Something I would like to see is a very small circle which then could be made into an MMP, which would allow us to make beautiful curves, paths, etc. Similar to Chrisadams' draggable paths but then of course in harmony with the installed sidewalk mod.
Again, a big applause to you!
Something I would like to see is a very small circle which then could be made into an MMP, which would allow us to make beautiful curves, paths, etc. Similar to Chrisadams' draggable paths but then of course in harmony with the installed sidewalk mod.
Again, a big applause to you!
This is a really great idea! :thumbsup:
Sorry to be a downer but the orientation of mmps cannot be controlled, i.e. regular patterns, like bricks, would result in one big jumbled mess. Still like the idea of mmps with changable textures though! :)
Looks really nice and would seem to warrant further exploration :) While a perfect match seems impossible more MMP paths that more closely match custom sidewalk textures would be useful indeed. It would be nice to know which sidewalk mod the MMPs in the picture are based on here to be able to tell how well it worked....
the first is finding a way to use one of my S3D props in an MMP (can MMPs use RTK 0 props?)
the second is keeping a nice edge to the paths whilst avoiding the need to overlap the pieces too often, maybe a circle isn't the best approach?
What about a set of MMP paths that would match up with Vortext's new textures, that would be a great addition for rural areas?
I can't find the MGB SW Ave - EU File for US textures, in the zip I only found the EU textures file, or maybe I missed something?.
Looks pretty nice there! However, I don't really like the RHW-6S crossing because it seems like the pillars for the crossing are intruding into the right lane. You should probably fix that, because you don't want sims running into the pillars at 60 mph and killing themselves... ;)
In case it wasn't clear from the readme, my work on the MHO is far from complete. I've yet to start on many of the diagonal pieces, although last weekend I did make the URail diagonals and some RRW pieces.
Someone had previously mentioned the avenue network, which seems important from a compatibility perspective. Therefore I will endeavour to make these pieces the next ones I work on.
In case it wasn't clear from the readme, my work on the MHO is far from complete. I've yet to start on many of the diagonal pieces, although last weekend I did make the URail diagonals and some RRW pieces.
Someone had previously mentioned the avenue network, which seems important from a compatibility perspective. Therefore I will endeavour to make these pieces the next ones I work on.
:thumbsup: :)
Question:
Maybe do the same for GLR-in-Avenue Bridge?
This is a big if, but if you could create say a SAM 11 street- the concrete street you are showing to us, then perhaps you could accommodate other people's requests for different concrete textures? Is SAM 11 possible or is it just a pipedream?
I want to know, how can I install correctly the mods RVT Tarsealed Streets with Terrain Grass NAM (TGN).?
Was thinking of turning my automata into props using some like this. Just haven't got around to it.
Thought I recognized Bipin's asphalt there. I wonder what happened to his concrete RHW retexturing project.
Was thinking of turning my automata into props using some like this. Just haven't got around to it.
That would be amazing!
Thought I recognized Bipin's asphalt there. I wonder what happened to his concrete RHW retexturing project.
I wonder too. Sometimes no news is good news though... ;)
By the way mgb, excellent work! If there's anything else you need, let me know.
That's so cool!!
I see some tiling effect, is that intentional?
Roads? good!
Seawalls? GOOD!
Excited about the whole thing? oh yeah.. bring it on!
The roads (industrial SAM) are mgb204's creations. The seawalls seen in the last two pictures are a new creation from Bipin, something which I have never seen before. Bipin has created a lot of his own grungy concrete BATs and LOTs, some of which he has kindly shared with the community. Which explains why every picture of his looks so amazing distinctive and realistic.
The L0 highway has a bump...
Will the 45 degree curve be addressed as well?
Does this T21 fix finally mean an end to those obnoxious palm trees which appear on high wealth road, one-way road and street tiles?
Hi, long time lurker. First time commenter! - The avenue curve looks great, I've been using the euro-asphalt 45 and 90 degree curves but they don't quite match with the superlight asphalt, I always think they look a bit strange so anything that can be done for the avenue curves would be smashing
Just looking over the previous tutorial, there is so much that needs changing, this is not going to be an overnight job. So it might be a few weeks before I can get that up-to-date. Confounding the issue is that certain parts of the process are still in-development, so I've been holding off updating it until I could be sure no further changes would be introduced. Thankfully that process is nearing the end, the plan being to update everything to NAM 35 specifications, prior to an official release. So it will be a few weeks after NAM 35's release hopefully before the tutorial is done...
Sorry to RHD users, but the goal here is a LHD UK Streetside mod.
I plan to use Girafe's flora, urban pack, car props, bikeprops & French road signs. Additionally I will be creating a number of new props to fill any gaps. Different zone types will have different props and it should look as British as I can make it.
Sorry to RHD users, but the goal here is a LHD UK Streetside mod. Where possible all the generic T21s will be split from the LHD stuff. But the likelihood of me making RHD variations is close to 0. I really get annoyed with T21s, this is a big project, I simply don't have the motivation to do that unless I can find a solution that doesn't massively increase my workload.
Sorry to RHD users, but the goal here is a LHD UK Streetside mod.
sounds like a Brexit :D :D
My only question as of right now is this: for the 4-way intersections, should one of the center lines actually go through the intersection?
Looks great! &apls
Maybe there should be some gaps in the median line at the intersections, because I reckon double solid lines are too much for most motorists to cross. Anyway, just what I thought when I saw them. :)
As discussed earlier I will support as I can even with my mediocre activity %wrd
Sorry to RHD users, but the goal here is a LHD UK Streetside mod. Where possible all the generic T21s will be split from the LHD stuff. But the likelihood of me making RHD variations is close to 0. I really get annoyed with T21s, this is a big project, I simply don't have the motivation to do that unless I can find a solution that doesn't massively increase my workload.
If none of that is true, blame the BBC's QI.
Story of my life right now, I'm having problems making them work ()sad().
The idea is sound. I've removed parts of the existing models by adapting the Alpha channels. This works, leaving behind a gap to fill on the base (sorted) and the annoying fact that the foundation then shows through the gap :angrymore:. This I tried to change to a transparent foundation, suddenly all the slope properties are messed up. Anyhow, it looks like I'll need to render new models perhaps for the tunnel part. Thankfully BuddyBud was into modularity, so each piece is separate, not one BAT. Making the job of adapting them that much easier. Other than that they are tested and functioning, so I just need to iron out these little kinks.
...is the water texture baked in those pieces?
Although I think that's a 225° angle and not a 270° one... I'm curious about the FAR implementation - if you do it, are you going to make it FAR-2 or FAR-3?
Great progress. &apls
Robin forgive my ignorance on this matter but is the water texture baked in those pieces?
If not then, in time, I will redo the water texture into a more realistic fashion.
Nick
What I would add (but don't know how to do) is a 3 tile wide coast-overhanging canal lock lotted as a bus stop (for canal passenger barges) and ferry port, which could resolve easily the issue of transfering passengers from the two different water-based networks.
Of course that a seamless pass from canals to ingame water would look better on certain circumstances.
will you keep the flowers aside the diagonal walls of the canals?
Do you want to make canals using the existing setup, but with a new type of water surface/colour? Or were you looking for the opposite, i.e. keeping the water the same (to match CALs), but changing the rest?Either is theoretically possible. But you would have to re-make a lot of pieces in either case. I'm sure MattB325 wouldn't have an issue with me distributing these files for example. And a 1x1 Straight is already on the LEX. But the curves and bridge pieces are probably some of the hardest to make, which I don't think are available anywhere.
As for your seawalls, prepare for some fun with the LODs :P.
yes, the latter option. New canal type with CAL's water as I really like it - and failed to come up with any decent water of my own thus far. I wasn't aware the 1x1 tile was already on the LEX, will have to check that out. Also will have a look at JRP water. Thanks! :thumbsup:
He, that's the least of my worries right now. It started as an exercise in spline modelling and sorta accidentally turned into a rather decent wall. However, atm it's one giant and quite messy poly because of all the bends, so I'd have to break it into 1x1 chunks and tidy them all up first of all. :-\
I don't want to be greedy, just curiosity: how about CAL's other type of canals the brick one I think? I can't recall if there has been spoken about that already. Or what was the problem with that...
I actually started to dabble with them 2 months ago...
Are there any historical stations?
If you are thinking of working with DocRorlach's stations, maybe I could bring your attention to this beautiful piece I felt in love with the first time I saw it.
I can give you a 15th Centaury medieval Elevated Rail station. It's invisible because trains haven't been invented yet :P. More seriously, That's an interesting idea, but I'm not sure if textures alone would pull that off. One benefit of using someone else's models, I don't have to model it. But a drawback is that sometimes you're better off rebuilding it than trying to change it too much. However, if you could point me to some examples, I may consider it. An older station on the network is something that should work nicely for old and new. Plus I'm always for getting the most out of something.
How about some Japanese convenience stores? 7/11, Lawson, K-mart, Family mart etc
Would love to see some Australian Stores.....Coles, Woolworths, Aldi, Foodland ect.
Robin, what US stores were you thinking of?...
Actually, some of those stores are a little on the bigger size. Still, how big exactly are the supermarkets that you're trying to imitate? That lot and building appear pretty small.
Lastly - The "Aldi" problem
I have deliberately excluded Aldi and Lidl brands thus far, despite them having a large presence in the UK/Germany. This is because I can't think of one example where either brand used a banner such as the model does. Instead, it's almost always just a logo, as such I just didn't think either felt right for this use. There is a limit to how flexible these props can be, since the model must have LODs that allow a prop to be attached to it.
I fear I'm not being totally clear with my intentions. I won't be going through the work of remodelling the store to fit other countries/brands, that's a bit too much work. But I figured it would be a nice bonus, if at least the brands could be localised. For example, a US user would probably prefer to see a US brand, even if the store itself isn't authentically American. There may well be other models down the line that will utilise the props, perhaps a collection of small and large supermarkets. But again I will design them around the UK, since that's my focus. It may be that differently sized or grouped brands will then be needed. For now, I'm just looking for brands that fit with the small market shown.How about some Japanese convenience stores? 7/11, Lawson, K-mart, Family mart etcWould love to see some Australian Stores.....Coles, Woolworths, Aldi, Foodland ect.
(http://i991.photobucket.com/albums/af39/MGB204/NewBrands_zpsshgffcxv.jpg)
Thanks for the suggestions, could you let me know if these samples are correct?
It would be a huge help to get a link to the actual branding you want. In the case of some of these brands, the logo's vary from country to country and it's not always obvious which logos would be the correct ones. Also, using "ect" doesn't really help, I've simply no knowledge of what brands exist in other regions of the world.
While we're at it, that store looks to me more like a restaurant size.
Yeah, to my knowledge, ALDI and LIDL not only use a (more vertically oriented) logo, but they almost exclusively use the very same building design for all their stores, which obviously is much cheaper than designing individual stores or renting third-party buildings.
For the German logos, I'd omit Globus and maybe real,-, as they tend to build very large "superstores", but you should include Tengelmann (http://tengelmann.de/), Netto (http://www.netto-online.de/) and Norma (http://www.norma-online.de/) instead.
Yeah, to my knowledge, ALDI and LIDL not only use a (more vertically oriented) logo, but they almost exclusively use the very same building design for all their stores, which obviously is much cheaper than designing individual stores or renting third-party buildings.
Are Tengelmann still going? I thought they were bought by Rewe or something? I miss the old one which was converted to a Rewe here :(.Hmm, I guess you're right, Tengelmann apparently sold some stores to REWE, and very recently, they sold the rest to EDEKA. There never was a Tengelmann store in my area, but I've seen them in other parts of Germany.
I fear I'm not being totally clear with my intentions. I won't be going through the work of remodelling the store to fit other countries/brands, that's a bit too much work.
I've added an IE (Ireland) option which includes Centra, EuroSpar and SuperValu.
Did you ever release your customised grass mod for tarsealed streets? I've converted to Tarsealed streets but the grass doesn't seem to match my other TGN networks.
I had to name the folder so that it loads after your TGN folder as the weren't appearing in-game until I did.
Really nice, but in RL nobody would spend the money for a tunnel just for one track!
Hey Robin,
I know it's Industrial and all, but I think a version with rounded corners/curbs (at the intersections) and street grass would not be remiss for those of us trying to model concrete neighborhood streets, which actually are common in a number of neighborhoods where I used to grow up near.
Because I'm pretty sure I play SC4 in a fairly unique way.
Maybe these textures could fit to lightrail too ? $%Grinno$%That's when I thought immediately as well when I saw that blue train skin. :) The light ballast and "cleaner" look would look nice in cities, whereas the more "rusty" RRW appearance works pretty good in rural areas. The prospect of creating an entirely new set of textures with just a few clicks sounds very exciting alright! :thumbsup:
Maybe these textures could fit to lightrail too?
Great, but there are a few little flaws:
Great, but there are a few little flaws:Thankyou for trying it out - it was the intent that things be found - we at talking about close to 4000 tiles that are changed in this process and there are bound to be things we have either not found or do not yet have a solution for.
I assume the process will not change lot textures as well, although I may be wrong. Not sure about the second issue. Override based perhaps?
Sorry for planting the concrete sleeper thought in your head...
From now , the RRW reskin automation is something I’m waiting for eagerly , as , to be frank , none of the textures already proposed convinces me at 100% … well that’s a question of taste regarding textures , but I disagree with the railways narrowing
But, being basically metro stations, can they be modded to allow pedestrians to pass? And can be included a bus station or such to allow bus traffic? I'm not entirely sure of what I'm talking about, but i guess something of this would be possible...
Non-functioning (visual eye/candy) will be the Pedmall, Sidewalk & Grass ones.
UnderBridge Set
(http://sc4devotion.com/csxlex/images/beximg/small_udb.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3485)
A set of functional overhanging extenders that can be used to extend networks under game bridges.
Since the release of this version pre-dates NAM36 when the draggable WRCs were introduced, they are not supported yet in any release. Those WRCs the readme refers too are puzzle-based using the Rural Roads Plugin which has been around for ages. Those will correctly show the SAM7 BP textures, but cannot be re-used for the draggable ones since they are very different.
I have finished the new textures, along with some other updates which should hopefully see release before the end of the year.
...the green version is maybe a little too dark … I’ve got a lot of them next to my house ( I’m living directly next to a railway where they freely grow ) and they’re rather slender which means or the trunk of your is too thick , or it should be taller and larger …
But I would replace the bushes. IMO
I only think that there is a flaw in your mod: there are far too many bushes. Are there still settings to make?
I think the trunks of the acacia trees are a little too thin now, maybe you could model something in between your first approach and this one?
Regarding the God Mode flora brush, it's a pity that there aren't that many suitable bushes and shrubs (well, maybe there are, but it's quite a chore to piece them together, and it would probably mean a dozen dependencies at least...).
Just a shy question. If I do already have your Filler Set v1, do I delete/replace it by v2 or are they intended to go alongside each other?
Unrelated to the above: I really like your underbridge set. I have a situation, where I have two 2-tile bridges next to each other, separated by a single tile median. Maybe you like the idea of adding lots with a 2-tile overhang or a lot that hangs over on both sides one tile, in case you are revisiting the release.