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Everything posted by Evane
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Hi, I was wondering if you can add approach lighting system for the 48m runway using the same lighting in RMIP-2? The 2-tile and BriPizza's 4-tile runway can use the pre-existing approach lighting found in RMIP-2; but 3-tile wide needs its own lots considering its centerline is different from the other two. (BriPizza also has his own approach lighting lots for his runway 4x, one of which is water overhang). Another off-topic request should have gone to lot request thread is the runway intersection lots for BriPizza's runway 4x with itself and the orthogonal/diagonal 2-tiles runway.
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Hi, I was wondering if there will be an on-slope version of the RHW flexible underpass portal? I suppose if you want to make this FLEX based, you'll need brand new tunnel models as well? Also, I'm curious about the RHW FLEX Height Transitions (FLEX-HT) 1-Level 90° Curved version being 4x4 instead of 5x5 to match FLEXFly and the FLEX-based 90° R2 curve.
- 1,636 Replies
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- NAM
- network addon mod
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That is some great work there. I knew there are base texture for the rapid exists in the RMIP-2 files but it never got used (I remember an user in Devotion also did this long ago but it was never released). I think there's definitely room for user customization if you split into pieces like this: _ First piece is 16x3 tiles, whose the top row is a portion of the runway. This should make the lot compatible with both your 48m runway set and BriPizza's 64m runway set. _ Second piece is 18x4 tiles, whose the bottom row is half of a taxiway. The other side of the taxiway can be filled with tiles available in RMIP-2. You can fill in between these two lots with 8x1 pieces to extend the rapid exit and the distance between the runway and taxiway.
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How to configure SC4 to work with your new hardware
Evane replied to Morofry's topic in SC4 Bugs & Technical Issues
What impeccable timing. I'm reinstalling and running the game on the new laptop with similar specs (i7-1165G7 with Intel Xe graphics & NVidia GTX 1650 Ti Max-Q) and I couldn't get the game run on the NVidia graphics card. The game simply does not run and I had to rely on SC4 launcher to revert to software rendering. I followed the wine3d3 post using the DirectX 7 version and somehow the game is choppier than without it (while later versions simply doesn't work). And that is with Video Cards.sgr and Graphics Rules.sgr modified. NVidia control panel doesn't help either. I guess I'm stuck with integrated graphics for now -
If you use the default Maxis tunnel model then it's not possible because the tunnel entrance for most road types have different height (in brackets are networks that I'm not sure and tested): Road & One way road: 13.8m (so you should be able to place road/owr tunnels next to each other). Heavy rail: 7.25m Avenue (and ground maxis highway): 7.5m (edit: note you can place networks right behind the avenue tunnel entrance using a 7.5m raiser) El rail (plus monorail and elevated highway): 22.5m Rivit's tunnel mod comes with a 7.5m tunnel entrance for road and owr. But even then you still need to change some parameters in Ilive reader to be able to draw road/owr tunnels next to avenue (which is further explained in Rivit's tunnel mod installation guide). Fortunately most (if not all) slope mods should contain the parameters you're looking for.
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(I see my English understanding failed me again haha) I do have an idea on how to make this, but I'm no modder so maybe someone experienced in texture making can pull this off (I think): Extract base texture 0xb110f000 (from RMIP base texture pack?, which has taxiway and the green pavement without the yellow hash mark) to .jpg file; overwrite the taxiway pavement with the green pavement using paint/PS then create a new ID & file for it.
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The overview shot is the proof that you used the matching grass texture from RIMP-2. I believe this is most likely a base texture clash with something, since I had the same problem with my (still building) airport before. But I can't remember which texture pack it was, it could be base texture from a farm mod (Edit: After a quick look at what I have, I think it's a base texture from SPAM).
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I think this is caused by multiple base textures placed on top of another on the same tile (in this case the grass texture is on top of the dashed line so you only see the grass texture ID in Lot Editor). I would try deleting all the base textures on the incorrect tiles then put the grass texture back again.
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90 degree R3 (9x9) MIS FlexFly! Is this a dream? Not to mention the elusive FlexFly over FlexFly showcase.
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NAM team please include these beautiful stations in your next version. Also can the modern designed one pull off the overhanging style like the stations in the current NAM? The two ends of the station can probably fit a road under it.
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@ikilluasap1 Based on your design I'd like to propose a quick fix:
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- interchanges
- highways
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Actually I found the control tower just before your comment, and it was lotted. These buildings are a part of an old airport pack which is still on STEX.
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I love the airport's layout, there's plenty of space for expansions. Terminal 1's design is pure art, although the FAR terminal means setting up the gates is a bit tricky. The only thing I would change right away is the cable-stayed bridge on the bottom right, no pilot wants to see a tower between them and the landing runway. By the way, where can I get Terminal 3's control tower? I've been finding it for my airport without success.
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Hi. I'd like to share something interesting with the RHW on-slope transition on NAM 36 (props to the dev). Normally the ground end of the on-slope transition doesn't allow other networks to cross. But with NAM 36 you can delete this end with the RHW disconnector, allowing these setups to be possible. Most networks with supported non at-grade RHW crossings should work as well, including the new L1 RRW. The trick seems to works for L1-L2 transition vs ground networks too (I haven't tested all possible setups yet). But the on-slope portion will revert back to default if you have a network passing both ends of the on-slope transition.
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Nakama 6th - Memories of Snow Part 1
Evane commented on Forsma7's City Journal Entry in Nakama (AIN) and Nakahara
Looks breathtaking. Do you mind sharing where to get all the rail stations in your CJ? I only recognize the HSR one and some from Bripizza.- 15 Comments
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I guess today is the right day to (finally show up) & send the NAM team my regards <3 P/s: I want to replace the upperleft rail & GLR tunnels with overpasses but it'll need the diagonal FLEX height (with adjacency code for RRW and GLR overpasses). Hopefully those stuffs will make it to future NAMs along with more supports with existing networks
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- 14
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- interchanges
- highways
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