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Aka

SENT - Support & Development

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Thank you so much for explaining in detail. Regarding the incompatibilities, I was going by what I read earlier in this thread.

I will test the modification that you made momentarily. Thank you again.

Edit: Indeed, the offset is better with the file that you provided. Also, I tested with the Maxis roads and a SAM road not supported by SENT (SAM 4 - PEG Dirt Roads from NAM) using Terrain Grass NAM. Terrain Grass NAM appeared for the SAM 4 road, but not the Maxis roads. Thus, everything is working as you described!

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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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This is looking really nice, they should consider it to included this in NAM

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    An overview of the work done: all NWM networks are now complete. Some comparisons of the original/SENT textures to see the difference and the corrections made to the three-tile NWM:

    Spoiler

    1.jpg.3e39ca6ebdf8059119bb7ed45385d809.jpg2.jpg.f607c3c966bb24112af349d3066db041.jpg3.jpg.59767a32c10d1cfa9d98e1dcef036adb.jpg4.jpg.febd1efd9cbbc0fe6b78af073ae4d911.jpg5.jpg.68ba9d1631f8603808e45b1bb00dbb67.jpg6.jpg.370c5281b2710564483bfb49b625db96.jpg7.jpg.2f0e27580bb48a807cabfabc1a9397ba.jpg8.jpg.97d3941631deee410d50e5291e725936.jpg9.jpg.2b8a0b70b3b503edf588ba39dec96f4f.jpg10.jpg.057b744af9ef57d79d3b66a875c72215.jpg

    Next step, SAM textures...

    Aka

    • 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 !

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    I am Lab Rat.

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  • Original Poster
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    Hello,

    Here are some pictures of SENT with the SAMs (and these replacement mods). This work has been shown before, but the post containing the images was lost when the website went down.

    Spoiler

    20.jpg.30868eb7699e4a74f53a34170ef2600f.jpg21.jpg.c205f48f03d42c37b65c11e9875a445a.jpg22.jpg.366b7fe3094772c65d98a5002f28af1e.jpg23.jpg.a967e78ce2bafe07d4cf03735cf2a19b.jpg24.jpg.226b1e330456075d4c681a5e2e004b7e.jpg25.jpg.44977bbfd773fbb4a0858c7609b6758c.jpg26.jpg.c67ce7eeb84f5c167e65d2617c2d6f84.jpg27.jpg.7976207fc3d2d075ca751b4bced5fe7f.jpg

     

    Spoiler

    SAM2 - Grey HerringboneBrick, rivit

    30.jpg.5d325adadd4e102684a11ff86f0074d3.jpg

    SAM4 - NZ Gravel, rivit

    31.jpg.06555acc08355a7eb92229f89ce6fc18.jpg

    SAM5 - Rural Tarseal, rivit

    32.jpg.e497dd89d69e57c37e00b1394cd49b50.jpg

    SAM6 - Darkened, rsc204

    36.jpg.0611e866d3afc7f1896c9a9af5c525b3.jpg

    SAM6 - Detroit, hugues aroux

    33.jpg.f004e57e6816469f7dc0614ab188e0d6.jpg

    SAM7 - Bikepaths, rsc204

    34.jpg.3b19ebc4ddcb32f35d1686f541fd8045.jpg

    SAM8 - Firenze, hugues aroux

    35.jpg.39cec99ad2d09695a1ccc0d3485550a0.jpg

    And the latest additions: standard roundabouts with and without GLR, as well as turbos for the AVE-4 and RD-4 networks.

    Spoiler

    01.jpg.65056a3e0e8732f81e3c3bac48a3c229.jpg02.jpg.bf2cbb3ea2aed68b4fa7d868b43f4f07.jpg03.jpg.4c36da2c17aa9e1bad9d925b830f5e91.jpg04.jpg.8c2dc001cc084ab5a4c4fe6c332342c0.jpg05.jpg.90273e3af2eb4df3b0f89f89c21de002.jpg06.jpg.e371817552a2351bdcfb5181838a63ac.jpg07.jpg.4597e0c8905c560462c6a4892d53a771.jpg08.jpg.d199f265ba88da2fac7eb95da3d09591.jpg09.jpg.4fe0d06b26fe0fbe5dbae30ca4773fbd.jpg10.jpg.76d143da0be8bdbb2c839ab889286ac8.jpg

    I hope you like my work; please do let me know if you have any comments. See you soon!

    Aka

    • 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 !

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    Posted:
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    Like your work is an understatement. This is awesome. Very well made! 

    The only Sam a am missing is catalyst (MGB bikelanes) Sam 5? But of course, you can't force anyone to make it. It is my most-used sam

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    Love the way SENT looks and really appreciate the effort that has gone into this! The look and feel of the textures is perfect and it just seems like a giant upgrade. I had a few points on my wish list:

    • Grass textures: I'm using Lowkee's Appalachian grass as a uniform texture for all wealth levels so standard grass on transportation tiles really stands out. It would be great to be able to customize my SENT setup in this regard. Possibly through Rivit's GoFSH similar to @hugues aroux?
    • Crossing textures: Having crossings at almost every junction is a bit much for my liking. I usually add crossing lots manually. Having an on/off toggle option in the installation would be fantastic.
    • Props: The street signs are a nice touch, but some don't fit with the Scandinavian style I'm going for. Similarly I think I spotted a conflict with my stoplight mod. An on/off toggle option would work here too, maybe per category of props?
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  • Original Poster
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    Thank you so much for your comments!

    @Ernestmaxis : Maybe I didn't quite get your point, but why not use @rsc204's SAM7 : https://community.simtropolis.com/files/file/30929-cataylsts-sam7-bikepaths-mod/ ?

    @Dead_End : 

    As for the grass, I’m afraid there’s nothing I can do. You’re not the first person to ask me about this. In fact, I had no experience with textures before starting SENT, so I followed a few tutorials to get started, and my workflow doesn’t allow for easily changing the textures of resources or grass. I work with image editing software (GIMP) on .PNG files, unlike @hugues aroux, who uses a different method that makes it easy to modify this parameter (vector graphics).
    Currently, SENT consists of approximately 35,000 to 40,000 .PNG files for all these variants and options; about 30–40% of these files contain resource textures. That’s far too many for me to go back and change my workflow. Sorry.

    When it comes to crosswalks, the answer is almost identical to the previous one regarding detail textures. To go into a bit more detail about how they work: I deliberately chose to create crosswalks that are larger than the default ones in the Maxis/NAM game, which are usually just two parallel lines. But unlike in the base game, since my crosswalks are larger, they aren’t displayed when there are no buildings nearby. As a result, crosswalks are mostly visible in built-up areas. I can understand that, depending on the look and feel of the city you want to create, such large crosswalks might be a bit too visually “intrusive.” This is something I’ve taken into account (belatedly) since I started working on the third version of SENT (AVE4 & RD4), so I’ll try to add more variety in this regard when I work on the fourth version.
    One final note on this: in the first version of SENT (RD2, OWR1 & OWR2), I placed crosswalks almost systematically wherever pedestrians crossed the road, displaying the path taken by pedestrians using the “Path” command from Extra Cheats Plugin.dll. But now, it’s less systematic, and I try to weigh the pros and cons of what seems excessive and what doesn’t.

    Finally, regarding the T21 accessories, version 3 already includes an option in the installer so that players can choose between using my T21s or an alternative (Maxis/NAM or another mod). Furthermore, since there’s now a DLL mod that lets you place accessories anywhere you want without restrictions, it’s clearly wiser to let players decide for themselves!

    Thank you for your suggestions.

    And here are a few pictures:

    Spoiler

    Auto turn lanes for AVE4. I've added a junction variant, similar to the one in @Mas71's mod (RHD / LHD), so you can always choose based on your preferences. Of course, there are LHD and RHD versions, in white or yellow!

    6a2864aa4547f_1AutoturnlaneRHD.jpg.4b427ff565b9f9a12727b555c63aeed1.jpg6a2864ab054c5_2AutoturnlaneRHDalternative.jpg.4df38d3fc5860d2b0b2b4ed4bcb58c91.jpg6a2864ac514a7_3AutoturnlaneLHD.jpg.1b68047214b412cf19e83f3f757b55fe.jpg6a2864ada490a_4AutoturnlaneLHDalternative.jpg.df9ddd242f4c72d4712317c089e27b4b.jpg

    And a few odds and ends...

    Lots.jpg.41cc5be2623ef0b400bca13828e3965b.jpg6a2864b4885bf_Turnlanesruralroad.jpg.75b9f8352bd41d05ac3d8e78f683c726.jpg6a2864b0ad7bd_RRW-DTR.jpg.452a9b98dfaa1d2c0d686cffe99b5110.jpg6a2864b2c45c9_RRW-STR.jpg.cf5364bef07270a6745db3799fd30f71.jpg

     

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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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    Nice! Except... traffic stop light going wrong for LHD... The RHD was OK!

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    I loves SimCity 4 forever! *:thumb:

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    On 9-6-2026 at 9:13 PM, Aka said:

    Thank you so much for your comments!

    @Ernestmaxis : Maybe I didn't quite get your point, but why not use @rsc204's SAM7 : https://community.simtropolis.com/files/file/30929-cataylsts-sam7-bikepaths-mod/ ?

    @Dead_End : 

    As for the grass, I’m afraid there’s nothing I can do. You’re not the first person to ask me about this. In fact, I had no experience with textures before starting SENT, so I followed a few tutorials to get started, and my workflow doesn’t allow for easily changing the textures of resources or grass. I work with image editing software (GIMP) on .PNG files, unlike @hugues aroux, who uses a different method that makes it easy to modify this parameter (vector graphics).
    Currently, SENT consists of approximately 35,000 to 40,000 .PNG files for all these variants and options; about 30–40% of these files contain resource textures. That’s far too many for me to go back and change my workflow. Sorry.

    When it comes to crosswalks, the answer is almost identical to the previous one regarding detail textures. To go into a bit more detail about how they work: I deliberately chose to create crosswalks that are larger than the default ones in the Maxis/NAM game, which are usually just two parallel lines. But unlike in the base game, since my crosswalks are larger, they aren’t displayed when there are no buildings nearby. As a result, crosswalks are mostly visible in built-up areas. I can understand that, depending on the look and feel of the city you want to create, such large crosswalks might be a bit too visually “intrusive.” This is something I’ve taken into account (belatedly) since I started working on the third version of SENT (AVE4 & RD4), so I’ll try to add more variety in this regard when I work on the fourth version.
    One final note on this: in the first version of SENT (RD2, OWR1 & OWR2), I placed crosswalks almost systematically wherever pedestrians crossed the road, displaying the path taken by pedestrians using the “Path” command from Extra Cheats Plugin.dll. But now, it’s less systematic, and I try to weigh the pros and cons of what seems excessive and what doesn’t.

    Finally, regarding the T21 accessories, version 3 already includes an option in the installer so that players can choose between using my T21s or an alternative (Maxis/NAM or another mod). Furthermore, since there’s now a DLL mod that lets you place accessories anywhere you want without restrictions, it’s clearly wiser to let players decide for themselves!

    Thank you for your suggestions.

    And here are a few pictures:

      Images (Reveal hidden contents)

    Auto turn lanes for AVE4. I've added a junction variant, similar to the one in @Mas71's mod (RHD / LHD), so you can always choose based on your preferences. Of course, there are LHD and RHD versions, in white or yellow!

     

    And a few odds and ends...

     

     

    Maybe I was a little too stunned by your images. I was half-blinded, but you’ve just got these right there. How silly of me?!
    But the MGB content was created by user Catalyst, a Dutch player... Amazing street mod, of course finalized by none other than MGB.

    • Like 3

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