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CT14

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Everything posted by CT14

  1. CT14's Railroad Lots and BAT

    @Takingyouthere Hey that's good to hear, it was a lot of fun researching the building. The tin roof is not a perfect representation, being a radial warping of the original texture, but it seems to work. I experimented with many different fill ratios for the radial array and this is the one that seemed most pleasing to the eye. The best picture of the original roof I could find is on GE. https://www.google.com/maps/@42.72151,-73.6901782,46m/data=!3m1!1e3 @APSMS I messaged JBSimio over at SC4D to let him know about my project, and thank him for the excellent Gmax Nightlighting tutorial, which has been open in a tab for about 6 months now.
  2. Show us your Industrial Areas!

    @DavidDHetzel It's a beta of the RRW Reskin Mod.
  3. Show us your Railroads!

    I am digging the look of RRW there! Second from last...green shutters must be a professional office, cause there is no sleeping next to the at-grade crossings!
  4. Anyone else have the problem of endless busses streaming out of diagonal streets? I don't have any bus stops anywhere near when this happens. My bus traffic graph also shows 0. For a while I thought this was related to specific lots (NAM curve fillers, Gridbusters etc), but examining for exemplars revealed nada. The common thread seems to be diagonal streets in all cases. However I can also reproduce it easily by plopping PEG Rural Alleys next to streets.
  5. I bulldozed Morgenkirk's Organworks (2x8) and the buses all vanished like a switch was flipped. The same was not true for the Paeng Dirt Garage lot which didn't affect bus display at all. I replaced it with a new plop of the same Morgenkirk's lot and the buses have not come back in that spot yet. Can't see any suspicious exemplars in that lot, of course. And here's another location where it's happening. This time on a small block with a diagonal road involved. This time, bulldozing (specifically dezoning) the growable Diagonal Tenements visible center left stopped the buses. Here's a good example of the PEG rural alleys with buses everywhere. There don't seem to be diagonal roads here (although I seem to remember that diagonal roads are really lots of 90 degree bends in the traffic simulator...) The alleys do have a Transit Switch Point exemplar. I don't know how that compares to just "Transit Enabling" the lot... but that couldn't explain the buses on the other side of town anyway, right? The alleys also have OccupantGroups like "StrikableTransit" "MiscTransit" "TollBooth". All buses disappear when 3/4 of the alleys in the shot above are bulldozed. The fourth alley does not seem to spawn buses when it is alone. Replacing a second alley brings the bus spam back. It doesn't matter which spot you place the alley in, any position does the same thing. I'm going to start nuking exemplars in these alleys and retesting. Updates The Rural alleys have a Transit Switch Traffic Capacity of 4800. That seems like a high capacity. They also have sneaky effects not mentioned in the Peg Alley Kit readme: Inherited exemplars of Civic Building/Park Effect (Magnitude 30 radius 4, this magnitude is in line with vanilla parks) and a built in Mayor Rating Effect (magnitude 2 radius 220). That seems like a high radius.
  6. Well, well... removing the CAN-AM folder and its two .dat files in NAM restored the buses to street level. I also found a reference to "underwater buses" here: https://www.sc4devotion.com/forums/index.php?topic=7662.msg456365#msg456365 But, the buses are still spawning. It is a mystery!
  7. Also to be sure to eliminate other causes of CTD, there is the SC4Fix if you don't already have it:
  8. @Lot Creator Thanks very much for the brain dump, you pointed out something I hadn't noticed: the bus automata are under the street. This makes me think of... CAN-AM, which uses bus automata mechanisms to display canal traffic ...that will be the next thing I look into.
  9. Show us your Industrial Areas!

    Views around the Llama River in Ferrocity:
  10. Yessss, Jestarr! The Railway Express Agency Rayden Transfer Sterling Consolidated Manufacturing Empire Leather Works The VW Automotive Factory Owosso Beet Sugar Factory Currey Petro-Chemical Redwing Mill The Hoof and Mouth Glue Factory And of course JBSimio/Jestarr's Chelsea Mills Grain Elevator Workingman Productions http://workingman-productions.co.uk/downloads/wmp_fp_stations.html http://workingman-productions.co.uk/downloads/wmp_rail_bridges.html http://workingman-productions.co.uk/downloads/wmp_flyingpigs.html http://workingman-productions.co.uk/downloads/wmp_cstation.html http://workingman-productions.co.uk/downloads/wmp_ethanol_plant.asp http://workingman-productions.co.uk/downloads/wmp_ad_station.html http://workingman-productions.co.uk/downloads/wmp_railyard.html http://workingman-productions.co.uk/downloads/wmp_packing_shed.asp http://workingman-productions.co.uk/downloads/WMP_Grain_Freight.asp http://workingman-productions.co.uk/downloads/wmp_railferries.html http://workingman-productions.co.uk/downloads/wmp_rdock_freight.html
  11. CT14's Railroad Lots and BAT

    @APSMS thanks, I will try to contact JBSimio over there. Released: Norfolk and Western HL Class Hopper Cars I put this one under the copy-friendly https://en.wikipedia.org/wiki/MIT_License.
  12. Version 1.1

    540 Downloads

    The Norfolk and Western Railway (NW) used the HL Class 40 ft, 2 bay "fishbelly" hopper cars to transport coal during the early to mid 20th century. These Late Steam/Transition era cars have the "sloped side sheets" with original road numbers 22000-25999, 38000-39999, and 68500-69499. [1] Some HL class were rebuilt into H9 class around 1949, this marked the beginning of the phasing out of the design. By 1960 they were using different cars and different paint schemes, and the Norfolk and Western was running diesel on its mainlines starting in 1959. [2] Installation: Simply unzip the "CT14 - Norfolk and Western HL Class Hopper Cars.zip" file into your plugins folder. Removal: Remove the "Norfolk and Western HL Class Hopper Cars" folder from your plugins folder (normally in Plugins/CT14/Norfolk and Western HL Class Hopper Cars". Lots which use these props will be a little bit emptier. Prop catalog: For SimCity, these cars have been rendered as HD props in a variety of angles and filled with coal in three variations, along with empty car versions. Orthogonal (3 load variations plus empty): - 90 deg Diagonal (3 load variations plus empty): - 45 deg Curve Fitting Angles (consecutive angles' loads will generally vary, plus empty versions of all): Left and Right versions of: - 5.625 deg - 11.25 deg - 16.875 deg - 22.5 deg - 28.125 deg - 33.75 deg - 39.375 deg Fractional Angles (3 load variations plus empty for each pair of angles): FA2 26.6/63.4 FA3 18.4/71.6 Release history: v1.0 - 20170225 - Initial release References: [1] Rex Desilets, "N&W HL Class Hopper Road Numbers?" (O Gauge Railroad forum), http://ogrforum.ogaugerr.com/topic/nandamp-w-hl-class-hopper-road-numbers?nc=1 [2] PC9850, "Correct Steam-Era N&W Coal Hoppers?" (ibid), http://ogrforum.ogaugerr.com/topic/correct-steam-era-nandampw-coal-hoppers Development thread: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  13. Mattb325 stations https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=865 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2702 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2981 JENX stations https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1420 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2656 SimCityPolska content http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=193 http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=356 http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=367 SimCityKurier Railroad category page (47 files) http://kurier.simcityplaza.de/files.php?cat=17 Capital SimCity content http://descargas.capitalsim.net/?sitio=csc&descarga=3737 http://descargas.capitalsim.net/?sitio=csc&descarga=1018 http://descargas.capitalsim.net/?sitio=csc&descarga=871 http://descargas.capitalsim.net/?sitio=csc&descarga=795 http://descargas.capitalsim.net/?sitio=csc&descarga=380 http://descargas.capitalsim.net/?sitio=csc&descarga=285 http://descargas.capitalsim.net/?sitio=csc&descarga=419 BriPizza content http://www.bripizza.net/sc4/1208NAMCurveSta/1208NAMCurveSta.html http://www.bripizza.net/sc4/1205MDstation/1205MDstation.html http://www.bripizza.net/sc4/1106sttsta/1106sttsta.html http://www.bripizza.net/sc4/1103station2-2/1103station2-2.html http://www.bripizza.net/sc4/fsta/fsta.html http://www.bripizza.net/sc4/2905Sta/2905Sta.html http://www.bripizza.net/sc4/str2/mizuho.html http://www.bripizza.net/sc4/nyrsta/nyrsta.html http://www.bripizza.net/sc4/rengaSta/rengaSta.html http://www.bripizza.net/sc4/staPlus/ensta.html http://www.bripizza.net/sc4/miniItem/item.html Hide and Seek! content http://hide-inoki.com/bbs/archives/sc4_0388.html http://hide-inoki.com/bbs/archives/sc4_0396.html http://hide-inoki.com/bbs/archives/sc4_0568.html http://hide-inoki.com/bbs/archives/sc4_0565.html http://hide-inoki.com/bbs/archives/sc4_0577.html http://hide-inoki.com/bbs/archives/sc4_0356.html http://hide-inoki.com/bbs/archives/sc4_0199.html http://hide-inoki.com/bbs/archives/sc4_0612.html http://hide-inoki.com/bbs/archives/sc4_0513.html http://hide-inoki.com/bbs/archives/sc4_0422.html http://hide-inoki.com/bbs/archives/sc4_0426.html SC4Devotion wiki, haven't tested links http://www.wiki.sc4devotion.com/index.php?title=List_of_Railway_Related_Plugins
  14. Gone FSHin'

    Glad to help. I do get the sense that most things are covered, aside from the above-mentioned items. Some lots may benefit from finicky custom overrides on one-off tiles (on-lot road crossings being the most common case), but that seems well above and beyond the scope of the project as it stands. Here's a question: this will use the customizable texture system, right? I'm actually rather happy with the default RRW appearance, but would also enjoy messing around with different looks.
  15. Edit: beaten to it by @rsc204 The Menu Management Lot hides the actual lots from view until you plop the MML. After a month or so of in-game time, the actual RTMT lots then appear (probably in Miscellaneous Transport menu). If you don't want to use the MML you can just remove the MML file and leave the RTMT lot files, then they will show up all the time. But instead of all that, I highly recommend ditching MML lots and using the DAMN instead to build your own in-game menu of custom content.
  16. Gone FSHin'

    I tested a bunch more and rather than posting dozens of pictures of everything that's working, I'll just mention what doesn't work. Not working The Depot Rural Train Station and its friends from the Rural Rail Station Pack (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1838) don't seem to use anything commonplace... Fukitol Flour Mill looks similar. Estacao da Luz may be baked in textures. Working Absobloodylutely everything else in my plugins folder All tested Mattb325 stations, All tested SFBT lots Japanese stations whose names I can't type Grain Silo - With Track Amsterdam Hauptbahnhof BSC SER Recycling looks fantastic with a PEG dirt road style texture crossing the new rails. Workingman Productions Rail Ferries especially the bends around platform on Rural version look great Jenx Paris stations Rayden Transfer Paeng MTP Old Mine Duisburg Steel Mill (great transitions to lot-specific rail textures) Llama Terminal Company & North American Freight Sidings
  17. Thread needs more Frogface!
  18. Gone FSHin'

    OK, that makes sense. New RUM Readme should probably not have user remove one of the files for GLR, then. Modular Railyard: I believe those stubs on the side are part of the original design, for extension pieces. I plopped Jamison in a fresh tile after making the above changes and it looks near perfect. Might have been ok before the changes with a re-plop? Anyway, it works now. Here it is: But, like there is this one weird part, and I have to test with a clean plugins folder to be sure of this now. Locomotive and empty ore cars suspended in thin air near the pool, here's the other view: This has to be some kind of a bug with the lot itself [edit: yes, confirmed by clean plugins folder test] but sure is fun seeing the rail textures themselves 100% on this one! Here's a weird question, do we even need the original NCD texture pack now? Guess I'll try and break things by removing it.
  19. Gone FSHin'

    Thanks all for the clarifications. I'm going to additionally remove the MHO patch before the next album. And I wonder what the missing dependencies on the old MTP lot are. That might have to wait. Does that mean it is not redundant to the other GLR file in the 201702 RUM? On a related note I had to un-DATpack my main plugins folder to upgrade to NAM 35 with a Cleanitol run, and man oh man does it take forever to load and redraw now. Going to have to take a break from testing to DATpack that sucker again. I use a free/open source program WinDirStat (https://windirstat.net/) to find out which directories are taking the most space (and contain the greatest number of files)...
  20. Gone FSHin'

    New RUM questions and config Okay, I've installed "201702 RUM for RRW v5 QA.zip". I have the Z__MGB Mods/M - MHO Patch but not the ones mentioned in the Readme. I also have had the zzz_sandstone_NAM and zzz_PaengTextureMod installed this whole time - going to remove them for next album. Question #1: can you elaborate on the B2_GLR RRWX AltDraggable.dat file? I read the explanation "Select one of the GLR styles - AltDraggable works like an overlay of rail" but still don't get it. I chose that option, though. Question #2: Which app has Datanode? I chose the following other options in RUM: C2 Transparent E2 Red Herringbone only F_Viaduct Sandstone to fit the theme going (love the Dirty Brick though) no H Catenaries J RVT Tunnels Speaking of viaducts, I note the zzzzz_RVT Alternative NAM Viaducts/F_NAM_Rail_Viaduct_Style_Brown_Brick.dat didn't override anything in the tests I've done so far - seems like this is rolled into RUM at (F) above, yarr? Earlier albums The rail/sandstone sidewalk thing: I'll have to double check graphics settings and plugins, but the rails themselves were disappearing with my sandstoned setup. I understand the rail sleepers need to be hidden on sidewalk crossings. About Jamison's, if we're both talking about xxDita's version I must have some other plugins mucking things up. But then, that's the point of this, I suppose...figuring out what's in the way. And I just found the Big John's Mine pictured was my own RRW re-lot... hmmm... disregard.
  21. Problems with NAM

    You're not an idiot. Thanks for posting the solution.
  22. It is an optional part of NAM. First you have to choose custom installation when installing NAM, then there will be an option near the bottom of the custom options list for Cul-de-sac to appear.
  23. Gone FSHin'

    Thanks, I'll check out the RUM v5 link. Hmm... well it's more like the sidewalks go over the rails entirely, there's a picture in this album showing what I mean. I bet it's something to do with an out of date mod. Not much new to show here because most things are working now. I included a few shots here that show baked-in textures which aren't expected to be affected, I guess. Also one image seems to show pollution responsible for darker textured rail (which went away with click of rail tool).
  24. Gone FSHin'

    The Jamison mill is the xxDita re-lot https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1561. I'd be happy to test a RUM V5. Just installed NAM 35, removed old RUM and RRW Texture Overrides for NCD/BSC, I'll post another album. Notes so far: All the crossing related glitches seem to be gone. The old plop viaducts are working now. Jamison textures are more unified...but still crazy. I suspect it's time for another re-lot on this one... Sandstone sidewalks are steamrolling the rails a bit. That shaded texture next to a road crossing? Went away when I clicked nearby tracks with the rail tool. Didn't seem to be a starter.
  25. Gone FSHin'

    You're welcome and thanks for all the work you are doing. Good call on the NZ Gravel textures, I was able to search plugins for "NZ" and found some rogue files I hadn't set up yet: RVT zRUM for RRW/E2 RVT Streets contained E2_RVT_SAM4 NZGR RRWX.dat as well as two others. Herringbone mod 2a is the only one I intended to use. I will check out the STR ballast/starter tile thing and look at NAM 35 for this set.
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