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Thorvin

Euro Road Textures Mod

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I begin a mod for new road textures.

First I change the yellow lines by broken white line. The mod is still incomplete but the most important have been made.
You can download it here :
Update 28/02/2005 : http://thorvin.free.fr/sc4/mod/EuroRoadTexturesMod014.zip

<ahttp://thorvin.free.fr/sc4/mod/EuroRoadTexture.JPG width=799 align=baseline>

This is a part of the Euro Road Network project so download the zebra crossing mod and euro stop light too to have beautiful crossing. 
Here is a screenshot :

<ahttp://thorvin.free.fr/sc4/mod/Melisse.JPG width=1023 align=baseline>

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Ah, finally! This is what I've been waiting for for years!  I'll download just now. Hope the final version's gonna be out soon. 

Thanks a lot for your work, this is very much appreciated!

25.gif44.gif

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Thorvin,

I really liked those different spacings of the lane separator for unzoned/IR and commercial/residental areas that could be seen in your posting over there at the Zebra crossing. Have you removed this?

Also the idea with the full line for curves is great!

~bean~

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That looks excellent...

Great work!!44.gif

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  • Original Poster
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    Date: 1/29/2005 10:38:21 PM
    Author: MayorBean
    Thorvin,

    I really liked those different spacings of the lane separator for unzoned/IR and commercial/residental areas that could be seen in your posting over there at the Zebra crossing. Have you removed this?

    Also the idea with the full line for curves is great!

    ~bean~

    In fact I have a problem with the different spacing, it's more difficult than I thought (There is no texture dedicated for unzoned). So in a first time the lane separator will be the same for all areas.

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    Wow ! I've always wanted to have this road texture, now it is finally possible !!! You did a real nice work ! 19.gif

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    Posted:
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    Date: 1/30/2005 6:00:08 AM
    Author: Thorvin

    In fact I have a problem with the different spacing, it's more difficult than I thought (There is no texture dedicated for unzoned). So in a first time the lane separator will be the same for all areas.
    quote>

    Thorvin, afaik the zone type 0 is for unzoned areas. That was at least in plain SC4 and I used it for alleys. Don't believe it has changed by now.

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    What I like about the current spacing is that even using the no one-way arrows mod, you can clearly see the difference between roads and one way roads.  Please keep it that way.

    I've installed it and the existing road tiles already look perfect - can't wait to get rid of the remaining bits of that yucky double yellow line.

    9.gif

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    Yes, and what a way to intruduce yourself to Simtropolis. Can't wait too see more from you in the time to come. 44.gif

    Yeah, the tiles you've done so far look just great. I think I may give you hand with this project... *fires up reader*

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  • Original Poster
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    Date: 1/30/2005 6:25:30 AM
    Author: MayorBean

    Date: 1/30/2005 6:00:08 AM
    Author: Thorvin

    In fact I have a problem with the different spacing, it's more difficult than I thought (There is no texture dedicated for unzoned). So in a first time the lane separator will be the same for all areas.


    Thorvin, afaik the zone type 0 is for unzoned areas. That was at least in plain SC4 and I used it for alleys. Don't believe it has changed by now.

    Have a look here : http://thorvin.free.fr/sc4/mod/Exemple-0.JPG
    I have just change the 0 zone type texture and i have the problem with high (or medium) density zones.
    Or is it a bug of my simcity ???

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    Posted:
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    Date: 1/30/2005 7:41:53 AM
    Author: Thorvin

    Have a look here : http://thorvin.free.fr/sc4/mod/Exemple-0.JPG
    I have just change the 0 zone type texture and i have the problem with high (or medium) density zones.
    Or is it a bug of my simcity ???


    It looks like probably the same problem Trolca ran into with his dirt streets mod. Though made for unzoned/farming, they would sometimes show up near higher density zones. Most likely meaning a bug in SimCity we probably can't fix.

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    Hi Thorvin,

    I just want to say THANK YOU from me (and from all the european style players I guess 19.gif). The yellow lines mean danger or provisionality in my country and I find this looking much more familiar and confortable to me.

    I have downloaded it, and I will try it inmediatly in my CJ. Thanks again for a great job 44.gif.


    (I

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    Hmm... it just occured to me that there are some pieces that it probably wouldn't be possible to do: namely highway on-ramps ans the NAM puzzle pieces. The on-ramps are models with FSH textures, like BATs, and not just textures,  and everybody involved in the NAM seem to be away with RLS. This is a bit of a shame, as I use those extensively. Any thoughts on this?
    EDIT: Hang on a sec... <ahttps://www.simtropolis.com/idealbb/files//smack.gif align=baseline>of course, the one-way pieces fit the bill just right visually in all cases. Would it be possible to just do a switcharoo on the instance numbers? Or would this screw up the path files? Are path files part of the model files, or something else? It this works, it would be a fair bit of work, and the road pieces would now look just like the one-ways... but that would certainly be a fair price to pay, in my opinion.

    Well, gotta find them first of all... *goes off to fiddle*

    EDIT 2: OUCH. It's not that simple. Both the NAM and the game are a lot more complex than just one-model-per-overpass. I can't figure it out. I need some EXPERTISE on this. Help!

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    Posted:
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    yum3kk.jpg
    great mod so far though 29.gif cities really look so much better
    i can see some yellow lines there...but as you said its still incomplete. cant wait until its finished 25.gif4.gif19.gif

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    Posted:
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    Re: The Urban/Rural difference

    My understanding is as follows

    When a zone develops, the texture on the road tile adjancent changes to the appropriate pavement. The road texture is then overlaid on top of this. The reason why there are 4 different types of road texture is for the different shades of grass that appear on diagonals, so the 4 textures are Full Pavement/Dirt/Nothing, Pavement with $ Grass, Pavement with $$ grass and pavement with $$$ grass.

    So I don't think differentiating between urban and rural is possible.

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    I would love to d/load. But Im going to wait for some of the issues to be sold because I cant stand searching for my plugins to update lots

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    GB, search for a topic called

    Plugin Folder Clean up, or words to that effect, use folders to collate what you have in there, I do, and it takes no more than 3 minutes to replace an updated lot from the STEX.

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    I have to say that this looks like a very good mod. I am so sick of those yellow lines. I'm going to download as soon as I get home. Brillant work. Keep it up. I would use the zebtra Xing mod but it doesn't blend in with australian cities. Still a great job.

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    this sucks8.gif8.gif

    <ahttps://www.simtropolis.com/idealbb/files//C

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    great job man , this is amazing work so fast 35.gif

    edit .. you mean the ramp bug fixed ??? because itestet it but theres still no texture , do i need to remove the old ones?

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    Posted:
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    Thorvin -

    Did you use the one way streets texture as a base? If so the alpha map on the largest of the straight one way road texture was missing in the game, so you need to copy the alpha map from the standard straight section to your new FSHs.

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    Posted:
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    Date: 1/30/2005 12:02:21 PM
    Author: GingerBlokey
    I would love to d/load. But Im going to wait for some of the issues to be sold because I cant stand searching for my plugins to update lots
    I feel the same way. I think if i were to download it  now, I would just feel like some weird test subject. lol

    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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