-
Content Count
34 -
Joined
-
Last Visited
-
Version 1.0.0
142 Downloads
A SimForum BAT Team (SFBT) production. Platform-BAT created by Kenworth (SFBT). Bus stop shelter and sign created by Khiyana (SFBT). Adaption and NAM-consistent Modding by Chrisim (SFBT). There are not many new publication by the SimForum BAT Team. Thanks to the team for long-term support and especially to Andreas for his good observations, suggestions and testing. Happy to publish for Christmas 2025: SFBT Rail Station Emeryville: Maxis passenger station with SFBT platforms and bus stop Maxis delivered the normal passenger rail station for SimCity 4 without platforms. This has the great advantage that it can be used very flexibly. It works on orthogonal and diagonal tracks, and also on hilly terrain. In the real world, all rail stations have some kind of platform. Since my first day of playing SimCity 4, I wanted platforms for the Maxis station building with the distinctive red roof. A few years ago, Kenworth had created several German-style platforms for the SFBT Commuter Stations. Why can't we combine these platforms with the Maxis station? We can, but it wasn't trivial. Here is the SFBT rail station Emeryville with the Maxis station building, two platforms from Kenworth (SFBT, slightly modified) and the SFBT bus stop from Khiyana. Maxis was headquartered in Emeryville, California, a city on the east coast of the San Francisco Bay between Oakland and Berkeley. The actual Lot was extended to 2x4 tiles to make room for a double track with platforms. The latter are implemented as overhanging props, so that the platforms are 7 tiles long. One overhanging tile in one direction, four in the other. This asymmetry is necessary so that the staircase from the door of the Maxis station building to the platform is visually correct. Lot Details and Information This Emeryville station is an additional rail station and does not replace the original Maxis passenger station in the game. The overhanging platforms require an orthogonally straight track of the railway, at least 1 space to the left and four spaces to the right. Plopping the station on hilly or mountainous terrain is not recommended, as it is likely to cause unsightly display errors along the platforms. When the original Maxis station is plopped on one side of a rail line, Sims need an additional external transition to cross it. However, for the Emeryville station, there is an underpass included under the railway line. Sims (also bus and car traffic) can reach the station from both sides of the railway line. The tile marked in the fourth picture (with the community garden and the red exclamation mark) is partially overhung by an platform shelter. If a lot grows or is plopped on this tile, unsightly interference can occur. It is recommended not to build on this tile. Since the overhanging platforms are implemented as props, there is no risk of Immortal Lot Syndrome, which can occur with overhanging buildings. The platform props were originally built by Kenworth for the SFBT Commuter Stations. They were modified by Chrisim in such a way that they overhang the actual lot with the Maxis station building. The prop families of the bus stop shelter and sign are from the SFBT Bus Stop created by Khiyana. Installation Extract all files (excluding this readme file and the images) to "\My Documents\SimCity 4\Plugins\SFBT". The optional file "Optional RealRailway StraightTexture LotSupport.dat" is usually not required. If you still see grey (Maxis) track textures in the area of the station when using a current NAM with brown RRW track textures, this file would be needed and should then be copied to the subfolder "SFBT Rail Station Emeryville". The file SFBT_Bushaltestellen_Props.dat from Khiyana's SFBT Bus Stop is included, because it is presently not available as download. To ensure the proper functionality, make sure the files mentioned above are installed in the plugins folder. In addition, you need the following files: SFBT Essentials This station is suitable for all SimCity 4 cities, whether developed with the original railroad (grey textures) or the Real RailWay (RRW with brown textures) from the current Network Addon Mod (NAM), see the remark above in section "Installation". A current NAM is useful for a complete display in the user interface window, but not absolutely necessary. - now in German - nun auf Deutsch - SFBT Bahnhof Emeryville: Maxis Passagier-Bahnhof mit SFBT Bahnsteigen und Bushaltestelle Anders als den großen Bahnhof lieferte Maxis den normalen Passagierbahnhof für SimCity 4 ohne Bahnsteige aus. Dies hat den großen Vorteil, dass er sehr flexibel einsetzbar ist. Er funktioniert problemlos an orthogonalen und diagonalen Strecken, und auch auf hügeligem Gelände. Aber eigentlich haben alle Bahnhöfe Bahnsteige. Seit meinem ersten Tag mit SimCity 4 wollte ich Bahnsteige für das Maxis Bahnhofsgebäude mit dem markanten roten Dach. Vor einigen Jahren hatte Kenworth für die SFBT S-Bahnhöfe mehrere Bahnsteige im deutschen Stil erschaffen. Warum kann man nicht diese Bahnsteige mit dem Maxis - Bahnhof kombinieren? Man kann, allerdings war es nicht trivial. Hier nun der SFBT Bahnhof Emeryville mit dem Maxis- Bahnhofsgebäude, zwei Bahnsteigen von Kenworth (SFBT, leicht modifiziert) und der SFBT Bushaltestelle von Khiyana. Maxis hatte das Hauptquartier in Emeryville (Kalifornien), einer Stadt an der Ostküste der Bucht von San Francisco zwischen Oakland und Berkeley. Das eigentliche Lot wurde auf 2x4 Felder erweitert, um Platz für ein Doppelgleis mit beidseitigen Bahnsteigen zu geben. Letztere sind als überhängende Props implementiert, so dass die Bahnsteige sieben Felder lang sind. Ein überhängendes Feld in eine Richtung, vier in die andere. Diese Asymmetrie ist notwendig, damit der Aufgang von der Tür des Maxis-Bahnhofsgebäude zum Bahnsteig visuell passend ist. Lot-Details und Informationen Der originale Maxis Passagierbahnhof wird nicht durch diesen Bahnhof ersetzt. Der SFBT Bahnhof Emeryville ist ein zusätzlicher Bahnhof im Spiel. Die überhängenden Bahnsteige erfordern eine orthogonal gerade Streckenführung der Eisenbahn, mindestens 1 Feld nach links und vier Felder nach rechts. Das Setzen des Bahnhofs auf hügeligem oder bergigem Gelände wird nicht empfohlen, da es wahrscheinlich zu unschönen Darstellungsfehlern entlang der Bahnsteige kommen wird. Den originalen Maxis-Bahnhof setzt man auf eine Seite einer Bahnlinie. Damit Sims von der anderen Seite der Bahnlinie den Bahnhof erreichen können, bedarf es dort eines zusätzlichen, externen Übergangs. Bei diesem SFBT Bahnhof Emeryville dagegen gibt es eine Unterführung unter der Bahnstrecke hindurch. Sims (und auch Bus- und Autoverkehr) erreichen den Bahnhof von beiden Seiten der Bahnstrecke. Das im vierten Bild mit dem Gemeindegarten und dem roten Ausrufezeichen markierte Feld wird partiell von dem Bahnsteigunterstand überhangen. Falls auf diesem Feld ein Lot wächst oder gesetzt wird, kann es zu unschöner Interferenz kommen. Es ist empfohlen, dieses Feld einfach freizulassen. Da die überhängenden Bahnsteige als Props implementiert sind, gibt es kein Risiko für das Immortal Lot Syndrom, dass bei überhängendem Buildings auftreten kann. Die Bahnsteig-Props waren ursprünglich von Kenworth für die SFBT S-Bahnhöfe erstellt wurden. Sie wurden von Chrisim so verändert, dass sie passend überhängen vom eigentlichen Lot mit dem Maxis Bahnhofsgebäude. Die Prop-Familien der Bushaltestelle und des Haltstellenschilds auf dem Vorplatz stammen aus den SFBT Bushaltestellen von Khiyana. Installation Zur Installation muss der Ornder "SFBT Rail Station Emeryville" vollständig in den Plugin\SFBT-Ordner von SimCity 4 kopiert werden, also nach "...\Dokumente\SimCity 4\Plugins\SFBT". Die optionale Datei "Optional RealRailway StraightTexture LotSupport.dat" wird normalerweise nicht benötigt. Falls bei Verwendung eines aktuellen NAM mit braunen RRW-Gleistexturen trotzdem graue (Maxis-) Gleistexturen im Spiel im Bereich des Bahnhofs angezeigt werden sollten, würde diese Datei benötigt und sollte dann in den Unterordner "SFBT Rail Station Emeryville" kopiert werden. Die Datei SFBT_Bushaltestellen_Props.dat aus Khiyana's SFBT Bushaltestellen ist enthalten, denn sie sind derzeit nicht als Download erhältlich. Damit dieser Lot korrekt funktioniert, müssen die weiter oben aufgeführten Dateien im Plugin-Ordner vorhanden sein. Weiterhin werden folgende Dateien benötigt: SFBT Essentials Dieser Bahnhof eignet sich für alle SimCity 4 Städte, ob entwickelt mit der originalen Eisenbahn (graue Texturen) oder dem Real RailWay (RRW mit braunen Texturen) aus dem aktuellen Network Addon Mod (NAM) (siehe auch der Hinweis in der vorherigen Sektion "Installation"). Ein aktueller NAM ist sinnvoll für eine vollständige Anzeige des User Interface Fenster, aber nicht zwingend notwendig Ein Dankeschön an das SFBT für die langjährige Unterstützung und speziell an Andreas für gute Beobachtungen, Vorschläge und sein sorgfältiges Testen.- 1 Review
-
- 12
-
-
-
- sfbt
- rail station
-
(and 5 more)
Tagged with:
-
Why did you install NAM version 48 and not the newest version 49? Have you installed the Network Addon Mod Submenu - Open Alpha? If yes, it would explain your problem. It requires NAM version 49.
- 4,106 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Being able to create additional submenus is changing the game! Fun instead of frustration, when searching in organised sub- and sub-sub-menus instead of one long top-down menu. Thank you to memo for creating the submenu DLL plugin, to Panda for creating the impressive icons, and to everybody who helped to develop it! I started from version 1.1.4 (it is well designed!) and then I added my own additional submenus for my specific plugin folder. This involved creating PNG files for own submenu's icons. It is an art. Attached I share some PNG files that I created for my own use. Not as good as Panda's icons (no perspective, plain colors). If you like, you can use them for your own submenus, or improve them ... For Lot collections: BSC: PEG: SFBT: (the LTEXT description for these icons give information about the contents of a submenu) Landmarks: Church: Entertainment: Government: Maxis : (the original Maxis logo does not look good after size reduction) Money: More Landmarks: Restaurants: Shops: Parks: Beach: Embankment:
-
More legacy textures for RealRailway (RRW)
Chrisim replied to Chrisim's topic in NAM & Transit Networks
No, I did not use rivit's Bender tool. I don't have "bends", sorry. I started from existing textures that had the right rail curvature required for the new pieces. I worked on single tiles (128x128 pixels, for color and alpha channels), combining parts of two or three existing textures in Photoshop into a new texture (as DXT3 fsh file with color and alpha channels). That’s all. -
More legacy textures for RealRailway (RRW)
Chrisim replied to Chrisim's topic in NAM & Transit Networks
Thank you for the good feedback. I know that you are the lead developer for the RRW. Thank you for creating it !! I am sorry, but I did not create layers for Ballast, Sleepers and Rails nor masks suited for re-skinning. After my long hiatus, creating and implementing these textures was a steep (re-) learning curve for me with trials and errors. My intermediate files are not suited for re-skinning, because I had not been aware of such efforts. The brown RRW textures look great, in my opinion. First, I used the old SC4Tool to get an overview of textures in existing dat-files and to know their TGI. I partly remember RULs and I learned the differences for original Maxis railways & early NAM mods versus the RRW. I can tell that the RRW is an amazing development. Maxis should have used this concept, in my opinion. As base for creating more legacy textures, I used the existing textures from the file RealRailway_Textures_LotSupport.dat, because they have the rail curvature required for the legacy pieces. I used @rivit’s fantastic GoFSH tool for batch conversions and colour adjustments. To create a new legacy texture, I usually imported two base textures as layers in Adobe® Photoshop® and used the eraser on a layer or copied parts into an additional layer. Only for the last few textures, I learned how to use masks for two layers in Photoshop, a software new to me. Therefore, I don’t have intermediate files suited for re-skinning. -
Introduction The RealRailway (RRW, the standard rail network in the NAM) is not a textures replacement, it is a complete rail network replacement of the original Maxis railways with more realistic minimum curve radius and numerous fantastic improvements and enhancements, described here: https://www.sc4nam.com/docs/feature-guides/real-railway/ I have many cities created more than twelve years ago with NAM version 30 or earlier (before RRW). Loading such a city with the normal NAM (version 48 presently) gives a very ugly view because original grey (Maxis-style) and new brown textures (RRW-style) are mixed (scene 2 of the animated image). The same happens when using the normal NAM and loading a city created with the NAM-Lite. Although I want to use the superior RRW network, I cannot accept the ugliness of mixed grey and brown textures – and I won’t re-build my old cities. Therefore, I need brown RRW-type textures for legacy rail tiles. The RRW in NAM 48 contains some legacy rail textures that replace grey original Maxis (or early NAM) textures in existing old cities by brown RealRailway (RRW) textures. Unfortunately, replacements for many grey Maxis textures are still missing. Maybe these exist somewhere, but I don’t know about them. More legacy textures for old existing cities I created brown RRW-style replacement textures for 62 original grey rail textures and assigned them legacy TGI's. I also colour-corrected three of the existing legacy textures in NAM 48. Now I can use NAM 48, simply load an old city (or NAM-Lite city) and all rail tracks look fine (in brown RRW-style). I can, but I don’t have to change the rail network. When I create a new city or extend a city, the superior RRW network implemented in the NAM is used. The animated image demonstrates the effect of my set of “More legacy textures for RealRailway (RRW)” that are attached to this posting. Scene 1: when you created rail tracks in a city without NAM or using an early NAM version (e.g., version 30) or NAM-Lite, you see the original grey rail textures. The image shows many rail tracks that you could create with NAM 30 although some displayed connections are unrealistic for a rail network. Many of these connections cannot be created with the RRW that provides more realistic rail tracks. Scene 2: when you load this city with NAM 48, some of the original grey rail textures are replaced automatically by brown RealRailway (RRW) textures, but not all. This mix of grey and brown textures is not a problem for the city, because all rail tracks continue to work normally. It just looks ugly. Scene 3: I clicked with the rail tool (“T”) onto all tiles with original grey rail textures of scene 2. Some of them converted to the RealRailway (RRW) network and show smooth, more realistically curved rail tracks in the brown RRW style, but many tiles cannot be replaced by simple clicks. This may be due to neighbouring lots near a track, terrain height changes (slope), too strongly curved tracks or other changes introduced by the RRW. RRW’s rail network replacements are causing changes that may break rail connections, although most rail tracks continue to work normally. The mix of different texture styles looks ugly. Also, you can see that some of the brown legacy textures of NAM 48 are too dark. Scene 4 is obtained with my set of “More legacy textures for RealRailway (RRW)”. All original grey rail textures (scene 1) are replaced by brown RRW style textures. And the too dark brown legacy textures from NAM 48 (scene 3) are corrected. Now I can look at all my legacy cities and enjoy. Scene 5 for completeness: if I click with the rail tool (“T”) onto tiles of scene 4, RRW’s rail network replacements are applied. This leads to several changes for textures and rail paths and breaks those rail connections that are not permitted by the RRW network. The conversion to single rail in the lower left part of the test city is however strange. If rail connections are breaking when clicking with the RRW rail tool, you may leave the city without saving or apply further changes to repair your rail network consistent with the RRW. Installation My set of “More legacy textures for RealRailway (RRW)” is for NAM version 48. Don’t use it for the NAM-Lite. You find two files in the attached zip file: zzRealRailway_Textures_Legacy.dat contains colour corrections for some textures stored in NAM 48’s file RealRailway_Textures_Legacy.dat RealRailway_Textures_Legacy2.dat contains 62 further textures in RRW style Copy both files into the NAM subfolder: 2 Network Features\z_Rail (RealRailway)\0_Rail_Legacy\ There is no impact for cities created with the RRW, because the RRW uses TGI that are different from grey original Maxis and early NAM rail textures (the latter are used by these textures). I was a NAM-Team member years ago, but after my long absence I don’t have access to a private NAM – Team forum anymore (if it still exists). Therefore, I use this public forum to share the files. I propose to include them in a future NAM version. Notes: The second image shows the 62 new textures and 3 colour-corrected textures (on the lower right) of this set of “More legacy textures for RealRailway (RRW)”. I started from existing RRW textures and changed them using Adobe® Photoshop®. Maybe these textures existed before somewhere, but they were not available to me. Many of these rail track configurations cannot be created in-game when using the RRW, but they exist in many pre-RRW cities. These legacy textures are needed to open old existing cities (or NAM-Lite cities) and to get all existing rail tracks displayed automatically in the brown RRW style. I also used a test city that was created and saved with the NAM-Lite. My set of “More legacy textures for RealRailway (RRW)” worked fine, but my tests were not extensive. This set of legacy textures might still be incomplete. My analyses and tests focussed on cities created with NAM version 30 (or earlier). NAM 30 contains some complex grey rail textures that I was unable to create in the game. I guess that these are unused left-over textures from testing various rail connections in an early NAM beta version or disabled tiles from earlier versions. Sidenote: I observed some minor issues (misalignment of rails, brightness of some textures, paths issues) of the rail network in the NAM-Lite unrelated to my new set of textures. If you use this texture set for a city created before the introduction of the RRW (NAM 32) and you still observe grey original Maxis rail textures, take screenshots, post them and I may have a look whether I can create a replacement texture in the brown RRW style. Many thanks to rivit for the excellent GoFSH tool and to Null 45 for the incredibly useful tool "Fsh Format Plugin for Adobe® Photoshop®" ! More_RealRailway_Textures_Legacy.zip
-
My next question, sorry, but I have a 10 years gap to bridge. Diagonal bridges are part of the NAM (the special download for diagonal bridges contains the temporary files only). Diagonal bridges have not been updated for years, as far as I know. Building a diagonal bridge can be a pain, and it is due to the starter pieces. I observe new "FLEX" starter pieces in the NAM. Is there information available anywhere? Maybe this new technique could simplify the (often difficult) process of building a diagonal bridge? (this mix of orthogonal and diagonal bridge is officially not supported, but possible with some patience)
- 4,106 Replies
-
- 2
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Hi Rsc204, thank you for replying quickly. It is great that such an old game still gets support from its community! I agree to the capacity argument. I just wonder, is reduced rail capacity really a problem for my cities? I will dig deeper into the RRW and will find out. My claim on dense parallel diagonal tracks in the original game was actually incorrect. It is not possible to drag them when the Plugin folder is empty. This means that the feature of dense parallel diagonal tracks was introduced in an early version of the NAM.
- 4,106 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
RRW dense parallel diagonal tracks Hi, I am Chrisim and had been active in the past for the SFBT and NAM teams, mainly on trams and underpasses. I haven’t played SimCity 4 for more than 10 years. It’s great to see that there are still active modders, and that this website and forum exists! I downloaded NAM48 and started to compare with my plugin folder that contained version 30. I see new amazing developments and much better sorted menus. I am particularly intrigued by the RealRailways (RRW) in NAM48. Draggable elevated railways – amazing! And other features usually look more realistic than the Maxis railways that got replaced. I would like to play with it. My existing cities were built with NAM30 or before. Loading an existing city with NAM48, many of my existing Maxis tracks show a mix of old Maxis textures, new RRW textures and gaps. Re-drawing rail tracks does solve some issues, however it is much work. Re-drawing does not solve the problem described below. Parallel rail tracks (i.e., two times two tracks) are good to separate local from longer or regional connections. No problem with RRW if parallel tracks are orthogonal, but dense parallel diagonal tracks are not implemented correctly in RRW. It is shown in the right and bottom parts of the attached screenshot. The left part shows that wide parallel diagonal tracks are fine, but I always used dense tracks. When four diagonal tracks are on the same tile, the Maxis texture is shown in most cases. For road crossing the four tracks – a green texture or gap is shown. The draggable tram crossing shows an elevated rail piece (and paths are elevated, too). And the widening from dense to wide parallel diagonal tracks (bottom center) also shows false Maxis texture and paths. The implementation of dense diagonal tracks exists in the original game and could have been used for RRW. Are these problems known? Do you still have somebody in the NAM team to correct it?
- 4,106 Replies
-
- 2
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Stoplight Replacement Mod (SRM) Support Topic
Chrisim replied to MandelSoft's topic in NAM & Transit Networks
A great MOD, one of the most important mods for a more realistic game! Thank you !!! One minor bug: for a street that changes to road just before a T-junction with a road, the traffic light on the right post is missing: I was too impatient to wait for an update, therefore, I applied the change myself: In the file StoplightLayoutStyles_PICK_ONE\European_Variation1_RHD\Z_Stoplights_T21_Euro1_RHD_AutoLeftTurnLanes.dat in the exemplars with ID 5f015100 and 5f015600, I added a property LotConfigPropertyLotObjectData with the following values: 0x00000001 0x00000000 0x00000000 0x00010000 0x00040000 0x00020000 0x00004000 0x00018000 0x0001C000 0x00028000 0x00000000 0xEAACAA8C 0xEE480020 -
@JayStimson The displayed ortho to diag transition is actually part of SC4 RH. Like all highways, it is created as three-dimensional S3D model using triangles. This means that several short straight connections are used to build the model that looks curved, and therefore, there is no answer to your question. Just try out. As long as your textures and models remain beside or below the highway model, there won't be a conflict.
- 4,106 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Apart from the links given by CaptCity, there are dozens (if not hundreds) of tram-on-road stations: Yes, these are normal GLR/tram stations. They can be used for tram-on-road due to this NAM puzzle piece: First plop a tram station: Next plop the puzzle piece on both ends: Drag onewayroad outwards and back inwards as shown on the next two pictures: Connect by onewayroad: Bulldoze the outer part of the onewayroad and repeat these steps on the other side. You cannot directly connect the avenue on the side, but you may connect avenue via two onewayroads: You can build similar stops for the tram-in-road, and you can create a roundabout:
-
You can help yourself by reading the Readme It describes how to activate a station and avoid the problem you are facing ...
-
The 2009 Trixie Winners Acceptance Speeches
Chrisim replied to Dirktator's topic in Simtropolis Related
A Trixie for "Most Useful Creation". Wow! You asked for a speech - but first I wish to say that the most important new SC4-Tool in 2009 would also deserve an award - for me it is null45's update of the FSHLib.dll library. A Microsoft update for all Windows OS (XP, Vista, 7) caused the old library to stop functioning such that it became impossible to import or export textures with SC4Tool, FiSHMan or other modding tools - the creation of a next NAM version would be rather difficult without null45's great achievement ... And now my speech: It all started two years ago when I realized that nobody was working on functional underpasses that I needed so urgently for my cities. The obvious response was: DIY - therefore I had to learn how to mod. My ultimate goal was to create a tram-avenue underpass below rail as shown here: It took several steps, and I wish to thank the members of the SFBT and the NAM Teams for their support and sharing of information during these two years: I started modding Marrast's fantastic underpass lots such that, e.g., road traffic would pass below a rail line. This worked fine for two networks (road/rail), but it did not work for tram-avenue below rail (three networks). Also, it was not a flexible solution because it gave straight underpasses only and you need one lot for each combination of subsurface traffic passing below surface network, resulting in a crowded SC4 game menu. When it does not work with transit-enabled lots, it might work with NAM puzzle pieces. So, the second step was to learn how to develop new puzzle pieces. My first contribution to the NAM were new tram-avenue puzzle pieces. Puzzle pieces with more than two networks were assumed to be impossible. Combining my knowledge from modding transit-enabled lots and modding NAM puzzle pieces, together with an important idea from Jonathan (Warrior), it allowed us to develop the first puzzle piece with three networks - the viaduct heavy rail overpass over tram-avenue (btw for this we got a Trixie last year for biggest/most important modding discovery). Elevated road puzzle pieces did exist, and puzzle pieces with rail below surface did exist, but not puzzle pieces with roads below surface. So I created the first version of the FLUPs - FLexible road UnderPasses (included in the NAM). Without the limitations of transit enabled lots and due to their modular character, they provide quite a lot of flexibility for creating road underpasses (and this is rewarded by this year's Trixie - thank you!) The final step to achieve my ultimate goal, a functional tram-avenue underpass below rail as shown above, was to extend the FLUPs for tram/GLR. This step was achieved this year and will be published with the next version of the NAM. The SC4 community gave (and continues to give) so much fantastic custom contents - so I happily share my few creations and I am overwhelmed to hear that one of them is honored as "most useful". I hope you will also like the FLUPs extension for tram/GLR when the next NAM will be published - nobody knows when ... -
There is now the SFBT tram-on-street station available here at SimCityKurier (the SFBT download center). Or at SC4D. The webpage is in German, but the download contains also an English version.
