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Showing results for tags 'street'.
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Version 1.2.49
426 Downloads
This Mod replaces the NAM SAM-6 textures. (Klinker). Installation Unzip into ..\plugins The pack contains the EU-RHD, EU-LHD and US version. Only keep the one that suits you. The SAM Detroit is lined with trees, and various scenes on the intersections, diagonals, ..., that is a set of T21 files, that cover practically all the segments. (almost .. !).The intersections are proposed for RHD or LHD, so you must keep only one of the two: WWStreets-SAM-06_T21_XSegments_LHD.dat WWStreets-SAM-06_T21_XSegments_RHD.dat The "decoration" implies dependencies whose list and links are indicated below. This redesign of SAM-6 is part of my WestWindStreets project, so the pieces, which contain a main "Street" segment, will be composed of the WWS texture. If you use Maxis Streets or Rivit Tarsealed Streets, keep the appropriate file: zWWStreets-SAM-06-Spe-[Maxis|TSR].dat. If not, delete them ! Like any replacement SAM, it matches - SAMxSAM - the SAMs of the NAM, so if you don't use the SAMs mentioned in the files named [ zWWStreets-SAM-06_opt_|nnn].dat, delete them. (nnn => SAM1 of Magneto, SAM 2, 4 and 5 of RIVIT, SAM 6 and 7 of MGB) You need to load WWS-Essentials v3(+) to have the inter-WWS-SAM transitions. (SAM-1|6|8). The zip now contains the installation tree: extraction directly into the ..\plugins directory. So the Mod is loaded after the NAM. Distribution Composed with SuddenValley grass textures. To change this I am providing a "Fabrik" for those who know how to use it : GoFSH + grass select textures + execution of the script: build_WWS_SAM-06.txt Dependencies NAM 49 .. + .. Of course ! Dependencies - T21 SC4D LEX Legacy - BSC Common Dependencies Pack SC4D LEX LEGACY - BSC VIP Girafe Flora Pack AGC - STREET DLC AGC - Casual Sims DLC Nams PROPS PACK Vol 2 BNL Was Dutch Prop Pack WWS-Essentials .. v3+ Scoty_MP_essential .. (and all dependencies) LRM - German Set .. (Only Models & Props.dat and LightCones_MaxisNite.dat or LightCones_DarkNite.dat) ----- WestWindStreets & WWS-SAM with RUM ---- Added WestWindStreet to RUM - for those in the know. Rivit's RUM Mod - and MGB rails - supports WestWindStreet. As it should be, the RUM plugin should be loaded after WWS. 202506 RUM MGB - E5 HuguesAroux StreetX.zip 202506 RUM Maxis Lookalike - E5 HuguesAroux StreetX.zip -
Version 1
373 Downloads
Description: This mod will add parking bays, cars, and trees to your Maxis street network, as shown in the screenshot coming with this plugin, for a more realistic and urban look in high-density parts of your city. Unfortunately, due to restrictions in the available plugins, the NAM and my graphics skills, so far there’s only one type of network affected by this, namely, the straight orthogonal Maxis street; but since this is probably being used the most in high-density urban areas, you will see it often enough. Since, however, this part is really tricky to make reality, this mod gives you two possibilites (both are optional and can both be used at the same time) to draw streets with parking bays: One part overrides the last puzzle piece in the Rural Roads section of the NAM, allowing you to place it wherever you want. One part simply overrides all Maxis streets in medium and high-density zoning, which is easier to implement, but has the drawback that it is limiting your control over where you want to have it. Please make sure to read the Readme (really, even compared to other plugins I've made, this one is tricky to install) carefully about how to use this mod, how to install it properly (there are several variations, you can only use one of them, and there are RHD and LHD), possible incompatibilities with other mods. Dependencies: Network Addon Mod: https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-cross-platform/ SC4D LEX Legacy - BSC Common Dependencies Pack Version 9b and above: https://www.sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack Required: BSC Mega Props CP Vol 1, Girafe Car Pack Vol 3 and 4 SC4D LEX LEGACY - BSC VIP Girafe Flora Pack Version 4 and above: https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora Required: Beeches, Lindens, Plane Trees, Rowans VIP Trees as Props and its subsequent dependencies: https://community.simtropolis.com/files/file/33702-vip-trees-as-props/ 11241036 Textures Version 5 and above: https://community.simtropolis.com/files/file/33651-11241036-textures/ Edit: Seasonal Woods (2nd iteration): (sorry, forgot that one, it isn't mentioned in the Readme) https://community.simtropolis.com/files/file/33889-seasonal-woods-2nd-iteration/ Required file: GSW_Dummy Props.dat Installation: Step 1: Put the subfolder Urban Streets with all its content (except the Readme files) into your Plugins folder. It is highly recommended not to put it into a subfolder, because this mod must come after the Network Addon Mod in loading order or else it won’t work. Step 2: Remove either the subfolder RHD or LHD, depending on if you are using RHD or LHD. (However, this will merely affect visual aspects, with the only difference being the cars facing a different directions.) Step 3: Only keep one of the three next subfolders (they are conflicting with each other): Evergreen: All trees will be evergreen deciduous trees by Girafe. Seasonal: The same as Evergreen, only with seasonally changing trees. Palms: Puts palm trees on the streets instead. Step 4: In the subfolder you’ve kept, decide which components you want to keep (you can keep all, they do not conflict with each other): UrbanStreets_T21_Network_###.dat: overrides the street network to make parking bays appear. UrbanStreets_T21_PuzzlePiece_###.dat: overrides the last Rural Roads puzzle piece to make parking bays appear. Urban Streets Helper Lot_###.dat: provides you a helping lot for those cases you are missing trees. Step 5: Navigate to the folder Sidewalk Mod Adaption. There are two files, only use one of them: UrbanStreets_TrafficTextures_PuzzlePiece_MaxisSidewalk.dat: the default piece. Puts the default Maxis white pavement sidewalk on the puzzle piece. UrbanStreets_TrafficTextures_PuzzlePiece_ConcreteSidewalk: for users of my Concrete Sidewalk mod. Puts the industrial concrete sidewalk onto this puzzle piece. Compatibility: Game itself: This mod is only compatible with SC4: Deluxe or SC4 with the Rush Hour Expansion installed. This mod is not (or only partly) compatible with any other mod altering the looks of Maxis streets along medium or high-density zoning, such as: WestWind Streets by hugues aroux – do not use both mods at the same time Terrain Grass Mod or No Grass Mod by rsc204 – you can, however, use both mods if you make sure that the Urban Streets mod is loading last (it must come last in alphabetical order) rivit’s Tarsealed Streets (only for the variant that overrides Maxis streets, especially the urban variant) – do not use both mods at the same time Some of the older mods that replace the Maxis street by dirt streets (those are now available as SAM 3 and SAM 5, so this may not be of big concern, but just for the sake of completeness) with any other mod modifying the last piece of the Rural Roads plugin – however, I’m not aware of any such a mod existing, so that may be your least concern. Edit: (sorry, not included in the Readme) ...with other T21 mods adding props and stuff on Maxis streets, such as the SFBT Streetside Mod. Most likely, you'll end up with the props and designs of both mods mixing up which will look odd, so, as much as I regret to say, don't install any other of these mods as long as you are using my mod. -
Version 1.7.48
1,327 Downloads
The WestWind Streets (WWS) is a texture replacement mod for Maxis Streets. It covers all intersections with the various networks present in the NAM (47,48,...). Such as RealRailWay (RRW), Tram (GLR) or the various NWM roads with 3, 4, ... lanes. It adds a little variety to the street network with 4 types of T and X crossroads (one type for wealth0 ; 1 ; 2-3 ; 4-5-6), plus a set of "countryside" textures (w7) in 2 options versions: unkerbed or gravel-sides. WWStreets also cover the Tram-in-Street (GLR) network and the FLUPS underground tunnels. A number of segments have been produced in RHD and LHD. A fairly generic LHD, between Oceania and the UK. Insofar as the network's operating rules allow. Following the example of RIVIT's Tarseal Street plugin, I offer texture replacement for JRJ Parking Bays - for the SFBT Street Mod plugin (since I use it!) And as a small tribute to RIVIT, an adaptation of its Lot textures. Of course, the automata paths are adapted accordingly. As well as some LHD and RHD T21s. Distribution You can download, on this page, the ready-to-play version with Maxis grass textures. Or you can pick up the WestWindStreets_Fabrik_x (on my drive) to generate the set with your own grass textures. Using GoFSH (From RIVIT). Production file : build_WWStreets.txt News, preparation for updating this mod ... on this thread ! Installation .. As this Mod must be loaded after the NAM, and others... drop the contents of the ZIP: z____scoty_mods\ directly in the Plugins folder : Documents\SimCity 4\Plugins\ .. To be on the safe side, keep the tree structure of the ready-to-play version. And for the Fabrik version, place the contents of _prod\ in a directory named: z____scoty_mods. For all distribution .. .. To keep or not to keep the [WWS - zOptional Cul-de-Sac] directory: Circular end street. (See screenshots above). .. If you're an SFBT Street Tree Mod user (here revised version), the directory: WWS - JRJ Side Parking bays, contains an overload of this plugin adapted for WWStreets. .. Delete the WWS - T21s [LHD|RLHD]] directory according to your driving direction. WWStreets modifies/adapts the positioning of some intersection props (T21). Maxis and NAM. Please ensure that these files are not overloaded by another plugin. Such as Mandelsoft's Stoplights_replacement_mod plugin. The latter can coexist with WWStreets, without any degradation, if it is loaded beforehand. In Scoty-WWStreets\ directory .. .. discard files that are not for your traffic direction (LHD/RHD) and your region: EU and US (for the moment) - or both, e.g.: EU LHD, ... .. and choose one of the Rural option : Unkerbed or Gravel sides. (See screenshots above). .. Keep only the SAM transitions (scoty-WWStreets - z_opt WWS-SAM nnnnn.dat) for which you have installed the plugins (Rivit, MGB, Magneto). ----- WestWindStreets & WWS-SAM with RUM ---- Added WestWindStreet to RUM - for those in the know. Rivit's RUM Mod - and MGB rails - supports WestWindStreet. As it should be, the RUM plugin should be loaded after WWS. 202506 RUM MGB - E5 HuguesAroux StreetX.zip 202506 RUM Maxis Lookalike - E5 HuguesAroux StreetX.zip- 5 Comments
- 6 Reviews
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- street
- replacement
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Version 1.0.0
504 Downloads
I've been working on this project sparsely for the past 2 or 3 years, redoing every pieces once in the process since they had rendering errors. This is a set of Shotengai, a kind of commercial street that typical of Japan found in just about every city. They vary in form from an open street, to a covered street and even some big mall-like exemples. Often liking residential areas to train stations or landmarks, temples etc. They vary in design from a very simple canopy to a more elaborate recognizable style. They have existed from before the middle ages but really grew to what is known today around the Showa era. Nowadays, thanks to rural exodus, a lot of Shotengai in small towns are in state of disrepair with paint rusting away and covers falling. Larger towns and cities shotengai tend to be better kept and some have even grown in size to be comparable to a 1 story linear mall. To goal of this set was not to create every different shotengai in existence but more to allow me to have a few variations to put in my cities in order to make them even more realistic. This isn't the first time such a type of street is created in the game, but I thought the previous exemples were too big and not really suited for what I had in mind. Included are 3 different types of pieces: 5 Entrances, 3 straight Covers and 3 Rotundas. Entrances are modeled after real life counterparts, with artistic liberties to make it suit the game style: Takaoka Otaya-dori in Takaoka, Toyama Prefecture Izumo Nakamachi in Izumo, Shimane Prefecture Senbayashi in Osaka, Osaka Prefecture Motomachi in Kobe, Hyogo prefecture Tenjinbashi in Osaka, Osaka Prefecture Covers come in three styles: a generic red cover that was modeled after Takaoka Otayha-dori but fits the other styles well A specific cover for Izumo Nakamachi A specific cover for Osaka Senbayashi Rotundas follow the same idea as the covers. The covers are straight pieces 8m in length and almost 16m wide. The set contains 11 lots located at the top of the park menu. Despite my modding, which worked at first, I was not able to keep them in the correct order. BIG thanks to Tibi @Tyberius06 for helping me with the modding side, and @mattb325 for the original Pedestrian TE tutorial. The lots are TE enabled for pedestrian access. Upon placing them in your cities, commercial buildings will grow along them. HOWEVER, we were not able to make it so the sims paths actually go through the lots. Therefore this is more of an eye candy piece rather than a functional set. Also, unfortunately no residential zone can grow along them. There are no dependencies and the texture on the lots is the standard maxis pavement. Support, info about my bats and incoming works in my thread: -
Version 1.0.0
475 Downloads
This is an edit of @Terring's MTRT Sub/Bus Street Addon uploaded with their permission. For further information regarding this mod, refer back to that page. From the original upload's description: "Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers." This is simply an edit that fixes the names in the UI, as well as rebalancing the capacity values against the Diagonal Intersection RoadTop SubwayBus Station mod that this is intended to be used in conjunction with. The tables below further illustrate these changes. Without Rebalanced: With Rebalanced: Installation: Place the .SC4Lot files in "My Documents\SimCity 4\Plugins" (or with the other 'MTRT-V1' files), replacing existing files if asked. Dependencies: None, but Diagonal Intersection RoadTop SubwayBus Station is recommended. -
Version 1.0.0
1,093 Downloads
One of my favorite mods is the Diagonal Intersection RoadTop SubwayBus Station (also known as MTRT) made by @uroncha back in 2005. It's a set of bus stops and subway stations that can be placed on top of streets, roads, one-ways and avenues, just like Road-Top Mass-Transit (RTMT). What I enjoy the most in MTRT, however, is that it also includes bus stops and subway stations that can be build on top of T and X intersections as well, which is very convenient for me. Why building bus stops and subway stations next to crossroads, when you can build them on the crossroads themselves? My only complain was that MTRT includes Subway-Bus stations for roads, one-ways and avenues, but not for streets. If RTMT comes with subway and sub/bus stations for streets, why not MTRT too? So, I decided to make 4 new lots as a little add-on for MTRT to include road-top sub/bus stations for both straight and diagonal streets, as well as for tee and cross intersections. Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers. I'm just too lazy for that . All I had to do was to open the Lot Editor, pick the street bus stops and replaced them with the sub/bus stations. That's all. So, don't be surprised if you see that the game will still call them "road sub/bus stations" even if you can build them on the streets. Sorry for that . However, I can recommend you using MTRT Sub/Bus Street Addon - Rebalanced made by @MiniMe943, which fixes the names in the UI and re-balances the capacity values Installation is very simple. First, download the Diagonal & Intersection RoadTop Subway-Bus Station (link above) and install it to "My Documents\SimCity 4\Plugins" folder. Second, download and install my add-on, preferably inside the MTRT-V1 folder for convenience. Third, have fun -
In a large tile/city do you even care much about congestion? It seems that it's always there with no real impact or am I wrong?
- 14 Replies
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I am in a world of hurt trying to figure out how to build a tram network in my city. I know that I need to use elevated rail to drag the network, k? What I don't know is how to make the tram-on-street feature draggable. I tried running both street and elevated rail through the starter piece and couldn't get it to work. What is more, any lot which lies adjacent to tram-on-street stop displays "no road access" zot? Comments and suggestions welcome.
- 23 Replies
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- tram
- ground rail
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Good evening and morning to some. I have two small issues with NAM 39. I'll put them both in one post if you don't mind. Issue #1; Ocasionally when I place a SAM starter piece and remove the entire street later in the game, I am left with a piece of a bright, mall-style pavement in the starter's initial location. This piece cannot be removed in any way. What is more, it sometimes causes z-fighting between its pavement-self and the street's surface. This second inconvenience appears when the area next to the road redevelops. It disappears when I rotate a map. Issue #2; All of the items I chose to install work fine and I am satisfied with my NAM. Still, the NAM logo in the highway menu informs me that the controller is outdated... Despite the fact that I ran it and it successfully compiled the installation. Thanks in advance for your help!
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- sam
- controller
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Is there a mod for the old/original maxis road and street textures, the ones with yellow pedestrian lines on intersections?
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Hello everyone. I've got a small problem after installing the new NAM Version 41. When building a street it automatically uses the road texture from the SAM (SAM3 I think). Also, streets that are automatically generated when zoning medium and high density take on the texture of a SAM dirt road, except for the crossings, see the Screenshot. I dont know if there is some wealth based stuff happening but I think not being able to build the standard maxis streets isn't intended. I used NAM 36 previously and uninstalled that before installing 41. Anyone got an idea what I've done wrong and how to fix it?
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Hi everyone, i have a problem, from some day my jeronji streetside mod don't work at all because one of the trees is showed with a brown box(i believe that is a tree but i really i don't know if is some other streetside object) and i don't know the origin of the problem because in the last 3 days i have downloaded a lot of buildings an the dependencies of them(luckily not a big number) and now i don't know what to do to see again all the trees, now i post a pic of the problem,
- 13 Replies
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- streetside
- street
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Help needed installing SAM (and nothing else)
TheMurderousCricket posted a topic in NAM & Transit Networks
I'd like to be able to use a variety of textures for my streets - the SAM package. However, I can't seem to figure out what to do to make it work. For some reason, I am unable to run Java on my OS, so I have to install manually. It worked with the NAM's traffic simulator but fails me now. This is part of the problem. Is there any workaround that I could use? -
Hello from the cold cold Germany, i´m trying to build a Bridge over an Canyon since 1 Hour? I tryed everything, even taht Rain Tool, nothing works. Any Idears? Nice Weekend, Oliver
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Hi and happy holidays! I've been struggling all morning to try and figure out a way to get Moonlight's Japanese Sidewalk Mod to look as in this picture My problem is when I use SAM9 everything is right except the street texture is the old red brick texture?? I seem to have all dependencies, but they were hard to track down, so maybe not (I read as much documentation I could find and translate) I perhaps have installed it wrong and something is conflicting with something? but everything seems right in the plugin folders. Right now I have, regarding sidewalks, the latest NAM and the Brooklyn Cobblestone sidewalk mod from Gobias. And this and Cat Punch's Street Mod. Everything else is fine. SAM10 is the correct street texture but no props or seasonal trees. And SAM1 is the same as the picture but has a parking lot sidewalk. Here's a couple of pictures? SAM9 with the mod installed SAM1 I'd appreciate any help I could get to figure out why I maybe be going wrong, can even upload pictures of my plugins, or perhaps my complete plugins if that would help? This mod would be perfect for the city I want to build if I can just replace the red brick? Many thanks!
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W S S N C O P F L (Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots) From its humble beginning with this post / question: @Cyclone Boom and I are proud to present a set of overhanging lots which fulfills this particular need. Ergo: Background In a new area of my Corillion region I have a small island which straddles a city tile border. Most of the Sims living there commute to the adjacent tile: I have a crappy little R$ area and it's connected to the neighbor. Like @Daeris, I feel that part which is road looks horribly out of place and spoils the illusion. Using our new WSSNCOPFL mod, it now looks like this. Or, if you are using CB's No More Neighbour Connection Arrows mod, it'll look like this: And it's still a perfectly working neighbor connection! Contents of the new Mod We've made overhanging prop lots for the vanilla Maxis street as well as each SAM of the Street Addon Mod (excluding SAM 1 Parking Lots). Because our lots each have a single, permanent texture for the S3D (said model created by @rsc204) that makes the overhanging prop static. We didn't want a zillion (and 7) lots in the menus, so we picked a wealth and density level they would represent. This allows any nearby sidewalks and grass to match up when they are the same wealth and density. In the following pics, they are thus grouped first by low wealth, low density, then Robin's industrial one, and finally, high wealth, low density. Vanilla Maxis Street: SAM 2 - Peg Dirt Road: SAM 4 - Peg Gravel Road: SAM 5 - Trolca's Dirt Street: SAM 7 - Hableurg's Asphalt Street: SAM 11 - MGB IndustrieSAM: SAM 2 - Herringbone Brick Street: SAM 6 - Klinker Street: SAM 8 - Cobblestone Street: SAM 9 - Brisk Red Brick Street: SAM 10 - Moonlight's Japanese Street: How to use this Mod When plopping these lots, the road and adjacent cells must be level or there will be goofy graphical glitches. So, start out by leveling the area using road stub plops: Edit: Pro Tip from @SIM-ple Jack: For those road stubs that come thru from another city tile which are 3 cells in length, you can bulldoze off two of them (leaving a single cell of the road with the connection arrow) and then connect the street to that. Now you only need to plop one of these filler lots. (I'll make new pics for the release version of the docs to show it that way.) Now back to the original (partially wrong) guide: Then bulldoze the road stubs and grab the corresponding WSSNCOPFL from the Miscellaneous Transportation menu: ^ Note: For this beta version those have been ordered to appear at the top of the menu. For release, we believe they should be buried far down so as to not be annoyingly in the way as they will only be used once or a few times per city tile. Next, simply plop them one by one to cover up the road. The arrow is automatically attracted to the network so they will be in the proper orientation for plopping. Plop the second one: And a third one: Lastly, replant the trees: ^ Note: The invisible part of the plopped lots does allow both God mode and Mayor mode trees on them. This also means other MMPs could be used instead. Known Goofinesses If plopping on uneven terrain you could see this: When first plopped (even on level ground), it can have this little oddity. Simply zoom in or out one time to fix that. This pic is zoomed to 200% to better show it: Zoning density makes a difference for nearby sidewalks. Here are some small homes which grew in high density zoning: ^ Ofc, if y'all don't mind this look, it's not hurting anything gamewise. Another thing is because the S3D can only have one FSH with no MIPs (specific textures for each zoom), the Klinker Street will show a Moiré pattern when zooming out. This image was taken at zoom 3 in the game and then I increased it to 300% so it's not tiny here: There is a wee bit of an alignment mismatch for these filler lots because the S3D model has to be raised 0.2 meters above the terrain. This is so they don't cause graphical glitches (aka z-fighting). For instance, here's a posh neighborhood where I have gaps between the actual zoning of the residential which I filled with Park Grass plops. Then in the upper left is a larger park. Notice how that one cell of the Brisk Red Brick Street decides to show dull R$ grass? So, I bulldozed a spot where the invisible part of the overhang lot could go (which I would then fill with trees) and plopped the overhang. Due to that height difference there is a bit of visual offset: ^ This same anomaly will happen at the neighbor connections too. Nothing can be done to fix it for all rotations. So, this glitch is one you have to decide if you can live with or not. (For the neighbor connections I'm willing to accept the slight alignment discrepancy in order to hide the more obvious road texture.) The Controller Cohort File I'm introducing what I believe to be a completely new concept for menu management. One can simply accept having very full menus with everything installed available. Or, use Menu Management Lots (MMLs) to hide them when not needed. Or, use the DAMN Manager with the DAMN Program. The first option is inconvenient due to the amount of scrolling needed. The MMLs have the slight drawback that one must re-select from the menu for each plop. And DAMN can be damn difficult to setup and get working properly. (There's nothing wrong with the DAMN program. It's merely more complex than other options.) Since I don't personally use DAMN, this next part is only about using the in game menus. The other issue which is tedious to setup properly for oneself is the order of the items in menus. What one person uses every other click in the game might be a once a week item for someone else. They would then have different ideas of how far towards the top or bottom they should go. Also, when having a large set of items, the reorganizing of their location has heretofore been a royal pain in one's posterior region since they must each be edited. With the method I've created, the location within the menu (as well as which menu the entire set will appear in) is controlled by one Cohort file. To move this entire set up or down within the menu needs only one simple edit using Reader. More specifically, the Item Order property in the Buildings exemplar: ^ This is shown with the hex value 0xFFFF8300 which is minus 32,000 in decimal. (The more negative the Item Order value, the higher it is in the menu and the more positive the value, the lower it is.) For this beta release, I've made it very negative for the convenience of accessing our lots quickly. Again, the beauty of this method is one single edit and the whole set can move to another position in the menu. This, IMO, is so much easier than editing every single lot's building exemplar. Then a second feature, tho not as useful, is that which menu they appear in can also be determined for the entire set with a single edit to the OccupantGroups property: Hiding Icons Even more useful for things which are plopped only a few times in a city tile's life is that removing the Controller Cohort file from Plugins causes all their menu items to disappear, but all plopped items are still fine in the city tile. This helps reduce clutter in said menu. To test this part, remove the WSSNCOPFL Controller Cohort.dat file from your Plugins folder. (Leave the other .dat files in place.) Plop Costs The plop cost is the other part which designates the position in the menu. We've simply set them from $1 to $11 so they will sort in SAM number order. The plop cost is located in each individual building exemplar. (Unless wanting to change the order within the set of icons, they are already set logically.) Design Consideration Each lot is a single 1 x 1 ploppable with an overhanging prop offset by exactly 16 meters. They are all completely neutral with regard to stats. Ergo, no pollution, no auras, no montly cost, or any of that stuff. The prop is facing away from the arrow so they will auto orient themselves towards the road. The 1 x 1 lot itself has no textures at all which makes it invisible after plopping and does not suffer from the water bug. ^ Ofc, you cannot zone in that invisible area nor plop any other lot on it. SNAFUs and Their Resolution Right from the start, there was a glitch. With the lot plopped the overhanging texture would sometimes ghost itself and look goofy. I believe this is the infamous z-fighting. ^ Per Robin's suggestion, this could also be fixed by raising the model more, but that would also exacerbate the alignment differences so I went with Plan B (described in a moment). ^ Edit: Robin did not say the above. I misunderstood. Then, also, the necessity of the S3D being raised by 0.2 meters made it such that the prop texture appears a wee bit too wide to match up to the ground textures of the road/street. While really only noticeable at zooms 5 & 6, increasing that to zoom 8 (using the sizeof 8 cheat code) it bothered me. My Plan B resolved both of those issues by making a copy of the original textures and adding an updated Alpha channel. Now it looks like this: ^ It lines up very nicely IMO. Additionally, SAM 6 (Klinker Street) and SAM 10 (Moonlight's Japanese Street) won't work at all by simply calling the NAM's textures. ^ Neither of those have the grass area so some road shows thru. Nor do they produce pretty sidewalks without a proper grown wealth adjacent. For 6 and 10 as well as for 2, 8 and 9, I baked in the good sidewalks when making full sized textures. Menu Location Per @Naomi57's suggestion, we'd hoped these could go in the Road sub-menu, however as best I can figure out the only things which can go there are tools (like the draggable streets, roads, or the like), placeholders for network plops which are in a Tab Ring, or a Maxis defined sub-menu. So, we've tossed them into the Miscellaneous Transport sub-menu. Beta Testing Ofc, CB and I have tried to test these every which way. However, there's nothing better than having other peeps also put them to rigorous testing. We have decided to have a closed beta which means we are not posting the file directly, but are asking for a few peeps who are willing to thoroughly test the complete set and report back with both comments and pictures of good and bad aspects. @Kloudkicker has specifically volunteered and we believe @Naomi57 did too by adding a Yes reaction where we'd asked about this in the original thread. While @Daeris reacted with a Like, we aren't certain if that was a commitment to help test. We would like a couple or three more peeps to join the test group. Let us know by replying below. When the file is ready (prolly later today or tomorrow), we'll send it attached to a Private Message. Beta Expectations Remember, we do expect feedback and pictures to be posted about the testing y'all do. We reserve the right to use any posted image in the final release. Credit to you will be given by editing in your ST name into a corner of the pic. If you happen to be proficient using Reader, also test moving the set to a different menu as well as the position vertically (Item Order) within the menu. (See the Controller Cohort section above for this latter part.) There's no particular rush, but we'd like to have a finalized version ready to post on the STEX within a couple weeks if possible. Download Beta See our post here to download the WSSNCOPFL v1.0 package. Conclusion Thanks for reading everyone. -Cori & CB
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Hello everyone, I'm looking for the plugin that will change the "Street" texture to the "Road" texture. Any help will be greatly apricated.
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Hey everyone, Great to see you. Recently I download and use this JRJ Streets side Mod with my city, this is a fantasy work with jeronij, i appreciate her very much. 🙏 but I still have a little pity with the tree's size, it's a little bit too big for my PEG's house, so i want to rescale the tree's size, percentage, 50% or 60%. Can anybody help me or teach me how to modify this mod, I am chinese , so please forgive my poor english. Thank you! 🤗
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Thank you everyone for the comments and the likes. Hope you enjoyed this direction. Man, lots of things have changed here since September 2017 when I last updated. I'm going to say that I finally got out of the chatting loophole and move on from it. To be honest, not a lot has gone out and had dug a deeper hole. @Namiko - haha, thanks for being first as always. And no, this is not Okami @Bastet69008 - Thanks for liking the soundtrack! I'd wanted it to be different than what the others had been posting a while back. There's a lot more things to like when you go the country. (PM sent for building requests) @TowerDude - Thanks! I see, you have updated after all this time as well. @The British Sausage - not much were new but these were a good start. @Takingyouthere - Thanks! Makes me write longer stories like the previous update. It adds some perspective aside from saying "this is blah, the blah of blahhh." @Kingkhufu - Thanks! @JulianMIA - I don't use HSR as much either but when I do, it will be there. @korver - Thanks! --- "God, this reminds me how annoying firecrackers are." "Hahaha, I'm not playing stupid games like that," said a man poised to throw away a firecracker towards another person. "Hey, what the [xxxx] are you doing?" asked the other person, though seemingly happy he was looking a little more perplexed towards the other person. The firecracker was thrown at a wall just to the left of him and popped. --- 03_CUTTING WITH SCISSORS Disclaimer: Please watch the video on its entirety. After the video, you can begin the Spotify playlist located at the information message above. --- "Hold on [xxxx]." I paused the track at the beginning and I began to laugh hard with this track. "Oh, you. What is this new track?" "Haha, just something that I've been working on for a while now. Ya know living in Aikawa is getting a little bit repetitive here and there with the pet store job." "Wait, since when were you employed at a [xxxxxxx] pet store, Ki-kun?" "Since SixTONES got a [xxxx] job," Ki answered jokingly, referring to some band he saw on a poster at the corner of a random alleyway. "Don't fill yourself with random [xxxx] you see on the street, Ki-kun. Anyway, I want to listen to that track of yours." I went towards the sound mixing table and put on the headphones and started listening to the track. "Man, this is so good. Since when did you start writing about this song?" I asked. "Not a too long while ago. As you said, I was just walking on the streets looking for some uncalled-for inspiration," he answered, grabbing his retractable pen and started playing with it. As he started to repeatedly click the pen, he said "I was looking for what people have been writing around the internet as well and I just look at all the [xxxxxxx] people write, insane. This one person from Indonesia called a French person a [xxxxx]. His rant was funny though because he was just babbling about random stuff unrelated to the context. Another person published his book and his own friends turned against him because of the book's contents." "What site were you looking for, 4chan?" I jokingly asked while trying to hold my laughter. Ki stopped clicking his pen and smirked. "I got it off some random Chinese medicine forum on the internet." "What the [xxxx]?" I laughed uncontrollably. --- You haven't seen a real town like what Ki-kun has. This is the ward of Aikawa, located not far from the centre of the city. This area was designated for the poorest and the damned a long time ago but I don't really see a difference with the other wards of Hashima. Ki-kun was from a poor family but he loved skateboarding when he was in elementary and junior high schools. There's just a repetition of apartment blocks wherever you look. This project was meant to decongest the central area of Hashima and rid it of its sins. At Aikawa, you'd find places where there are a lot of either graffiti marks: walls, postal boxes, posts. I'd blame Ki-kun's group for the messiness and the graffiti but hey, that's what makes this place charming in the first place. [address retracted] Aikawa Heights was Ki-kun's home since 2015. He had been living on top of a ramen shop from the late 1990s to 2015 and I welcomed the change to an apartment block. The space is still pretty small but at least he can now put studio equipment in the apartment instead of leasing a back room from a real estate office. "Hey, listen to this next track of mine. This won't be included in the next album but I'm putting this one on the EP." He then gave me a brown CD. "Play this one," he asked. The opening track was very typical Ki-kun. That's what made him into one of the country's best hip-hop artists. I mean, he's not one of those freestyling battle rappers but he adds flavour to his music unlike anyone else. Life in Aikawa is hard. It's not like what you'd expect of this country. The government always claim that the country is safe; less murders; more happiness and all that jokes you can tell yourself (Volume II) but it's far from perfect. Theft is often not recorded in the crime tallies and often assault goes unnoticed. But Aikawa is also diverse and certainly not something you'd see out of nowhere. Sure they identify as being from this country but they don't ignore the fact that their origins came from another country as well, and they do cherish a part of it. That's why in Aikawa there are a lot of Filipino-style bars and also a lot of "haafus" helping each other to make Aikawa the way it is. Here, they talk about their issues and express them through culture. This is why Ki-kun and I were doing hip-hop in the first place. It's not pretending to be one and it's not screaming that it's not perfect to everyone; it's just the way it is. --- Disclaimer: Please watch the video on its entirety. After the video, you can continue the Spotify playlist located at the information message above. The next day of my visit to Ki-kun's place he told me to meet at a playground in Aikawa. He said that they are shooting for the next album. When I saw the camera pointed towards him plus some random kids playing in the background I couldn't believe this guy's humour. Posing with the kids was all fun and games and I haven't thought of that idea. I wouldn't pose for anything with my kids. "Oi! Yuto-san, come here," said Ki-kun, fixing his collar for the photo shoot. "Want to join in the photo shoot?" "Nah. It's your EP and I don't even have a featuring track with you for a while. Not since 2009," I answered while taking a seat in see-saw. "Oh yeah, right. By the way, I'm quite interested with your beef with Emi. I just saw yours and OKI (Gon-chan)'s diss track. Did he even respond with anything?" "Nada. He was being a [xxxxx] anyway so I don't expect him to answer anytime soon. The camera crew went to have a lunch break at a gyudon place and said that they will come back to the next destination, a baseball field, at 1:00 in the afternoon. I took Ki to a shawarma place near the police and fire station. Ki-kun looked at me and began asking me more questions about Emi. "So, when did this happen again?" "It happened about five to six months ago. He went totally sour with our group," I answered, taking out my wallet to pay for the shawarma. "Weird, it was also a few months ago when he invited three or four rappers including me into a chat room to talk about dissing people behind their backs. I left quickly because I don't want to get involved into some lowballing [xxxx] like that. The last message that I told him to stop but he just brushed it off with a laughing emoji. From then forward, I haven't talked to him." "Yeah, he'd begin with low kick to the [xxxx] because that's his style now, plus the overbearing autotune and Twitter-esque quality of his tracks," I responded to Ki-kun. "2 shawarma meal sets please." As we walked back towards the intersection, Ki-kun looked to the right where the police station is. "Hey, that's where I threw that firecracker at someone when we were kids," he said, bursting into laughter right after. "Kid was a dumb [xxxxx], he told his friends about the firecrackers and had a group of yakuza beat him up the next day. Heard he's one of the managers of one of those idol groups that quickly disbanded. "Oh yeah? Care to give the name of the group?" I asked while reaching out for my cellphone to text Gon-chan who had been buzzing me continously since early morning. "Something something shiny something child. Akaruiko? It was some girl group with a manager as fat as I could remember. They broke up because the manager wasn't interested with the girls but with his overblown ego." Haven't heard from him since he left Akaruiko. "Oh I remember Akaruiko. A girl named Yui was in there, right?" I said quickly while looking at Gon-chan's message.'Yu-kun, do you want to come with us on the 23rd?' read the text message. "Yeah, she was," he answered. "Do you know her from somewhere?" "Yeah, she was in the Jumperz Studio one time." We arrived at the baseball field for the photo session. The producers and the photographers said that I need to be in the background for one or two of the pictures and I agreed. "We're also going to shoot a music video called 'Home Run'. Do you want to join in Yuto-san?" A producer screamed from a distance. "Sure, I answered." We had to wait until evening to begin filming some scenes, beginning at the baseball ground. I chatted with Ki-kun with things in life, such as his involvement in his group called "SD" and his friends. "Oh, I forgot to tell you about Shi-chan, Yu-san. He's about to get married to someone," he added. "What the [xxxx]? Since when did he have a girlfriend?" I asked, obviously bewildered with his statement. "Oh, about a year ago?" Ki-kun answered with confidence. "Huh, it's been that long since we last got together huh?" Filming for the music video continued at one of the apartment blocks with the adamant permission of the owner, who said that we need to leave at around 8pm because people wanted to sleep. "Ramen place right after?" Ki then took out his pen and notebook and started clicking on it again. "Sure, why not." I answered. "Though I'm not hungry and probably wanted something small." "I was thinking I should do a diss track against Emi. That'll jolt his nerve a little," he hilariously suggested. "Sure, I'd invite Gon-chan next time he comes by," I answered. Ki then gave me a copy of a book called 'Book of Rap Facts' by some guy named 'Dojimazaki Kazuya'. "Isn't Emi one of the contributors of this book? What a loser." "Yeah, I'd suggest we burn it for the diss track," he answered. "I'd see you in about two weeks with the track, Yuto-san. Enjoy your trip with Gon-chan and Ban-chan to the inaka." "Wow thanks for advice. [xxxxxxx] great," I answered. I walked towards Gon-chan's car but Ki turned around and threw me a pack of stickers. "Here, have some of this stickers. With great love from Aikawa." "Thanks Ki-kun. That's hot,man . Alright Gon-chan, bring me home and we'd travel to Ichijoudani tomorrow." "Haha, sure. I have onsen passes to this one resort. Let's go," Gon-chan answered. "But first, let's get some of these [xxxx] at the convenience store." We stopped by at a Lawson located at a not-so-busy corner of Aikawa. I got myself a sandwich and three oden pieces. They're cheap as hell so why not. There's three people on another vehicle giving us a weird look. I'd usually brush it off since that's mostly what people from Hashima do. "Yu-kun what is--" "What is it Gon-chan?" "It's Emi's posse. I think they're coming for you-- I'm just kidding," and Gon-chan started laughing loudly. "I'm just [xxxxxxx] with you tonight. Get some sleep when you get home and we'll travel to Ichijoudani tomorrow." --- Fictional characters. Not based on a true story. NORIKIYO "馬鹿と鋏と", "日記 〜追記あり〜", ©2019 YUKICHI RECORDS; "支払は満額で" ©2011 YUKICHI RECORDS. Fla$hbacks "Fla$hbacks" ©2013 FL$Nation. All real life photos ©2018 Carl Sotomil. SimCity 4 Photos ©2019 Carl Sotomil. All Rights Reserved. Unauthorized reproduction of this update or its contents are strictly prohibited. Concrete Jungle. Because rainbow coloured text ain't gonna cut it. 鋏で切る
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Guess who!? --- Well, they say that I overstay my welcome sometimes. It's been an even longer cycle than what I have thought and I do apologize for being not there when the site is most needed. I can say that I have gone through a complete transformation from a person with nothing to say to a person that will come for your neck. I guess that injecting my system with Japanese hip-hop for a year really changed my attitude with people. You'd feel a different energy from my previous City Journals with this one and I suggest you to look back at the Okaiken entries to see the transformation. Thank you to the first nine people who commented on the first update (@Namiko [thanks for coming to Japan with me by the way, t'was a great adventure], @TekindusT, @sejr99999, @TowerDude, @Tokyu (Kelis), @kschmidt, @Harry's Place, @korver). We'll see how many of you guys are still here this time around. Less expletives, more dialogues, more roughed up stories sent straight from Sagamihara. More beef, yo. I'm not that cool enough to be a gangsta you see on the street but I know what the implications are. I'm a storyteller, a maker, an architect and a presenter. We give out our views through media and I'd like to show you how I update mine using multimedia that you guys are familiar with. It does not need to be multifaceted or overly detailed. It just needs to connect to your audience. --- Ready? 02_LEARN, THEN LIVE Disclaimer: Please watch the video on its entirety. After the video, you can begin the Spotify playlist located at the information message above. --- 記憶の手引き 点を線に 紐解く旅路 Maybe I’m a soul searching Maybe I’m too deep in conscious - SEEDA, Live and Learn (2006) [Expletive], I really hate pop culture. I do not understand how people like those kinds of propaganda. I was not into anime or even those cute evil idols (either male or female) that I am used to seeing every day. What was the name of that anime again where a red-haired, "cute" and over-powered teenager gets all the attention? I had already forgotten. They were what was wrong with this country; scandals predominated here and there and the government did not give a [Expletive] about it, kind of like how they don't regulate toonie [Expletive]. Then just like that, TV-Chino had a change of heart, and they began to listen to the people who are tired of the same [Expletive] each night. They removed anime from their evening/night lineup and instead focus on three shows past 9p.m.: Music Plus, a pop oriented music show; Yachatta, a comedy show; and Concrete Jungle, a music/urban show that explores deep into what people actually like right now. I say that it was both a blessing and a curse for me, the government changed the late-evening timeslot used to carry cheesy shows starring idols to a music showcase for genres that do not get much love on TV. The government also regulated talent agencies and regulated how media is being distributed. At the same time, there is also a lot of censorship involved (sarcasm), and I somewhat felt-- Nah, I do not really feel bad for them, good riddance to pretentious [Expletive]. Okay, I am going a little bit off tangent here that I have forgotten to introduce myself to you. I'm Yuto. Nice to meet you, stranger. You can call me "Yu-san" if you're cool with that; and welcome the port city of Hashima. Hashima... well it's an island but not far from the mainland so there are bridges and all that so you can bring your ride to the island but I just walk around or take the subway. I was born in Hashima but my family moved abroad when I was about three years old. We settled in Seattle and I learned English while I was in elementary school. My dad was an office worker at an advertising agency, I believe it was Dentsu. We moved back to Hashima when I was about 10 years old. I had no [Expletive] clue on how to speak Japanese when we came back so I started hanging out with the "haafus" -- Gon and Ban, who were both half-Malawian. We joined a local football club in my high school and with other people formed our gang called Sai-bais. It's not really a gang per se, but rather a group of people interested with hanging out. I usually hang out with my gang at the docks near the cruise terminal. I usually see a lot of rich girls on their suite balconies while us poor guys in the dock hang out and talk about which ones we'd like the best. Gon-chan would always say that people on the eighth deck are better than the ones higher up because he could see them better. We'd always scream towards the cruise ship. Not like that they'd hear us anyway. About Gon-chan. I guess he had moved somewhere. I haven't seen him in about 4 years now. He just left us without telling what's wrong. I know for a fact that he is not dead though since his closest friend said that he had lost interest with the gang when he moved further away from the port. When Gon-chan left, things started to go wrong here. Three years ago the gang started fighting other groups for turf and even involved the local "Gumi" chapter to break up the conflict between the gang and another group from another turf. I left the gang about a year later to pursue something different and I heard from someone that Ban-chan had been involved in an accident inside the docks. The shipping company gated us out of our spot and now the group hangs out in one of the city's abandoned "funaya" shops, or so that's what I heard. Ban-chan visited me a few weeks ago and told me that he got employed as a construction worker. I always worried about Ban-chan's safety since the accident but I'd rather have him responsible this time. He chose that path after all. I pursued a career in music and eventually landed on Hashima's hip-hop scene. I participated on freestyle competitions and was the representative of Hashima for the UMB Freestyle championships held here last year. I placed second after Mu-Ton. Check out his new song "Spin Me Around"; that's the [Expletive] right there. So far, my career has been moderately successful with a little hardship now and then. I mean I should probably be investing my money towards some sort of retirement but I refuse to go the path of a robot. One of those hardships involved an old friend of mine who chose to be some sort of a rival instead. Look, I don't look for any fights when it comes to my music and I respect someone's action when he needs it to be. Anywho, I used to be friends with someone named Emi when I was competing at UMB. He seemed to be nice. He liked a little bit of the hip-hop culture but he like to talk about anime a lot. Look, I'm not into those things. I grew up in Seattle and I found anime to be dry. He likes Slam Dunk and credits his entry to hip-hop after seeing the NBA embrace hip-hop music. His style was akin to Jay-Z or something. I honestly don't know. My style was similar to Wu-Tang Clan's Method Man or to Raekwon with a little bit of the Hashima dialect. It's quite serious and funny at the same time, if you'd like to listen to it. We'd like to talk about our differences a lot. We are both well-versed in the world of hip-hop and I even invited him to the new hip-hop collective called Jumperz to see if he wanted to connect with some people with Hashima or to producers from around the world. One of the producers of Jumperz came from some city in Austria (Salzburg I believe), and our album artist was from Alphen aan den Rijn in the Netherlands. At first he seemed to be alright, and there were fruitful discussions when there need be, such as how to freestyle differently and what are the trends in hip-hop right now. About six months ago, just as I am about to embark on a journey to Seattle for two weeks, Emi went to Kuala Lumpur for a vacation with his posse and when he returned he started to be a little sour. He began arguing with members of Jumperz and started to think like he's above everyone else. "I am the best [Expletive] in town," he says. One of his songs was called Shining and every person that I talked to say it was garbage. Is this what people should be listening to nowadays? I can see the changes of his attitude on his lyrics too. Apparently all he says is "I'm above everyone else and hip-hop is me". This [Expletive] isn't cool at all. I'm chill though, because I'm not the one that feeds trolls and haters on the internet like that. We'd give him his medicine and he'd just freaks out like a little [Expletive]. Just yesterday the Austrian producer published his instrumental mixtape and he claims that all of those tunes came from his producer... And then the Yozawa Shinbun article appeared saying that he had stolen one of the mixtapes when I went to Seattle, probably out of jealousy. I can think of it as some mathematician finding the process for the solution but not actually blurting out the answer. All I can say is that he looks trapped in his own world and probably just clucked like a chicken all the time. I don't mind it anyway since I surround myself with good friends and I'd probably waste my time trying to deal with it but I just can't help it. They say in the hip-hop world: you ain't gonna live without your posse. My posse came into my mind when I first said it, and I was like "why not come back to Hashima?" I immediately went after my visit to Seattle and I immediately went to the "funaya" occupied by the Sai-bai Gang to see how everyone is doing within the group. It just happened that Ban-chan was on his way to the "funaya" from work. Just as I opened the door: "Gon-chan?" "Wassup my brotha!" Gon-chan had a lot of stories to tell, but first I told him about my little problem with Mr. Suppai and he answered "Emi Maruchika?" He was an [expletive] all the time. I never trusted him. I found out that Gon-chan moved to Chino to work as a studio producer and rapper for another group called GEEK. He had done a little rapping here and there on their tracks but he returned to Hashima to see how we're all doing with the Sai-Bai Gang. He noticed my face when I was competing for the UMB championship and tried to approach me after the event but was instead stuck to an after party hosted by Emi. "Shall we beef then? He was one slick snake." --- I waited one year to find a new inspiration for this project. I can't just sit on the corner and waiting for my friends to take the shot. I'd need to shoot my shot as well. So with love, welcome to the Concrete Jungle. Fictional characters. Not based on a true story. SEEDA "Live and Learn", "花と雨" ©2006 KSR; "Come Back" ©2017 Chaki Zulu; SEEDA and OKI (GEEK) "TERIYAKI BEEF" ©2009 Ghetto Hollywood. Mu-Ton "Spin Me Around" ©2018 SPACE SHOWER MUSIC. All real life photos ©2018 Carl Sotomil. SimCity 4 Photos ©2018 Carl Sotomil. All Rights Reserved. Unauthorized reproduction of this update or its contents are strictly prohibited. Concrete Jungle. Because we meant serious beef. 学ぶ、そして生きる
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I was tinkering with one of my cities last night (SimCity 4 Deluxe, fully updated, with NAM 36 + various other plugins, incl Bullet Train). I have a monorail line (restyled as a Shinkansen line by the "Bullet Train" mod) coming into my city at center of north edge, heading for downtown (center of city tile). To get there, the most direct route is to cut right through a northern industrial neighborhood. But that would involve the monorail line crossing over several tram-on-street lines, and I can't get the draggable monorail tool to cross those; it says "cannot place monorail on reserved tiles" or similar wording. I can't find any puzzle pieces anywhere to do this either. Is there a way to have monorail cross over tram-on-street? If so, how do I do this? (As is it, I have to route the monorail completely around my industrial neighborhood, which works, but I'd prefer the more direct approach.)
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This is an algorithmic recoloring of the Red Herringbone Brick, which may be better used in European Style cities with a lot of W2W (or somewhere it rains or snows a lot in general) where clinker or dark brick is often used in roadways. This set MUST be loaded after NAM and SAM in order to override these textures. i.e.. Put into Z___RVT Modds\RVT Streets\ and remove what you don't use (zEU or zUS) You cannot have Grey and Red together as there is only one SAM2 slot to override. Revert by removing. Roads will go back to NAM Red SAM2 look. These are designed to work seamlessly with all of my Streets. Also goes well with MGB's SAM7 and a white wine. Produced with Photoshop, GoFSH and Reader. v1,v2: never publicly released Oct 2017 v3: regeneration of all textures according to NAM36 standard WRC curves now included -
Hello everybody, I´m a big fan of first person trips through virtual cities. Since the first city building game I played I always wanted to walk the streets of my cities and see a pedestrians view. Luckily this is possible in Cities: Skylines; this is why I am going to do a series of first persion trip videos of my City (ies). This one is set in the City of San Salvador (I am going to do a tour and Lets Play later on), which is about 70% done,. I hope you enjoy! There are going to be more trips all around the city in the future. Tell me what you think!
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When trying to place a Tool Booth in an avenue connecting two cities, I got this glitch. So I tested it again in a road bit and a bit of avenue and they showed OK. But in the connecting avenue, nothing doing. I went to another city and tried in another avenue, and same glitch.
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I saw a tut about building roundabouts with streets by @MiniMark, some 6 years ago. But his streets had cul-de-sacs and mine don't. So I'm looking for a file named : Z_Maxis/_Street_Cul_de_Sacs. (Hope I got the right spelling). I searched here in this topic and in the whole ST site. No results. In advance, thanks much.

