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Everything posted by Magneto
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Version 1.0
5,514 Downloads
Introduction This mod is totally based on Neko Panchi's sidewalk mod – it is aimed at players who enjoy using the mod but use RHD in their game. Those who already use the mod will notice some minor changes – a few props were added (mostly road signs) while others were replaced (traffic lights & lamps). Also the mod received a little extension – SAM10 streets (for Residential & Commercial zones only) and SAM7 (Industrial zones only) were added. Folder description zCoreFile folder contains the main T21 files Dependencies folder containis models and family props zReplacement folder contains a file that will replace default maxis lamps and traffic lights by Mandelsoft & Neko Punch models Installation Please refer to the enclosed readme.pdf Dependencies Neko Panchi JPN Sidewalk Mod and subsequent dependencies : Neko Props set 1 (Part1 and Part2) scroll down Neko Props set 3 LRM Props Pack vol 01 LRM Mega Pack vol 04 MAS71 Prop Pack vol 01 MAS71 Prop Pack Vol03 Aqua877 JRS PropPack Signs Jondor's Modular RR Props Credits -A huge thank you to Neko Panchi for his awesome creations. Suggestions or Problems with this mod: report here please C Днём рождения Припять Staff Edit: Fixed dependency links. -
So I decided to open a thread for those having problems using my mods (since I'm terrible at writing readmes), or have suggestions to improve them. I usually don't take requests unless I really like the idea, have the skills (no BATs) and the time/ will to fulfill them. Might worth a shot Files will be attached at the end of this post. (STEX) (STEX) (STEX) (STEX) (STEX) (STEX) (STEX) JPN Sidewalk Mod Addon for Wide Radius Curves and Roundabouts (LEX) Coming in a normal hopeless future Maxis Parkings Override Darker/Shaded textures RELEASED! Tram-on-street support for Super Light Asphalt Mod ... Available below zBillboards_cancel (for JPN Sidewalk Mod RHD) - will remove blue Japanese billboards for this mod z_RHD_ped_overpasses. (for NekoPunch's ped overpasses) will put signals on the right side of the road for this mod z_ped_overpasses_signs_cancel (for NekoPunch's ped overpasses) will remove the signals for this mod SFBT GLR Mod (for BSC SFBT GLR Tram Mod) will adapt textures to fit with the Super Light Asphalt Mod zBillboards_cancel.zip z_RHD_ped_overpasses.zip z_ped_overpasses_signs_cancel.zip SFBT GLR Mod .zip
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Version 1.1.2
6,900 Downloads
Here is the SAM1 override - a little mod that will reskin your SAM 1 textures and display new props for your greater pleasure! A small variation willl occur on some textures and props (as can be seen on screenshots), depending of zoning. Not much else to say, but keep in mind that SAM 1, despite how it looks, does not have parking functionality: it's only purpose is eye-candy. UPDATE 1.1 A fellow member brought to my attention a problem with the plugin - possibly due to the use of HD props and its incompatibility with software mode. For those who use software rendering and/or prefer to use SD props, a new iteration of the SAM 1 override has been created. The mod is now divided in 2 distinct folders: one for HD, one for SD. Please only use one at a time. What's in the packs? HD Props pack SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the HD setup SAM - 1 - Type21.dat: T21 files for HD car props Bollard.dat*: small post model Grfe_Cars_family_props.dat*: turns those bootiful car props into bootiful family timed props Lot Textures.dat: lot textures for overriding SAM1 - style parkings SD Props pack SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the SD setup. SAM - 1 - Type21.dat: T21 files for SD car props Bollard.dat*: small post model Lot Textures.dat: lot textures for overriding SAM1 - style parkings * files already used in the overhanging parkings: if you have the overhanging parkings in your plugins, you can delete them. Installation Must load after the NAM. You can also replace the texture and T21 dats directly in the SAM folder if so you desire. Dependencies (all optional beside the NAM - not having these will not trigger BB's) NAM with the Street-Addon-Mod installed BSC MEGA Props - SG Vol 01 BSC - VIP girafe carpack vol. 1 & 2 (HD version only) Neko Prop Set vol 03 (only Neko_Fence_Black_2m.SC4Model and Neko_Fence_Black_2m.SC4Desc are needed) (See here for the main page) Strongly suggested for users of the SD version The T21 file that generates props use Maxis family cars as default; it's very likely you'll want somethng better to replace them. Choose one of the following replacement mods (they all supersede Maxis family cars), depending of your preferences: 1960s car replacement Mod Japan car replacement Mod European car replacement Mod Jim's car prop pack 1.2 Credits - Special thanks goes to Mr. Jim, the author of this excellent and highly recommended parking set. The textures used by the SAM1 override are based on his textures and inspired me to create this mod. ありがとう JIM! Suggestions or Problems with this mod: report here please -Cori Edit: Thanks to @Flann three of the dep linkys are now updated and a fix for a mismatched texture IID in the SD version is fixed. -CB Edit: The dep links to the hide-inoki site got borked again, so we've fixed them. Thanks @hugues aroux for reporting! -
Hi I'm trying to make the JPN sidewalk mod v2 found on this page to work but all I get is A MILLION of brown boxes per tile when I zone or build a road There's some dependencies listed in the readme as well as links; I've got NAM, SAM, LRM props pack, MAS71 props vol 01 & 03, and road signs props installed. In the readme it says something about Nekopropsets, the Sapporo subway station, and a bicycle pack from M.Jim but there's no link to that and I couldn't find a thing on internet about these I tried to run SC4 with only the required files to avoid possible conflicts with anyh othre mod but result is the same. Somebody here managed to make this mod work? Thanks for your help,
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HEllo everyone, What I'd like is to have street sidewalks to be always the same regardless of density zoned but with the low density appearance. It is somewhat the opposite (of DarthSith's *SEE EDIT instead of replacing grass with plain concrete I want it to stay, just as shown below: So I glanced at his mod (the one for streets) but all I could find were FSHs files, nothing else. My question, is it possible to do such a mod with some simple "scripting" orthe only way is to have a million of FSH files with the correct IID to override appearance? Since density is tied to a single digit in the ID, I guess it is possible but I could be very wrong here... Any suggestions how to do this are highly welcomed, thanks! *Edit: wrong mod, I was referring to
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Very impressive! Thanks for the invite
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Consider getting a water mod. Anyone will look better than this horrible blue
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Masterful.
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Country Themes #1 | 東の風 - Azumanokaze Prefecture > Aiyokida
Magneto commented on Huston's City Journal Entry in Random & Random.
Agreed with Roman that train seems a bit off the track. Nice rural scene tho -
Absolutely gorgeous. You improve fast, very fast. At this rate you'll be equal to the master of asian CJs very soon
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Thanks for feedback everyone. Maksim1409 thank you for the link! Appreciated The mod initially works with LRM 4, so does this addon. I do not plan to change that - you can simply keep the models from LRM 4, you don't need the other files. Also, if you use this mod you should stay away of LRM 5.1 (or any other T21 mod for that matter) as it will conflict, so you'll have parts of your network with LRM and others with JPN sidewalk. No need for an update... For the billboards see here If you use it, you'd be glad to know this mod simply overrides Neko's T21 files...So having his mod plus this one will not change anything to the speed of your game... Maxis blocker already available @STEX by DuskTrooper or @LEX by BSC
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Good stuff! Glad to see another asian CJ, keepss me inspired :D. Please can you tell me where I can get the building with the Nakano written on it, and the white tower with an odd triangular shape on it's right (same picture, the Sin-Niji flyover)? Thanks :) NMUspidey to get zebra crosswalks you need to download old SFBT mod @ SC4 devotion and select the option for zebra crosswalks from the installer. Then you can delete all files besides the one named "zzz3_Euro_Textures_Crosswalks.dat" and place the file inside z__NAM folder and make it load after the other textures
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This is getting better each time, nice!
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- 27 Comments
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- tree
- replacement
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- 42 Comments
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- 30 Comments
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@dmonsta19: the mod should not interfere with them, so yes @urielgarcia, Fasan: I edited the dependency list, check if you have all the files up to date as nos.17 suggested @pcwhiz24: sorry not the god mode trees, edited the description to avoid confusion @IRE505: this is the purpose of the mod ;) Thanks for the comments everyone!
- 27 Comments
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Version 1.1
3,192 Downloads
100% inspired by Marsh's Maxis Tree Replacement Mod, I present you the Sayonara! Maxis Trees Mod, my personal take on Maxis flora replacement. It will instantly replace every instance of Maxis tree flora and tree props from your lots, T21 mods and mayor mode plopped trees. While I acknowledge Marsh's mod has a fine and visually appealing selection of trees, it sometimes does take a bit too much space and leads to undesired effects, making lots and streets look a bit overcrowded in my opinion. This mod was created to avoid this - the mindset was to replace trees with trees of similar size and volume. Palm trees were deliberatly omitted as they do not fit in every type of city, but you still can use SHK's Maxis Palm Replacement Mod if you wish to have palm trees; just make sure it loads after the present mod and you'll be set. Update 1.1 Originally the mod used quite extensively beeches props as replacement but those were unavalaible to download for some time. Now that Girafe released a new livery of the beeches, the mod is exactly how I designed it in the first place. Also flora parameters left in their original state could lead to unpredictable and/or undesirable effects when used with advanced tree controllers- those were corrected to ensure proper functionality with said controllers. Many thanks to blunder for the heads-up! PS: the screenshots haven't been updated... Feeling lazy Installation Drop anywhere in your plugins folder to enable, delete to revert. Additional Note This mod was separated in 2 parts: one for prop replacement, the other for flora. You'll notice there are 2 flora replacement files: Maxis Tree Flora Replacement Regular.dat and Maxis Tree Flora Replacement Enhanced.dat. They both replace the same trees but the "Boost" version is twice more effective against pollution and the radius has been increased too (originally -2 over 2 tiles, improved to -4 over 4 tiles). Choose one and delete the other. Should you keep them both for whatever reason, the regular version will override the enhanced version. Regular or enhanced? I didn't have the time to test this extensively, The use of enhanced version in an existing region may trigger undesired effects related to pollution. Therefore I advise to avoid it's use in such circumstances. However if you start fresh, you should have no troubles using the enhanced iteration as long as you keep it in your plugins (and do not swap for regular every now and then). Fortune may favors the bold! Dependencies BSC mega props cp vol 01 BSC mega props cp vol 02 BSC - VIP girafe honey locust (only Grfe_props_pack_LE_HONEYLOCUST.dat is needed) BSC - VIP girafe chestnuts (only Grfe_props_pack_MM_chestnuts.dat is needed) BSC - VIP girafe lindens (only Grfe_props_pack_LE_lindens.dat is needed) BSC - VIP girafe ashes (only Grfe_props_pack_LE_ashes.dat is needed) BSC - VIP girafe oaks (only Grfe_props_pack_oaks.dat is needed) BSC - VIP girafe beeches (only Grfe_props_pack_LE_beeches.dat is needed) VIP orange aesculus (only VIP_Or_Aesculus_Props.dat is needed) VIP orange fagus (only VIP_Or_Fagus_Props.dat is needed) ! To avoid brown boxes, be sure to have the latest version of those files. Credits -thanks to Girafe for the superb tree models; -thanks to blunder for sharing his knowledge and many 0s; -...and thanks to _marsh_ for the original idea! さようなら Suggestions or Problems with this mod: report here please- 27 Comments
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[2014] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to scquith's topic in SC4 BAT & Lot Workshop
There's another possibility to consider. When you modify a lot and save it, the Lot Editor creates a new file of your updated lot in the root of your plugins folder. Yet you have to take into account the loading order of your plugins folder (both in game and under the LE): files that are directly placed in your plugins are loaded first, files inside folders are loaded after. If 2 files share the same instance ID, only the last to load will appear in your game; unless you used "Save As" feature your modified lot has the same IID as the original. So when you fire the LE, the lot you modified and saved is loaded first, then is overriden by the original. This gives you the illusion that the Lot Editor save didn't worked. Simply remove the original from your plugins, or overwrite it with the newly created lot. This way you should be able to see the modifications done.- 100 Replies
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@Whiterabbit: yes, all the lots where the textures are used @infamous: yes, and I still have some cards in my sleeves :P @Titanic, rivit, night2build: thanks! @Jamonbread: err probably but things could quickly get out of hand also ppl would probably be pissed if they have to replace props @Shy Dude: although it's neat idea, I tried but it does not really improve the final result. Textures are too dark to apply shading I guess You were right, it does improve the final result nicely. Many thanks for the suggestion!!!
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Dark Future Comes.
Magneto commented on Hiigarar's City Journal Entry in Hijaran United Confederacy (AIN)
This is Blade Runner reboot <3
