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Everything posted by Magneto
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I think I'll have no choice but to install RHW when those textures will be released. Simply irresistible
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[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
I'd like to do some textures for rails & GLR crossing SAM streets, but there's 2 problems: 1. For diagonal rail crossings, the texture isn't mirrored properly for any the SAM streets I tested (7,9, 10) and I believe it's the same for the other sets. 2. There's no texture for GLR crossing SAM streets. So is it just about doing the textures and assign the proper IIDs, (in which case I'd like to know them) or it's not supported yet by NAM, thus they will automatically revert to the default streets?? -
Another decent alternative is le Pont Notre-Dame, a tram in road bridge... Included in NAM
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Here you go: http://kurier.simcityplaza.de/download.php?file=276
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Here you go: For the PEG_CDK-REC_205, I didn't find it on STEX. But you can surely grab it at simpeg.com (registration needed) If you could be a little more specific, I think I can help.
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[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
Hi Holle, Nice textures! The alignment is good, it matches almost seamlessly. Now for your problem of grey color blocking the grassy fields and sidewalks, you have to use the alpha maps. It will remove the blocking colour and give transparency where the sidewalk will appear. Which image editor are you using? If it's gimp, I can show you. Cheers -
[2013] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to Harmanoff's topic in SC4 BAT & Lot Workshop
Could it be that you have 2 copies of the same file in your plugins? The lot editor behaves exactly like the game, if you have 2 files with the same ID, only the last to load is taken into account. Let's say you create your lot with "save as" -> you have a lot with unique ID, shouldn't conflict with other files Later you decide to reopen the lot to add stuff, you save -> you have 2 copies with the same ID, only the last to load will display Since the lot editor put newly saved files directly in the root of your plugins folder (which is the first to load), if you don't remove the old one it will usually load after the new one, thus you won't be able to see the changes in game or in the LE. Hope it's understandable- 79 Replies
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Sure you can. Why there's no saves then? Because 99 % of SC4 players play the game with custom plugins, and everybody uses different ones. If I give you one of my city saves, you'll have millions of brown boxes when you open it, unless you have the exact same plugins as I do...
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Texture problem with Flexible Underpass and Highway course
Magneto replied to adasko's topic in SC4 Bugs & Technical Issues
Hi adasko, welcome to the forum. About the 1st pic I'm pretty sure it's not a texture but a model. Textures do not behave like that usually... The problem is certainly tied to your cramped (although nice) setup. Try to replicate with one tile space between the road tunnel and the road bridge/street tunnel, preferably flat As for the 2nd pic I'm not an RHW expert, but here it might be a case of missing texture. I know though the MIS (terminology used for motorway access lanes) isn't exactly bug free... Better report your problem on the NAM thread: -
[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
I've been doing some retexturing on the draggable FAR roads... Something felt wrong with the sidewalk textures so I reshaped them: Also I couldn't help but to put back the solid line I've only done the no wealth & mid- wealth textures, but if anyone wants them, I can upload them. I also did the version with dashed lines, but it doesn't look as good Note, there is a small bug in the FAR euro textures: the texture 5F092640 to 44 needs to be deleted. -
You first have to open (create) a lot that is large and deep enough for the building. If the lot is big enough for the building, you'll be able to see it in the props list. I suggest you only put necessary files in your plugins before you fire the LE, it will load faster and you'll find your buildings easily
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You also need the model + desc files included in this file: to avoid the brown box
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The file your link is pointing at only have models, thus it is completely normal you don't see the buildings. You need to lot them (with Lot Editor or PIM-X) if you want them to appear in your city. As for the Feyenoord stadion, can you provide the link to the one you downloaded? There are several versions.
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
I can't replicate the footprint of the s-curve... As soon as I drag the middle S I get this I tried different techniques but all have failed. Is the s-curve for streets exclusive to the e-series, or I missed how to do it?- 331 Replies
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Thanks Ganaram- 331 Replies
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Very stupid question, how does one make s-curve streets? I have the draggable FAR installed, I can't figure out the layout. Thanks- 331 Replies
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Very recently I saw someone posting the exact same problem... Do you have latest NAM installed? If so, I suggest you report your problem on the NAM thread.
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Thanks Cyclone
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Anyone knows some good grey concrete walls props? The dirtier and the grittier, the better! Thanks
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[2013] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to Harmanoff's topic in SC4 BAT & Lot Workshop
Here is a step by step tutorial using PIM-X: https://www.sc4devotion.com/forums/index.php?topic=2306.0 PIM-X user guide: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2257 Good luck- 79 Replies
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Ok, try this: -put the no grass mod with all it's subfolders and files in z_NAM (you can leave the default file structure, as the folder name begins with "SL98..." it will load after the Road Textures folder. -drop the attached file that you'll find below in the NGM's main folder. I found out the mod wasn't operating anymore on straights and ortho to diagonal transitions so I did a quick fix, if you have any problem or missing texture let me know- 331 Replies
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
May I ask where your mod is located in your plugins folder? Since NAM 31 and the introduction of the z_NAM folder, I noticed some mods were misfunctioning because the loading order was modified with the new file structure. Try to drop the no grass mod in the z_NAM folder and make sure it loads after the road textures folder, that should do the trick- 331 Replies
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Still, the scenery is beautiful and I like the interchange. It doesn't feel overdone. Very nice pic, Timmie
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Bad plug-ins or clean reinstall needed?
Magneto replied to LivingInThePast's topic in SC4 Bugs & Technical Issues
Yes you can find it here: -
Those pictures existed before moonlinght streets were incorporated into the NAM as SAM 10. Originally, moonlinght streets overrided SAM set 1 & 9 iirc, You could probably make the mod work with NAM 29 or 30 and moonlinght's SAM9 street override, or edit the mod with reader to make it work with the new NAM.
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