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Showing results for tags 'override'.
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When creating a texture override for transit networks, I understand that you're creating replacement textures and having them load after what currently exists. I know how to use GoFSH and the DatPacker and the Reader to actually create the Z___X.dat file needed, but how do you actually get each individual texture to "line up" with it's corresponding replacement? Looking through existing override mods (SENT by @Aka, MGB by @rsc204, sidewalk mods by @sithlrd98), I can see that the Type and Group IIDs match while the Instance IIDs are unique. This being the case, what actually creates the "link", for lack of a better term. For example, comparing the NAM RRW texture file with the MGB - RRW Reskin texture file, what causes the highlighted texture specifically to replace the other, and not any other FSH in the file?
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I’ve almost finished the tedious process of weeding out unused and redundant files in Plugins, and ran SC4DataNode to be sure I was at least close to being done. Alas.... Not at all. Need some help understanding why these dependencies are conflicting: -BSC Mega Props Misc Vol02 overrides BSC Essentials -BSC Textures Vol03 overrides BSC Mega Props Newman Inc, which then overrides BSC Mega Props DAE Vol01 -BSC TexturePack Cycledogg V 01 overrides itself -BSC Textures Vol03 overrides BSC textures Vol02 -BSC Textures Vol02 overrides Mega Props jestarr Vol02 -BSC Mega Props SG Vol01 overrides Mega Props Misc Vol02 -Mega Props CP Vol01 overrides itself, and CP Vol02 overrides Vol01 -Mega Props Misc Vol02 overrides Mega Props JES Vol01 -Mega Props jestarr Vol02 overrides itself -Mega Props MJB Vol01 overrides Mega Props Misc Vol01 -Mega Props MBEAR Vol04 overrides Mega Propa Misc Vol02 -D66 Vol02 overrides RT Vol02
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Version 1.0.0
1,632 Downloads
This mod replaces 7 of the original Maxis fences with brand new HD props by @Girafe. See screenshots for which fences are replaced. Great care was taken to create props which behave in the same way as the Maxis props in order to ensure a seamless override. There are three .dats in this download: Grfe-Maxis-Fence_Models.dat - Required Grfe-Maxis-Fence_Override-Exemplars.dat - Semi-required, overrides the Maxis props everywhere they are used. Grfe-Maxis-Fence_New-LE-Props.dat - Optional; contains non-override prop exemplars for use in the lot editor. Many thanks to Girafe for spending time creating these wonderful models, and to Tyberius for assistance in testing. Enjoy! -
This is a question that came up today in chat after Girafe was kind enough to make some excellent fence props to replace a few maxis fences. There was a fence created with a few variations of ivy and I thought it would be cool to put them in a family. However, the original goal was to override one prop, which works just fine with a 1 to 1 replacement, however, what about telling the game to use a family for that prop instead? I know that the original prop exemplar has to be overridden somehow, but I can't get it to become reference to the family instead. Anyone know if this is possible?
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I've been working on an override for the straight parts of the OWR-1 network, coming with the NAM. The purpose was adding parking lots at one side of the network, and grass at the other one. For the part with the parking lots and the grass themselves, I created a texture override, nothing special, but I can live with it. I also added some trees, shrubs, and cars with a T21 mod. It should be noted that I want the parking lots to be at the right-hand side (I'm playing with RHD) - in the screenshot below, they are supposed to be right adjacent to the residential zones. The result, however, doesn't make much sense to me: Somehow, when the OWR is leading to the north or east (north is at the top of this picture), the textures are displayed properly, but when the OWR is leading to the west or south, the textures are mirrored and thus wrong. How can I fix this?
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How is it that every element in a dat-file is overridden by that very dat-file?
jeffryfisher posted a topic in SC4 - Custom Content
Every once in a while, I sanity-check my plugins with Datanode. For a while now, a few dat files have been testing my sanity. Somehow, I don't know how, every element in a dat file can be overridden... by that exact same file. An example is BusSign_NYC.SC4Model.dat (attached below). Datanode claims that everything in the file is overridden, and for each and every element, Datanode says the file doing the overriding is BusSign_NYC.SC4Model.dat itself (identical path, and yes, I have only one of them). It's in my RTMT folder, possibly from an expansion pack. BusSign_NYC.SC4Model.dat -
So I have this harbor section with an old street ( which I can perfectly find in my storage and plugins folder:'1224446590_bruk.zip', that is the name ), but I can't find it anymore elsewhere . Whatever. I found last week this set, which I downloaded and installed. I've got a problem with it, It gave me a box, but I left it in my pluggins folder because I want to find out what I was missing. And so I played a few days, till today I saw that the straight tiles were overwritten by that new set I installed. I removed the new set and everything was fixed. Can someone tell me how this can be?
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Version 1.0
1,621 Downloads
In this installment of the Maxis renewal series, the basic Maxis civic services, as well as some government related rewards, have been re-loted. As usual, changes include general lot redecoration, like most flora seasonalized and SCILT sidewalk textures, among other things. Lots overridden: Small and Large elementary schools, Small and Large high schools, City college, Basic and Mayor art museums, Local and Central Libraries, Private schools, Opera, Police kiosk, Small, Large and Deluxe police stations, Small and Large fire stations, Clinic, Medical center and Disease center, City halls, Courthouse, Stock exchange and Bureau of bureaucracy (Back shown in the screenshot) As usual, these overrides require a considerable amount of dependencies: CityHalls Mod Reward Fix (Needed for the City Hall Overrides. Make sure the overrides load after this!) Opera House Fix (Recommended) Maxis buildingprop Vol 1 and 2 OR T-Wrecks' Maxis prop name and query fix CP's SCILT (Linked to maxis default version, choose any version you want) PEG MTP Super resource pack SHK Parking Pack BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures - Cycledogg Vol01b BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 01 BSC MEGA Props - JES Vol 02 BSC MEGA Props - JES Vol 04 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 07 BSC MEGA Props - JES Vol 09 NUTs prop pack A Notes: As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards. Enjoy! -
Version 1.0
6,029 Downloads
KOSC presents: Maxis Mansion Overhaul Introduction Ah, Maxis mansions. In the early days, it was one of the first signs of a flourishing city. If you had a few of these large plots sprout up in your neighborhoods it often meant that your city was growing well! However, the fact remains that throughout the years, improvement with custom content and detail in general have left the original Maxis lots in the dust. One of the biggest problems with the vanilla lots is they often contained vast amounts of well...nothing! There's some occasional shrubbery and a pool here and there, but for the most part, the lots are grossly under-detailed. Furthermore, the tendency for these larger lots to sprout up in the midst of your nice R$$ neighborhoods meant that your detail level takes a pretty significant hit! Pretty odd considering the richest of Sims could easily take advantage of the vast property spaces that they have. Taking inspiration @T Wrecks' fantastic Industrial Revolution Mod and more recently @Manuel-ito's Maxis Renewal, I present to you Maxis Mansion Overhaul: A full set of override lots that replaces all default Maxis mansion lots. This is also including some of their larger medium-density counterparts. Package Overview This set contains a grand total of 60 lots. These are all broken down according to the categories that Maxis determined: 18 "A Class", 18 "B Class", 18 "C Class", 3 "D Class" and 3 "E Class" mansions. These re-lots fundamentally change the original mansions in the following ways. better realism and detail: gated homes, larger driveways, and much more flora (fully seasonal). all lawns are not made equal: You may find patches of wildflowers, dirt, or even poorly watered grass in these lots. No one has time to maintain perfect grass in those corners! better slope support: many of the original lots had that ugly full lot foundation at certain slopes. These are more friendly overall but some discretion is still required as the tennis courts are model-based. the rich get richer: the largest lots boast private tennis courts (all kinds of angles), massive driveways, huge pools and gardens. asymmetric lot design: not every yard has to come in a square. Some lots are enclosed with angled hedges and have open space for a better blend between the lot and the wild. all kinds of pavement: gone are the days of every lot having bright and pearly tiling. Now you can have everything from dark brick to different colored stones. There are a few things to keep in mind when using this set. Read the following section carefully. There are two different packages included with this lot, the OVERRIDE version and the STANDALONE version. The standalone is for those who prefer to not disrupt lots in their developed cities. This is also suitable for people that use Maxis blockers and only want to see the mansions (and nothing else). The override set is recommended if you don't care about bulldozing acres of existing Maxis mansions or if you're starting a fresh region or city. If you're using other mods like CAM or Maxis blockers that modify the original mansion exemplars as well, make sure to load this override set last. Alternatively, you can look tweak those files with Reader. Make sure to find exemplars starting with instance ID: 30000710 and ending at 300008f1. Simply deleting those will remove any potential block on these lots. For those of you that downloaded my Maxis Mansion Facelift lot for the Facelift challenge, that lot is now obsolete. General Stats All lots boast the same dimensions, growth stage, and road orientation as their original counterparts. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. Dependencies Due to the larger amount of content here, the dependency list is a little heavier than usual. However, most of them should be pretty commonplace if you've downloaded any of my lots beforehand. Textures SuperSHK MEGA Parking Textures BSC Textures Vol 1 BSC Textures Vol 2 BSC Textures Vol 3 BSC Texture Pack Cycledogg V01 Props SHK Parking Pack AnyOne for Tennis LBT MEGA Prop Pack Vol. 1 BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 Huge thanks to @rsc204 for coming up with these amazing model-based tennis courts! Enjoy! CB Edit: Fixed dependency links. Thanks again to @Garlicked for reporting! -
Version 1.1.0
1,646 Downloads
In this installment of the Maxis renewal series, most of the basic Maxis utilities and transport have been re-lotted. As usual, changes include general lot redecoration, like most flora seasonalized and SCILT sidewalk textures, among other things. Lots overriden: Water pumps, Treatment plant, Incinerator, Recycling center, Nuclear and Solar power plants, Toxic waste dump, Passenger, Freight and Elevated train stations, Monorail, Bus and Subway stations, Elevated Rail to subway transition, Parking lot and Project Symphony style Maxis toll Booths. Standalone lots included: Compact Water Treatment Plant (50% less capacity), Compact Passenger and Freight Stations (25% less capacity), Train stops (very low capacity) and Passenger Rail Terminus Station (10% more capacity) These overrides require a considerable amount of dependencies: MHO PropOverride (included, make sure this loads after the '___NAM' folder!) Maxis buildingprop Vol 1 and 2 OR T-Wrecks' Maxis prop name and query fix CP's SCILT (Linked to maxis default version, choose any version you want) PEG MTP Super resource pack PEG Security Fencing Kit SHK Parking Pack BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures - Cycledogg Vol01b BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 01 BSC MEGA Props - JES Vol 02 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 04 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 07 BSC MEGA Props - JES Vol 08 BSC MEGA Props - JES Vol 09 NCD Railyard and Spurs V102 (For Maxis and PEG Rail) OR RRW NCD BSC Railyard and Spurs Update V102 (For RRW) Notes: As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards. Includes readme in english and spanish. Enjoy! -
Version 1.1.0
1,477 Downloads
In this first* installment of the Maxis renewal series, most of the basic Maxis parks, as well as some related rewards, have been re-lotted. Changes include general lot redecoration: most trees replaced with CP's seasonal and semiseasonal variants, sidewalk textures replaced with CP's SCILT textures and the green park's base replaced to match the open grass area, among other things. Lots overriden: Green parks, flower gardens, plazas, sportsfields, beach, minor and major league stadium facelift, mayor statues, farmer's market. Optional standalone lots included: koi pond garden, fenced sportfields, beach promenade extensions. These overrides require a considerable amount of dependencies: Buildingprop vol1 and 2 OR T-wrecks' Maxis Prop Name and Query Fix Maxis Parthenon and Stonehenge plugins SCILT (Linked to Maxis default version. choose any SCILT version you want) PEG MTP Super Resource Pack SHK Parking Pack Porkie Props Vol1 Paeng Textures V104 BSC Textures Vol02 BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 09 NUTs prop pack A *Technically second, as I consider the Grand Rail Station Facelift as part of the series Notes: As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards. Enjoy! -
Version 1.0
2,372 Downloads
Description: This mod Extends the super light asphalt mod by bringing some nicer textures to your low, medium & high-wealth zones. Of course you can also use any other sidewalk mod that provides good coverage for static network pieces that are wealth-independent. Dependencies: NONE Can be combined with: - base mod by Magneto https://community.simtropolis.com/files/file/28804-super-light-asphalt-mod/ - addons by MGB: https://community.simtropolis.com/files/file/29789-mgb-super-light-asphalt-addons/ Installation: Make sure this mod loads after the used sidewalk mod and other texture-changing mods such as TGN by MGB (this mod should have at least 1 more underscore '_' in it's folder name). If for example you use the superlight asphalt mod and have named its folder like so : z_superlightasphaltmod, make sure you give this mod-folder a name starting with z__ (2 instead of 1 underscore). To slightly increase performance, remove the images. Optional: The included files found in the folder 'OPTIONAL_TULEPs_overrides' are optional and do some changes to the 'orto avenue x orto avenue' automatic tuleps (based on MAS71's work; https://www.sc4devotion.com/forums/index.php?topic=2897.msg146604#msg146604), the ploppable 'road tulep Type A1 + Intersection' piece, and the 'road tulep-Type A-Dashed' piece (see pictures). For optimal visuals drag out the avenue at least 3 tiles from the intersection without intersecting any other networks. Credits & outro: Based on the superlight asphalt mod by magneto and paengs sandstone mod for identifying texture-ID's of interest. Avenue Tuleps inspired by MAS71's mod. All textures except medium and high wealth sidewalk are based on the work of the above mentioned people. Feel free to improve and redistribute for non-comercial purposes ;-) -
Version 2a
1,840 Downloads
Short description: This override mod replaces the concrete sidewalk on SAM 8 Cobblestone Streets by the same cobblestone texture found on pedestrian zones. (See screenshots.) The main reason for me for making this mod was to improve the look of older districts of a city and having a smooth transition between SAM 8 streets and aforementioned pedestrian zones. This mod does not affect any in-game function, neither of the SAM 8 streets nor of the pedestrian zones, it is merely a visual enhancement. Furthermore, I’ve replaced the lanterns on the streets by older looking lanterns. These will automaticly be spread on the sidewalks by the game on all straight orthogonal and diagonal routes, when buildings (both growable and ploppable) are standing there. Since several players already use roadtop transit stations (like those from the RTMT), I’ve also created 3 roadtop transit stops that can be placed on SAM 8 streets from this mod, visually fitting the textures. There are stations for bus, subway, and bus and subway combined. For users of RTMT, I’ve added a texture that will replace one of the RTMT’s textures (on the Roadtop SAM 8 stations) to match the textures from this SAM 8 override mod. For further information, please refer to the readme in the download. Please read the installation instructions below carefully, because not only is the installation a bit tricky, if this mod isn't installed correctly, it may not work. Dependencies: Network Addon Mod Version 36 or newer: This mod includes the following mod packages required for this plugin: Street Addon Mod. Without the Street Addon Mod, you won’t be able to build SAM 8 streets in the first place. As you may already know, it introduces a big variety of additional networks to the game. https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-cross-platform/ The dependencies below are only required for the roadtop stations: SFBT Modern Bus and Tram Stops: Contains the bus stop buildings and the most props on the lots and introduces a series of bus and tram stops on or next to roads. Only the file SFBT_Haltestellen_Fluggi_khoianh_Props.dat is required; you can delete the rest of the files if you don’t want to install the bus and tram stops themselves. https://community.simtropolis.com/files/file/36175-sfbt-modern-bus-and-tram-stops/ Road Top Mass Transit (RTMT): Required for the subway stairs. This plugin introduces a set of various road-top traffic stations. You’ll only need the file RTMTV3_PropF_Subway_Ninja_Gray.dat. Link 1: https://community.simtropolis.com/files/file/13510-road-top-mass-transit/ Link 2 (with installer): https://community.simtropolis.com/files/file/17670-roadtop-mass-transit-v3-installers/ Note: If you don’t want to install the RTMT plugin itself, you can instead download Additional Subway Entrance Props. This plugin contains the same file. Since it only contains props for plugin developers, it does not modify the game itself. https://community.simtropolis.com/files/file/13698-additional-subway-entrance-props/ MGB Texture Pack: Required for the SAM 8 overlay textures. https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/90-mgb204-texture-pack Currently available languages: English, German Installation: Step 1: Basic installation Extract all files to a folder where you will find them. Move or copy the folder z___zSAM 8 Cobblestone Street Override (it is strongly advised to keep the folder name) into your Plugins sub-folder of your edition of SimCity 4 (for instance: C:/Programs/Maxis/SimCity 4/Plugins). You can overwrite any previous version of this plugin with the new files. Step 2: Road textures For users of default (American) road textures: Remove the file SAM 8 CSO Euro Textures.dat. For users of European road textures: Remove the file SAM 8 CSO US Textures.dat. Step 3: RHD/LHD on roadtop stations If you have right-hand drive installed: Remove the folder Roadtop Stations LHD. If you have left-hand drive installed: Remove the folder Roadtop Stations RHD. If you do not want to install the roadtop traffic stations at all: Remove both folders. (All stations will work with both RHD and LHD, they just look differently. See screenshot below.) Step 4: RTMT users The file SAM 8 CSO RTMT_SAM_Textures Override.dat will override one of the textures of the RTMT, having the texture on your SAM 8 roadtop stations match with the textures from this SAM 8 override mod. (I'm, however, not sure if this requires you to bulldoze your SAM 8 stations and build them again, if this would be the case, please leave me a note here.) If this is not desired, remove this file. Uninstalling: To uninstall, demolish all roadtop stations from this plugin in your cities, if you've built some, and then remove all files from this plugin. Further notes on installation: This mod will affect the look of all SAM 8 streets immediately after being installed. It is not necessary to build new streets, and it is not necessary to remove them before uninstalling. Make sure that the folder containing these files loads last in order to override all default NAM files, or else this mod will not work. Important note: SimCity 4 apparently handles special characters, such as the “_“, differently than Windows Explorer. Windows Explorer shows files containing the “_“ first, but SimCity 4 loads them last. Changing the above mentioned folder name can result in this mod losing its effect because it will be overridden by the files from the folder “z___NAM“. Compatibility: Since this plugin requires installation of the Network Addon Mod, it is only compatible with SimCity 4: Rush Hour, or SimCity 4 Deluxe. Credits: Ganaram Inukshuk (Simtropolis Exchange) for valuable help on explaining me how to create the textures for this modification. eggman121 (sc4devotion) for valuable help on explaining me how to add props (lanterns) on these streets. rsc204 (Simtropolis Exchange) for the suggestion to release an override texture for RTMT users. Support: Please feel free to post issues, bug reports, and suggestions in this thread: Staff Edit: Dependency link fixed. Thanks to @Edvarz for pointing it out.- 6 Comments
- 14 Reviews
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I'm a fan of the SAM Street 2, 7, 8, and 9 and use them frequently. For older parts of my cities, I'm fond of the SAM 8 Cobblestone Street. I also like to use them in combination with the Cobblestone Pedestrian Malls, for in my country, old town parts are frequently barred to motorized traffic. However, the usual white sidewalk has frequently been bothering me. Well, this hasn't really been the worst problem in SC4 to me (there are really much worse issues), but one day I thought that it might look awesome if this texture could be replaced by the Cobblestone base texture from the NAM. Now, I know that a mere sidewalk mod would replace ALL base textures on traffic routes with the Cobblestone texture, and this would go too far for me. So I created a little modification that overrides some of the SAM 8 overlay textures to combine them with the Cobblestone texture. How it works: * Several street overlay textures have been modified by adding the cobblestone texture. In other words: The cobblestone sidewalk is part of the street overlay texture itself. There is no transparent part anymore; therefore, any sidewalk mod will not have any effect. This modification affects all wealth lots, as well as SAM streets through empty terrain, mid- or high-density zones or agricultural areas. Exception: The 2x2 roundabouts. The little grass area in its center will adapt according to the wealth of the adjacent buildings (yet that's not really a big deal). * Various connection pieces between SAM 8 and Road/OWR/etc. have also been modified. I've only modified textures from one NAM file so far: Network Addon Mod/Street Addon Mod/Textures/SAM - 8 - Cobblestone Street Textures.dat. This is a screenshot of my first attempt of doing such a thing: Please note: * I'm using a sidewalk mod that replaces those ugly white base textures by a gray asphalt texture. * Also, I'm using Euro Road textures. For the sake of finding out how my new modification will look when combined with Cobblestone Pedestrian Malls, I've placed a few of them (labeled with PedMall); and I've also placed a few lots (those with trees on it) with a Cobblestone base texture. All of this leaves me with a few questions, along with some issues: * You can clearly see that the cobblestone on the SAM streets looks much darker than the cobblestone on both the PedMall pieces and the lots. The most obvious solution would be brightening up the sidewalk cobblestone part. But unfortunately, this means doing all the work from scratch, so my question is: Does anyone already know by how much % I need to brighten them? I have a few basic skills in working wth GIMP, this should be possible. An answer of yours could surely save me some trouble. * About the area encircled in red: I've actually created a texture for this, but unfortunately it does not appear. I'm sure that my new override mod is loading last, so the textures there should override any other textures with the same IID. I'm thinking that this has something to do with the Euro traffic textures, as I had to delete another SAM override mod I had previously installed that completely canceled out my override mod to make my override mod working in the first place. Does anyone know something about this? * You can also see that even along agricultural zones the SAM street appears fully with a cobblestone sidewalk - something I actually do not want. I've replaced all textures with an ID ending with -800, -810, -820, and -830 by my own textures. Are textures with an ID ending with -800 being used in both agricultural AND mid-density/high-density zones? If not, is there a way to have agricultural zones display the standard dirt base textures while having mid-/high-density zones display cobblestone textures? * As I'm already thinking of the future: Does someone know how to place props on this SAM street, like I've seen it in many sidewalk mods (e.g. those by Moonlight, I think)? And can this be limited to the SAM 8 street only? If somebody from the Network Addon Mod Team wants to have a look into my modified file, please send me a PM with your E-mail address, for (as far as I know) I can't share it here without your permission. By the way, I really do not necessarily want this to be introduced in a futural NAM update, I've merely created this override mod for myself. I might share it in public if enough people are interested and if I'm getting the permission to do so.
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Version 1.1
5,321 Downloads
Have you grown tired of those Maxis textures on your lots? Here's another little mod - a texture replacement actually - that will replace every occurence of these too much seen parking textures with newer textures. The mod is separated in 2 parts, one for the $ wealth level and the other for $$-$$$. Also, as can be seen in the mosaic, dimensional changes were kept to a minimum to avoid misplaced props issues, so things should run smooth on that side too. Installation To use this, simply toss the folder in your plugins. I'm unaware of other texture mods of this kind so anywhere in your folder should be fine, but note that a few textures are from the BSC texture packs, so if you use them ensure the mod loads after. More! Now that the textures are updated, how about updating the Maxis cars that sits on them? I strongly recommend you to get the Car Automata Pack 1.0 or any of mikeseith's car replacements available here on the STEX. Goodbye outdated Maxis parkings No dependencies Credits - thanks to Jim for the amazing textures which have been used as a base for $$ & $$$ parking replacement. - thanks to Shy Dude for suggesting shaded textures Suggestions or Problems with this mod: report here please -
Version 1.1.2
6,901 Downloads
Here is the SAM1 override - a little mod that will reskin your SAM 1 textures and display new props for your greater pleasure! A small variation willl occur on some textures and props (as can be seen on screenshots), depending of zoning. Not much else to say, but keep in mind that SAM 1, despite how it looks, does not have parking functionality: it's only purpose is eye-candy. UPDATE 1.1 A fellow member brought to my attention a problem with the plugin - possibly due to the use of HD props and its incompatibility with software mode. For those who use software rendering and/or prefer to use SD props, a new iteration of the SAM 1 override has been created. The mod is now divided in 2 distinct folders: one for HD, one for SD. Please only use one at a time. What's in the packs? HD Props pack SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the HD setup SAM - 1 - Type21.dat: T21 files for HD car props Bollard.dat*: small post model Grfe_Cars_family_props.dat*: turns those bootiful car props into bootiful family timed props Lot Textures.dat: lot textures for overriding SAM1 - style parkings SD Props pack SAM - 1 - Parking Lots Textures.dat: contains the new textures specific to the SD setup. SAM - 1 - Type21.dat: T21 files for SD car props Bollard.dat*: small post model Lot Textures.dat: lot textures for overriding SAM1 - style parkings * files already used in the overhanging parkings: if you have the overhanging parkings in your plugins, you can delete them. Installation Must load after the NAM. You can also replace the texture and T21 dats directly in the SAM folder if so you desire. Dependencies (all optional beside the NAM - not having these will not trigger BB's) NAM with the Street-Addon-Mod installed BSC MEGA Props - SG Vol 01 BSC - VIP girafe carpack vol. 1 & 2 (HD version only) Neko Prop Set vol 03 (only Neko_Fence_Black_2m.SC4Model and Neko_Fence_Black_2m.SC4Desc are needed) (See here for the main page) Strongly suggested for users of the SD version The T21 file that generates props use Maxis family cars as default; it's very likely you'll want somethng better to replace them. Choose one of the following replacement mods (they all supersede Maxis family cars), depending of your preferences: 1960s car replacement Mod Japan car replacement Mod European car replacement Mod Jim's car prop pack 1.2 Credits - Special thanks goes to Mr. Jim, the author of this excellent and highly recommended parking set. The textures used by the SAM1 override are based on his textures and inspired me to create this mod. ありがとう JIM! Suggestions or Problems with this mod: report here please -Cori Edit: Thanks to @Flann three of the dep linkys are now updated and a fix for a mismatched texture IID in the SD version is fixed. -CB Edit: The dep links to the hide-inoki site got borked again, so we've fixed them. Thanks @hugues aroux for reporting! -
Version 1.0
37,791 Downloads
After almost two months of work it's finally here: the Stoplight Replacement Mod (SRM)! This mod replaces all the in-game stoplights with custom full 3D stoplights. The stoplight setups are more advanced than the standard stoplights, and all stoplight posts are rendered HD (the stoplights themselves are full 3D so automatically HD-compatible). So, what does the SRM have to offer? 4 stoplights layout setups: 3 RHD compatible and one LHD compatible setup. 8 different signal models, all available in a large and small version 7 different stoplight post models, all rendered in HD Endless ways to combine the above in different compositions, whatevery you like! Please read the ReadMe for detailed installation instructions. If you still have questions or bug reports, post them at the Stoplight Replacement Mod (SRM) Support Topic Have fun! Best, Maarten- 61 Comments
- 66 Reviews
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LRM (Light Replacement Mod) - Support, Development and Discussion
MandelSoft posted a topic in SC4 Modding - Open Discussion
LRM (Light Replacement Mod) - Support, Development and Discussion Hello, fellow Simtropolians! Since I have various files on the STEX containing LRM stuff, I decided to start a support topic. The following content is part of the LRM: Current sets (v5.1, updated on April 14, 2013: Obsolete material: * Soon to be obsolete ** Obsolete or not advised to download. I've heard lot's of people having questions about the mod and not a few people have issues with these mods. In this topic you can ask questions, and I might want to show some new developments. FAQs -- Under construction -- Best, Maarten- 322 Replies
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Version 5.42
4,257 Downloads
This set overrides the SAM5 - Trolca Dirt Textures. It is based on the type of tarsealed streets found throughout Australia and NZ. These streets are a redesign and new implementation of the streets I first made in 2005. This set is for outside the city or in the poorer fringe suburban areas - they will never get kerbs or footpaths, unless High density evolves. This set MUST be loaded after SAM in order to override these textures. Ideally it should reside in Plugins:\Z___RVT Modds\RVT Streets\* Existing Trolca Dirt Tiles will appear Tarsealed. Revert by removing .dat file. These are designed to work seamlessly with SAM4 - NZ Gravel, and Urban Tarsealed Streets requires SAM to work... rivit Dec 2010 -
Version 5.42
3,326 Downloads
This set overrides the SAM4 - PEG Gravel Textures. It is based on the type of gravel roads found throughout NZ and parts of Australia. These roads consist of an earth base, with 1-3cm bluestone gravel graded onto the surface. Relatively cheap to build and maintain they can represent a substantial challenge to inexperienced drivers. Rally driving on the other hand is a great deal of fun. This set MUST be loaded after SAM in order to override these textures. Ideally this should be installed in Plugins\Z___RVT Modds\RVT Streets Existing PEG Gravel streets will appear as NZ gravel. Revert by removing .dat. These are designed to work with SAM5 Override - Rural Tarsealed, and Urban Tarsealed Streets Requires SAM to work... rivit Dec 2010

