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frimi2

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    A long, long time ago...

Everything posted by frimi2

  1. NAM General Discussion Thread

    Originally posted by: Meastro444 on a SC4Devotion Frimi2 uploaded an update. i think it covers that one too!at least, i think it does! Meastro444quote> Sorry, but no. For the moment only roads are eurotextured. May be one day .....
  2. Euro Road Textures Mod

    The bridge is 3rd party. You have to change the textures by yourself And the texture of the tunnel entrance is correct (as you can see)
  3. NAM General Discussion Thread

    Originally posted by: Andreas Roth .... and I barely played the game at all, but once the fun turns into stress, I'll better stop.quote> *sigh* wise words, Brother Andreas
  4. SFBT Cycledogg Random Seasonal Woods

    Oh noo, not KingTitan again (... Lemmings ? which Lemmings ... ?) :D
  5. SFBT ARAL Gas Station by royal

    @KingTitan A hint for your next comment: Don't look into a mirror
  6. Euro Road Textures Mod

    May be it's my mistake and I forgot an update. I've uploadet the recent files und it is a good idea to replace them all. I'm sorry, but you know I'm very busy this year
  7. Euro Road Textures Mod

    Originally posted by: Andreas Roth@frimi2: Here's another missing texture I found recently: quote> Hmm, sorry but I cannot see that: Edit: I found the GLR bug and fix it
  8. TM Housing

    Oh, thank you VERY much for that great joke ... ROFL
  9. Euro Road Textures Mod

    Date: 1/14/2006 1:28:47 AM Author: allan_kuan1992 Is it possible to keep the One-Way Road Arrows Modification file only or do I also need the Euro Road Textures Modification as a dependacy? Yes, you can use One-Way-Arrows without the Euromod. Date: 1/14/2006 1:28:47 AM Author: allan_kuan1992 Can I also request a mod that uses a single solid yellow line for all roads in medium and high density zones in all wealths instead of the traditional double yellow line? In the city of Vancouver, BC, Canada, we have a single yellow solid line in most places instead of the double yellow line that the nearby municipality of Richmond usually uses. That needs thousands of textures. Much work
  10. Grrr, that is, why I posted the raw pic befor
  11. Ok, here we go again: How do you think about something like this (the pale tile is unchanged) http://img213.imageshack.us/img213/4060/glr2a4rq.jpg align=baseline>
  12. Date: 1/5/2006 1:20:52 PM Author: Andreas Roth @frimi2: Yes, exactly. Ok, I'll do that
  13. Date: 1/5/2006 11:17:49 AM Author: Andreas Roth Maybe this is not the right thread; but since you're creating diagonal railroad crossings: We really need a diagonal GLR crossing, so we can 'insert' GLR tracks between two one-way roads from the side (from where they are approaching parallel to the one-ways).Is it something like this, you are looking for ? (It's a quickN'dirty) http://img490.imageshack.us/img490/3137/glr19hl.jpg align=baseline>
  14. @qurlix Ok, here we go In the Zip are all fsh-files with all tgi-files plus the raw bmp's. The instance numbers are NAM compatibel, but you can change them, of course, if required.
  15. Date: 1/5/2006 9:18:20 AM Author: qurlix They look great, frimi.  But do you think I should actually use the bottom tile?  When I tested it, I just let the default diagonal rail intersection occur for the bottom half.  Of course now the top tile doesn't really match up with the deafult version anymore. Whatever design you prefer...I could care less which one it is, as it's only a few lines different in RUL code.  I'm just glad it's an easy addition. -qurlixquote>The ingame texture of the bottom tile looks a bit odd, I think. I do both tiles, so you can take a look and decide then
  16. Here are some slightly revised textures (I can do a complete fsh-package, if they are ok) http://img215.imageshack.us/img215/551/newinter5yh.png align=baseline>
  17. Date: 1/4/2006 3:44:10 PM Author: Frymon Ask the Nam pepole is all I can sayWhat, do you think, I am ?
  18. Possible is something like this, but there are always two pieces required, I'm sorry http://img345.imageshack.us/img345/58/crossing6wm.jpg align=baseline>
  19. Sweet Cats

    Be sure, it is true
  20. Sweet Cats

    Remember this picture is taken from the "The Pratchett Portfolio" and may be copyrighted by Paul Kirby
  21. NAM overtake

    Date: 1/1/2006 8:12:09 PM Author: qurlix Oh, I thought we had already voted for this...didn't Tropod technically leave back in November?  Anyway, my vote was and still is for smoncrie. ...cut... I agree with qurl: I think smoncrie is the best for that job (except Tropod, of course ) Edit: I know, it is the wrong place, but: Happy new year to you all and thanks for the good work
  22. Roundabout and Cul-De-Sac Textures

    Date: 12/28/2005 6:27:02 AM Author: lakeyboy I can't personally help you with the paths but Frimi2 made a BETA Path Creator. What you do is insert your lot or textures (forgot which one) and draw the paths. Then it saves it and you use it on your transit enabled lots in the SC4 tool using the insert path button. Frimi2 hasn't been on here for a while but Andreas Roth should point you in the right direction.quote>***poff*** (smoke) Who's calling ? For real: I'm very busy these day's, but from time to time I have some looks at these pages. And yes, Vester is right, Pathmaker is very beta (more alpha) with a very basic documentation.
  23. NAM: Development

    Date: 12/18/2005 12:03:01 PM Author: smoncrie I have made some puzzle pieces that allow you to drag dirt streets and Paths/Trails (I stole a BSC texture).  Do people think they would be useful? This is not a serious question, or ?
  24. NAM General Discussion Thread

    There is something wrong with your NAM-installation. May be there are old alpha-files from previous experiments traveling around in some folders. With a correct installation it's possible to connect avenues to other cities as bevor.
  25. NAM: Development

    Date: 11/13/2005 7:57:58 PM Author: smoncrie Hi, I thought I should post about what I have been working on for the NAM. ---pic--- As you can see I have been mostly working on sunken highway crossings.  There are about 2 dozen new pieces so far.  Some are incomplete, and most need more testing.  I am not totally happy with some of the new OnSlope pieces, but I do have working versions. quote>That looks very gut BTW where is the download-link
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