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Flann

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Everything posted by Flann

  1. Gone FSHin'

    Hey there @rivit, I have a special request for the Bender program. Would it be possible to allow rotating and/or mirroring an input texture? RHW in particular has a lot of asymmetrical textures and I spend a lot of time making redundant rotated copies of the texture so that I can bend them how I need them. If we could just specify a rotation/mirror pair e.g. ( 0, 0 ) , ( 3, 1 ) etc, that would be perfect. Thanks for all you do!
  2. NAM General Support

    Working on it :
  3. Show us What you're Working On

    A new suite of road to OWR-1 ramps are coming soon: Some examples of applications:
  4. NAM 42 Now Available

    Tarkus can confirm, but I suspect that's just a difference in the text description of the controller. The NAM controller itself would have no way of knowing whether or not the executable is patched, so if you've followed the instructions and successfully patched the exe (which i believe you have, since your game did not crash upon loading full NAM controller) you should be worry free.
  5. I'm sorry you're having such difficulty. It's really strange because your system has the same components as mine (Ryzen 7 3700x and RTX2070 Super). I'm also on driver version 471.96. Currently, I am using DDrawCompat, it's really simple to use just drop the DDraw.dll into the folder with the SC4 executable. You might also try windowed mode instead of fullscreen. Edit: I dunno if you know but the game doesn't natively support resolutions like 1440p and you need to either be in software rendering OR using a direct X wrapper to enable the higher resolution. That may be the cause of your CTD
  6. I have the same card and I'm able to run the game okay, and generally have been keeping the drivers up to date. Try a driver update, and make sure you're using the optimal command line switches (or use a launcher). If that doesn't work, give one of the DirectX wrappers a try.
  7. NAM 41 and questions

    Thanks to @rivit and others, there are RRW lot support texture packs for the various rail content that's been created over the years. You can download it on Rivit's one-drive SC4 Resources - OneDrive It has support for North Country Dude, BSC, Cogeo, MGB, NOB, Simmer2, and WMP rail textures, so if you find a rail yard suitable to your taste, it should visually match the RRW with the above files installed. Personally, I like the NCD rail yards.
  8. NAM 42 Now Available

    There weren't any changes made to the puzzle piece viaducts, they will continue to work. You could convert to draggable viaducts if you want to, L2 functionality should be pretty much the same as the puzzle pieces. L1 is lagging behind still.
  9. NAM General Support

    Yes, but it will get added at some point, perhaps NAM 43, no guarantees though.
  10. NAM General Support

    Short answer is no. In ramp terminology, I believe that would be considered an E3-inside. Maintaining a RHW-4 through the curve would require an E2-inside, which also does not exist. The only E-type inside ramp is the E1-inside. There is an REW ramp that will do this, but unfortunately no transition exists yet between diagonal OWR and RHW-4.
  11. NAM General Support

    @Henry Crun @AsimPika3172 would you please add this patch to your plugins, (create a folder within the 'Network Addon Mod' folder called 'z_patches' and place it there) and please let me know if this resolves the issue? 5784309E_EU_Fix.dat Edit* post a screenshot too, please
  12. FA2 The Bradhurst

    This one is exceptional!
  13. NAM General Support

    Draggable elevated avenues (like you've got started here) can cross the RRW, but your alignment here is too tight. The avenue alignment is set to cross an RRW piece which is part of the turnout/switch. You'll have to provide one tile of separation between the RRW and the avenue in order to cross the RRW over a plain diagonal piece.
  14. tool SC4DataNode Support

    Rivit, I have a request for SC4DataNode - Currently the Q column in the csv reports identifies whether an item is overridden or not. Would it be possible to further distinguish between files which are not overridden and do not override another file? Or can you perhaps think of another way to identify which files are overriding another file? I am trying to track down duplicate textures in the NAM install. Thanks, Flann Edit: I think my idea would still be useful but I just wanted to share that I was able to get a start on this by using a pivot table:
  15. Gone FSHin'

    Hi rivit, I've been having great difficulty using the adjust colour and BMP x PNG tools in the latest GoFSH. With adjust colour, the dialog gives no indication that anything has gone wrong, yet it saves no files: I tried converting these BMPs to PNG to see if it would make a difference, but it tells me these files are no good! Surely I've done something stupid but I can't figure it out for the life of me. Edit: Here's the files ColorCorrect.7z
  16. NAM 41 and questions

    Yes, that link describes how to draw the FAR patterns using the road tool. This draggable FAR comes with sidewalks and complete zone access.
  17. NAM 41 and questions

    FWIW, this gap is on my radar and I would like to create a piece or two for it at some point in the future when I learn how to make such pieces.
  18. Street Roundabout-Culdesac issue

    Road roundabout texture remakes are done and will be in NAM 42, street roundabout textures are a WIP and not sure if they will make it into NAM 42 or not.
  19. I really have no skin in the game here, but it seems like if it would be doable to make this function, then maybe it could be done and made optional? Just a thought
  20. Awesome work! Makes me want to plop some Res!
  21. Set Villa HD-1

    Wow these look excellent, thank you for sharing!
  22. NAM General Support

    Hi, For activating the automata I think you need to draw OWR inside the station like so, both directions. Next, regarding CTD, download SC4Fix if you do not already have it:
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