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ArkenbergeJoe

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Everything posted by ArkenbergeJoe

  1. NAM General Discussion Thread

    Date: 11/12/2005 1:19:22 AM Author: brtim2 Ok, I, and presumambly others, are aware of the ability to create causeways with the puzzle pieces. Such as this: > .... quote> Gute Arbeit. Ich hatte auch mal mit diagonalen Br
  2. PEG CSK2 Fountains

    Es ist supeer-geil Sorry f
  3. PEG CSK Add on 3

    Super Idee
  4. PEG CSK2 AddOn 1

    Super. Alle AddOns Super
  5. PEG CSK2 Fountains

    Super. Alle AddOns geil.
  6. Alternative Dirt Roads

    Date: 11/17/2005 8:50:01 PM Author: chocolatemax285 They look very nice and very realistic.  Well done!  I'll tell you something, these would be fantastic as a ANT texture which you could use with the RHW mod, that way you could still use streets.  Very handy and something to consider.quote> Brilliant. Alternativ eine Variante f
  7. growable rewards

    An der Stelle m
  8. The diagonal streets mod

    Hier der Anhang mit der grauen Strasse!
  9. The diagonal streets mod

    Ich habe sie endlich fertig! 1 Anschluss linksseitig 1 Anschluss rechtsseitig 1 Puzzle zum Nebeneinanderlegen Mit diesen Puzzleteilen kann man diagonale graue Strassen auf Steigungen bauen (die mit den roten Pfeilen). Sie d
  10. The diagonal streets mod

    Danke an alle f
  11. The diagonal streets mod

    Hello Ich habe weiter getestet, und habe festgestellt, das vom Spiel eine eigene Strassentextur unter der S3D-File erzeugt wird. Diese ist genauso dunkel wie alle anderen Strassen. Und
  12. The diagonal streets mod

    Ich hab jetzt was fertig. > die Fu
  13. The diagonal streets mod

    @Andreas: Danke f
  14. The diagonal streets mod

    hi Mein Problem: Diagonale Strassen brauchen ein vollkommen ebenes Gel
  15. BSC Texture Index

    Thank you
  16. BSC Texture Index

    Sorry, das ich mich jetzt erst melde. Leider wusste ich nichts von diesem Texture Index, habe ich von Andreas erfahren. Nun baue ich beim SFBT ja auch einige Lots und hab daf
  17. Grosses Mietshaus Pack

    Super. Wunderbare Modelle f
  18. NAM General Discussion Thread

    Date: 9/25/2005 7:18:27 PM Author: qurlix I was recently designing a city experimenting with traffic flow (eventually for testing with the RHW project) and I encountered a strange issue. Part of my industrial sector has a GLR track running through it, and more importantly, a GLR to EL conversion.  Here is my problem. (Blue is Freight Train) So no biggie, there's train traffic on the GLR.  But it gets worse... Wherever those pesky four freight trips go, the network is completely congested.  That is how I originally noticed the problem, I got one of those annoying 'Local Road a Chaos of Cars' messages about the GLR-Road intersection.  Even worse, the train keeps going right on to the old EL network! (even though it says there is no traffic) Finally it does a leap of faith onto some heavy rail where it eventually leaves the city to terrorize another rapid transit network. I'm guessing it has something to do with EL-Train UDI and the Rail paths it uses. And I'm sorry if this would've been more appropriate in the GLR thread.  I felt it encompassed a slew of network concepts.  And I'm also sorry if I missed this in a README somewhere.  I'm not the most detailed reader. PS: I don't actually mind since I rarely use the GLR, but I thought you guys would like to know. -qurlix At that time actually gave it such a thing. A freight street light rail. So etwas gab es damals tats
  19. NAM General Discussion Thread

    The rail-y-stack in the NAM is not finished. In the attachement is the corrected file. The RUL-File 0x10000000. zip is important!!! Make sure the file is in the exact same folder as the NetworkAddonMod.dat file & that the file names are not changed, otherwise the included file will not work as intended. The next public version of the NAM will render this file obsolete. Future *.dat files of similar name released in one of the NAM threads may also render this file obsolete &/or conflict with this file. ZU Deutsch Das Rail-Y-Stack im NAM ist nicht korrekt. Das exakte Gleisdreieck habe ich im Anhang geladen. Die RUL-File 0x10000000.zip ist dazu wichtig!! Alles in den gleichen Unterordner wie das NAM legen und nicht umbenennen! Beim n
  20. NAM: Development

    It is finished
  21. growing trees in the Mayor Mode

    @bstrickland I have the values from the Maxis trees. Test best.;-)
  22. growing trees in the Mayor Mode

    @johnb I need in addition tree models, small, means and largely. Then I can build. Translated by Google
  23. growing trees in the Mayor Mode

    Version 2

    3,730 Downloads

    Modified growing trees by ArkenbergeJoe -This is my first upload- With this Mayor Mode trees you can create realistic open spaces and add more variety to your parks. Like the Maxis Mayor Mode trees, they are growing over the time. One tree costs §3 to plop (the same price as the in-game ones). Many thanks to the BSC Team for their permission to use their tree models. This download doesn't have any external dependencies, since I had to include the models due to ID changes. For further information, refer to the included readme file. NEW: Prop-Family included poplar_add.dat + spruce_add.dat + SFBT_AJ_birch_add.dat
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