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Everything posted by rsc204
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Not really sure that's something you can control within the game engine, either way it sounds like a lot of work. What you could do is simply edit the MMPs so that each one includes a blank "null" prop in them. I make all of mine this way, so there is at least a way to remove it with an extra click if one part of something I really don't want to redo goes wrong.
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Check out thread, especially the graphics settings if you are experiencing CTD's upon startup of the game, also make sure you've applied all the patches to your game.
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Game crashes when Dragging road near water banks
rsc204 replied to Abrams's topic in SC4 Bugs & Technical Issues
Do you mean nothing changed when you replaced the files, i.e. the crashes are still occurring or that when you replaced them it stopped crashing? -
MGB - Terrain Grass NAM (TGN) for Gobias Sudden Valley
rsc204 commented on rsc204's file in Graphical Mods
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Basically to create the repository files (those the mod is then based off) I extracted all the Maxis networks from the SimCity dats, after that I progressively added/overwrote them with the textures from the NAM files in the order they would usually load, so hopefully if all has gone correctly, they should all be the latest ones. I have to say I don't usually use the US textures, so it's a bit of a blind spot. I had the US version done first, because I had to create a copy of this US repository to load the Euro textures in the same way. The upshot is, I've got a number of packaged "master" files which I can run through the automated process and after a few minutes it will churn out 95% + of the textures to make a new grass version of them. Road and Street networks are de-coupled from the mod, so once the repository was updated and new master files created, they can be changed easily too. It's just those final 5% that take any time to work with. :Update: All Unified Single Wealth version have now been upload too, so that's it for now. Thanks to everyone who's downloaded any version of the TGN, a lot of work specifically went into making something acceptable for distribution and I'm glad to see that my time has been well spent on this. It's not about the numbers for me, but seeing over 350 downloads in a couple days is really fantastic .
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Are there any good replacement mods for the subway trains?
rsc204 replied to Pepe The Great's topic in SC4 - Custom Content
Vester and his VDK automata are on the Lex, included within are some of the most gorgeous GLR (trams) which also service the subway and el-rail route too. Whilst you are there why not look at the passenger/frieght train, ferry and monorail ones too, so much variation there surley is something for everyone within . Hard to link to all of them, so here is a link to the LEX, do a Power Search for the user Vester and they should all appear. -
Elevated Rail is technically meaningless
rsc204 replied to mayorgreener's topic in SimCity 4 General Discussion
Well you learn something new every day as they say, I don't think I've ever seen anything quite like that anywhere else in Europe so I stand corrected. -
MGB - Terrain Grass NAM (TGN) for Gobias Berner Oberland
rsc204 commented on rsc204's file in Graphical Mods
As mentioned it includes one for base textures, but yes a little bit of lotting those not covered and you'll be golden. Thanks for realising the potential here, I've been playing around with all three versions and by and large it's transformed what I'm seeing. As I said, big thanks to Memo, without his tool this just never would have been possible. --- As for other grass variants, I may consider them, I'm not familiar with HBS Californian, but generally speaking I want to apply my efforts towards HD mods, mainly because it's such a shame to have such a beautiful terrain only for the ugly maxis stuff to pop up in between.- 22 Comments
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Elevated Rail is technically meaningless
rsc204 replied to mayorgreener's topic in SimCity 4 General Discussion
I dunno, in Frankfurt parts of the S-Bahn are elevated, but stylistically they are not really the same, plenty of British rail lines use viaducts, have elevated sections and stations too, but when I see El-Rail in game, especially the networks over roads, streets and avenues I think of Chicago/New York and not Europe. I think the biggest difference being that almost always in Europe these systems are more segregated from residential development, I can't imagine it's nice to live next to the El in Chicago for example. That said I've not been to either Berlin or Hamburg, so perhaps they are more Americanised there? -
What I'm envisioning wouldn't require the rails to be changed, they are not fillers, the lots are actually the rails here. The problem you have is that you can't place 2 TE lots next to each other, so what Paeng did with the road fillers is made the lots 1x1, then either side of the lot overhangs to make a 1x3 lot, this way they will join up when multiple lots need to be placed. If you've not used them, the idea is basically working just like these from Paeng: Only instead of plopping them on roads, they'd be on rails. The base lot is simply a TE lot for rail, the two edges need to be made with either a batted model or a suitable S3D model (16x16m or one tile large) and the correct texture applied. In theory I have all the resources to make such a thing or I could talk you through it in more detail if you were looking to create one yourself. :edit: I've been playing around with this a little this evening, and managed to come up with this: It's a 1x1 TE lot for rail, with two overhanging props that works just like I described, pretty pleased with the colour matching too. I was thinking I would only enable it for Freight Rail, so they don't mess up the passenger network, but perhaps that's not so great for everybody? In any case, if anyone wants a copy I'll attach it here for now once I've tested it a little. Not sure about going any further with this really as overhanging fillers will start to get difficult trying to do any sort of curve or junction, a diagonal version is perhaps possible, so maybe I will do something more with it? One last thing, these really hate even the smallest of bumps, so absolutely flat land is required. OK, tested and all fine, file is attached if anyone wants it. Only really works for RRW users, must be on flat land, it messes with T21s like the cantenaries shown (game limitation, sorry) and because of the effects of TE lots on the traffic simulator I've enabled them for freight traffic only, so passenger rail must have another route. One dependency, paeng_Grunge_Concrete.dat is required from this pack: Find the attached lot in the Misc Transport Menu, enjoy. MGB - Industrial Rail Filler.zip
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Yes and no, the rail network is at a fixed height, so no point trying to change this I suspect (no idea if you could or how in any case), for this to work the rail would need to be higher than the filler in the "z" space of the game. So for example as the Maxis Ground Highway is slightly raised (I think .5m) from the ground, you can slide fillers right under it and it won't ruin the road surface. The rail is at ground level (0m), usually overhanging fillers must be placed off the ground at .02m to avoid something called z-fighting, this is where two objects both appear at the same height and the game doesn't know which to show and makes a bit of a mess. One way around this problem would be some TE (Transit Enabled) lots, it's pretty easy to make them (for straights at least) and they'd work much like Paeng's fillers that cover the road surface and show either Grunge Concrete or Sandstone sidewalks on top of the roads. Adding lots of TE lots can have a negative impact on the rail network, however, if you used them in areas where the main passenger lines did not need to go, then this wouldn't really be a concern. Here is an example of what I'm thinking of only it would be properly enabled for transit, mock-up just to show how it should look. The only slight problem with this approach, straights and diagonals are not too hard to make, but points and curves etc, the pathing starts to become a bit of work.
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Elevated Rail is technically meaningless
rsc204 replied to mayorgreener's topic in SimCity 4 General Discussion
Personally I tend to keep El-Rail to short sections for GLR overpasses, but I wouldn't call El-Rail useless, I particularly like the El-Rail over Ave/RD4, Roads/Streets options, these take no space whatsoever so your transit network is essentially kept within the confines of your existing road networks for the most part. Can't say I use El all that much, but then when was the last time you saw an elevated train in Europe in the same vein as say New York or Chicago? If realism is your bag, then having the El as an option is beneficial as it simply allows some more variety, not to mention that Ashland and Madison Wells (El-over-road stations in the NAM) are two of the prettiest stations, every time I build an El network it's a pleasure to make room for them. -
MGB - Terrain Grass NAM (TGN) for Gobias Berner Oberland
rsc204 commented on rsc204's file in Graphical Mods
@ Packersfan - Such an override is included with Gobias' Terrain mods, it's the file "Base Texture Replacer". Since there was not one for Appalachian, I've made it and included it in the download for that version :). @Ln X - It does override the diagonal grass textures from SFBT Essentials, I used these as the base for my own Diagonal Filler set, which is sidewalk neutral and compatible with my mod. In theory every other mod using these textures should work too, but of course I haven't tested any of them, as I use my own ;).- 22 Comments
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Welcome, Intro and Part One
rsc204 commented on TPB's City Journal Entry in SC4 Aprus - The Rise of a Nation
A fantastic view of your river, I concur with others that the riverbed and MMP work are absolutely top notch stuff. I always enjoy rural environments, I look forward to seeing how the landscape develops around such a well-detailed region. -
I just installed the transparent version and was done with it, the side effect is that sidewalks are removed from farming areas but all my rail is clean and I don't need to think about those awful half-dirt textures on diagonals. Basically this texture is an extension of the $, $$ and $$$ (Grey, White, Pink) sidewalk textures, by default its dirt but there is only one texture used. The railway system uses the same texture as the farm sidewalk texture, so are both linked. Anything you change here will affect both so this must be taken into consideration. In theory I can think of a way to achieve what you are asking using the wealth system inherent to the game, but it would require some work to realise and mean you'd have to be very careful about what buildings grew where or the effect would look terrible. In short, there isn't really a quick fix I can think of here. If that doesn't deter you, I can be a bit more detailed in the "how" department for you.
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Quick update: The euro version of my Terrain Grass NAM (renamed) mod is now available in three varieties, Berner Oberland, Sudden Valley and Appalachian. US versions to follow shortly. Update of the Update: US version is now uploaded too. Single Wealth versions of BO/SV mods to follow shortly .
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This can be a common problem because the format of SC4 data files can look a little odd at first glance (from the computer's perspective). You should also have the option to quarantine files, so rather than deleting them, they are moved and not allowed permission to run on your system. If this was already activated, maybe the old files are there somewhere? This sort of false positive is quite common, sometimes they screw up windows files or programs by mistake. From a security standpoint you have to make a judgement call in these situations because although the vendors would have you believe it, AV is not always right and doesn't always protect you either. Consider the following: - Do I know/trust the site I am downloading from? - I believe most of the exchanges check for this sort of thing, either way an infected file wouldn't remain up for a long time. - Can I trust the files? - If a file has not been changed recently, has a large number of downloads and no comments suggesting a problem, you are probably safe. If the answer to either is not certain, perhaps you may reconsider using the download.
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Thank you, this was a nice surprise to see this morning, it's truly appreciated. Congrats to Prophet42 .
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Assuming you have installed the RTL package during NAM installation, to get Tuleps on a road intersection, simply plop a single OWR tile on the intersection and it will add the relevant markings. Originally they automatically came up, but this function was removed for compatibility elsewhere in the NAM.
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Mojave Texture Development: Phase 0b
rsc204 replied to Ganaram Inukshuk's topic in SC4 Modding - Open Discussion
Well personally I would focus more on the quality of that road texture than on the slight niggle that is the notches, I don't like them, but if that's the price of making the roads look nicer, I think its a fair trade off. Just starting out with a road texture and thinking about how to make a complete set is daunting enough. To put this into perspective something like the SAM mod has around 80 textures to create, just the roads (with all the various junctions) is many times this, before you think about the overall goals of updating all the base networks. Therefore it's really a good day when anyone can muster the effort to start work on such a set, let alone accomplish the feat. One thing I've noticed doing the work on my HD-Grass mods is that some Ave/OWR textures are still from the default Maxis game all these years later, not to mention one of my biggest texture-niggles that over the years the process of texture-creation has become so fragmented that there really is no consistency between them, especially in terms of colour matching. So even though these are US textures right now, I'm really looking forward to seeing the progress here, because eventually I can see a more uniform set of textures for all coming out of this, can't wait to get my grubby mits on the development textures . I can't help wondering if there wouldn't be some way of creating a base set of textures without the markings, without causing too much additional workload. If that was viable then a set of blank templates, ideally with separate textures for the road markings would make the process of localising them a synch. In theory then you could just adjust the road markings, for example for a simple Euro set, just batch-process all these markings to change the Yellow to White and then have some automated process that can combine the layers together when you've edited the markings as desired. Of course, given the planned workload, I can totally see how that might just be wishful thinking on my part. -
Are you using the exact same setup (including driver versions) as before you moved the installation to the SSD, i.e. is the SSD the only change here? Try running a basic setup of SC4 with just the NAM and a fresh region, does this also cause CTDs? It could be the new install needs tweaking, a couple things that usually cause this behaviour include running so called HD mods with software rendering or perhaps a prop connected to your tree controller not being installed when it is already plopped in a city tile.
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Maybe you've got a conflict somewhere, sometimes automata mods can be installed for more than one replacement, for rail the following options are available: - Rail Passenger Trains - Rail Freight Trains - GLR / Subway / El-Rail (all use the same automata) - Monorail / HSRP So either the mod you are using has some sort of settings for rail as well as el-rail in error, or you have installed mods for both since normally an el-rail train mod should not effect the rail train.
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Sadly you cannot place MMPs onto Transit networks, it's a game limitation, worse still you can't plop them in the empty spaces either, the entire 16x16m space is occupied . The screenshot uses a test lot I created which simply has some railway textures on it, it was really more of an example of how they could be used in connection with lots for railway sidings/freight terminals you will find on the exchanges. MMPs are not the most versatile way of using such props, they were made by request for another user, so I figured others may also find them useful. Personally, I would create a new lot for such sidings, that way I can use timed/random props to make it less static, but I've found the MMPs useful for dressing up some existing lots where there were just empty sidings.
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Deciduous vs Evergreen - When To Use Which
rsc204 replied to ROFLyoshi's topic in SimCity 4 General Discussion
Don't forget if you use Flora Off to remove all flora from your game to then use the command Flora On again, otherwise seasonal flora will be deactivated.
