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0 Clean SlateAbout ninetyone
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windows 7 ,64bit can play simcity 4 rush hour?
ninetyone replied to woopypooky's topic in SC4 Bugs & Technical Issues
I had some graphics glitches with a 64-bit version of Windows 7, but running it under Vista SP2 in compatibility mode solved them just fine. Hope this helps! -
1. Sorry for putting it in the wrong place! 2. Yes, naturally it is just eye candy, but it still works as a street for Sim access to the lot. Obviouslly, UDI vehicles fade away as you leave the street. 3. It doesn't cause any pathing problems at all. 4. Image problem was owing to me omitting the trailing /s, my bad. Direct links below: http://img42.imageshack.us/img42/5605/51238951.png http://img682.imageshack.us/img682/8268/81239385.png http://img94.imageshack.us/img94/6443/50986146.png http://img682.imageshack.us/img682/4789/47549798.png (Oh and just because this is my first post doesn't mean I'm a newb, I've been playing this for longer then I care to remember )
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(Not sure whether this is something that is generally known or not, because I haven't seen it in any tutorials or CJs/screenshots...) So we all have the problem of lots which have entrance/exit textures that look like streets, but are't actually transit enabled. This means that if you try to join them up to streets, you get a turning circle which just looks silly, or in the case of entrance/exits that are perpendicular to the street/road, you get a huge unrealistic area of pavement between the real street/road and the lot. http://img42.imageshack.us/img42/3371/75183764.png I've found that an easy way to solve this problem is to plop a SAM (Street Addon Mod) starter tile next to the lot, and then delete the second piece of the SAM tile (the piece not next to the lot). Step by step: http://img42.imageshack.us/i/51238951.png http://img682.imageshack.us/i/81239385.png http://img94.imageshack.us/i/50986146.png http://img682.imageshack.us/i/47549798.png Hope this helps someone!
