is no grass, then I would end up having to design eight variants. The work is already very significant with just the initial base, and this would add even more complexity to the installer (in this regard, I am currently looking for a solution to make it simpler in the future version 3).

    For now, I can't afford to add extra work to SENT with No Grass NAM, TGN, or other versions, so please excuse me.

    My primary goal is to replace the initial Maxis and NAM textures with a more detailed set of textures, but without too much “fuss.”

    I hope you will enjoy SENT despite this shortcoming. And please feel free to send me any suggestions (you never know), or even bugs/omissions.

    Best regards, Aka

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    15 minutes ago, Aka said:

    Thank you for your message @goatvarna.

    To be direct and honest with you, your request has very little chance of being fulfilled, if any. I understand your desire, and if I could, I would do it. But... SENT is designed in four different variants, and if I have to add another one for each variant so that there is no grass, then I would end up having to design eight variants. The work is already very significant with just the initial base, and this would add even more complexity to the installer (in this regard, I am currently looking for a solution to make it simpler in the future version 3).

    For now, I can't afford to add extra work to SENT with No Grass NAM, TGN, or other versions, so please excuse me.

    My primary goal is to replace the initial Maxis and NAM textures with a more detailed set of textures, but without too much “fuss.”

    I hope you will enjoy SENT despite this shortcoming. And please feel free to send me any suggestions (you never know), or even bugs/omissions.

    Best regards, Aka

    Hi, thank you so much for getting back to me.
    Yesterday I was analyzing sent with gofsh, and I realized the incredible and extensive work you did with sent. I also noticed how impossible it would be to replace or remove the grass textures, given the huge number of textures involved.Previously, I thought this was handled in a modular way rather than a mixed approach, which is why I made the request in the first place.No worries at all ,it’s completely understandable hehe. *:thumb:

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    Hey its me again *:thumb:, I thought of a better idea. Instead of redoing everything, what if we just don’t overwrite the grass versions of the textures? Like, for example, swap the road textures with grass ($, $$, and $$$) for the ones without it, using the game’s sidewalk or even a custom one.

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    Hi @goatvarna,

    The problem remains the same, unless I have misunderstood your request. This adds to my workload and increases the number of SENT variants from 4 to 8. For example, there will be RHD/White players who want grass and others who don't. So we will need 2 variants for RHD/White... And 6 more to cover the whole SENT range.

    In fact, in the same spirit as yours, I wanted to create a second version of the Rural option for SENT, visible in the last image of this message:

    https://community.simtropolis.com/forums/topic/763491-sent-support-development/?tab=comments#comment-1801656

    But the work quickly became complicated, partly because of the installer and the four base variants it offered, and the extra workload that this represented... And perhaps because of the limited benefits it would have brought. All this for a rather simple option, since it only concerned the RD2 (Road Maxis) network.

    The way you suggest modifying the textures is quite accurate for most of my textures. For the RD2 network and a few exceptions here and there, it is slightly more troublesome, because some of the junctions for low density (give way) do not have the same road markings as for medium and high density (traffic lights). But for most cases, you can take texture 0x######04 (no zone, give way) and copy/paste it onto the low-density textures (0x######14, 0x######24, 0x######34). Here too, you just need to pay attention to the road markings for certain textures: textures without zones have longer dashes than those with zones (low, medium and high density). But that's a minor detail...

    Once again, I won't be able to take on this job. To be honest, the SENT (all variants combined / complete file) currently has around 28,000 textures. There are approximately 3,000 unique textures with grass per variant (rough estimate)... That's the number of textures you'll need to modify, x3, because there are three levels of wealth with grass. The rest are mainly textures for S3D matrices such as bridges, puzzle pieces, etc.

    But if you wish and are sufficiently motivated, I can send you the .png textures for the SENT variant you are using. The work is not complicated, just very tedious and time-consuming...

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    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 !

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    34 minutes ago, Aka said:

    Hi @goatvarna,

    The problem remains the same, unless I have misunderstood your request. This adds to my workload and increases the number of SENT variants from 4 to 8. For example, there will be RHD/White players who want grass and others who don't. So we will need 2 variants for RHD/White... And 6 more to cover the whole SENT range.

    In fact, in the same spirit as yours, I wanted to create a second version of the Rural option for SENT, visible in the last image of this message:

    https://community.simtropolis.com/forums/topic/763491-sent-support-development/?tab=comments#comment-1801656

    But the work quickly became complicated, partly because of the installer and the four base variants it offered, and the extra workload that this represented... And perhaps because of the limited benefits it would have brought. All this for a rather simple option, since it only concerned the RD2 (Road Maxis) network.

    The way you suggest modifying the textures is quite accurate for most of my textures. For the RD2 network and a few exceptions here and there, it is slightly more troublesome, because some of the junctions for low density (give way) do not have the same road markings as for medium and high density (traffic lights). But for most cases, you can take texture 0x######04 (no zone, give way) and copy/paste it onto the low-density textures (0x######14, 0x######24, 0x######34). Here too, you just need to pay attention to the road markings for certain textures: textures without zones have longer dashes than those with zones (low, medium and high density). But that's a minor detail...

    Once again, I won't be able to take on this job. To be honest, the SENT (all variants combined / complete file) currently has around 28,000 textures. There are approximately 3,000 unique textures with grass per variant (rough estimate)... That's the number of textures you'll need to modify, x3, because there are three levels of wealth with grass. The rest are mainly textures for S3D matrices such as bridges, puzzle pieces, etc.

    But if you wish and are sufficiently motivated, I can send you the .png textures for the SENT variant you are using. The work is not complicated, just very tedious and time-consuming...

    hi!

    I managed to modify and overwrite the files yesterday using a .bat to automate it. I was able to remove the grass textures everywhere. The only tedious part was figuring out the patterns that weren’t 0-1-2-3 but instead 8-9-A-B or something like that, and the repackaging process with GoFSH. But other than that, it worked out great.

    And once again, thanks a lot for your time and effort on SENT,an amazing mod, and I wish you the best of luck!*:thumb:

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    I think it's a good work that will make this game more and more interesting when I playing it.but I found the slope of road is different from before when i inastalled

    it and I played the game.

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    Hello @megie,

    Thank you for your comment. It seems unlikely to me that SENT would change the slope angle, as none of the parameters within the mod interact with this.

    Have you perhaps installed a slope mod, such as these ?

    So, try doing a quick and easy test:

    1 - Rename your plugins folder to something else, such as “Original Plugins” (under C:\Users\Documents\SimCity 4\Plugins").

    2 - Create a new folder with the correct name, “Plugins.”

    3 - Inside, reinstall NAM (new installation) with your usual settings. No other mods besides NAM.

    4 - Test your game and try several types of slopes with different networks.

    5 - If everything is fine so far, add SENT to Plugins (new installation too) with NAM. Try the game again.

    6 - If everything is fine in step 5, then you have another mod besides NAM and SENT that is interfering with the slope degree in your “Original Plugins” folder. If, on the other hand, you still have a slope problem that seems to be caused by SENT, then please let me know.

    Please follow the order of actions carefully, it is important.

    Thank you in advance for your work.

    Best regards,

    Aka

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    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 !

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    On 2025/9/22 at 12:38 AM, Aka said:

    Hello @megie,

    Thank you for your comment. It seems unlikely to me that SENT would change the slope angle, as none of the parameters within the mod interact with this.

    Have you perhaps installed a slope mod, such as these ?

    So, try doing a quick and easy test:

    1 - Rename your plugins folder to something else, such as “Original Plugins” (under C:\Users\Documents\SimCity 4\Plugins").

    2 - Create a new folder with the correct name, “Plugins.”

    3 - Inside, reinstall NAM (new installation) with your usual settings. No other mods besides NAM.

    4 - Test your game and try several types of slopes with different networks.

    5 - If everything is fine so far, add SENT to Plugins (new installation too) with NAM. Try the game again.

    6 - If everything is fine in step 5, then you have another mod besides NAM and SENT that is interfering with the slope degree in your “Original Plugins” folder. If, on the other hand, you still have a slope problem that seems to be caused by SENT, then please let me know.

    Please follow the order of actions carefully, it is important.

    Thank you in advance for your work.

    Best regards,

    Aka

    thank you so much!I will try like this way that you say.

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    It's good to know that SENT isn't compatible with No Grass NAM and Terrain Grass NAM. SENT wasn't working properly for me using those mods. 

    Are these curved corners the intended look of SENT? The straight lines don't totally match up with the curved lines. Thank you!

    SimCity_4_2025-11-09_21-09-05.jpg.c282d6ee17771c6b88c6f9a1eef48fb6.jpg


    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    Hello @Turnstyled,

    On 10/11/2025 at 2:15 AM, Turnstyled said:

    It's good to know that SENT isn't compatible with No Grass NAM and Terrain Grass NAM. SENT wasn't working properly for me using those mods. 

    In the “Read me” file included in the SENT download, it is noted that the mod is not compatible with all other mods that interfere with the modified networks in SENT (and also in the first post of the topic), under the heading “SENT 3 - Texture Replacement”: Makes other mods that replace road network textures, apart from those supported by SENT, compatible with SENT. (...)

    That is, RD2, OWR2, and OWR1. These networks are textures that have also been modified in the NGN and TGN mods. But I can understand the confusion, and I will consider noting these incompatibilities in the future version 3. That said, you can normally use the NGN and TGN mods with SENT, as long as the latter is read after the first two mentioned. I haven't tried it, but I gather that my mod will overwrite the NGM and TGN textures on the networks supported by SENT, but not on the other networks.

    On 10/11/2025 at 2:15 AM, Turnstyled said:

    Are these curved corners the intended look of SENT? The straight lines don't totally match up with the curved lines. Thank you!

    Indeed, the line is very slightly offset. I made a small modification to reduce this offset. Download the attached file and save it under (Windows) “C:\Users\Documents\SimCity 4\Plugins\SENT\SENT”.

    The file should be read after the “SENT 1 - Core - X” file.

    I hope this helps.

    Aka

    Edit: The file is no longer distributed, as it has been integrated into version 2.1 of SENT.

     

    • 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 !

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