-
Content Count
893 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Magneto
-
Are transit textures mirrored by the game?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
Totally overlooked that; issue solved. thanks Marteen -
Are transit textures mirrored by the game?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
Sure!. Here it is: I wanted to upload the dat but the site won't let me, hope it's enough for you to see what the problem is. I've been able to locate the model files for the smooth curves, I presume that each "tile" or segment has its own IID, that will make things a bit more complicated, anyway cheers for your help Marteen, its appreciated -
Hey there, looking for japanese (or asian style) road signs. I already have the JRS road signs (dependency of Js-style street mod) but am wondering if there's any other Thx
- 21,224 Replies
-
- simcity 4
- custom content
- (and 8 more)
-
Are transit textures mirrored by the game?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
I should have specified, but the FlipsAllowed property was already set to 0x00. What I had to do since I wanted another prop on the mirrored tile, is create 2 exemplars sharing the same tile ID, with one property set to mirrored and the other to non-mirrored. But that wasn't enough, the T21 set to mirrored wouldn't refer to the prop, so I had to edit the prop exemplar and add a RKT1xm to make it work (thanks to memo for the trick). Anyway, I have 2 more questions 1. Is it possible to create T21s for NAM smooth curves? If so, does it work with the same method? I can't find network ID for these 2. I want to add a T21 to the street roundabout. I searched for roundabout exemplars and couldn't find the simple street roundabout. So I created a T21 with network id corresponding to this network ...But it doesn't work What I'm doing wrong? -
You can't overwrite/replace original Maxis lots with the LE.
-
Are transit textures mirrored by the game?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
Thank you for your answer Tarkus. So I believe there's no easy workaround for a situation like this...annoying. -
Are transit textures mirrored by the game?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
Thunderman: I don't feel chiming in skilled modders messenger boxes for developping a personnal project. Thanks for your reply and your suggestion though Edited OP. -
I recently stumbled on a tutorial describing a workaround to allow roads to be built right above tunnels, or even to build 2 networks at different levels side by side (link) Some pics are missing, but it's quite clear to figure out how this works. However, a lot that will flatten partially the land is required (in the tutorial, Ennedi refers to oppie's canal water tile). I can't find the canal set (only it's expansion), and tried alternatively to modify some properties such as foundation threshold,min/max slope allowed etc but I can't seem to find the good set up to make it work. Has somebody achieved succesfully this technique or has some tips as how to set up the lot? Thanks
-
Yup, this is how you do it
- 21,224 Replies
-
- simcity 4
- custom content
- (and 8 more)
-
@ Chimp: this is one
- 21,224 Replies
-
- 1
-
-
- simcity 4
- custom content
- (and 8 more)
-
Something like this?
-
@SimRico:There's nothing you can do to get rid of it permanently. However you can go in data view, select "zones" then deactive everything. Your texture problems will be gone...until the next time you save or go in underground view
- 21,224 Replies
-
- 1
-
-
- simcity 4
- custom content
- (and 8 more)
-
Yeah, transit enabled lots blocks access, try a mod like this instead:
- 21,224 Replies
-
- 1
-
-
- simcity 4
- custom content
- (and 8 more)
-
I did a fresh NAM 31 install, added rivit tarsealed streets and marsh cul de sac mod. I took the american retexture mod, and modified the folder structure. Basically, all you have to do is to move marsh mods in the z_NAM/Road Textures/Standard Retexture and Cosmetic mod folder along with rivit streets. Make sure files are structured as follow: rivit streets and sam roundabouts 2, 7, 8, 9 should now work, although you don't get the effect of marsh mod on rivit roundabouts, but that is to be expected since the textures haven't been created. If you don't have the american retexture mod and subsequently don't have a road texture folder, put files with similar structure in z_NAM folder and it should work. If you wish to keep rivit tarsealed streets, you can remove the larger cul de sac mod dat, as it has no effect.
-
Metal, let me know which cul de sac mod and which texture mod you use, I might try to do the fix
-
[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
Just for fun, American & Euro textures mixed. Only did straights & diagonals as you can guess Here some overhauling of your euro mod. I refreshed some SAM and less used connections situations, but kept some aspect of your older mod I like better, such as road/street intersections & transitions. So, what do you think? -
Agreed, sometimes you can make things work when you build them in the "right order" but here the problem is persistent. The only workaround I found was to use a street instead of a road.
-
[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
I'm interested, although I don't know much about road markings. -
Crash? As long as I don't toy around GLR stations with TEd lots, never. Win 7 SP1, 1 Gb plugins, old fashion single-threaded low-end laptop.
-
Disabling/removing the car jacking animation [Solved]
Magneto replied to Kocayine's topic in SimCity 4 General Discussion
More cops, or mod -
Is the demand for farms and dirty industry never ending?
Magneto replied to yoge123's topic in SimCity 4 General Discussion
Yes it probably is, but it's good advice not to make too many connections, or you might have a nasty problem called "the eternal commuter loop" (google is your friend - many articles about this). Avoid connections especially in corners, create them only when absolutely needed. -
R$$$ sims and forced mass transit
Magneto replied to Pinstar's topic in SimCity 4 General Discussion
I'm no expert in that matter, but I I'm afraid it won't work if you don't lay at least some road stubs in front of your residential and commercial zones. The road doesn't have to lead somewhere, but it has to be there. However, if there are roads in front of your zones, there's no reason this shouldn't work: R§§§ prefer to drive, but if they have no opportunity to do so, they will find another way (provided there's one) to get to their jobs. Found some info about pedmalls: -
To me, the only benefit of RHW is freedom. You can replicate incredibly complex interchanges, add extra lanes, etc. I don't use it because -it takes too much space -I don't want to spend 6 hours building a good looking interchange -too much fiddling -menu clutter -no tunnels, not many bridges -textures may revert when interacting with other networks -and the most important yet most subjective topic, the look. I prefer MHWs.
-
Texture problem with TLA3 intersecting road: This seems to happen every time with this configuration.
