-
Content Count
79 -
Joined
-
Last Visited
-
Most Liked
1
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Aka
-
Preamble Welcome to the SENT page, where you can follow the mod's development and ask questions or make requests. Don't hesitate to send me bugs, or any kind of problem related to the mod. This mod aims to convert the textures of the base game's road networks and those of the NAM into new, more detailed ones with an aesthetic closer to what is done in Europe and Switzerland. To do this, the textures were created with 4 variants : • RHD/White - Driving on the right with white pedestrian crossing • LHD/White - Driving on the left with white pedestrian crossing • RHD/Yellow - Driving on the right with yellow pedestrian crossing • LHD/Yellow - Driving on the left with yellow pedestrian crossing SENT currently covers 3 different networks : • One-way road, 1-lane / OWR1 (NAM) • One-way road, 2-lane / OWR2 (Maxis) • Road / RD2 (Maxis) The textures were designed with a European feel, but also for audiences beyond the Old Continent. For example, the LHD/Yellow variation is more suited to Hong Kong, while LHD/White might be suitable for Great Britain as well as some Asian countries. While RHD/Yellow and RHD/White are more suited to Switzerland and Europe, respectively. Please be sure to read the entire "Read me" file that is distributed in the SENT mod installer. This will enable you to install the mod correctly. SENT and available options Option 1 - Core The basic SENT is available in four versions, RHD or LHD, for the direction of travel. And yellow or white for pedestrian crossings. 1.RHD, White 2.RHD, Yellow 3.LHD, White 4.LHD, Yellow Option 2 - Cul-de-sac Allows for cul-de-sacs, with wide and rounded road ends. You can choose either orthogonal or diagonal independently of each other, or both. 1.Without option 2.With option Option 3 - Texture Replacement You can use SENT with other mods that replace road network textures, except for those supported by SENT. Compatible mods are as follows : • SAM 2 - rivit - SAM2 Override - Grey HerringboneBrick • SAM 4 - rivit - SAM4 Override - NZ Gravel • SAM 5 - rivit - SAM5 Override - Rural Tarseal • SAM 6 - hugues aroux - WestWindStreets SAM 6 - Detroit • SAM 6 - rsc204 - MGB - SAM6 Darkened Mod • SAM 7 - rsc204 - Cataylst's SAM7 Bikepaths Mod • SAM 8 - hugues aroux - WestWindStreets SAM 8 - Firenze • Street - hugues aroux - WestWind Streets • Street - rivit - Urban Tarsealed Street Modd • Tunnel - rivit - Tunnel Modd 1.Urban Tarsealed Street Modd 2.WestWind Streets 3.SAM2 Override - Grey HerringboneBrick 4.SAM4 Override - NZ Gravel 5.SAM5 Override - Rural Tarseal 6.MGB - SAM6 Darkened Mod 7.WestWindStreets SAM 6 – Detroit 8.Cataylst's SAM7 Bikepaths Mod 9.WestWindStreets SAM 8 – Firenze 10.Tunnel Modd 7.5m 11.Tunnel Modd 13.8m Option 4 - Rural Road Displays irregular textures in agricultural areas, without borders. This option is compatible with the third-party mods listed above for intersections between the road (RD2) and their street and SAM mods. 1.Without option 2.With option SENT Mod - Bus & metro stations Adds bus stations and combined bus-metro stations to be built directly on the road network: orthogonal, diagonal, T-intersection, and X-intersection. If necessary, you can supplement it with @hugues aroux's mod, Scoty Subway & Bus Stations, which covers stations on streets (ST) and avenues (AVE-4). Some examples of bus & metro stations : 1.Station for RD2, IT 2.Station for OWR2, HK 3.Station for OWR1, SI 1.DE, RHD, White 2.ES, RHD, White 3.HK, LHD, Yellow 4.HR, RHD, White 5.IT, RHD, White 6.JP, LHD, White 7.NL, RHD, White 8.SI, RHD, White 9.TW, RHD, White 10.UK, LHD, White General marking available in RHD or LHD / White or Yellow : 1.ZZW, Yellow 2.ZZW, White 3.ZZY, Yellow 4.ZZY, White 5.NoM, Yellow 6.NoM, White SENT Mod - Parking OWR-1 Displays side parking lots on the OWR1 network, with different accessories depending on zone and wealth. You can choose to have parkings only on low-density zones, on medium- and high-density zones, or on both at the same time. In addition, you can choose one color of parking markings for low-density areas, and another color for medium- and high-density areas. Available colors : blue, white and yellow. 1. Blue, MD/HD 2.White, LD 3.Yellow, LD 4.No marking 5.No bay SENT Mod - Removing Road Barriers Removes roadblocks at the end of roads. 1.Without option 2.With option SENT Mod - Vegetation for Rural Road Displays vegetation for roads in agricultural areas. This option can be selected even without the « SENT 4 - Rural Road » option, but together the effect is better. 1.Without option 2.With option Note Currently, SENT does not support these parts among the supported networks (RD-2/OWR-1/OWR-2): • RD-2, Texture ID 0x00002300 • OWR-2, Texture ID 0x09002300 • RD-2 / OWR-2 Flexible Underpass (FLUPs) Portal (FLEX-based) • 4 bridges RD-2 Download SENT The development of SENT is continuing in order to cover as much of the Maxis and NAM road networks as possible. If you are interested in trying out SENT, download it here : Download mod derived from SENT OWR-1 Parking This mod enables parking on the OWR-1 network, but for NAM textures rather than SENT ones. Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks and as well as on NAM.
- 72 Replies
-
- 27
-
-
Got a quick SC4 question?... Ask here!
Aka replied to City_Slider's topic in SimCity 4 General Discussion
Hello, I'm not quite sure where to post this, and I'm not sure if starting a new thread is really necessary. Please forgive me in advance if I'm in the wrong place... I recently saw these two threads on Reddit SC4: - Started a petition to EA to request a release of the source code. - Why can’t we get EA to release source code? This is just my personal opinion, shared by others, but I fear we’ll never have access to the game’s source code through the game editor. These two issues are very important and represent something that all modders dream of having access to so they can finally modify the game without obstacles. I don’t know what Simtropolis and its community’s stance is on reverse engineering for video games, but there is a method using AI that can “easily” recreate a video game’s source code, which can be found on GitHub. I’m no expert on the subject—far from it—but it’s certainly a plausible approach. Reverse engineering has been used for other games like Super Mario 64 or GTA 3, Vice City, and SA, the latter of which was apparently completed using AI in just a few months, even though people had been working on it for several years. Speaking of GTA and Rockstar, the latter has systematically sued anyone who has published the source code, even if it was created by someone else and not copied from Rockstar. My question is: is it possible to use this method for SC4? Something tells me it is—if it worked for GTA SA, I think it could work for SC4 too. Legally speaking, it’s legal—it’s not a copy in the strict sense of the term, and it’s a new invention since the game’s source code was never copied but rather imitated. If this method is possible, should we expect a legal backlash from EA? Aka -
Thank you so much for your comments! @Ernestmaxis : Maybe I didn't quite get your point, but why not use @rsc204's SAM7 : https://community.simtropolis.com/files/file/30929-cataylsts-sam7-bikepaths-mod/ ? @Dead_End : As for the grass, I’m afraid there’s nothing I can do. You’re not the first person to ask me about this. In fact, I had no experience with textures before starting SENT, so I followed a few tutorials to get started, and my workflow doesn’t allow for easily changing the textures of resources or grass. I work with image editing software (GIMP) on .PNG files, unlike @hugues aroux, who uses a different method that makes it easy to modify this parameter (vector graphics). Currently, SENT consists of approximately 35,000 to 40,000 .PNG files for all these variants and options; about 30–40% of these files contain resource textures. That’s far too many for me to go back and change my workflow. Sorry. When it comes to crosswalks, the answer is almost identical to the previous one regarding detail textures. To go into a bit more detail about how they work: I deliberately chose to create crosswalks that are larger than the default ones in the Maxis/NAM game, which are usually just two parallel lines. But unlike in the base game, since my crosswalks are larger, they aren’t displayed when there are no buildings nearby. As a result, crosswalks are mostly visible in built-up areas. I can understand that, depending on the look and feel of the city you want to create, such large crosswalks might be a bit too visually “intrusive.” This is something I’ve taken into account (belatedly) since I started working on the third version of SENT (AVE4 & RD4), so I’ll try to add more variety in this regard when I work on the fourth version. One final note on this: in the first version of SENT (RD2, OWR1 & OWR2), I placed crosswalks almost systematically wherever pedestrians crossed the road, displaying the path taken by pedestrians using the “Path” command from Extra Cheats Plugin.dll. But now, it’s less systematic, and I try to weigh the pros and cons of what seems excessive and what doesn’t. Finally, regarding the T21 accessories, version 3 already includes an option in the installer so that players can choose between using my T21s or an alternative (Maxis/NAM or another mod). Furthermore, since there’s now a DLL mod that lets you place accessories anywhere you want without restrictions, it’s clearly wiser to let players decide for themselves! Thank you for your suggestions. And here are a few pictures:
-
Hello, Here are some pictures of SENT with the SAMs (and these replacement mods). This work has been shown before, but the post containing the images was lost when the website went down. And the latest additions: standard roundabouts with and without GLR, as well as turbos for the AVE-4 and RD-4 networks. I hope you like my work; please do let me know if you have any comments. See you soon! Aka
-
Hello, Due to server issues at ST, I had to update or re-upload my mods. They are now available for download again, of course with the latest version available at the time of the website crash : I don’t have the images posted with my previous messages in this discussion thread saved locally. Therefore, I won’t be able to restore them. However, where possible, I’ll include a few images to best fill in the missing details. That said, SENT continues its slow progress toward the upcoming version 3. Since the crash, I’ve redone all the textures for the RHW and GLR (ToA, Tram-on-Avenue); here are a few images : Aka
- 72 Replies
-
- 10
-
-
-
Version 1.1
76 Downloads
Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks (RD-2, AVE-4, OWR-2) as well as on NAM (NWM : AVE-2, AVE-4, OWR-3, OWR-4, OWR-5, ARD-3, NRD-4, RD-4, RD-6, TLA-3, TLA-5 and 3 Tiles (AVE6 and TLA7)). You can choose between European road markings (EU, dashed white line) or those from the American base game (US, solid yellow line). To further customize your gameplay, once you enter the installer, you can choose between left-hand drive (LHD) or right-hand drive (RHD) and white or yellow crosswalks. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of Maxis and NAM. Compatibility Incompatibility • STEX - Aka - SENT Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Streets DLC • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests. -
Hello everyone, Thank you so much for getting the forum back up and running. I’m really happy to see it in this condition, even though some posts and files are missing. It’s really not a big deal—the bulk of the content is still there, and the forum seems to be in excellent shape. I don’t think it should be too difficult to restore it to a state that’s almost identical to how it was before the crash. Thanks again to the entire ST team for taking care of everything, and for your professionalism (even though this is an amateur forum), you handled it like pros! As for me, I’m going to get my STEX files ready so I can post them again soon!
- 131 Replies
-
- 5
-
-
- simtropolis
- return
-
(and 3 more)
Tagged with:
-
An overview of the work done: all NWM networks are now complete. Some comparisons of the original/SENT textures to see the difference and the corrections made to the three-tile NWM: Next step, SAM textures... Aka
-
Hello everyone, This isn't a request for help, just a question that's been bugging me for a long time. For about two years now, DLL mods have been a big part of SC4 modding (thanks to @Null 45 , @simmaster07 , and @memo , by the way), and they've made things possible that were just unimaginable not so long ago. I don't know how .dll files work, but I realize that they can do amazing things, though I don't know to what extent... I think, like most SC4 players, that the Starter pieces in the networks aren't very practical (NWM, SAM, RHW), nor are the puzzle pieces. For the latter, the NAM team has greatly changed its policy and has now improved the viaduct drag networks, for example, but I think conversion to this system for the TiA (Tram-In-Avenue) network is very complicated. Finally, is it possible to create a .dll to actually add more network tools to the game? By that I mean, a bit like the RHW, which used an unused Maxis network (Dirt Road), would it be possible to add more to create new networks that would replace the Starter pieces? One network tool per network type: TLA-3. TLA-5... TiA, ToR, TiR... RHW-2, RHW-3... SAM1, SAM2... etc... I think you understand what I'm getting at. In my opinion, this would have enormous advantages. We would be able to create networks very easily without stability issues, as with RHW or certain 3-tile NWM pieces. Network construction would be fluid, especially for 2- and 3-tile widths. It would be possible to know immediately whether or not a network supports a certain layout, without having to try different things and tricks. We could also group networks into submenus, with all SAMs together, all TLAs together, etc., for example. The work is of course very extensive, but I suppose it would be possible to take the RUL, Path, FSH, and exemplars 21 files from each network without having to recreate them to convert them into full-fledged network tools. Perhaps the biggest task is to create a .dll that allows this, and for files to be created to redirect the files mentioned to a network tool... But I'm probably getting ahead of myself here, especially since this is outside my area of expertise, which is unfortunately quite limited. Let's just get back to my initial problem: is it possible to create new network tools, or not? Aka
- 4,090 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Tunnel entrance and highway exit texture bugs
Aka replied to Vanz's topic in SC4 Bugs & Technical Issues
Ciao @Vanz I can definitely say that there are two mods you are using, but they are not running properly... You are using the NAM mod and the SENT mod, but the latter requires dependencies... This means that in addition to NAM and SENT, you need to download other mods. In your case, it seems that Rivit's Tunnel Mod is the problem... You have downloaded SENT, but SENT only replaces the textures/visuals of other existing mods. To use the tunnel portals that you are using, you must first download this mod : Once you have downloaded this mod, it will replace the Maxis tunnel heads with new Rivit ones. This is where the SENT mod comes in... In your plugins folder, you need to have the NAM read first, then the mod for the new Rivit tunnel portals, and then the SENT. I strongly suggest you read this post to better understand how mods for road network textures work : I hope these brief explanations help. If you want to use the Rivit mod, Tunnel Mod, but not SENT, then there's no problem: just download the Rivit mod, Tunnel Mod, and make sure it is read after NAM. That's all there is to it. You don't need SENT unless you want road textures that look more like European networks than those in NAM. Aka- 14 Replies
-
- 1
-
-
A quick update with some details on the progress made on the streets and texture replacement mods for the streets. A small change for pedestrian crossings: given the very limited space I have for crossings between the 3-track (1 tile) NWM networks and the AVE-4, I had to redesign the pedestrian crossings. The presentation is in RHD-Yellow, but of course, all other variants are available. Aka
- 72 Replies
-
- 13
-
-
The work looks impressive, even colossal! Is it possible to reduce the size of NAM by more than 90% using only DLLs? The loading time and stability of NAM, even without adding new features to NAM 49, would have been enough, but with the new features as well... Thank you for your work! I can't wait to try this new version (as soon as it's available for manual download).
-
Got a quick SC4 question?... Ask here!
Aka replied to City_Slider's topic in SimCity 4 General Discussion
During the tests and comparisons earlier, I noticed this detail, but I didn't think it was that important! Now there's no excuse not to get to work. Thank you for your help @rsc204 ! Aka -
Got a quick SC4 question?... Ask here!
Aka replied to City_Slider's topic in SimCity 4 General Discussion
Thank you for your replies, @Tyberius06 and @rsc204 ! I successfully modified the path for the orthogonal station OWR-1, which now displays the correct path. However, when I modify the diagonal station OWR-1 with the path 0x51030200 (instance for the texture and path of the diagonal segment OWR-1), it no longer displays any path in the game. I tried several orientations, but still nothing, so I tried with random paths that I took from the NAM of any network just to test (GLR, OWR-2, etc.), and sometimes the path is displayed, and sometimes it is not. If I am not mistaken, this means that the problem is not with the batch, but with the path, is that right? Based on this conclusion, I tried a new approach: I took the .path 0x51030200 file and simply modified its instance, but even this way it doesn't work... No path is displayed on the diagonal batch of the OWR-1 station. I tried comparing my batch to those of other creators or those of the NAM, but I'm really struggling! What were these exceptions? Were they comparable to my problem? Thank you. Aka -
Got a quick SC4 question?... Ask here!
Aka replied to City_Slider's topic in SimCity 4 General Discussion
Hello, I've been wondering about something for a while now, and it's been bothering me... I would like to extend my mod for OWR-1 parking lots to other networks. Soon on the RD-4 network, but this one needs to be traced with the RD-2 network. If I build a bus stop on the RD-4, then vehicles will pass as if it were an RD-2 at the TE lot location. This is something I can't allow, because the difference in vehicle passage between RD-2 and RD-4 is too great and vehicles would be driving on the sidewalk on the TE lot for RD-4. The easiest way to understand this is to look at the image below: I have the same problem with the OWR-1 network. To build it, I have to use OWR-2, which by definition creates vehicle passages for OWR-2, whereas I would like to have passages for OWR-1. This problem isn't really a problem; it's logical and normal for the game to treat TE lots this way. But I would like to get around this problem, so my question is: Is it possible with a TE lot to create custom paths for each lot? Or do I have to resort to the puzzle pieces solution? If I have to use the latter alternative, is it appropriate for bus/subway stations? I'm asking the question because I'm not sure, even though there are transport stations made with this method in the NAM (e.g., GLR). I found this excellent tutorial. Is it still relevant? Thank you in advance for your help! Aka -
he work is impressive, I really like the way you use MMPs, especially on the river delta!
- 7 Comments
-
- 1
-
-
Normally not, I'm not a big expert on loting either. But having made a few lots for the SENT (bus/metro stations), I know that it is possible to choose the traffic that can pass through a TE lot. For my lots, I have allowed everything as far as possible. There are also examples to the contrary, where you can find lots available for download that block traffic for certain types of vehicles, such as trucks. These settings can be modified in SC4Tool, as can be seen here: Aka
- 24,639 Replies
-
- 5
-
-
-
Hello @EffTheGrid, I don't have Jondor's Modular RR Props dependance, but here are the ones from MAS71: (MAS71 - Props - Vol. 01 & 3.zip) Aka Moderator edit: please don't share outdated contents in public without discussing it with the moderators. -Tyberius06 Edit: Sorry, I didn't see that it was available on SC4E. Aka
- 21,160 Replies
-
- 2
-
-
-
- simcity 4
- custom content
- (and 8 more)
-
Version 2.1
585 Downloads
SENT - Swiss & European Network Textures This mod aims to convert the textures of the base game's road networks and those of the NAM into new, more detailed ones with an aesthetic closer to what is done in Europe and Switzerland. To do this, the textures were created with 4 variants : • RHD/White - Driving on the right with white pedestrian crossing • LHD/White - Driving on the left with white pedestrian crossing • RHD/Yellow - Driving on the right with yellow pedestrian crossing • LHD/Yellow - Driving on the left with yellow pedestrian crossing SENT currently covers 3 different networks : • One-way road, 1-lane / OWR1 (NAM) • One-way road, 2-lane / OWR2 (Maxis) • Road / RD2 (Maxis) The textures were designed with a European feel, but also for audiences beyond the Old Continent. For example, the LHD/Yellow variation is more suited to Hong Kong, while LHD/White might be suitable for Great Britain as well as some Asian countries. While RHD/Yellow and RHD/White are more suited to Switzerland and Europe, respectively. Please be sure to read the entire "Read me" file that is distributed in the SENT mod installer. This will enable you to install the mod correctly. Compatibility SENT is in principle compatible with all versions of the SimCity 4 game (Vanilla, Rush Hour and Deluxe) as well as all media (CD or digital). Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Automobile DLC • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Industry, Energy & Telecom DLC • STEX - Barroco Hispano - AGC - Streets DLC • TSC - Citymax - Prop pack panneaux routiers • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 • STEX - Girafe - BSC-VIP Girafe Urbanpack vol01 • STEX - VIP Team - BSC-VIP Girafe Carpack vol03 v2 • STEX - VIP Team - VIP Girafe-Vnaoned CarPack Vol01-Vol02 v2 Optional - Compatibility with third-party replacement texture mods • STEX - SAM 2 - rivit - SAM2 Override - Grey HerringboneBrick • STEX - SAM 4 - rivit - SAM4 Override - NZ Gravel • STEX - SAM 5 - rivit - SAM5 Override - Rural Tarseal • STEX - SAM 6 - hugues aroux - WestWindStreets SAM 6 - Detroit • STEX - SAM 6 - rsc204 - MGB - SAM6 Darkened Mod • STEX - SAM 7 - rsc204 - Cataylst's SAM7 Bikepaths Mod • STEX - SAM 8 - hugues aroux - WestWindStreets SAM 8 - Firenze • STEX - Street - hugues aroux - WestWind Streets • STEX - Street - rivit - Urban Tarsealed Street Modd • STEX - Tunnel - rivit - Tunnel Modd Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the SENT mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. SENT installation requires Java Runtime Environment (JRE). This is included in the SENT installer download for Windows 64-bit (OpenJDK21U-jre_x64_windows_hotspot_21.0.7_6). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order For the SENT to work properly, the mod must be read after the obligatory and optional dependencies, if any. The reason for this is that when SimCity 4 launches, it loads all the files in your « Plugins » folder and reads them in alphabetical order. However, if you have two different textures in your files using the same identifier (instance), it will load the last one to be read. Therefore, if you want the SENT to replace your game's textures, it must be read after the dependencies listed above. If necessary, to ensure that the SENT is read last, you can change the mod's folder name, as in this example: « z_SENT », or add more « z » characters. Note that some textures may not update in your city; in this case, simply return to the same network as the one you built and click on them. If you no longer wish to use SENT, then simply delete the SENT folder. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests. -
-
It is compatible, but only for networks that are not supported by SENT. I had exactly the same conversation recently. Please see here for more information. I think it will be very helpful to you: https://community.simtropolis.com/forums/topic/763491-sent-support-development/?page=2&tab=comments#comment-1809871
-
Hello @SneakyDeaky,, thank you for your compliment! In principle, there are no known issues with SENT and the template bug you mention. Try this: 1 - Rename your plugins folder to something else, such as “Original Plugins” (under C:\Users\Documents\SimCity 4\Plugins"). 2 - Create a new folder with the correct name, “Plugins.” 3 - Inside, place only the NAM mod and the SENT mod, which must be read after the NAM mod. 4 - Try the game. If everything works, it means that you have a mod that interferes with the SENT mod in your Original Plugins folder. This mod is certainly read after the SENT mod and, by definition, overwrites the SENT textures for networks without zones/monuments. 5 - But if, despite this little test, the problem persists, repeat the test, but this time, do a new installation of NAM and SENT. Aka
-
Got a quick SC4 question?... Ask here!
Aka replied to City_Slider's topic in SimCity 4 General Discussion
@Turnstyled I'm just seeing your message now. Feel free to include the names of the mod authors you're having issues with so they can be notified and you can get a quicker response (like this: @Aka or @hugues aroux (for WWS mod). I think I can already answer most of your question: The problem you are experiencing is actually quite simple, and it is an error that I see sometimes with my SENT mod or those of others. There is a priority/reading direction issue. SENT is fully compatible with the mods you are using. Here is an image that sums it up very well (since the latest version of SENT, 2.1), which can be seen on the download page... The “Read me” file included in the SENT specifies that this mod must be read after all other mods listed in these dependencies: In fact, the explanation makes perfect sense once you understand how textures work in SimCity 4... I think there are two important points to understand. The first: Each texture has a unique code that identifies it, such as a straight road segment, a T-junction, an X-junction, etc. Maxis gave a unique identifier to all textures in the base game without mods. Then, the NAM team created new networks (NWM, SAM, RHW, etc.) or new types of segments for Maxis' networks, and they created new unique identifiers for the new textures. Mods that replace existing textures, such as SENT, hugues aroux's mods, rsc204's mods or rivit's mods, do not create anything new, but use the same identifiers as those used by Maxis or the NAM team. These are mods that only allow you to “reskin” what already exists. The second: When SimCity 4 loads at game launch, it will first load the Maxis files (C:\Program Files (x86)\Steam\steamapps\common\SimCity 4 Deluxe), then it will load your plugins (C:\Users\Documents\SimCity 4\Plugins) (Windows). It will work with a certain reading order, from top to bottom of the Plugins folder, i.e. in alphabetical and numerical order: For my plugins folder, I organized it using numbers. Among the mods that affect road networks, NAM is the first to be read, then all mods that modify NAM or Maxis networks are read next, such as WWS (located in folder 5.2). This is because, in order for WWS to work, it must overwrite the NAM and Maxis textures, since it does not add anything new, as mentioned above. The problem is that the mods by hugues aroux, rsc204, rivit, and SENT do not create anything new; they only replace textures that already exist in the NAM or Maxis networks. For this reason, they must be read after the NAM in the Plugins folder in order to overwrite the latter's textures. But the second problem is that SENT must also overwrite the mods by Hugues Aroux, rsc204, and Rivit. Each of their mods can work together because they all modify different textures (street, SAM 2, SAM4, etc.). But SENT uses textures that are already used by their mods, such as this transition: Ideally, for all the mods you mention to work properly, you should put them in this order: 1 - NAM 2 - Rivit and rsc204 mods 3 - Hugues Aroux mods, why? Because Hugues Aroux offers transition parts in these mods that link his mods to those of Rivit and rsc204. This ensures that the correct textures appear (for example, a transition between Hugues Aroux's SAM 8 Firenze and Rivit's SAM 4 NZ Gravel). 4 - SENT, because this mod uses identifiers already used by other texture replacement mods. SENT must therefore overwrite them all in order for the correct texture to appear. The option must also be checked in the installer, as shown here, if, for example, you are using the Firenze : Finally (yes, we have to!), SENT does not offer anything for SAM 1, as it is a texture game that does not require any transitions with networks other than those on the street. When you create an intersection between SAM 1 and the road, the intersection used will be Street-Road. It doesn't matter which mods you use. So you can play around with SENT and Hugues Aroux's excellent SAM 1 replacement mod! It may be a little messy, but once you understand this, sorting the mods becomes very easy. I sincerely hope I have been able to help you, as best I can, given that English is not my native language... Best regards Aka -
SENT 2.1 is out. It's a minor update, but it significantly improves the mod installation process: there are now four installers, one for each type (RHD or LHD, White or Yellow). This means smaller downloads (230 MB to 80 MB), a less complex installer, and therefore fewer opportunities for errors. In addition, there is a new type of marking for bus/metro stations in Taiwan. I have added additional options for OWR-1 parking lots (which are already available in the standalone mod “Parking OWR-1, v.3”), namely an option without parking bays and another with unmarked bays. After a nice break, I'm getting back to work on version 3 now... See you soon! Aka
- 72 Replies
-
- 11
-
