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Dexter

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Everything posted by Dexter

  1. Version 1.0.1

    11,432 Downloads

    DEX British Bus Stop Pack *UPDATE* If you installed this pack before 29th August 2011, please redownload and reinstall the dependencies folder. Two SC4Desc files were missing which prevented the props from showing up. Sorry for any inconvenience this may have caused. This is a set of road-top bus stop lots based on a typical British design found in many towns and cities. Don't be fooled, however into thinking that these can only be used for UK (Left-hand drive) versions of the game; there are 4 versions which ensures that a wide variety of players can use these. The default (US) textures, and the SFBT Euro mod, for both LHD and RHD. All have suitable versions included in the download. ♦ Specification: This pack includes 4 lots, all of which are designed to be plopped directly on the networktiles: 2x2 AVE-2 (Maxis Avenue) Capacity:5000 Plop cost: §100 Monthly maintenance cost: §5 1x2 OWR-2 (Maxis One-Way Road) Capacity:2500 Plop cost: §100 Monthly maintenance cost: §5 1x2 Road Capacity:4000 Plop cost: §100 Monthly maintenance cost: §5 1x2 Street Capacity: 2000 Plop cost: §100 Monthly maintenance cost: §5 ♦ Dependencies: No external dependencies required (All required files are included inthe .zip download) ♦ Installation Instructions: ***It is very important*** that you copy only one of the following folders to your plugins folder: -"DEX RT Bus Stop Pack - LHD" -"DEX RT Bus Stop Pack - RHD" -"DEX RT Bus Stop Pack - EURO LHD" -"DEX RT Bus Stop Pack - EURO RHD" Please note that it is not possible to install more than one of these at once, as they will override each other, and may cause unpredictable results. **YOU MUST** copy the "DEX RT Bus Stop Pack Dependencies" folder to your plugins folder regardless of the version installed, otherwise these lots will NOT function. ♦ Bugs & Limitations: The usual limitations apply when using Transit-Enabled Lots, such as residential lot not developing/abandoning when a bus-stop is placed directly in front of it, and the infamous puzzle-piece CTD. Unfortunately, these are limitations of the game which apply to all transit-enabled lots, including Maxis ones. If you find any bugs relating specifically to any of my lots, please feel free to report them in this thread, and I will do my best to fix the problem. Thank you for downloading, hope you enjoy these lots !
  2. Network Skins 2

    Not sure which exact mod does it, but pressing Ctrl+A (which enables anarchy) lets me upgrade networks to the same network already.
  3. I have played about with creating networks and came across similar issues. Elevated models in particular seem to lose their UV maps, and it seems mad that we are creating new networks and loading them into memory rather than just replacing textures of existing networks. Roads United in theory is much more elegant when it comes to country-specific texture replacements, but unfortunately it seems to have many issues, such as some textures not being overridden (alphas in particular), textures not always applying on load and the inability to customise third-party networks.
  4. I use the game in 1440p and have never experienced the issue described above with the UI.
  5. I was afraid that would be the case, it's a shame nodes are so rigid as it would be nice to be able to have "through nodes" for transitions and half-junctions, but we just have to make do with props and decals for now. You've done a brilliant job of creating these roads and I hope you continue to, a lot of people (especially on Steam) seem to keep demanding you make "x type of road with x lanes", so it must be difficult trying to decide which ones to make, but at the end of the day you are the one doing the work so it's down to whatever you feel is a priority.
  6. It would be nice to have a version of the vanilla 4 lane avenue that connects seamlessly with these to create turning lanes without using props, I don't know if that's possible though.
  7. Going forward it'd probably make more sense to just release the existing and new roads as separate workshop items using the new native support. As far as I'm aware, the 1 tile roads still aren't supported by the native support, so this mod is still required for those.
  8. It looks very exciting and opens the door to many possibilities - the main issue is there doesn't seem to be a way to modify textures in the editor. I have played around with exporting the vanilla road models and textures and models using modtools to use a a base, but even using them as they are doesn't seem to work, as the texture is applied to the backfaces instead of the front and then there's the apr maps to deal with. There is also the issue of the bus stop segments and overpasses that go with each road also needing their own model, so it's no easy task.
  9. Great work on this! One thing I've noticed is that when using the "Roads United" mod, the textures from that override the ones from this, so in order to make this compatible with any texture replacer mods there needs to be a way to force Network Skins to load after anything else that touchs network textures. Also, how does it cope with custom networks? I tried overiding the "Two-Lane Alley" from Network Extentions texture but it didn't show up.
  10. So, a guy on Reddit is working on a new mod, and I don't think it's getting enough attention. Here's a link to the latest update thread. It hasn't been released yet, but he said it should be ready in 1-2 weeks. Epic .
  11. Just a quick update - this mod is still in development. The author has stated that he intends to release at some point tomorrow (it was supposed to be last Friday, and then tonight, so I don't know if it will actually be wrapped up tomorrow, but hopefully it should be stable enough for release).
  12. Traffic Lights

    There are a few road-based mods being developed, so dispite what they said road modding (at least in some forms) is possible. A few that I'm keeping my eyes on are Lane Changer, Toggle Traffic Lights, Traffic++, and Traffic Manager (unreleased). As expected, there's a lot of bugs and conflicts at this early stage.
  13. UK Style BATs

    Some of you may remember my buildings that I showed here last year, which I never finished because I wasn't happy with them. I use Gascookers buildings in my cities all the time, especially the terraces. Earlier in the year, I was in Wandsworth (South-West London), and took some photos of some interesting Edwardian houses. The other day I was trawling though 110gb+ of photos trying organise them better, when I found the photos. I thought how good they would look in SC4 and thought what the eck... The render above has been upscaled 200%, (ignore the weird texture, it doesn't happen on the original scale) and when scaled down to its propper size, some detail is lost. I'm hopeless at nightlighting and transparant windows, so the windows look a little weird at night. I'm not very happy with the rear of these. Most of the rear was created using guesswork, although you can see the rear on Bing birds-eye view, it's quite far away. These will obviously require variations, which is why I would like your opinions on some things: The Roof - Should I stick to one texture, or should I use both like I have now. The Rear Elevation - Could I do anything to improve it? Overall - Is there anything else that could be improved before I release these Look forward to hearing you feedback.
  14. DEX RHW 5.0 Euro Textures INTERIM

    These are basically just modified versions of the default textures, so yes, they're LHD compatible
  15. Version 1.0

    40,053 Downloads

    (DEX) RHW 5.0 Euro Textures INTERIM *NOTE* Due to a few difficulties with uploading, I have had to split the download into two files. Simply unzip both folders into your plugins folder (put YES to overwrite folder). This texture mod simply changes the default RHW 5.0 texture set by replacing the inner yellow line with a white one, as is commonly found in Europe, as well as replacing any North Americian road textures that the network intersects with with Euro compatable equlivents. It (hopefully) modifys all RHW textures that contain the yellow lines. As the SFBT EURO roads mod has not yet been updated for NAM 30, a patch file is also included that replaces the North Americian textures on the NAM 30 Road and Avenue viaducts with Euro compatable versions. ***IMPORTANT NOTE*** These textures are by no means perfected, as they are only really intended as a temporary stop gap measure until mrtnrln releases his EURO texture mods. As a result of this, you may find some textures to suffer minor colour match or alignment issues. I am releasing this mod "as is", and as such these issues probably won't get fixed unless they are major (like missing/borked textures for instance). ♦ Installation Instructions: Simply unzip and merge both "zzz_EURORHW_INTERIM" folders (ensuring "zzz" prefix is kept) into your "Documents/SimCity 4/Plugins" to install, ensuring that it loads after any other RHW texture mods. ♦ Dependencies: Rural Highway Mod (RHW)*: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853 SFBT Euro Road Textures Mod: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302/ *Network Addon Mod also required for RHW to function. Thanks for downloading, hope you enjoy!
  16. DEX ESSO Service Station

    @markomeeres: Sorry forgot to mention, you can find it in the Landmarks menu
  17. DEX ESSO Service Station

    Version 1.0

    8,388 Downloads

    DEX ESSO Service Station LHD & RHD versions included ESSO is one of the biggest brands of fuel stations in the UK, and are found in many locations including cities and rural areas. This particular version is designed to be used with the RHW network, and linked up with FA-MIS ramps to simulate a setup commonly found on busy arterial roads in the UK and Ireland. A mirrored version of this (includes both mirrored textures & model) is included so that RHD players can use it. Seperate IDs have been used for both sets of textures, so If you wish to create "in the median" style service stations, you can have both the LHD & RHD sets installed simultaneously. ♦ Stats: Plop Cost: §150 Monthly Cost: §0 (privately operated) Lot Size: 5x3 You will find it in the Landmarks menu. This lot is for eye candy only, and is NOT transit-enabled. In order for it to look decent, it is strongly recommended that you plop FA-MIS pieces either side of the lot. ♦ Installation Instructions: Simply place the "DEXlots" folder in your "Documents/SimCity 4/Plugins" to install. ***NOTE*** Most users will want to delete either the LHD or RHD version depending on their game, so after installing, navigate to DEXlots/ESSO Service Station/ and delete the unwanted folder. Ensure you do not delete the shared props folder as these are used by both versions. ♦ Dependencies: Real Highway Mod (RHW) - NAM Feature - Version 5.0 (or higher): (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851) VIP Car Pack MMP: (https://www.simtropolis.com/forum/files/file/26808-vip-carpackmmp/) Thanks for downloading, hope you enjoy!
  18. Seem to be having a few problems uploading to the STEX :(

  19. Show us your Toll and Service Plazas!

    I don't really want to hijack this thread anymore, but just to let everyone know I should be ready to release both the LHD & RHD versions of the service station later tonight. @zakuten & Yoshiisland: I'm glad you like them, and now with the mirrored version, there's no need to have "fast lane" gas stations , but I have used seperate IDDs for the textures so there's no reason why you can't have both versions installed. @mrtnrln: Thanks for that advice, but I seem to have found a much more simple solution to the mirror tool bug in Gmax/3DSMax. I have always been using the mirror tool in the Edit menu, and that screws with the uvw maps. However, selecting multiple objects and applying a Mirror Modifier doesn't seem to exhibit such problems. I'm not sure if this always works, but it seems to for everything I've tried it on. I would have uploaded the LHD version last night, but the STEX keeps thowing me an error for some reason. Best, -Matt
  20. Bexleyheath Passenger Station

    Hi everyone, I have now (hopefully) replaced the rail texture with the default one, so it should now appear correctly for everyone.
  21. Version 1.01

    6,033 Downloads

    DEX Bexleyheath Passenger Station ***UPDATE*** If you were experiencing missing rail textures with this lot, please redownload as it should now be fixed. Sorry for any inconvenience caused. Bexleyheath station is one of the seven stations on the Bexleyheath line, which is one of three railway lines that connect London with South East England. The current Station building is of a brick construction, and was built in 1931, replacing an eairler timber framed structure dating back to the opening of the line in 1895. ♦ Stats: Plop Cost: §250 Monthly Cost: §8 Capacity: 10000 Lot Size: 5x3 This lot is transit-enabled, and requires the rail network to be dragged through it in order for it to function correctly. ♦ Installation Instructions: Simply place the "Bexleyheath Passenger Station" folder in your "Documents/SimCity 4/Plugins" to install. ♦ Dependencies: CP Prop Pack 1: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) Thanks for downloading, hope you enjoy!
  22. Show us your Toll and Service Plazas!

    To all those waiting for the filling station, theres no reason why the LHD version couldn't be released within the next few days, as all that's really left to do is the icon and stex description. However, the RHD version will require a flipped model and textures, and while the textures are no problem, I bet I'm going to get caught out with that pesky fipped UV map bug when it comes to the model. Best, -Matt
  23. Show us your Toll and Service Plazas!

    I'll just leave this here
  24. Bus Laybys

    Hi everyone, this is basically just a small personal project that I thought may be useful to others if I share it. It's basically just a small set of bus stops that are inset into "laybys", typical (but not as much as one would hope ) on busy roads around London. They currently lack bus shelter models for two reasons mainly, a) although it's not clear in the above pic, the roadway goes right up to the edge of the tile, so there's not much room to fit one, and, b) I can't be bothered to make a model for one . Other than that, I was going to release these as they are. There's currently one for avenues, and one for one-way road, for both RHD and of course LHD. Other's may come later, including NWM based ones, but I'll probably need help on that front. I don't plan on releasing this unless anyone's interested, however it does show how custom-application lots can be used to produce interesting results. This beast on the other hand I'm not sure where to go with. It's a sort of bus station/taxi rank/drop off area I designed to go outside a busy rail station, but it's lacking something (or quite a few probably) :|. I have a track record of never finishing anything, so I'm focusing on getting the basic bus stops released before anything else, which to be honest unless any changes need to be made, is hardly any work at all lol. -Matt
  25. Hi all... I have decided to start from scratch on a simplified version of the gantries (after the hardware failure), that hopefully will be easier to produce and lack the unsightly in-game rendering problems that the complex models suffered from. 1/6/10: Hey everyone i'm sorry to get your hopes up and all, but i'm afraid my pc blew up last week - literally, smoke and all! The data was stored on a RAID 0 setup which basicly means there is little hope of recovering it, but I'll let y'all know if theres any change on the situation. I may decide to create a simplified version of these in the future if i get a chance, but for now this project is on hold yet again . ! Update 1st April 2010 ! Hi everyone You may remember this project from like two years ago, of which I never finished - like most of my projects as many of you round here may know. Anyway, I was recently going through my old files and came across these. I thought to myself it would be such a waste to just delete them, so instead went about making them into a basic set that could be released. However, when I examined them a bit closer, it became clear they weren't as good as they looked to me back in 2008 - and therefore needed quite a bit of work. For one thing, many parts of the frame were too chunky - in fact, the scale was out of whack on the whole thing, with it being to high, and the gantry frame resembling the size of a Maxis two-story house. To add to all that, the VMS signals weren't remotely aligned with the lanes below them, let alone evenly spaced. So to cut to the chase - I spent a few hours fixing these problems, and I now believe I have something that, once I have produced a few more variations, can be released. These gantries are designed to be used with the RHW mod, and are scaled acordingly for that purpose. There is also going to be signless varitys of these gantries included in the pack. Below is a list of varities likely to be included in the pack: D1 Universal [MIS] - On slip VMS Signals - D2 Motorway [RHW-4] - Std. Interchange D2 Primary Route [RHW-4] - Std. Interchange D2 Universal [RHW-4] - Signless - D3 Motorway [RHW-6] - Std. Interchange D3 Primary Route [RHW-6] - Std. Interchange D3 Motorway [RHW-6] - Single lane drop D3 Primary Route [RHW-6] - Single lane drop D3 Universal [RHW-6] - Signless - D4 Motorway [RHW-8] - Std. Interchange D4 Primary Route [RHW-8] - Std. Interchange D4 Motorway [RHW-8] - Single lane drop D4 Primary Route [RHW-8] - Single lane drop D4 Universal [RHW-8] - Signless I will post here when I have made more progress. Oh and BTW, If I don't actually end up finishing these, you have my permission to seek me out and feed me to the aligators . PS. I know it's naughty to post in a topic this old, but I thought in this case it's better than making yet another topic. Original post made on Sep-23-2007 09:14 PM Hi, I haven't posted here in ages, but I noticed that there wasn't many UK styled street signs, and no UK styled gantries at all. I made the gantry below based off of one of the new models on the M25 a few miles from where I live. It's not great, and I made the model using basic shapes and extruded lines from GMAX. I have ran into a few problems, like how to transit enable for RHW, and how to keep the networks default texture through the lot. If anyone has any ideas on how to do those, please let me know. I have searched, but I cannot find an answer. The transit enabler in the SC4 tool doesn't appear to work for me. I tried enabling it for a one way road, but the game wouldn't allow it to be plopped on the one-way road. I enabled direction for North. This is a picture of what it looks like in game (apart from the TE problems) Anyway, apart from that, what do you think of it? I plan to make other varients in the future, such as the "Variable Speed Limit" sections on the M25 in near London. Thanks for your comments. Please scroll down for updates. quote>
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