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Thorvin

Euro Road Textures Mod

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Thx Andreas, I found the problem. It wasn't Jeronij's but a left-over from Pegasus Mountain Pack. I have several different type of maps going on that use different modds and sometimes I get a bit lost, specially with those ones that have install executables, as I never take note where is installed or choose the proper path for them, and when I need to uninstall them, I always forget something behind. 44.gif

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Originally posted by: ebina I made a small thing. Street to Avenue connections still have yellow lines. I modified it.

stavekg5.jpgquote>

That looks quite nice, much better than the yellow markings. I will try it 44.gif.

Also, has anyone thought about making a black top street mod?


Why does one drive on a parkway and park on a driveway?

Why is delivery by boat called a cargo and one by land called a shipment?

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I'd assume not.

Is there any third party add-on that modifies the textures, without having the zebra crossing mod installed, that puts the two white lines for road crossings on road intersections (as can be seen in ebina's picture of the avenue)? Right now, the textures at intersections look a little off and there is only one dotted line marking the beginning of the road intersection - no room for people to walk.

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I'm sure I'm not doing something right. The folder is in the NAM folder, after all the others, and I even changed the first letter of the folder to Z. Most the other NAM textures are working though, including one way over road, road over street, the ram... just not road over road, onslope, and a few others. The tunel textures apear to be wrong too. The bus thing I've fixed though.

Hatterson-Mar.jpg

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The bridge is 3rd party. You have to change the textures by yourself 4.gif

And the texture of the tunnel entrance is correct (as you can see)

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I think that the bridge is just an overhanging prop, made by blahdy for the NAM puz pieces so it should change to euro... Not sure how to fix it.

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They're actually the NAM pieces, the bridge and walls are done by buddybud, overhanging props is all. I actually fixed this one myself by changing around a few files. Thanks anyway though guys. 3.gif

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I've recently downloaded the euro textures for roads and for highways.

Does this happen to you?
fetbug1nn3.jpg
fetbug2py8.jpg
fetbug4jb3.jpg
fetbug5ff7.jpg
fetbug7ni7.jpg
fetbug8bn1.jpg

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to solve this, you need to make sure that the asphalt mod and the euroroad mod is loaded after the NAM, for a solution you change the name of the mod by putting a z in front. so you have zzasphalt_mod and zzeurostyle. understand? hope this solves your problem!

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Thanks tommiej, it solved most of it.

Only the ground highway parallel onramps and that ground highway perpendicular onramp I have at the bottom right of my images are still with the same issue. But that is probably related with the textures that andreas roth talked about.

Thank you for your help people.

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Last Online: A long, long time ago... 
 

this is a good looking mod but eats lot's of CPU and memory! so this being just eyecandy i deleted it and now back using the roads that came with the game.

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its great, But Im still seeing yellow lines on road centers (a road with 4 other roads going outwards all differnt ways) Its very anoying. Any suggestions? 15.gif

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the asphalt highway is cool. is there anything that can change highway bridges to asphalt texture??? anyone....thanks in advance

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Yes suplado!, someone has to manually change those textures for the 3D models for all the pieces of the interchange. If someone is willing to do it they certainly can... but finding someone knowledgable that isnt working on something else is rare to find.

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anyone who can make an asphalt highway bridge texture..thanks!

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I love the euro road textures mod. However, I have some comments about it, specifically regarding its effect on (1) road-over-underground-rail pieces and (2) El-rail-over-road pieces.

Before the euro mod, each of the road-over-UG-rail pieces had two lamppost props (when I hover a query cursor over them, they are called "East Germany Lampposts"). I liked these props: they helped me see exactly where my UG rail was. Probably a lot of people were annoyed by them, but I missed them. You see, the euro texture mod removed them: they do not appear when I place road-over-UG-rail pieces.

I figured the "zzz1_NAM_Euro_Textures_URail.dat" file in the "z_Euro Road Textures Mod" folder controlled the look of road-over-UG-rail pieces, so I removed this dat file and voila! my beloved East Germany Lampposts returned when placing road-over-UG-rail pieces. BUT, an unintended side effect was that EL-rail-over-road pieces lost their euro textures.

Another point: whether "..URail.dat" is loaded or not, the road-over-UG-rail pieces do not have euro texture. I know these pieces were changed for the euro texture mod, since the East Germany Lampposts were eliminated. But, these road-over-UG-rail pieces have double-yellow stripes.

To summarize: With euro textures installed, I get road-over-UG-rail with yellow stripes, but no East Germany Lampposts, and beautiful EL-rail-over-road pieces. If I remove "zzz1_NAM_Euro_Textures_URail.dat", I get the road-over-UG-rail lampposts back, yet they still have yellow stripes. But removing "...URail.dat" changes EL-rail-over-road so that they lose euro textures (they have yellow stripes). If I continue to leave "..URail.dat" out of the zzz1 folder (because I want the lampposts on my road-over-UG-rail), my EL-rail-over-road pieces lose their euro texture.

My questions are: Why does the "..URail.dat" file affect/control EL-rail-over-road? I would think there would be a "zzz1_NAM_Euro_Textures_ElRail.dat" file to control EL-rail-over-road separately. Why do road-over-UG-rail pieces have yellow stripes instead of euro dashed white stripes? Were the East Germany Lampposts purposely eliminated, or was that an accident? Is there a way to get them back yet still have euro-textured EL-rail-over-road? Do you plan to produce an updated euro texture mod which will include altering the road-over-UG-rail pieces' yellow stripes? Is it possible to give us a choice to keep or eliminate the East Germany Lampposts? (i.e. a player like me who is installing euro road textures could choose whether or not to eliminate the lampposts)

I hope what I've written makes sense, and is perceived as constructive feedback. I can't imagine how much time and effort went into getting the great-looking euro textures to their current state of development. I just wanted to let you know that road-over-UG-rail still has yellow striping, and that I'd like a choice on whether or not to have the East Germany Lampposts. I don't know if you were aware of any of these points, so I thought I'd bring them up. I can include a series of four screenshots, if you think it'd be helpful.

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IIRC, when I made the Euro textures for those pieces, I didn't really like the lampposts, so I edited the T21 exemplar files. I can't remember if I left them in the DAT on purpose or not, but if you open the "zzz1_NAM_Euro_Textures_URail.dat" with the Reader, simply remove the two exemplar files that appear in the list (click "Fill the list", then right-click said exemplar files, select "remove file", and then save the DAT).

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Oooo,  a possible solution! Thanks for the info. I figured it was a case of someone not liking the lampposts (they are, after all, a bit much having them on each piece) If I understand you correctly, the older (with-lamppost) exemplars should re-assert themselves. I'm thinking these road-over-UG-rail pieces will still have yellow stripes (because that is a separate issue from the lampposts), but it will be really great if I can get the lampposts! I will post a reply later. Thanks again!

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Andreas, your solution is flawless. You are, in the words of the poet, "Da Man" :-)

I took a screenshot so you could see the end result, but also so that you can see that the only area of

concern is that road-over-UG-rail does not accept the euro road texture mod (with or without lampposts).

I can definitely live with that, since I no longer have to load and unload the URail.dat file.

My friend, you made my day! Thanks!

Andreas is a genius 

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The Euro Road Textures Mod needs to be updated, since some texture IDs for those puzzle pieces have been changed or added in the latest NAM version. Unfortunately, my free time is somewhat limited at the moment, but it's definitely on my list. I'll have another look into the T21 issue as well, and see if I can come up with a better solution.

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So, euro texturizing the pieces is on the "to-do" list? Most excellent, my friend. I volunteer to be a "test driver". :-) On the T21 issue: you'd have to take a poll to be sure, but I'm guessing a majority of Simtropians would rather not have the East Germany Lampposts. Or, would want them placed every other tile, or some such. (Online forum poll?) I'm only guessing, of course. You'd be a better judge than me since, IMHO, you should be promoted from "Simtropolis Geek" to "Sim Wizard". See you online...

gecko001

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Sounds like a great idea! I hope it is not too time-consuming to separate the T21's. But having one manual step to the process seems very reasonable. And it is an especially good approach since, by default, the file will be present and the lampposts will therefore be suppressed. Then, it is only "retro weirdos" (like me ;-) ) who'll need to go in and delete the T21, so the lampposts will show up.  I'd say that is a pretty elegant solution! Good thinking!

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Sounds like a great idea! I hope it is not too time-consuming to separate the T21's. But having one manual step to the process seems very reasonable. And it is an especially good approach since, by default, the file will be present and the lampposts will therefore be suppressed. Then, it is only "retro weirdos" (like me ;-) ) who'll need to go in and delete the T21, so the lampposts will show up.  I'd say that is a pretty elegant solution! Good thinking!

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Any progress on updating the textures for the latest NAM changes?

Just ran into this with the corner puzzle pieces still using non-Euro Textures

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