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rsc204

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Everything posted by rsc204

  1. RHW Bug

    If you want to get Euro Textures working for RHW you need to do a bit of fiddling since there is a bug within the NAM installer. 1.) Install the NAM with all the settings you want, only choose any of the US textures options. 2.) Copy the folder "0_Standard" from this location in your plugins folder "\Documents\SimCity 4\Plugins\z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW" to your desktop. 3.) Re-run the NAM installer, this time pick your Euro textures as desired. 4.) Now go back to the folder from step 2, you will notice the "0_Standard" folder has disappeared (this is the problem), simply copy the folder we copied back to this location and your Euro Textures should now work fine. It may or may not help also with the Flex SPUI problem, it does work, it's just very particular and takes a bit of work to make it stable.
  2. Can't complete the Rush Hour tutorial

    Have you got a slope mod installed? Remove it from your plugins and you should find you can build the bridge, the tutorial wasn't designed with such mods in mind and it changes where the bridges build to a point where the tutorial won't accept the results.
  3. Don't rely totally on Windows to do your driver roll backs, if you've got one try the disc that came with the card for an older driver, usually they aren't that up to date when shipped and will be the first one most people install. After that try Nvidia's webpage or do some searching on google, usually you can find most old driver versions. Since you can't even initialise Direct X in the first place your problem has to reside with the drivers ability to support the older DX modes that SC4 needs to utilise, so if it worked before then you should be able to get it going again.
  4. A little help with car mods

    Depends on how it was made, it could override something else or just add to the pool, check the documentation or download listing and there should be some information about it.
  5. The one on the right is not two roads, it's an Avenue like the equivalent Maxis lots, as always with Transit Enabled lots (any lot that you can run a network into/through) you must use the correct network or it won't work.
  6. Well it looks like you've done it fine, may be worth checking with the new settings if OpenGL works any better now too. There are a lot of problems you can run into with older games and newer equipment, it may be worth trying some older versions of the NVidia drivers. If that doesn't help it could simply be that the drivers/hardware just don't play very nicely with SC4, in which case you may be restricted to Software Rendering if OpenGL doesn't work. Some changes have been going on with WDDM drivers and how they communicates with DirectX, the downside to this is that somewhere a backwards compatibility layer that SC4 needs from DirectX is removed. If this is the case and you can't find an older driver as a workaround you may not be able to do anything about it. Such problems seem more prevalent on Windows 8/8.1 systems and with certain newer graphics chips.
  7. Whilst the PEG leveler is helpful to get the right terrain height, it's not going to do all the work for you, usually some manual terraforming is required to help things along. If your shoreline is nice and straight, you don't need to worry, otherwise it would look nicer if you made it straight using the God Mode tools (to use these the God Terraforming in Mayor Mode mod is required). After that it's a good idea to make sure the shorline is uniform in height, to do this place single 1x1 street "stubs" on every grid square without dragging a road, they will flatten out the area you cover with them perfectly. As for the roads leaving the ferry port, delete the road that runs alongside the terminal and you should find it's very easy to draw a road out of the lot. The reason you are having problems is that the land is not actually level and the game can't make the connection from the road to the lot due to the uneven terrain.
  8. I think your problem is simply that SC4 doesn't recognise your new card and until you can find the right settings for your graphics rules/video cards sgr files it simply won't be able to. Bear in mind just because your old GPU and it's drivers supported SC4 well does not mean that the newer card will also, it may be that some driver support was changed that affects this. If you can't find the adapter string listed have you also checked for it in the following places: Open Device Manager (from control pannel), open the Display adapters list and find your Graphics card in the list, right click on it and select Properties. In the window that opens click on the Details tab and select the property Hardware IDs from the drop down list. Here is a lot of codes, for example I have: PCI\VEN_10DE&DEV_1380&SUBSYS_84AC1043&REV_A2 PCI\VEN_10DE&DEV_1380&SUBSYS_84AC1043 PCI\VEN_10DE&DEV_1380&CC_030000 PCI\VEN_10DE&DEV_1380&CC_0300 In this list the numbers in red are what you are looking for, yours may be different. Otherwise you can find it by running System Information (Open start menu and search for it), open the Components Section and select Display. Here you should have lots of settings for each GPU in your system, find the NVidia one and look for the item PNP Device ID, you should see something like this: PCI\VEN_10DE&DEV_1380&SUBSYS_84AC1043&REV_A2\4&63638AD&0&008 Again you would be looking for the value in red.
  9. Well your basic problem is that you've used a ramp piece that elevates the off/on ramp, but the road you are connecting to is not elevated. But moreover there is a better way as dragging a OWR like MIS into a 2 way Road is really not ideal. So to begin I'd remove the current 180 Degree ramp, and the road running north-south from the crossing point. When you place the ramp you usually get an MIS stub, using the RHW tool that you dragged the RHW10s with, drag from this starter and it automatically switches to MIS for you (note some configurations require you to place an MIS starter, but the 10-S type A ramp you are using doesn't). Instead of using puzzle pieces (like the curved ramp) you need to work out which combination of pieces and road dragging best fits the junction you want. In this case you can drag MIS at a 90 Degree angle and then again to make a 180 Degree turn and then drag the network into a road. You won't make this work if a road goes from the centre of the crossing southwards, because the OWR/Road transition problem, it's technically possible but I would advise against it from a traffic flow perspective.
  10. Overhanging Fillers

    You can solve this by opening the lots in the Lot Editor and then raise the props by about .02 (Hold Control and press Up key twice with the overhanging prop selected). You may find if you zoom in and out that they appear and disappear, this is because when they are at the same height as the texture they are replacing the two textures conflict and fight with each other so they switch, when you raise the overhang it will always show because it's now higher than the conflicting texture and blocks it for good.
  11. Looks to me like you are using a RHW-2 ramp there, you need a RHW-10s Ramp Piece. When the ramp item is selected you can press TAB to go through all the available ramp options, although for 10s ramps using SHIFT+TAB to go backwards is much less tedious.
  12. Lot Editor - Help

    How big are the buildings dimensions? Is the lot you are trying to use actually big enough to show the building, maybe try expanding the lot size before changing the building? If that's not your problem, check that the Plugin Manager correctly created the SC4Desc file when creating the building exemplar, perhaps try this again in case something went wrong?
  13. Visual artifacts (Could be NAM related)

    Actually I've seen the same effects running Windows 7, long and short you need to try and run with OpenGL and Software rendering to see if either setting fixes the issue, if that solves it then your setup does not support hardware rendering through DirectX. OpenGL would give preferable results to software rendering but again is not compatible with all setups.
  14. Yes PEG's seaport is functional, I'm guess you already know but you can only have one seaport controller installed, therefore you have to pick one or the other. Personally I use PEG's CDK3 but aside from signing it's praises I'm not really able to make a comparison with the BSC one since I've never used it. I can't see why an Airport would conflict with a custom seaport controller unless it was built as a seaport, worst case try it out, if it doesn't work your game will soon tell you with a CTD.
  15. Gobias Terrain Mod?

    If you mean the terrain mod used in the screenshots of his downloads, actually I believe that one is Lowekee's Appalachian Mod.
  16. SC4Terraformer Problems

    There is a readme (HTML file) included with SC4Terraformer, check the section "System Requirements and Useful Links" and make sure each of the listed components are installed on your system. The most common files needed to make this run are "MSCVP71.DLL" and "DirectX Version 9.0c". Full instructions and links are provided in the readme, so make sure you've followed each of the requirements here.
  17. Looks like you are missing the SHK Parking Pack which is required for that lot, it contains both the textures and cars in the parking lot.
  18. NAM General Support

    Did you know you can simply drag a normal OWR through the avenue and then drag MIS into the OWR stubs to get an automatic transition to OWR. That would be much simpler than using NWM transitions and it looks a little nicer too.
  19. Network Widening Mod Questions

    On a normal avenue if a sim needs to travel to the opposite side of the road they are driving upon they must keep going until a suitable junction where they can turn around to get to their destination. The turning lane allows sims to cross to the other side of the road without the diversion and is therefore more efficient and can improve traffic flow too. In short it adds one extra lane in a single direction of travel, I think it may just be visual, some NWM networks have higher capacities also though, check through the NAM documentation and you should find information on each of the NWM's networks. One thing you need to bear in mind is that as an "Override Network" it is necessary in many cases to have a number of tiles space between junctions and curves or the network will destabilise, you can often solve this by placing additional starter pieces or moving junctions a couple tiles until it works. Sometimes it's also possible to resolve this by clicking around with the road tool randomly. Also bear in mind that there are limitations to the intersections you can create with the NWM, although roads and avenues as ortho junctions should work just fine. This junction also should work, once again perhaps make sure you've got a good 6-8 tiles of RD6 either side of the center of the intersection before you cross the networks to keep them stable, see answer to 3.
  20. Post Modding Requests Here

    Put simply, it wouldn't work, this is because the massive variation in size between the SHK cars and the Maxis ones means such an override would in all likelihood just look a gigantic mess. Actually creating a texture override would take all of 10 minutes but unless you want Maxis cars there that won't help you. All of the overrides I've seen for Maxis cars have tried to use similar sized props, such mods from Mikeseith and Jim work pretty well and at least get rid of the Maxis ugliness. If you wanted SHK parking to look right you'd have to mod every single lot individually, there is just no way around this.
  21. SimCity 4 with Windows 7 keyboard problems

    What language keyboard are you using, additionally what language has been set in Windows for your keyboard (they don't have to be the same, for example I use a German keyboard set to work as UK English). It would also be helpful to know if you are using on a Laptop or a Desktop PC, since Laptops have all sorts of funny quirks related to the additional FN key that a proper full desktop keyboard would not.
  22. In the meantime, I'd recommend reading up on terrain mods here, perhaps from the information you can get a sense of how much customisation is possible and how to do it.
  23. So the tile you want to replace should be obvious from the old map, but perhaps the file name is NEW CITY XX when you are trying to import? To resolve this you could just enter that tile in the new region, start the city by entering Mayor Mode which will require you to name the tile, do this then save and exit. Now when you return to the old region to import the tile the name will be there to make it obvious which tile you need.
  24. Mr Flibble? Don't tell me he's working with Kim Jong Un now, that would explain a lot!
  25. Whilst I personally want to come down on the side of free speech there is a fact at play here that kinda trumps everything, what do you do when a state, an actual country decides to threaten you? And given the hack they pulled off recently on Sony (and the problems with PSN not too long ago) it is painfully obvious that Sony have no viable means of defense against these people. I mean jeez, how do you stop North Korea from hacking your systems if they have the sort of resources and will (for whatever banal and crazy rationale) to do so? So once the cinemas all decided not to bother, sure enough you might as well try and gain the positive PR of not risking poor peoples lives and suck up your losses. Personally I'd like to see it somehow make its way onto the internet, that would give the world a means to show the North Koreans that we are not all able to be manipulated in the way they have Sony.
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