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rsc204

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  1. Just came across the following information when accessing Hide and Seek!, which currently stands as the largest combined repository of Japanese content: Of course this is using an online translation tool, but it does appear the domain will expire next Feb. However it's not completely clear if the downloads on that site will remain available after that date at another site. The good news I suppose is that we have 10 months or so warning, rather than the site just shutting off one day. But I figured this may have slipped under most people's radar since I never saw it mentioned elsewhere.
  2. SC4 Plop And Paint DLL

    Jawdropping, this mod basically makes MMPs, T21s and much custom lotting redundant. Sure, they might still be a part of my workflow, but the number of times I've stopped during play, to mod or alter some annoying detail that's now gonna be solved by 'plop that there'. It's frankly bonkers to think we can do this City Skylines level stuff in SimCity 4! I have yet only simply tried it out, however I already know that this will indispensable for the scene creators out there. We can now deploy anything almost anywhere, its not simply a case of another method of doing things, but also its essentially a workaround for a lot of things you couldn't easily, if at all, do previously. Can't thank you enough for making this work.
  3. So your basic problem here is that a Building (or Buildings Exemplar), is NOT a model, it merely contains a link to one or more models. You can have Buildings Families, that is to say a bunch of Building Exemplars where the eventual one used is randomly chosen. You can also make ten lots and then randomly add one of four buildings of the same footprint, to make 40 variants in real terms, but you still only have 10 actual lots. Likewise due to these functions the actual number of Buildings Exemplars the tool can see, may be less than the potential variants that appear. Where families are used, random selections are kinda inevitable and very much by design, Maxis made huge use of such things, but you don't often see it used for 3rd Party Mods.
  4. If your game tries to load a city, takes a while then suddenly CTDs, that's usually a sign that the game ran out of Memory trying to load everything. Note that this problem is common when using the Full / RHW Controller as part of the NAM install. Having your game's .exe file patched to use more memory is mandatory in such cases.
  5. Show us What you're Working On

    I think, with some infill and further development, they might actually look OK, right now it contrasts with the terrain too much, but once that's been covered, it could be fine. My general sense is that the textures are if anything too detailed, after all regardless of texture size, they have to fit within x pixels of game real estate. HD Terrain mods do look really good, but there are limitations especially with lower zooms. Love the treatment you give to your rail and transport networks, it really adds a sense of realism. It should be something you can fix in the S3D, I'd have to look up the settings, but each Material (Texture) has transparency settings. It may be you need to add a base layer to the bridge, like concrete or some such, so that any transparency on the edges of the RRW Texture isn't leading to actual holes. If you have such a layer, maybe it's Alpha settings are not correct, it's a complex area. Additionally, did you perhaps use a Puzzle Piece Road Viaduct piece here?, the one with the white sidewalks? That's an easy enough fix to get your sidewalk on there if so. Just that the PP textures have different IDs from the later Flex ones.
  6. Introduction Notice: The original site hosting all the separate parts of the Japanese NAM Facelift Mod is no longer online. Currently you can download the entire 11 files in a single 7zip archive here: Therefore, please note that the following instructions differ slightly, but where it says in the tutorial to download a specific part of the mod, just use the containing folder from the download. What is the Japanese NAM Facelift Mod, and why do I want it? Well at it's core, this mod is smartly designed to add your sidewalk onto many of the NAM puzzle pieces that without it would remain bare, or show the default Maxis White sidewalks. Support includes many features of the NAM, such as PedMalls, FLUPs, WRCs, Overpasses and much more besides. Additionally, it features many custom options that transform the general appearance of NAM features. Many of the components of the mod have different options for you to set things up just how you want them. Although recent developments have helped to avoid baked-in sidewalk textures in the NAM, this mod is still phenomenally useful for covering the legacy pieces many of us still use. As such, it's still relevant, plus in my opinion, one of the must have mods for everyone. PART I - Installing the Basic Mod In this first part I'm going to explain how to install the base of the Japanese NAM Facelift Mod. In subsequent parts, I will expand this to cover every option that is available. If you don't want or need a specific Add-On, then just skip that part of the tutorial. But keep what you do install in the same order listed here, to ensure you don't run into problems. So first off you will need to download the file "z_NAM_FaceLift_Mod.zip" from here. Please rename this file "01_NAMFaceLiftBaseMod.zip" either before downloading or after you have done so. This is very important since many of the different Add-Ons for this pack have the same filename, so do this now and you'll avoid any problems later. This part of the Japanese Facelift serves as the base part of the mod, and will add your sidewalk texture onto the Wide Radius Curves (WRC) and Fractionally Angled Road (FAR) puzzle pieces (all found in the Roads Menu). Although technically it seems you can get away without using this part of the NAM FaceLift Mod, I would recommend everyone using the mod starts here, especially considering how much nicer WRC and FAR looks compared to the original bare curves. Before we install this mod, it is very important that we are able to test it in a simple environment, so that any problems can be tracked down easily. In short, the best practice would be to remove all the files/folders in your Plugins, with the exception of the "Network Addon Mod", "z___Nam", and your chosen sidewalk mod's folders. Move them somewhere safe where you can find them later, you now have a test setup, it should look like this: Temporarily moved items are shown on the left, the current Plugins folder is shown on the right. Note: When running SC4 with a test setup it is recommended to play in a new, blank region. Now open the .zip file from earlier (double click the .zip file), where you will find a folder called "z_NAM_FaceLift_Mod", you need to copy this folder into your "My Documents\SimCity 4\Plugins" directory. Rename this folder "z____NAMFacelift" it is very important to use at least 4 underscores " _ " to ensure this mod loads after the NAM. Otherwise some of the pieces will not work as expected. Note: Previous versions of the NAM worked differently, using a lot of zzzs or a z# numbering system will NO LONGER WORK. Open your newly renamed folder and you should find 4 folders, "Props", "Readme", "Textures" and "WideRadiusCurves". Open the readme (inside its folder), and find the section "Usage". From here you need to choose which of the Wide Curve styles you would like this mod to use. Open the Props folder: You can remove "Side walk style Add on.dat" and "Side walk style.dat" ONLY if you are going to use the Overall Pavement Style option, Otherwise keep all the files inside. At this point I can also recommend installing this patch Overall Pavement Style Fix.zip. It fixes a display issue in Z3 which causes parts of the sidewalk to look brighter than they should. Just place this file in the Props folder, and it will work correctly. In the "WideRadiusCurves" folder keep the folder "Common". Then remove the three Wide Curve folders, that are named after the sidewalk styles you are NOT intending to use. Note: If your sims drive on the Right in-game, you MUST remove two files both named "zFractional Angle Road-Straight over rail LH.dat". One is located in the "Common" / "Road" folder, the other is found in whichever WideRadius folder you kept installed. My advice for removing such additional files during this mods installation, is to delete the files you do not need. You will have the originals in the .zip file you downloaded, should you ever want to change options. Therefore it is easier to test various options in-game (move the folders you are not using temporarily), and decide on what to use before continuing. Remember to test in a new city/region and with the "test setup" explained earlier. At this point, if everything is working then the WRCs & FAR pieces should all have sidewalks that match your sidewalk mod like so: Note: You may need to zone next to such pieces before the sidewalks appear. For some reason it seems that one piece, the Diagonal to FAR Avenue, seems not to be supported by this mod. Support for them is provided by my soon to be released SWN (Sidewalk NAM) mod. PART II - Overpasses The link for the three mods discussed in this part can be found on this page. There are many different options to make this set compatible with a number of other (mainly Japanese Mods). To start, I'll quickly go through them: z_NAM_FaceLift_Mod.zip (02_NAMFaceliftOverpasses.zip) This is the base set that adds the new style overpasses, it will also change the white bases to match your sidewalk mod. Other_Mod.zip (03_NAMFaceliftOverpassOptions.zip) This file contains options for users of certain mods, see section 2 for more details. Neko_Overpass_AddOn_Lot.zip (04_NAMFaceliftOverpassNekoParking.zip) This file contains four new ramps, and some pieces with under bridge car parks for the 7.5m Overpasses. Note: For the files you download, you should rename them to match the filename in brackets above, otherwise you won't understand which I'm referring too later. 1 - Main Overpass Mod Open the file we renamed to "02_NAMFaceLiftOverpass", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in the last lesson "z____NAMFacelift" in your Plugins folder. Move the 4 folders from the zip into your z____NAMFacelift folder. If this is done correctly, you will see a message pop up asking you if you want to merge/overwrite files or folders. This is perfectly safe to do, as the mod was designed to work in this way. Each separate package that contains the same textures/props has them included, so if we overwrite files here, we will only be left with one of each. So tell Windows it is OK to do this for every occurrence of the message. To save time you could tick "Do this for all current items" in Windows 7/newer. When finished, both readmes will be in one convenient location, all you need to do is select a few options. Open the "Overpass" / "T21" folder where there are four further folders: Select_GuardRail - Remove the file "zGuardRailProps.dat" if you do NOT want white gaurdrails on the road edge of Overpasses. Select Pavement - There are three options: "noBlankLotPavement.dat" - Tiles under overpasses always remain transparent. "noTransoirtLotPavement.dat" - Show Sidewalks under overpasses, except for where transit networks cross. "zOverallPavement.dat" - Show sidewalks under overpasses and where transit networks cross. Keep ONLY ONE of these files. Select SecurityFence - Remove the file "zSecurityFence_Props.dat", if you do NOT want security fences on the bottom edge of Overpasses. Select Streetlight - Pick the streetlight colour for your overpasses, by removing all the ones you do not want to use. 2 - Overpass Option Due to the complexity of some of the mods here, I will only briefly explain what each one is and how to install them. Open the file we renamed to "03_NAMFaceliftOverpassOption.zip", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in the first lesson, "z____NAMFacelift" in your Plugins folder. Note: Re-start at this point after installing each mod, if installing more than one. Japanese Signal Mod If you have this mod installed, which makes the stoplights appear on the left at junctions, this Add-On will add those same stoplights to the intersection pieces of your overpasses. To install open "Overpass" / "T21" / "Full" in both the extracted files window and also the Plugins windows. Copy the folder "zz_JapaneseSignal" into your plugins. Japanese Sidewalk Mod2 For users of this mod, this will change the Overpasses to blend in better. To install open "Overpass" / "T21" / "Full" in both the extracted files window and also the Plugins windows. Copy the folder "zzzJpn_SideWalk_Mod2" into your plugins. The following three mods by Moonlight should only be installed, if you have the respective NAM features also (see image below): ML Shinkansen Mod (NAM Feature) If you installed the Bullet Train Mod (1) then you should install this Add-On. ML El Rail Mod 2013 (NAM Feature) If you are using ML's Alternate El Rail (3) then you should install this Add-On. ML Jap Canal (second download button on page). If you have installed Moonlights Canal Set, this will update the CAN-AM mod, so that the canal overpasses are replaced with models matching the ML Canals. Note: You need to also have the CAN-AM (2) installed for this to work. To install these mods by Moonlight, open the "OverPass" folder in both windows, then copy the folder "z_zMLModFile" into your plugins. Open the newly copied folder and remove any of the three options that you do NOT want installed. Note: All of the above add-ons only make sense if you have installed the respective mod. If you have not, these features may not work, or worse, cause problems with your game. 3 - Neko 7.5m Ramps and Parking Add-On Open the file we renamed to "04_NAMFaceliftOverpassNekoParking" and simply copy the folder "Neko_Overpass_Addon_Lot" into the "z____NAMFacelift" folder in your plugins. Note: This download requires the following additional dependency, Jim CarProp Pack 1.2 These items will appear in your Misc. Transit menu in-game, here is a brief guide on how to use them: Road 7.5m Parking Draw the network using the NAM 7.5m Road Overpasses FIRST. The 3 parking lots can be simply placed on existing sections of the overpass. You must then draw a line through the parking lots with the Road Tool. Road 7.5m Ramps To connect the ramps, the higher part should overlap an existing section of 7.5m overpass, push the piece as far as it will go into the overpass and click to place. Draw road into the ramp as far as you can. Avenue 7.5m Parking The Carpark lots are the same as the road lots, just use the Avenue tool to drag through them instead. For 2-tile parking just click once, no dragging needed. Avenue 7.5m Ramps To connect the Ramps is tricky, build the avenues so that you've got the overpasses on one side and an avenue on the other, with a big enough gap for the ramp you wish to use. If you can't plop it, keep removing one avenue tile at a time and try again. Once it's in place, connect up with One Way Road, NOT the Avenue tool, on both sides of the road. Note: These OWR's must be in the correct direction of traffic. You can not plop the parking lots next to each other or a ramp, there must always be at least one tile of space separating them, or traffic will be prevented from using the overpass. You can open the pictures in the installed folder, these can help you understand these instructions with visual clues. PART III - FLUPs and Pedmalls In this part we will cover three more mods that will add your sidewalks to the FLUPs and PEDMALL pieces from the NAM. The three mods listed in the tutorial can be found on this page: z_NAM_FaceLift_Mod.zip (05_NAMFaceliftFLUPs.zip) This Add-On will update your FLUPs to match your sidewalk. z_NAM_FaceLift_Mod.zip (06_NAMFaceliftPedmall.zip) This mod adds a variety of different pedmall styles. z_zNAM_PedBridge_Chg_JPN_Mod.zip (07_NAMFaceliftPedbridge.zip) This mod contains replacement pedmall bridges. Note: For the files you download, you should rename them to match the filename in brackets above. Otherwise you won't understand which I'm referring too later. 1 - FLUPS Open the file we renamed to "05_NAMFaceliftFLUPs.zip", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the 4 folders from the zip into your z____NAMFacelift folder. If this is done correctly, you will see a message pop up asking you if you want to merge/overwrite files or folders. As before, you should overwrite any files it says are duplicates and merge the folders. When finished the new readme will be in the same convenient location as the other mods. All you need to do is select the correct road textures. Open the "FLUPs" / "Road" folder. If you use US Road Textures, remove the file "zRoadTexturesEuro.dat" from here. That's it, you are done, so open SC4 and test your results. Remember to also check the Tram FLUPs, which are in the Misc. Transport Menu. As usual, you may need to zone before sidewalks appear. 2- PedMalls In your Road Menu, there is an item named "Pedestrian Mall Tiles". Here are a number of single-tile pieces, that can be placed together to form a pedestrian-enabled walkway. Further information on the usage and limitations of which, are provided in the NAM documentation. This mod will make the first two of these Pedmalls match your Sidewalk. It will additionally replace the light pole pedmall, with a more flexible piece. Every time you plop one, one of over 20 possibilities is chosen at random. If you move away from the tile after placing such a pedmall, then return to the same spot and click once more, you can cycle through the options. Open the file we renamed to "06_NAMFaceliftPedmall.zip", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the 4 folders from the zip into your z____NAMFacelift folder. As in previous parts, overwrite any files it says are duplicates and merge the folders. When finished the new readme will be in the same convenient location as the other mods and you are ready to go and test the results. Note: Due to the way Pedmalls are designed, if the wealth of surrounding buildings change, then any adjacent pedmalls will change design. If you want to try a different set of Pedmalls, check out Paeng's alternate version (Add On). 3 - PedBridges As part of the NAM pedmalls, there are some bridges included. This mod will replace those with more attractive bridges for Roads, Streets, OWR, Rail and Avenue. In case you were wondering, after selecting the Pedestrian Mall Tiles, just keep pressing the TAB key and these bridges will eventually appear. Open the file we renamed to "07_NAMFaceliftPedbride.zip", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the 2 folders and the 5 dat files from the zip, into your z____NAMFacelift folder. As in previous parts, overwrite any files it says are duplicates and merge the folders. When finished, the new readme will be in the same convenient location as the other mods and you are ready to go and test the results. Note: The included props for this set, are essential to it's correct operation. Just as with the PedMalls set, you can re-click to get different bridge designs. Once more though, they change if the wealth of surrounding buildings do. There is an additional Mod by Magneto, here (find the attached file "z_ped_overpasses_signs_cancel.zip"), to remove the road signs if you dislike them. PART IV - SAM and Rail Optional Mods Two optional mods for SAM streets and your Railway network will be covered in this part, you can download these mods here. Note: The first two mods for GLR listed on this page, will be covered in the next part of this tutorial. z_SAM_NoGrass_Mod.zip (08_NAMFaceliftSAMNoGrass.zip) This Add-On will change the grass textures of 4 of the SAM sets to Sidewalks. z_Alternate_Railway_Mod_Add_On.zip (09_NAMFaceliftAltRail.zip) This Add-On is for users of the PEG Railway Mod, and adds a similar texture to WRC and FAR pieces. Note: For the files you download, you should rename them to match the filename in brackets above otherwise you won't understand which I'm referring too later. 1 - SAM No Grass Mod Open the file we renamed to "08_NAMFaceliftSAMNoGrass.zip", you should also have a second window open with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the folder "z_SAM_NoGrass_Mod" from the zip, into your z____NAMFacelift folder. Note: This mod does not function like previous mods and needs to be given it's own folder. You should not see any messages relating to duplicate folders, if you have done it correctly. Inside the folder you just moved, will be 5 further folders: Readme SAM2 SAM7 SAM8 SAM9 This mod will make every tile of SAM2, 7, 8 and 9 show full sidewalks without any grass. Remove the folders for those SAM types you do NOT want to be changed. You can of course keep all 4 if you wish. You can now test your results, as that's everything we need to do here. Note: If you use the US road textures, you will need to enter each SAM folder and delete the file "zSAM*_NoGrass_Euro_Textures.dat". Where * is the SAM network type. 2 - Alternate Railway Mod This mod will add textures in the style of PEG's Alternate Railway Mod, for STR, FAR and WRC rail curves. PEG_Dirt-Rail-Set_205_SU.zip Open the file we renamed to "09_NAMFaceliftAltRail.zip", you should also have a second window open with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the folder "z_Alternate_Railway_Mod_Add_On" from the zip, into your z____NAMFacelift folder. Note: Once again this mod needs it's own subfolder, so don't overwrite anything. Folders "STR" and "WideRadiusCurves" contain the STR and WRC/FAR textures respectively. Remove either if you don't need them. The folder "FLUPs" contains transparent FLUPs for PEG's Rail Mod. However, the NAM FLUP models do not support transparency, causing the water bug to be triggered. If you wish to use this feature, just install the following patch NAM Transparent Rail FLUPs Patch.zip in the same folder. Otherwise simply delete the "FLUPs" folder. Simple as that, you should now have nice textures on your rail curves and FAR sections. Note: An additional MOD created by Ebina, will also add matching rail textures where rail goes under Overpasses. You can download this from here (AlternateRail_EPOverpasses_v201a.zip), it says outdated, but it works just fine. PART V - GLR/GLR Options This mod changes all your GLR, including Tram in Avenue, Tram in Road and Tram in Street to have SMP Sandstone Sidewalks. Users of other sidewalk mods may also find that a warmer sandstone for their GLR network, is preferable to the original Maxis white. You can download these GLR mods here. Note: The third and forth links on this page were covered in part IV above. z_GLR_SandStone_Textures_Mod.zip (10_NAMFaceliftGLR.zip) This Add-On will add Sandstone sidewalks to the GLR Networks. Opstion.zip (11_NAMFaceliftGLROption.zip) Contains two alternate options for the above GLR Mod. Note: For the files you download, you should rename them to match the filename in brackets above, otherwise you won't understand which I'm referring too later. 1 - GLR Open the file we renamed to "10_NAMFaceliftGLR.zip", you should also have a second window open with the folder we created in Part I "z____NAMFacelift" in your Plugins folder. Move the folder "z_GLR_SandStone_Textures_Mod" from the zip into your z____NAMFacelift folder. Note: This mod does not function like previous mods, and needs to be given it's own folder, you should not see any messages relating to duplicate folders if you have done it correctly. Inside the folder you just moved will be 4 further folders. Corefile Readme zEuroTextures zzLeft_Hand_Version Users of the Euro Textures where sims drive on the left do not need to do anything further. Note: If you use the US road textures and sims drive on the right, you will need to delete two folders, "zEuroTextures" and "zzLeft_Hand_Version". Users of Euro Textures where sims drive on the right should remove just the "zzLeft_Hand_Version". Finally users of US textures, but where sims drive on the left, need to remove the folder "zEuroTextures". Then enter the "zzLeft_Hand_Version" folder and remove an additional folder named "zEuroTextures". You can now test your results as that's everything we need to do here. Note: This mod will not replace many of the diagonal Tram in Avenue pieces, you may also find there are a couple of other (mainly tram in road) pieces, that will remain white too. 2 - GLR Options There are two options for the GLR Mod, one which changes the street intersections of the Dragable tram to SAM 8 textures. The other adds a complete sidewalk to the tram loops, rather than the original rails with transparent bases. Open the file we renamed to " 11_NAMFaceliftGLROption.zip", you should also have a second window open with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the folder "z_GLR_SandStone_Textures_Mod" from the zip, into your z____NAMFacelift folder. Note: This mod is part of the above GLR mod, and the folder you copy should be merged with it's original. Open the folder we just moved there are two files inside, you can remove either if you only want to use one of these mods. And that's pretty much all there is to it *phew*. Bear in mind this is a modified copy of the tutorial I originally posted on SimPeg. Since that was lost with it's demise, I wanted to finally bring it over to ST, so that new users would be able to get this essential mod working. I try to keep my tutorials up-to date, so if you notice missing images or broken links, please send me a PM and I'll fix them where possible. MGB
  7. Version 1.0.0

    7 Downloads

    For the purposes of making it available to download, I have packaged up the Japanese NAM Facelift Mod's 11 separate components into a single 7zip archive. I previously made a tutorial explaining how to install the various parts of this mod, whilst it's hopefully a useful reference, the instructions are not entirely correct, since each component has it's own folder within the single download. This mod is a cosmetic overhaul of mostly older legacy NAM Puzzle Pieces, adding sidewalks for example to WRCs, FARs, Overpasses, FLUPs, Pedmalls and GLR Networks. It should be noted that this is very much a legacy mod, due to the age of it, however if you still use the older Puzzle Pieces, then it will very much still have some utility. 08_SAMNoGrass - Note that this mod is very outdated, you'd be better off installing my NGN mod for increased compatibility with modern NAM. 09_RailwayMod - This mod is intended to expand support for PEG's 205 Railway Mod. It is not compatible with modern RRW.
  8. MGB - Diagonal Filler Set

    I (hopefully) restored all my missing attachments and images over the weekend. i just tested the link in the blue notice just now and it offers me the download.
  9. Version 2.2

    6,246 Downloads

    Intro Far too long in the works, but finally here, is version 2 of my Filler Set. Used together, this set of lots can provide a powerful set of tools to deal with the diagonal jaggies problem and help to create more visually pleasing areas. The basic filler lots are texture-based and intended to transition cleanly between Sidewalks, Grass & Concrete textures. Sometimes though, we want to fill half a tile or an unsightly gap, which such fillers alone can't handle. Due to game limitations, a lot can either be fully transparent or completely show a texture. If you try to use partial transparency, the water bug appears, which is both ugly and annoying. Overhanging Lots can help here, because they do not use textures, but models that display them. So we can use transparency and/or extend textures beyond the boundaries of the lots they are upon. The main downside is that such models aren't very slope tolerant. During install, you can choose which types, if any, of overhanging fillers to install. Note that different textures include different pieces, I've tried to balance flexibility whilst being mindful of the number of menu items. Each sidewalk variant has 8 lots, grass comes with 5 and all others just 2. But, I think for most users that will cover the bulk of situations you will really need. Find all installed lots at the top of your Parks Menu. The Extender options are as follows: Lotters/Tinkerers will find 156 props to play with, 13 for each of the 12 supported textures. So if you are willing to make some lots, it's possible to have every prop type for every network. But that wasn't something I felt I wanted to do for various reasons. The complete package runs to 60-ish lots already too, you have to stop somewhere. Included are the following options, which can be selected from the installer of this download: Diagonal Filler Lots Like the v1 release, but with many updates/tweaks and a few new lots. All lots are sidewalk adaptable and supported by TGN. Overhanging Filler Lots Using S3D / RTK0 Props, here is a very flexible set of Lots and Props, which unlike traditional BAT models, are not fixed in terms of the textures upon them. AutoMagically™ certified, most of these props will simply adapt to your installed texture choices. Some will require overriding included textures to adapt, but this is still a new level of flexibility for such items. Lots for the following networks are included: Sidewalks (all wealths) Rural / Dirt (used for Rail/I-AG zoning) Grass (all wealths) Concrete (I-M & I-HT) Pedmalls (Cobble, Red Brick & Sandstone) Overrides for Paeng's Mods Extenders for Paeng's Parks, Bikepaths and overhanging models made by Krashspeed, which were used in various releases by Paeng. See this post for a more complete explanation and links to those files. Installing these will convert existing and new lots from the fixed models to my adaptable set instead. Allowing sidewalks, grass and other elements to be customised like never before. Install Run the installer package after downloading it. From there you can select which parts of the mod you wish to install. Note that it is built with NSIS, so can be opened using 7zip if you prefer to manually install everything. Dependencies There is only one main dependency, SFBT Essentials. Only the file "SFBT_ArkenbergeJoe_Texturen.dat" from this package is actually required. TGN users will not need this file either, provided the "Diagonal Filler Override" option was selected when installing it. Additionally if you use MAS71's Walls Pack 2 and have the file"01_Mas71-Walls2_Essentials-090924.dat" from that pack installed. You will then see an optional helper piece when placing some fillers, designed to make orienting/placement easier. Support Problems / Comments? Please visit my development thread, MGB Lot and Mod Shack, here on Simtropolis:
  10. Scoty's small tinkering

    A bit late to the party, but absolutely you could do it the other way around. Re-ID a SAM override rather than the T21s. Indeed the power poles and some other props are added to SAM 3/4 by the Japanese mod. Although it covers many base game networks too.
  11. MGB Lot and Mod Shack

    Do you mean that the lot's car park etc is showing Paeng's sidewalk texture, but you don't want it too? If that's happening, it's because the lot uses one of the game's sidewalk textures that SWN is replacing, indeed there are cases where this may not be desirable. The simplest solution would be to use the Lot Editor and change the base textures to something else.
  12. Time for some changes around here, after a number of years of updates things have become fragmented somewhat, so in an attempt to make things simpler to find, I am summarising everything in one place that I've created/released over the years. In addition to my main development thread, please find a special thread relating to all my BAT Models here All my small mods/fixes are being updated into my Lil' Bits thread here Complete information on using GoFSH texture automation can be found here See all my official (STEX) releases by clicking here Probably a good time to explain that I'm both RSC204 here and MGB204 on SC4Devotion, MGB was not available to me here if I remember correctly but is my preferred handle. Here is a quick peek at some of my more popular mods: Sidewalk NAM (SWN) - Intended to replace sidewalks on NAM networks that otherwise show the default Maxis one. Available in three variants or download the repository and make a custom version for any sidewalk using automation: MGB Euro Pavements - My own custom sidewalks SWN for Paeng's Sandstone Pavements SWN for Catalyst's Asphalt Sidewalk Extension Terrain Grass NAM (TGN) - Intended to replace the Grass on NAM networks to match one of four terrain mods: Berner Oberland by Gobias Sudden Valley by Gobias Appalachian by Lowkee Pyrenean by Orange (TSC)
  13. MGB - Zebra Crossings

    Version 1.0

    2,964 Downloads

    This package contains 4 sets of Zebra crossings allowing you to add realistic Zebra crossings in your cities. Each set contains variants of the crossing to add flexibility and diversity. I originally wanted to make these for my (UK-based) game, but to try and be inclusive I've put together some non-UK options for release too: UK: Designed for use with Euro textures where sims drive on the left, these lots are UK themed too.UK Right: As above but for users where sims drive on the right.EU: Designed for use with Euro textures where sims drive on the right, these lots have a more European feel.US: Designed for use with US textures where sims drive on the right.Dependencies Required for all versions: BSC Mega Props D66 Vol01 UK Versions Only: BSC Mega Props Gascooker Vol01 PorkieProps Vol1 French Road Signage Pack SHK Parking Pack MGB Crossing Textures - Included Kspd_Crossing_Lamp.SC4 Model - Included EU Versions Only: PorkieProps Vol1 French Road Signage Pack BSC Textures Vol 2 US Version Only: SHK Parking Pack Paeng's Texture Pack v104 Notes: I would like to say a big thank you to Krashspeed for making the Lightpole prop for the UK crossings, without his kind assistance the UK ones would not look half as good. Please read the included readme, especially if installing the US set, otherwise they may appear to display incorrectly. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis.
  14. For the BTM, I would recommend using the latest release, since it's been updated to work with modern NAM versions: A similar process will eventually happen for the El-Rail mod also, but again the one on Moonlight's site I do not believe is as up to date as the last 'NAM 36' version attached to this post. Just for clarity, there has been no hacking or anything so sinister. Hide and Seek was a big Japanese site but it just ran it''s course and had a managed process with much warning, before it went offline. Meanwhile the recent ST issues were a result of a billing issue that was poorly managed by the (previous) hosting provider.
  15. Version 1.0

    4,491 Downloads

    Do you use the Maxis Highway Override Mod which came with the NAM a few versions ago, otherwise known as Project Symphony? Are you also using the Overpass mod from the Japanese NAM Facelift Mod? If so, you'll want this compatibility patch which updates all the models to cross MHO. Note: An earlier version of this file was previously included with my MHO Patch Mod, which is now obsolete. Please update your NAM version to 35 or later which includes all the other fixes and much more besides. If you previously used the MHO Patch Mod, you should remove it's installation folder/contents entirely. I.e. the folder "M - MHO Patch" inside the "z____MGB Mods" folder. Dependencies SC4 with NAM (version 35 or later highly recommended) and the Maxis Highway Override installed. The Alternate Overpasses mod from the Japanese NAM Facelift Mod (full details/links/tutorial can be found here). Installation / Load Order Load order for this mod may be a little tricky. The Jap NAM Facelift mod must load after "z___NAM" to work correctly. But this mod need to load both after that and also the Jap NAM Facelift mod. I've actually included with this mod a dedicated folder where you should move the Jap NAM FL mod, to ensure everything works. So when you extract the included .zip file, you get a folder "z____MGB Mods", including two subfolders "A - JapNAMFL" & "Z - Final Load". You should copy the extracted folder into the root of your plugins folder. If a prompt appears, click OK to Merge/Overwrite any files/folders. Then find the installation folder of the Jap NAM Facelift mod and place it inside the "z____MGB Mods\A - JapNAMFL" folder. This is the one and only supported setup. If you need to manage load order differently, that's totally fine, but I won't officially support this. Support Having problems? Got comments? Then why not visit my development/support thread at Simtropolis:
  16. Yes it should be possible to restore this at some point, I have all the files if nothing else. I guess the old ‘hide and seek’ links no longer work. I need to check who’s handling the restoration of that site’s files. As you can imagine this process may have suffered a set back to to recent problems here. Not perfect, just a dump of all the components of the mod for the time being, but it's now available at least @Busta -CASE-.
  17. Is that a bridge?, that's really the only explanation I can think of for why the roadway suddenly has a vertical gap. The lights are wrong because the T21s used were likely created for the original and less wide Maxis Highway, which MHO is simply a visual override of. However, since MHO includes special T21s, I think what may have happened was that the bridge was build before MHO was installed. In such cases, the bridge model itself will automatically change, but to 'refresh' the T21s, you'd need to demolish and re-build the bridge. I'm curious to know if doing so fixes either issue, note that it was me who added these MHO bridges, so unless a recent update elsewhere has broken things, I know for sure it was all working fine.
  18. This is a 13 year old thread and to no one's surprise the information is well out of date. LHD support in NAM is not complete, but there are a number of factors that need consideration. For LHD to work as intended, three different components need correct LHD variants, Textures, Paths and T21s. Anything texture related (stoplines etc), probably comes from the NAM, to my knowledge where LHD is possible, all rail crossings should have LHD variants. There are some caveats here, for example if you install a mod like my TGN, if a texture replacement also replaces the same crossings, it too will need to support and be setup for LHD use. But it should be noted that it's not always possible to have the stop lines in the right place, because certain textures are re-used in multiple configurations (Rotated or Mirrored), which in some cases means that even for RHD users, the stop lines won't be correct in all instances either. This problem especially affects OWR crossings, where the game's 'Tidal Flow' system, doesn't really allow us to differentiate between the two possible directions of traffic. Pathing is probably the simplest component of all this and generally speaking LHD support is pretty complete, if you notice rail automata disappearing consistently at a crossing, that's a sure sign the paths are not correct though. T21s are kind of like a 1x1 Lot, you can design a bunch of Props (models) that will be placed onto a transport network, this is how we get crossing barriers, lights, catenaries and just general decoration. Specifically for Rail crossings, Jondor's set is for me a must have, since it expands the basic NAM setups, supports LHD and generally looks way nicer, with customisation options too. However as of this moment, there is not a complete set of LHD crossings anywhere I know of, the OxD and DxD setups being the major omission. These aren't necessarily perfect in RHD either, since it's been an area that was mostly ignored by modders. Given the combination of the base Networks, SAM, NWM and RHW crossings and a handful of more unique pieces, added with the complexity of the T21 settings, it's not a simple job to fix even though I have it in my todo list and have made some progress in this direction. I've explained this in more detail in the following guide: In addition to explaining how to make the change and links to some useful mods to use with it. So for example, this is just another case where compatibility fell through a gap, NAM doesn't support LHD configurations for stop lights, so you need SRM. But, SRM has some bugged setups like this that are ultimately the root cause of why they still don't correctly appear. There is no game limitation going on here, I have released an expansion for SRM to cover mostly the newer NAM FTL and QuickTurn setups. I did some bug fixing whilst there, but there remains quite a bit of work I'd like to do there also. I think in conclusion, it's fair to say LHD support is not and probably never will be perfect, but I decided to stick with and improve things and for most users it's fine to use.
  19. SimCity 4 Deluxe for Windows 11

    The GoG version is pre-patched, so you don't need to worry about that angle. So the first question is, does the original building have night lighting?, not all BATs do and if not, then GoFSH would not have any lighting to convert.
  20. Prop Pox and macOS

    If you misdiagnose a problem, then you are likely to misdiagnose the solution too, I feel you have misunderstood my intent here. Clearly it would appear you are dealing with save file corruption, but is that caused by Prop Pox?, there is a chance it isn't, the point I was trying to make is that file corruption, however it manifested ultimately leads to the same result. But the method used to at least prevent this problem reoccurring, would differ based on what is triggering the problem, hence there are important distinctions to consider. I'm not saying it can't be Prop Pox, I'm saying that the only known file to be identified that caused it was the BDK dependency file, since you do not have this, there is only 1 other way that you can verify if the problem is or isn't Prop Pox. You'd need to identify whether any of the Mods you have installed are overriding existing props that are RKT1 based, but having switched to RKT4 props in the process. So whilst Prop Pox is quite incredibly specific, what I'm trying to say is that the symptoms you have do seem reminiscent of Prop Pox, but not a single confirmed mod has exhibited the specific alterations in the god knows how many years since this issue came to light. What this means practically speaking is not that your problem can't be Prop Pox, but I have long suspected that Prop Pox should just be more generalised as File Corruption, but what matters here though, was it an RKT change that triggered your file corruption? However once more and I assure you I'm not trying to be blasié, it doesn't matter, because there is no way to fix such a corrupted file once it has the trigger, there is data in the wrong place. Only it doesn't start causing data to be incorrectly written unless the save file grows such that it hits the threshold where the game compresses the data. So what if it's not an RKT change behind this, which to me seems to be more likely, well that's a problem too because now it could be anything so we don't even know what to look for. However, since most users aren't able to look at their entire Plugins suite and check for RKT1 Props that have been overridden in this manner, it's quite possible that is the case, but how can we help you to locate the potential cause? No, because whether it is Prop Pox or isn't Prop Pox doesn't matter, it's all just semantics, since regardless of which it was, you are unable to take advantage of the only known fix for the problem, which is SC4Fix.DLL. The solutions noted in the thread you linked do not apply to you and that's because the .DLL is necessary to provide a permanent fix, since it alters the format of the save data in such a way that no additional file corruption can occur. Which conversely also means that it prevents said corruption if it was installed before any corruption would have otherwise occurred. I have personal experience here, I triggered file corruption that absolutely was not Prop Pox, simply by adding too many new Props into the save file in one go, rather than saving in chucks, overwhelming the save file. At least that's the best explanation I can give for everything that was going on, but that's not important, what is, having SC4Fix.DLL prevented that same corruption from happening, allowing me to continue using my otherwise damaged save file. Does your problem warrant research?, well yeah if you were able to work out the specific cause of your corruption, yes. So if you can check for the RKT mismatch (Prop Pox), maybe you find a file no one else knows about that could trigger Prop Pox. But otherwise, I can't even give you anywhere to look or what to look for, it would be pure guesswork. The only reason I can tell you how I did it, was because I was messing around with modding and could de-construct things and use an unaffected backup and do a ton of experiments to make sense of what had happened. Motivated in no small part by my desire to make a fully seasonal T21 mod with random trees and because we can not safely override RKT1 with RKT4 props, the specific cause of Prop Pox, I had to find another way to approach it. What I'm saying is, here's the most complete description of the problem I can give you, if you understand that and the limitations of what can be done, then this will greatly help you to look into the problem further. But if you are looking for an answer that involves what file do I have installed that causes Prop Pox (or file corruption in the manner shown)?, then the only answers anyone can give you are, do you have the BDK file, or this is the cause (trigger) scan your entire plugins for anything that might do this. What I can not do, is go through your specific Plugins folder looking for the cause, I can only lead this horse to the water. Off the top of my head too, I do not know of some automated method to do this, only sifting through a ton of data and ruling every file out to narrow it down. Which even if you could and would do that, should you find that no such RKT changes were present, there is no other specific criteria anyone can give you beyond that. I feel you've failed to take into account the whole when coming to this conclusion, that's certainly not what I was trying to convey explicitly, but whether you like it or not I can't really summarise it otherwise. With the exception of adding (as I've attempted to today), how you might find the root cause, limitations in that regards notwithstanding.
  21. SimCity 4 Deluxe for Windows 11

    Are you renaming the output files at some point, the -A0/-C0 pairs is how GoFSH outputs by default so if that's not present I think you've been tinkering and you really shouldn't. Likewise, you can't use a scaled set of textures for BATs, since they aren't scaled in the same way Network and Lot textures are. Also, why are you messing with DXT settings?, it's not likely to help matters either, leave things alone unless you know what you are doing would be my advise. With that all said, I've ran through a sample DAT file with some of my models and converted them from MN to DN (you might need a different Colour Correction, depending on the source files), but this shows you the process: Note that the final DAT contains ONLY the new Nite textures, either load these later than the original DAT or (ideally after testing them), DAT Pack them into the original file so you don't end up with duplicates.
  22. (Mod note): Just in the process of setting everything up. It may take a while, for now I'm keeping this thread locked. Go-FSH Texture Automation This thread will serve as a home for discussion of Texture Automation for SC4. What is texture automation and why would I want to use such a thing? In the past, if you wanted to customise in-game textures, it meant a lot of arduous work, finding, extracting, converting, editing and then re-packaging textures. But recently GoFSH has been developed to automate many common tasks, which is good news not just for modders, but for regular folks too. It is now possible for creators to release customisable texture mods, users just need a copy of a working repository and GoFSH will do almost all of the work for you. How does this work in principle?, for example, say you'd like to see a custom sidewalks on those NAM textures which otherwise won't show them. That's exactly what my SWN mod was designed for, however rather than being limited to the handful of sidewalk variants I've released, you can use the same process to make a custom version. You simply download the SWN repository, install the GoFSH application (STEX Download here) and use them to create your desired sidewalk mod. Below are some basic tutorials to get you up and running. I hope to add a list of available repositories (with links). I'll also be adding some of the more complicated stuff in due course.
  23. Texture Automation

    Index of 'Install and Go' Customisations, created using Automation Alternative RRW ReSkin Styles:
  24. As ever with modding, there are limitations and you have to decide which you can and can't live with. Sometimes we can alter those things, this is not one of those cases.
  25. How to arrange a park around the turbo ring?

    Best you can do is modify the textures to replace the transparent areas with sidewalk, I have such textures somewhere as part of my SWN mod for example. As for adding Props, two potential solutions, first use a lot that has overhanging props, second would be to create T21s (these define props added to networks such as traffic lights and street lamps). In either case I am unaware of anyone having made them for the Turbo Roundabouts that you could download.
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