Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent Mod Projects => Topic started by: mgb204 on May 04, 2015, 06:48:16 PM

Title: MGB's Mods and other stuff
Post by: mgb204 on May 04, 2015, 06:48:16 PM
Time to expand, this will become my new home on SC4D to keep you abreast of developments of my on-going projects. It will compliment/mirror the equivalent thread at Simtropolis and I will provide support for my mods that are available on the LEX:

Texture Pack v1
(http://sc4devotion.com/csxlex/images/beximg/small_TEX.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3801)
A Texture Dependency package including useful transit textures and more.

Filler Set v2
(http://sc4devotion.com/csxlex/images/beximg/Small_DFS.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3762)
A set of diagonal fillers, overhanging fillers and more. Ideal for dealing with the diagonal jaggies or just to make more visually pleasing transitions.

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.

Anyone for Tennis (AoT)
(http://sc4devotion.com/csxlex/images/beximg/Small_AoT.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3404)
A dependency package containing textures and HD rendered tennis props.

ITS Nickelby House for FAR Re-Lots
(http://sc4devotion.com/csxlex/images/beximg/Small_NBYDay.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3400)
Using one of only a few Fractionally Angled (FA) buildings, I've made a set of lots that create a FA, High Density R$, Tower Block complex.

MMP (Mayor Mode Ploppable) Packs:
(http://sc4devotion.com/csxlex/images/beximg/Small_MMPv1.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3415)
Vol1. JES Trucks and Rail

(http://sc4devotion.com/csxlex/images/beximg/Small_MMPv2.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3401)
Vol2. Girafe Trees

RRR to Subway Ramps
(http://sc4devotion.com/csxlex/images/beximg/Small_RRW2Sub.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3396)
RRW-Compatible Rail to Subway converter lots.

Small Convenience Store
(http://sc4devotion.com/csxlex/images/beximg/Small_RetailConvStore.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3394)
Some small supermarkets for your sim's to buy whatever food or junk they may require.

CAL-SG Additional Diagonal Pieces
(http://sc4devotion.com/csxlex/images/beximg/small_SGCALCanal_ND.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3386)
8 Additional lots for CAL's remasters of SG's canals, adding diagonal support for the first time.

SG Additional Diagonal Pieces
(http://sc4devotion.com/csxlex/images/beximg/small_SGCanal_ND.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3385)
2 Additional lots for SG's original canals, adding new Straight to Diagonal transitions.

SAM6 Darkened Mod (new to LEX)
(http://sc4devotion.com/csxlex/images/beximg/Small_SAM6.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3483)
A mod that darkens the original SAM6 textures.

SAM7 Bikepaths (new to LEX)
(http://sc4devotion.com/csxlex/images/beximg/small_7bp_day.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3338)
A mod that adds bikepaths onto the SAM7 streets.

SAM7 Bikepaths (for TGN)
(http://sc4devotion.com/csxlex/images/beximg/small_7bp_tday.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3339)
For users of TGN, you can now enjoy the bikepaths mod with TGN grass textures (Unified Wealth Only).

Rail Depot Pack
(http://sc4devotion.com/csxlex/images/beximg/small_rdp_dayn.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3334)
A dependency containing custom modern rail depot models. These include modular versions to make bigger depots. Additionally includes a number of additional resources for making rail depots such as textures, automata props and more.

RDP Starter Lots (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3337)
5 Starter lots for use with the RDP above.

Version 2 of the Terrain Grass NAM (TGN)
For the first time, you can get TGN on the LEX.

(https://c1.staticflickr.com/4/3676/32698956980_076dc8c8dc_o.jpg)
Click for full size - TGN Sudden Valley (unified wealth) version shown.

There are six versions covering 4 different terrain mods. Lowkee's Appalachian (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3317), Gobias' Berner Oberland (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3322) and Sudden Valley (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3320) and TSC/Orange Pyrenean (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3318).

Note that only the Gobias versions have additional multi-wealth options, these are separate downloads.


No Grass NAM (NGN)
(http://sc4devotion.com/csxlex/images/beximg/small_ngn.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3316)
This mod removes all the grass textures from your transport networks.

MHO Patch for Japanese NAM Facelift Alternate Overpasses
(http://sc4devotion.com/csxlex/images/beximg/Small_MHO4JNFL.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223)
This mod allows MHO (Maxis Highway Override) users to have compatible models for use with with the Japanese NAM FL Mod's Alternate Overpasses.

Long Pedestrian Bridges
(http://sc4devotion.com/csxlex/images/beximg/MGB_PB_Lrg.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3257)
Some eye-candy bridges so your sims can cross things.

Click the images to goto the LEX download page.
Title: Sidewalk Compatible Overhangs/Extenders
Post by: mgb204 on May 04, 2015, 07:01:03 PM
As part of my on-going attempts to have everything sidewalk neutral, I've been working on figuring out how to make S3D props such as those used in the Quays de Seine walls from Xannepann or the canal set by Moonlight. Right now I've a base set of 10 props to give a basic set of overhangs/extenders which can be used with any sidewalk. Utilising the same technique as Vortext of adding a diffuse layer, the problem of colour matching is resolved.

(https://farm5.staticflickr.com/4153/35475434222_4df2c1b23c_o.jpg)

I've attached a zip with an early preview, it contains 8 lots and 10 props (some extras lotters may find useful). Looking forward, I hope to expand this concept to create a series of props for use as WRC and FAR fillers. I'd be interested to hear what pieces people would like to see. I'm also considering grass, industrial and park fillers in addition to anything else that would be useful.

:update 02/2019: These lots are now released as part of my Filler Set v.2 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3762) on the LEX.
Title: Re: MGB's Mods and other stuff
Post by: noahclem on May 05, 2015, 02:08:10 AM
Great idea for a project and for implementing it with that clever technique! Welcome to your new spot at SC4D  :bnn:
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on May 05, 2015, 03:37:49 AM
Definitely going to follow this thread!so much going on!!Thanks for making all of this public :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: Catalyst on May 05, 2015, 07:24:13 AM
Exactly what I was looking for, thanks! Especially the triangle I find very useful as it wasn't part of the Quays de Seine walls pack. I've tried to make a prop myself but yours is much better with no color difference and adaptable texutres  &apls
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!
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on May 05, 2015, 07:26:01 AM
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:
Title: Re: MGB's Mods and other stuff
Post by: vortext on May 05, 2015, 11:54:15 AM
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!  :)
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on May 05, 2015, 12:47:36 PM
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!  :)

True, but you could have the MMP cycle through about 6 instances... that should give you a pretty good chance of getting the orientation you want.   &Thk/(
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on May 06, 2015, 11:51:43 PM
Honestly my first thoughts here are that a sidewalk circle won't give good results as an MMP too. Oddly a circle is quite a complex shape when working with Triangles, somehow I've pulled it off and got it working in the reader, but so far these props don't seem to enjoy being flora (for MMPs).

So plan B, I decided to BAT one, figuring that would be easier to test the concept:

(https://farm5.staticflickr.com/4257/35514672861_1486e6e0a2_o.jpg)

Long and short, the look of your sidewalk is not likely to remain on the paths, even without the rotation issues, it's to do with overlapping these props together, in order to keep the paths from having rough edges you only see a small part of each prop. Perhaps with super-careful placement and multiple clicks for rotation this could be viable, that's before solving the making them MMPs problem so that they keep the users sidewalk. Still, having seen the potential with this test MMP, I must say I do rather like the idea.
Title: Re: MGB's Mods and other stuff
Post by: emanuelfranco0390 on May 06, 2015, 11:58:42 PM
Amazing.

Good job mgb.

 &apls  ;)

Regards.
Title: Re: MGB's Mods and other stuff
Post by: noahclem on May 07, 2015, 01:23:52 AM
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....
Title: Re: MGB's Mods and other stuff
Post by: art128 on May 07, 2015, 02:16:34 AM
Nice! This could be a great addition to the RRP draggable paths (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1885) by Chrisadams.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on May 07, 2015, 02:40:02 AM
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 colour matching would be perfect, assuming this could be implemented with a true 3D model like the other pieces, this test is a regular BATTED model, as a quick mock-up both the colour correction and the tilling (paving too small) are off here. The sidewalk is custom (I guess Catalyst will recognise the texture), it's the same as the sidewalk on the 90 Deg WRC in the top left of the screenshot. So currently there are two problems here, 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?

However, as a side note, it appears I can create new MMP paths with HD textures, with that in mind even if the sidewalk one doesn't work out, some new ones to compliment the originals by ChrisAdams would be a very small amount of work. 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?
Title: Re: MGB's Mods and other stuff
Post by: vortext on May 07, 2015, 03:04:55 PM
the first is finding a way to use one of my S3D props in an MMP (can MMPs use RTK 0 props?)

Maybe try it with RKT4 and then set the fifth rep to 0x27812820.

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?

yeah, a circle might not be the best shape. However a square, or a octagonal or something, would have similar issues. Giving it some thought maybe just 'wholesale' paths props as MMPs would be best. Granted it wouldn't allow for the same flexibility but on the other hand, you'd need less mmps per surface area, i.e. have more space around it for detailing.

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?

Erm, yes please!?  ::) If you want I can provide the raw textures, e.g. in png or whatever file format / dimension works best.
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on May 07, 2015, 04:15:13 PM
I'm with vortext!  A set of draggable paths using his textures would be super sweet  :thumbsup:

 :bnn:
Title: Re: MGB's Mods and other stuff
Post by: Catalyst on May 18, 2015, 08:31:39 AM
Amazing, just a little color/size correction needed, like you said. Perfect color match would be really great and don't worry about the tiles not lining up etc., this is much better then any ploppable path mods I know of. And from a distance it won't be noticed anyway ()stsfd()
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on June 02, 2015, 10:11:14 PM
I've just uploaded the latest version of my Maxis Highway Override patch on both the STEX and (I think) the LEX. I can't see what happened to it on the LEX, dispite getting what seemed to be an error, it now tells me such a named file already exists, so I presume it's awaiting something to show up. In the meantime, here's a link to the STEX copy.

LEX version is now uploaded, thanks to Vortext for that :).
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on June 03, 2015, 12:17:57 PM
Awesome!  Thank you!
Title: Re: MGB's Mods and other stuff
Post by: FrankU on June 04, 2015, 02:10:08 AM
So this is a set of pieces that didn't make it into the latest NAM (v32)? Looks great!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on June 04, 2015, 12:01:00 PM
Kind of, having spent a lot of time hunting through the MHO itself to make the mod, I'm wary of some complaints about compatibility. The original team obviously put a lot of work into getting many crossings covered, however, the main focus was clearly the base NAM networks. The first version rectified some pieces there were missed IMO, GLR and the CAN-AM, the later was really important to me, because CAN-AM in general lacks flexibility compared to many other networks, without the MHO crossing, you need some creativity to keep the ferries working and have a motorway cross.

V2 though, starts to address more of the optional parts, for example the original El-Rail and Monorail are covered by the MHO, but Moonlights variants for El-Rail and the BTM mod were not. The same with the Jap NAM Facelift parts, hence I feel v2 is more of a compatibility patch. The general plan would be to merge my efforts into the NAM (where appropriate), having only just become part of the team, these updates should be in NAM 34 or whatever comes after 33. In the meantime, I'll probably fix up some new pieces too like some diagonals, but I figured having coved all the supported Ortho networks I could find, the timing was right to make a release. I can now take a break from what is a long tedious process and focus on other things for a bit and come back to it, this methodology keeps my motivation up. If I get a suitable update I can release further patches, that way users don't have to wait for the next NAM release to take advantage of updates.

One thing I noticed the other day, El-Rail and Monorail crossings are supported over MHW curves (not the WRC's) and over the tile-shift pieces too, I'd never have thought to try them :).
Title: Re: MGB's Mods and other stuff
Post by: FrankU on June 05, 2015, 01:14:49 AM
Thank you, mgb!
Title: PEG Ploppable Boats
Post by: mgb204 on June 25, 2015, 11:18:36 PM
I just wanted to list a few odds and ends here that others might find useful which I've created, but probably don't merit a full release, enjoy...

PEG Ploppable Boats

(https://farm5.staticflickr.com/4126/35476711412_2387775b11_o.jpg)

Contains four neutral lots with prop families covering four types of boat:

- Cabin Cruisers
- Pontoon Ferries
- Ketch Boats
- Sloop Boats

(Names based on prop naming, I'm not nautically inclined)

You can download them here (https://drive.google.com/file/d/0Bwm0CI4Nsrdaek1tbkJkWnN0U0E/view?usp=sharing).

Find them in the Seaport Menu, requires the following dependency: "PEG-CDK3_Rec-Boats_RESOURCE_101.dat" download here (http://community.simtropolis.com/files/file/18774-peg-cdk3-rec-boats-pack-1/) (Oct 15: updated link to STEX since SimPeg is no more :().
Title: Avenue - No Grass Mod
Post by: mgb204 on June 25, 2015, 11:21:43 PM
A request on ST for removing the grass from the avenues led to the creation of this mod. Simply override the NAM with them and grass should be removed from the bulk of your Avenue network, find it here.

Edit: See my NGN (No Grass NAM) on the LEX if you are looking for such a mod.
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on June 26, 2015, 06:01:06 AM
Love those ploppable boats! Thank you
Title: Re: MGB's Mods and other stuff
Post by: c.p. on June 26, 2015, 12:43:18 PM
The ploppable boats was a great idea.  Thanks &apls
Title: Re: MGB's Mods and other stuff
Post by: emanuelfranco0390 on June 27, 2015, 02:42:53 PM
Thank You for the grass mod and the boats. 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?.

Thanks.

Greetings

Title: Re: MGB's Mods and other stuff
Post by: mgb204 on June 27, 2015, 09:40:33 PM
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?.

You are quite right, I must have accidently moved the file when testing and therefore forgot the put it in the final zip. Try downloading again, I've updated a new version now which includes the US file. Thanks for bringing this to my attention.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 09, 2015, 01:20:29 AM
It's about time I blew off the cobwebs in here...

(https://farm5.staticflickr.com/4057/34834868423_8c947e06b1_o.jpg)

ML's El-Rail is soon to be once more RHW compatible  :D.

I can't commit on MLs BTM right now, it's too much work what with all the possible changes afoot for the monorail network. As usual expect a patch when I've got some more pieces done, final changes should make NAM 34 (:edit: now included with NAM 35) along with my MHO fixes. Thanks to having 3DS Max now, my workflow is greatly sped up, so I'll see if I can't get support to a really decent level on a par with Maxis El-Rail. Since I'm focussing now on El-Rail only, I may try to convert the El-Rail over RD, Street, RD4/Ave networks as well.
Title: Re: MGB's Mods and other stuff
Post by: noahclem on October 09, 2015, 03:30:05 AM
Great work  &apls  This kind of patching, gap-filling, and compatibility fixing stuff is so important to have but so rarely done. I'm sure many will be very grateful. I'm quite excited to see how ML style el-over-road, etc will turn out.
Title: Re: MGB's Mods and other stuff
Post by: Dantes on October 09, 2015, 07:39:36 AM
Moonlight-sama EL Rail Mod RHW-compatible, well done!  &apls &apls &apls
I love your PEG Ploppable Boats-Mod  :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 10, 2015, 10:29:14 PM
(https://farm5.staticflickr.com/4125/35644896915_a364a13220_o.jpg)

Progress is moving along swiftly on these pieces, I've just finished all but 2 of the originally supported crossings tonight. Actually they are done too, it's just a small imperfection in the model I've been fussing over for 10h+ trying to resolve  ::).
 
This includes some new pieces for RHW-3, RHW-7C and RHW-8C that did not previously exist also. I'm also thinking a bit of RUL can be utilised for certain situations where two bridges meet. Models exist for longer bridges, so I could improve how a number of these setups work, where no median between the two directions of a highway exists.

The good news though, with all the pieces needed as "templates" to make all the previously unsupported pieces. I should be able to add the remaining diagonal variants for all those RHW networks that support Maxis EL Rail too quite easily.

I'll bundle these into an upload in the next few days  :satisfied:

Title: Re: MGB's Mods and other stuff
Post by: APSMS on October 11, 2015, 01:33:53 AM
Absolutely incredible! &apls

If you are able to find time to make it compatible with El-Rail over Avenue/RD-4, well :bnn:

You certainly have been busy...
Title: Re: MGB's Mods and other stuff
Post by: compdude787 on October 11, 2015, 01:50:31 PM
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... ;)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 11, 2015, 04:14:53 PM
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... ;)

Indeed, other such problems exist with ML's El-Rail too. But there are only two tiles for the crossing because RHW-6S is an overhanging 1 tile network. Even if you remove the pillars for the crossing pieces, it doesn't fix the problem, since the other half are on each standard straight piece. That said a bit of RUL should take care of it and expand it into a 4-tile crossing instead. That won't be possible to release until it can be packaged into a NAM update, but I've plans to address all such problems where practical.
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on October 12, 2015, 10:13:05 AM
 :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: slayermemet on October 16, 2015, 05:15:37 AM
Hello,

First of all I want to thank you for your posts and works. Jobs you are doing are really great guys.

I wanted to report a problem about Maxis Highway Override Patch (v2.0). It works great with a few exceptions. The problem is
when I use Diagonal RHW with diagonal avenue or straight avenue. You can see it from the picture.

How can I fix it ?

Thanks in advance.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 16, 2015, 10:40:29 AM
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.
Title: Re: MGB's Mods and other stuff
Post by: slayermemet on October 16, 2015, 12:02:17 PM
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:  :)
Title: Re: MGB's Mods and other stuff
Post by: noahclem on October 16, 2015, 05:03:27 PM
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:  :)

Seconded! Great work with this  &apls
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 16, 2015, 05:49:39 PM
Thing is, I'm really getting the hang of making the S3D pieces and working with them recently, thus these took about 20m:

(https://farm5.staticflickr.com/4287/34803694644_b1f6185a8c_o.jpg)

That's less time than it took to find the IDs, and probably quicker than it will be to re-path them too. These pieces have remained untouched and still reside in the SC Dats. I'm guessing that's why they were overlooked, since the MHO seems to be a copy of all the NAM-ified crossings. This does include the orthogonal highway versions. However, I've changed the texture ID on the other Avenue pieces to meet new NAM standards. I need to do the same with Road, Street and OWR pieces too it seems, some are not even showing the colour corrected textures.
Title: Re: MGB's Mods and other stuff
Post by: owlsinger on October 16, 2015, 06:30:54 PM
Here's another one for you! The underground rail maxis roadway intersection pieces revert when placed. I have the 33 pre-release installed.

Edit: I wasn't sure I should post this here. If not, where should it go?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 16, 2015, 08:34:50 PM
Ortho ones have been fixed since v1 of my mod.

Currently these fixes are not a part of the NAM. Whilst my intention is to merge my fixes into the NAM, that won't happen for v33. In the meantime, I figured people would prefer not to wait. So once I've a sufficient number to bundle together that justifies an update I will release them.

You can find my MHO Patch here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223) on the LEX.

As I mentioned earlier, I've already finished the diagonal variants for URail, those will be released with v3. In fact v3 will hopefully get a lot of the diagonals covered, until now I'd been focussed on the orthogonal crossings. RRW Crossings (DTR) are now all fixed too.

If you do notice anything not covered as part of my mod, please feel free to point it out to me. The diagonal avenue was something I felt needed rectifying and the request caught me on a good day. A 24h turnaround is not to be expected for fixes. I've attached the Avenue, U-Rail and RRW Fixes to this post if anyone wants to get their mits on a preview.

:update 5th Nov 2016: Attachment removed, please update your NAM version to 35 or later, which includes these fixes. MGB.
Title: Re: MGB's Mods and other stuff
Post by: owlsinger on October 16, 2015, 08:59:12 PM
Ah, it turns out I only had the BTM installed from your MHO Patch, mea culpa! Thank you for the other fixes!
Title: Re: MGB's Mods and other stuff
Post by: owlsinger on October 17, 2015, 03:04:17 AM
I spoke too soon. When I changed out the partial MHO patch folder for the full one I got this. It was working
before I added in the entire MHO patch. Is there a folder that I need to remove?
Thanks.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 17, 2015, 04:08:54 AM
It looks to me like you need to remove the folder zJap NAM FL Overpasses for the Jap NAM Facelift mod. Since you don't have this mod installed, it can not reference the textures on the overpasses.
Title: Re: MGB's Mods and other stuff
Post by: owlsinger on October 17, 2015, 03:34:23 PM
Thank you, that worked!
Title: Re: MGB's Mods and other stuff
Post by: compdude787 on October 18, 2015, 02:27:45 PM
Oh, I was having that same problem when I tried to build an avenue overpass over the PS highway and was wondering what the deal was. Thanks as well for providing this solution! Now I can go upgrade that overpass from a road to an avenue, since it's starting to get near capacity.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 25, 2015, 07:02:21 AM
In case anyone missed it, the fixes for ML's El Rail over RHW have been uploaded to the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3239).

In the meantime, here's one for LHD users only. For some technical reason it seems the usual pathing for LHD can not be invoked for certain 7.5m overpasses. The same issue occurs with the DBE (diagonal bridge enabler). This means for LHD players that automata will always disappear when entering a 7.5m high piece or the DBE.

This has annoyed me, not because I care for UDI (although that's also a big problem), but rather because I can't always have trains where I might want to take screenshots of them. What I've therefore done is simply override the RHD paths with the LHD pathing for these pieces, which seems to work flawlessly.

My patch will cover Rail and GLR networks for the overpasses, the DBE and a path for the NAM diagonal GLR station. Included are options for either Maxis-spec paths or RRW-spec paths for the rail pieces.

I figured some others might like a copy, so please find the mod attached with basic instructions.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 09, 2015, 12:25:00 AM
Time for some updates I guess. I tinker a lot, some things work out, others get placed to one side, some things simply never work and eventually I move on.

With that in mind, the MMP paths idea didn't really work out. I spent hours with Vortext's textures trying to get a good match, but simply never could. I think the textures are so detailed that you simply can not represent it well with such a small object. Even with the UV map scaled correctly, some colours simply dominate the model and others never appear. I could just never get satisfactory results.

The overhanging S3D props will make a proper release some day. The only outstanding issue is to re-size them a little as when they are placed .2m higher the game makes them look slightly offset, which is undesirable. I will probably put them into a pack with some updated diagonal fillers. I'm still looking to make some new pieces for FAR and WRC at some point.

Belfastsocretes showed off a rail depot a while back in his CJ, after talking with him I decided to make a new rail-depot building, since I don't know of any good ones. I'm pretty close to finalising the main design:

(https://farm5.staticflickr.com/4236/35606859576_41e44ba46b_o.jpg)

This is a standalone prop, the doors on one side will be timed to open/close. Next I have to adapt it to make a modular version you can string together for larger complexes. The real purpose is to release the props, but for the sake of making them useful, I will probably include some basic lots too. There are no batted in rail textures, so you could adapt the depot for GLR, RRW, HSR or whatever with some custom textures.
Title: Re: MGB's Mods and other stuff
Post by: mattb325 on December 09, 2015, 02:13:13 AM
Very nice :thumbsup: It's good to see a more modern rail depot
Title: Re: MGB's Mods and other stuff
Post by: Girafe on December 09, 2015, 03:11:29 AM
Your modeling skills have drastically increased  :thumbsup:

Few points I have in mind by looking at the depot:

- aluminium is maybe a little bit too blueish.
- roof windows are white, they reflect the sky and should be blueish, try to turn on sky option from BAT4MAX and see the result
- you could be dirty with the wall by adding graffitis
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on December 09, 2015, 03:14:54 AM
Very nice depot!
Title: Re: MGB's Mods and other stuff
Post by: noahclem on December 09, 2015, 03:31:32 AM
Great work on that  &apls  Definitely a building type we could use more of and flexibly designed  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on December 09, 2015, 12:27:50 PM
Looks excellent so far! Looking forward to using these for my planned GLR depot. The access ramp/platform looks good as well.

I'd not be overly keen on Girafe's idea of graffiti given that most modern depot facilities are secured and vandals are rare. Could be an option for more 'exposed' yards though. 

Looking forward to using these!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 11, 2015, 06:45:50 AM
Thanks Girafe for your words of wisdom and to everybody for the support/comments.

Taking on-board Girafe's advice, I think this is much better. I've tinkered with the blue, perhaps I went too far, but it blends with some Maxis industrial buildings well. I've been trying out using Mental Ray for the windows, I'm not 100% happy with the day view, but they've enabled me to really improve the nightlighting.

(https://farm5.staticflickr.com/4210/35516136721_a4f0aff6a9_o.jpg)

I won't add Graffiti for two reasons, one I couldn't make textures for that. Two, props exist to add this so the option is there to add them in the LE.
Title: Re: MGB's Mods and other stuff
Post by: TheTeaCat on December 11, 2015, 07:55:05 AM
These are lovely! Really like the nightlighting. &apls
Title: Re: MGB's Mods and other stuff
Post by: vortext on December 11, 2015, 10:08:13 AM
Too bad the MMPs didn't work out. I recall Krashspeed spend quite some time as well to match the HH dock props with the LE textures, and that was a relatively simply texture indeed. Glad to hear the overhanging props are still in the works though!

The depot looks excellent, as do the recent bridges.  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on December 11, 2015, 03:35:36 PM
Excellent night lighting &apls
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 28, 2015, 07:51:45 AM
As part of my sidewalk mods/GLR style, I've had problems with 5 remaining BATs that I couldn't unify together. Rivit was instrumental in making the Regular and TIA Flups for me. Recently I was given permission by Xyloxadoria to retexture his GLR transitions. He provided me with the original model files to retexture the rails. So now that's 4 of those pieces matching, one to go.

(https://farm5.staticflickr.com/4066/35646497525_28492b60fd_o.jpg)

The last piece remaining is the TiR bridge by Xannepann. Vortext mentioned in another thread about T21ing an S3D model of the new texture onto bridges. I've given that a go:

(https://farm5.staticflickr.com/4109/35516136951_05f6487d08_o.jpg)

It seems to work. I've just got to track down the remaining IDs and T21 them. The nice thing about this fix... I'm referencing the NAM network texture. So regardless of the GLR mod used, the correct texture will appear on the bridge.
Title: Re: MGB's Mods and other stuff
Post by: romualdillo on December 28, 2015, 08:05:00 AM
Fantasctic work!!!  &apls
Title: Re: MGB's Mods and other stuff
Post by: Girafe on December 28, 2015, 08:15:26 AM
As usual looks lovely, Robin  &apls &apls

I am thinking that these models from Xylo should be uploaded in a private part in any case someone / NAM... would like to re work them (with his permission).

We can notice tiny color variation and mis alignment for the rails, I know that s quite difficult to fix but according to you could it be tweaked?

Regarding the bridge, I love the flexibility of this method to display whatever GLR mod used
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 28, 2015, 08:37:17 AM
I believe the NAM/RTMT have them too. I needed his express permission to modify them however. He was kind enough to do this, but when I first got into this about a year ago Xylo was on hiatus so I kind of forgot about it.

The alignment might have to be something to live with... when I've got all the pieces showing I'll know if some rotate or not. Since any adjustment would be mirrored by flipped pieces, that could look worse.

I think the colours on the bridge are fine. The texture shouldn't need any correction, since it's already a NAM Puzzle piece. The ramps are another story, let's just say I'm happy with them after many hours of tweaking. I may use the tweaked textures to re-render the models Rivit made. The problem there is that those are in 3DS max whereas Xylo's are SC4BAT, so the colour correction won't be the same :(.
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on December 28, 2015, 11:26:48 AM
Can't wait to use the depot building and start creating my new GLR depot.

I'm also thrilled to see you've made progress with the TiR bridge! It currently sticks out like a sore thumb in-game for me as we've mentioned before so progress so far looks excellent!

I've been using your edited GLR FLUP and it makes such a massive difference.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 28, 2015, 11:46:54 AM
I'm excited enough to make a proper scene...

(https://farm5.staticflickr.com/4090/35605311006_5dbb75e442_o.jpg)
Click for full size

Bridge is now done. Attached is an override that will place whatever Tram in Road texture you are using, onto the bridge. It must load after the Network Addon Mod folder. If anyone notices any z-fighting I may have to adjust the prop upwards a little. I've left it as tight as I can. It was the height that was causing the offset rails before.
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on December 28, 2015, 11:54:30 AM
Sweeeeet!!  &apls
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on December 28, 2015, 12:42:10 PM
Excellent!

Question:
Maybe do the same for GLR-in-Avenue Bridge?
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on December 28, 2015, 01:25:28 PM
Excellent! I've downloaded and I'll have a look tonight or tomorrow :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on December 30, 2015, 09:15:56 AM
For some reason the NAM Auto-Road Turning Lanes (RTL) for EU LHD were pretty messed up. This meant the junctions often would not display correctly. I've finished testing today and have verified over 80% of the textures appear correctly in-game using ID'd textures.

The remainder (7 textures) were verified by matching them against the US textures and paths. That's not to say for certain they are right, because I did have to change one faulty path.

These changes will be applied to the next NAM release. In the meantime, please find them here (https://drive.google.com/file/d/0Bwm0CI4NsrdaQzU5TThGeU1lR3c/view?usp=sharing). I've added wealth grass where appropriate, so they are actually an improvement on the original textures. Likely the NAM textures will remain without this added feature. TGN will include compatible variants in due course. In the meantime I could whip them up very easily if someone would like them.

Thanks to Jimmyson for assistance with testing. Note these files MUST load after the z___NAM folder, if you use my mods, they will work when placed in the z____MGB Mods folder.
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on December 30, 2015, 09:37:06 AM
MGB, your texture unification work is really amazing. I see pictures of your work in action and for some reason it looks really simple but really good, it somehow reminds me of seeing a better graphically looking Transport Tycoon.
Title: Re: MGB's Mods and other stuff
Post by: kelis on December 30, 2015, 11:11:59 AM
I want to write here just because I want to say, thanks !! Your contribution to the community with your mods and models is quite nice  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 03, 2016, 05:57:14 PM
Thanks for everybody's support and kind words.

After some last minute tinkering with the main door textures, I've rendered all 6 of the models for my rail depot props.

(https://farm5.staticflickr.com/4056/35477028822_711c2546dd_o.jpg)

There are two standalone variants (open/closed door). And 4 variants you can use modularly to create a larger depot.

(https://farm5.staticflickr.com/4081/34803967724_19db84dd7d_o.jpg)

I plan to have optional timed variants which will sync with props for the automata so that the vehicles show when the doors are open. I've also made a start on the necessary custom textures for GLR networks. I need to do the Rail and maybe HSR textures also. The intention is to make a prop pack for lotters, I will include a couple of basic lots though with the package, so people can make use of the download right away. The models themselves will come in three varieties that can be swapped for each other as you prefer. HD renders with either Maxis or Dark Nite and SD renders with Maxis Nite. If any Dark Nite users would be willing to check the lighting works, that would be appreciated. Since I don't use it myself.

Question:
Maybe do the same for GLR-in-Avenue Bridge?

Good thinking, but unfortunately no TiA-enabled bridge exists to retexture. You could of course have a visual bridge with this method. Making the model (or re-purposing one) is the easy part, coding a bridge to function is no small endeavour. Compared to the TiR fix which was about 5mins work.
Title: Re: MGB's Mods and other stuff
Post by: cmdp123789 on January 03, 2016, 06:51:46 PM
Oh yes! I love them. Actually I have been looking for something like these.. great idea! &apls
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on January 03, 2016, 07:15:06 PM
Oh boy! I already have a few ideas if you do make the rail version :P
Title: BTM/RHW Compatibility
Post by: mgb204 on January 10, 2016, 04:53:44 PM
Just a small teaser:

(https://farm5.staticflickr.com/4027/35605310316_95e2194efb_o.jpg)

I know I've been cagey about commiting to the full set. Thus far the models are easier to convert than ML's El-Rail. Since they took all of an hour (excepting one :angrymore: model I could never get perfect), I think you can expect a full set of L0 RHW crossings in the near future.

Note how the model that overlaps the RHW is not actually part of the crossing. This can not be avoided, much like with ML's El Rail, there will be some imperfections, but I've sorted RHW-6S and 8S crossings, I will finish a set similar to the El-Rail I've already released for BTM.
Title: Re: MGB's Mods and other stuff
Post by: noahclem on January 10, 2016, 05:07:43 PM
Great work with the el-rails  :thumbsup:  Those depots are particularly exciting, I really like the modular approach and an HD dark night version will be great!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 10, 2016, 05:52:56 PM
I'm not sorry for the sort of double post  :P

(https://farm5.staticflickr.com/4289/35646668905_09d76270ba_o.jpg)

Because I've an update, Ortho Crossings... TICK.

As a special for SC4D readers only, find a preview containing what you see here attached. Be sure to load after the BTM folder in z___NAM for them to work. Who'd have thought you could squeeze so much goodness into 6KB  ()stsfd()

:update 5th Nov 2016: Attachment removed, please update your NAM version to 35 or later, which includes these fixes. MGB.
Title: Re: MGB's Mods and other stuff
Post by: compdude787 on January 10, 2016, 11:08:57 PM
Looks nice! I guess that's the problem with RHW-6S being an overhang network; you get the pillars intruding onto the lanes of the freeway. Oh well, not much you can do about that...
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on January 11, 2016, 03:27:58 AM
Great stuff!Love the tram/GLR depot!Hoping for a rail version too...
Title: Re: MGB's Mods and other stuff
Post by: kelis on January 11, 2016, 04:01:14 AM
Thanks for share !!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 24, 2016, 09:37:44 PM
A quick update on the GLR depot.

(https://farm5.staticflickr.com/4240/34836717573_a9b6190d43_o.jpg)

Still some work to do on the GLR textures. Also for the release these German Catenaries will be optional. I just couldn't resist using them, since they are around me every day  :).

The eagle eyed amongst you will have noticed the texture on the right of that image. It's about time I introduced my Industrial SAM Project:

(https://farm5.staticflickr.com/4213/35605309886_bfea67f022_o.jpg)

So far that's all there is, 5 textures. Thank you to Bipin for providing the texture this set is based upon. Without this I would probably never started this project.

Obviously it needs some refinement, but I've attached a SAM10 override See update on this post (http://sc4devotion.com/forums/index.php?topic=16939.msg505237#msg505237) for preview... with what you see here and one lot overlay. My development files are based on the original texture with yellow middle lane markings. I can switch these to white very easily, therefore I should be able to offer both options eventually.

One thing I should note, this SAM texture will never show sidewalks if next to Industrial zoning. They have baked-in concrete, in this case to match the IRM textures. The option is there to generate different bases, to match other industrial types. I-D and I-M will show the I-M concrete, whereas I-HT zoning will switch to the darker concrete (not shown). This set is intended to blend into industrial areas seamlessly. Suggestions for other textures? All I could think of was Paeng's Grunge textures, which I plan to support.

Any feedback at this stage is most appreciated. Since once I rubber stamp the first 5, there will be no going back. So please download, have a peek and feel free to be critical of them.
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on January 24, 2016, 10:54:31 PM
Robin, those depots look fantastic. &apls &apls
I truly hope you will make a rail version of them!! I could really use them on some of my projects.

Nick
Title: Re: MGB's Mods and other stuff
Post by: compdude787 on January 24, 2016, 10:54:58 PM
I like how you have the industrial textures baked in instead of sidewalks, which really aren't found in many industrial areas. Looking forward to using this once it's done!
Title: Re: MGB's Mods and other stuff
Post by: FrankU on January 25, 2016, 02:50:03 AM
Those textures will be very good to have! I always asked myself who the heck is mowing all those tiny grass areas in my industrial areas...
I hope I will have time to take a look at them.
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on January 25, 2016, 03:38:56 AM
Amazing! A SAM road dedicated solely to industry!
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on January 25, 2016, 09:43:22 AM
The depot is looking great. I haven't had the chance to create my GLR depot but I've built the tracks leading to it. Just need to plan layout and what's going to be in the immediate area.

Loving the industrial street!! My preference for sidewalks would be the plain concrete used in FrankU's industrial lots. But that's only because I use that texture a lot.
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on January 25, 2016, 10:39:34 AM
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?
Title: Re: MGB's Mods and other stuff
Post by: Catalyst on January 25, 2016, 10:54:36 AM
Very nice  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 25, 2016, 11:39:10 AM
Thanks for all the support everyone  :thumbsup:

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?

Well I'm not planning to make it an override, but for now it was the easiest way to get them in-game. So SAM 1x, probably 11 but that's not certain yet.

I'm not adding the concrete, the program that packages my textures does. Any release (part of the NAM) will include perhaps a couple of texture options. For those using another style, the option to download the source textures, and make a custom set by running a script in GoFSH will exist.
Title: Re: MGB's Mods and other stuff
Post by: Swordmaster on January 25, 2016, 12:09:04 PM
Thought I recognized Bipin's asphalt there. I wonder what happened to his concrete RHW retexturing project.

In any case, the question regarding using the SAM 11 slot for this is whether one would want this to coexist with the default streets and the other SAM sets. We can continue making overrides, but it's unlikely that every set will be used simultaneously. A replacement mod for SAM 10 makes sense, possibly 6 too.

We can make that decision when the set is complete, though. These are fantastic textures and I would gladly lend a hand if you wanted that--RR crossings maybe? ;D

Come to think of it, these would form a great surface and setting for a rail-on-street network (ROS, more acronyms HA!)


Cheers
Willy
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 25, 2016, 10:02:27 PM
Gah, as usual SimCity does not want to play fair...

I'm trying to use RTK 4 prop exemplars linked to S3D models (automata). But all I see are brown boxes. The ID's are right, I've quadruple-checked.

Looking at the RTK types, I'm not sure if RKT4 is supported for S3D models at all? Is there another way to turn prop automata on and off?

:update:

I figured it out, instead of using 0x27812821 for the on state, for S3D props I needed to use 0x27812820.

So the good news is the automata props will turn on and off, included will be normal props and additionally three timed groups of each:


Getting there:

(https://farm5.staticflickr.com/4240/35258904450_c21697ba6d_o.jpg)

Thanks to Simmer2 for making the RRW textures for me. Options for textures will include:

Rail
  - RRW
  - Maxis
  - PEG 205
HSR
  - Vershner's HSR textures
  - Standard HSR textures
GLR
  - MGB's GLR Style, used in my Sandstone sidewalk and Rural GLR mods. It's included in my Addon's for Magneto's Sidewalk mod
  - NAM Default GLR Style
Road
  - EU Road transition
  - US Road transition

The items in italic are the defaults. Texture overrides will be included for the other options to customise them to your setup.
Title: Re: MGB's Mods and other stuff
Post by: emanuelfranco0390 on January 26, 2016, 01:06:23 AM
Hi MGB, thank you for your amazing mods.

I want to know, how can I install correctly the mods RVT Tarsealed Streets with Terrain Grass NAM (TGN) for Gobias Sudden Valley (Unified Wealth) (v2.0)?

The last time, I untick the maxis streets option in the TGN SV UW 2.0 setup, I have the US textures for the RVT TS.

The problem is that I can't see the TGN SV UW working with the RVT TS.
Title: Re: MGB's Mods and other stuff
Post by: FrankU on January 26, 2016, 01:35:34 AM
Those depots are real beauties!
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on January 26, 2016, 02:13:36 AM
Excellent! &apls &apls &apls
Title: Re: MGB's Mods and other stuff
Post by: Girafe on January 26, 2016, 04:27:27 AM
Looks lovely  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: kbieniu7 on January 26, 2016, 09:31:22 AM
Indeed great!
Title: Re: MGB's Mods and other stuff
Post by: noahclem on January 26, 2016, 04:25:45 PM
Those industrial streets turned out great  &apls  Love the continued work with the depots  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: vester on January 26, 2016, 05:22:24 PM
Great work. See some of the trains, GLR trains and trams in use.

Was thinking of turning my automata into props using some like this. Just haven't got around to it.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 28, 2016, 04:10:33 AM
Thanks for all the comments/support  :).

I'm still working on the lots to go with the RDP (Rail Depot Pack) which I released earlier today on the LEX. In the meantime, one of the textures included (Vershner's HSR) was not colour corrected, so I've fixed that and re-uploaded the package. However, for the first 35 or so downloaders, please find the updated textures attached to save downloading the entire thing again.

I want to know, how can I install correctly the mods RVT Tarsealed Streets with Terrain Grass NAM (TGN).?

Right now no NGN or TGN versions of TSR exist, besides my custom one that is. TGN versions will be coming though, along with the SAM7 update with TGN variants. I can get to work on these with the depots out of the way.

Neither of these mods will be released with full sidewalks, i.e. in NGN style. If for whatever reason you want this for the SAM7 mod, I'll make you a set if you ask nicely. As for TSR, you'd have to ask Rivit, since it's his mod and not mine.

You are quite correct that you need to untick the Maxis Streets option during install, that's precisely why this feature exists.
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on January 28, 2016, 09:59:31 AM
Was thinking of turning my automata into props using some like this. Just haven't got around to it.

That would be amazing!
Title: Re: MGB's Mods and other stuff
Post by: Bipin on January 28, 2016, 10:11:43 PM
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. This may help for starters:

https://drive.google.com/open?id=0B18TZfo7TG3QLTZFaS1zV3FuY3c

https://drive.google.com/open?id=0B18TZfo7TG3QUjdSaTFUNlV5Mnc

Excellent work. Keep it up!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 29, 2016, 12:25:10 AM
Was thinking of turning my automata into props using some like this. Just haven't got around to it.

That would be amazing!

Already done, resources are part of the Rail Depot Pack upload for Rail, El-Rail/GLR and Monorail/HSR models. They are technically compatible with all automata. But using Vester's comprehensive set you get lots that support large numbers of automata in one go. Currently they include static props and three timed groups that change throughout the day. Almost certainly the RDP package will be expanded with new textures and props (think diagonal/FAR variants) down the line. It should be a very handy resource for lotters, I may even consider new props if there are gaps in the available content related to modern rail depots.

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.

All I've done is re-use your texture, as I stated without that I wouldn't have started. You may recall discussing this over on SimPeg a couple years back? It's always been on my radar, not to mention I always thought your concrete was the perfect road texture for such a set.

Using Bender and knowledge of splicing textures together will be enough to turn what you see into a complete set.

Thanks for the additional resources, if I get stuck with a few textures I'll give you a shout. But in essence this is how the SAM 7 mod was created, Cataylst gave me the base 5-10 textures and I was able to expand them into a full set. Now with GoFSH doing all the heavy work, it should be something I can realise quite quickly.

The option will exist to download the repository (like with my Sidewalk NAM one) and auto-generate a custom set with whatever base concrete you can get your hands on. That's exactly how I'm making the ones shown thus far. Without grass textures, alphas are a breeze, those were the most work for SAM7 by comparison. :D

:quick update: RDP Starter lots are now on the LEX :).
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on January 29, 2016, 06:11:05 AM
Excellent depot! Everything works great! &apls &apls &apls
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 02, 2016, 07:24:27 AM
(https://farm5.staticflickr.com/4095/34837739653_b2e45b911d_o.jpg)

Just doubled the number of pieces for Industrial SAM. Whilst that might not seem a large chuck of the whole, the diagonals and roundabouts are some of the hardest to make. Not to mention they form the template for many of the other crossings. So I'd say this is 35% done now. Final textures are shown here, I might tidy up some rough edges, but it's all lining up properly now.

I've cut together the EU/US (White/Yellow) medians in this picture. Updated sample for SAM10 attached.
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on February 02, 2016, 07:46:23 AM
That's so cool!!

I see some tiling effect, is that intentional?
Title: Re: MGB's Mods and other stuff
Post by: Mandarin(a) on February 02, 2016, 07:57:12 AM
Really nice! Great work.
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on February 02, 2016, 08:20:14 AM
This street texture is looking great!   :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 02, 2016, 08:39:17 AM
That's so cool!!

I see some tiling effect, is that intentional?

Yes/No. The concrete used here is from a multi-fsh texture. But that can't be used with game networks, so the concrete will be the same on each texture. I may play with generating 4 sets from each of the multi-fsh textures, but I wouldn't expect to see much improvement, especially on longer straight/diagonal stretches. But when blended around Multi-FSH lots it's a lot less noticeable anyhow.
Title: Re: MGB's Mods and other stuff
Post by: M4346 on February 05, 2016, 06:21:23 AM
Hi there! Thanks for your great work! It's really awesome and I love using it!

Just a quick question about the Bikepath Mod for TGN.

I installed it, along with all dependencies, and fired up the game to find this:

(https://farm2.staticflickr.com/1632/24831578745_e902c8f069_c.jpg)

I might just be doing something wrong, but none of the intersections are showing up correctly. I'm using LHD.

I think there might be an IID issue. I inspected the base mod for both files and the intersection textures are there, but they have different IIDs.

When the non-TGN / original version loads before the TGN version, the intersections show up?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 05, 2016, 08:48:02 AM
Hmmm  &Thk/(

Just as a quick test, I tried my personal version and also installed it fresh onto a second PC which had no bikepath mod previously installed.

In both cases, these textures show correctly, honestly my hunch here is you've got the original textures overriding the SAM7 mod somehow.

I'm really uncertain where an ID issue could have come up. I've done plenty of testing and nothing with ID's ever changes, it's all in a repository. All 6 variants of the v2.1 release should be identical, they were run from scripts.

Did you change the installation folder (z____MGB Mods) from the default during installation? Can you also tell me exactly which options you selected during install? This should enable me to test your specific setup if need be.
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on February 05, 2016, 09:47:19 AM
The industrial SAM looks brilliant!
Title: Re: MGB's Mods and other stuff
Post by: M4346 on February 05, 2016, 10:50:19 AM
I had a look at the folder order, it seems like I changed the z_NAM folder at some point. It was loading before it. All fixed now!! :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: kbieniu7 on February 05, 2016, 12:16:50 PM
I repeat the oh's and ah's about the industrial SAM. Indeed great! Exactly, what I was dreaming for :D It's a really great additon :)
Title: Re: MGB's Mods and other stuff
Post by: Themistokles on February 05, 2016, 01:58:23 PM
Industrial SAM looks really great! :bnn:

Everything else too of course ;)
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on February 05, 2016, 03:38:35 PM
The industrial SAM is great indeed! &apls
Title: Re: MGB's Mods and other stuff
Post by: Golhbul on February 05, 2016, 07:19:08 PM
I installed the Catalyst's Sam 7 Bike Path and it is very beautiful ... Thanks

One question though ... Is it possible to put in place of SAM6 and if so how? Because I often was using the SAM7
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 06, 2016, 01:16:04 AM
In theory changing a SAM set to override a different SAM # is quite easy. Each of the SAM texture sets uses a similar ID scheme, for SAM 7 that is, 0xXXXXX7XX. So to change it to work with SAM 6, you'd simply change the ID with 7 above to 6's. iLives reader can re-ID entire dats with a couple clicks.

A few problems with this. First, the WRC textures are now useless, only SAM 3,4 and 7 supports them. The RTMT and HSR textures probably aren't as simple to override, although again it's just the ID that needs changing, just that simply changing 1 digit, likely won't work. Any T21 mods would need to be adjusted to the SAM 6 ID's also. There is a possibility that the set I made for SAM7 wouldn't just work if the ID's were changed too. Since the SAM 6 may have existing T21s that conflict.

There are no real barriers to a user switching SAM sets around by changing IDs. All told it still shouldn't take you 30m to do, even if inexperienced. But if the question is am I going to offer this mod for different SAM sets? Sorry, but I have no plans to do so. It's too much hassle to create/support all the different options IMO. If I make it for SAM 6, someone else might prefer to use SAM 8, it gets out of hand pretty quickly. :(

Ideally, I've always liked the idea of making the bikepaths a new unique SAM set, but I'm not in a position to make that decision. If this happens, likely the original SAM 7 textures would make it into the NAM and I'd have to adapt the TGN versions to work as an override to it. No promises, but that was always the goal here.
Title: Re: MGB's Mods and other stuff
Post by: Bipin on February 06, 2016, 10:37:11 AM
Fantastic work, and thanks for staying true to your word with the US textures!  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 09, 2016, 01:16:39 AM
Just wanted to repost these images Bipin shared with me over messenger:

(https://farm5.staticflickr.com/4286/35478319752_9256267f25_o.jpg)

(https://farm5.staticflickr.com/4289/34837738763_80d07737c9_o.jpg)

Talk about unintended consequences. I had never planned for these textures to be used in this way. However I'm led to believe in the US this is quite typical?
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on February 09, 2016, 01:21:48 AM
Even here in Canada there are areas such as those  :D
Those piers and seawalls are fantastic!! wow!
Title: Re: MGB's Mods and other stuff
Post by: MushyMushy on February 09, 2016, 02:07:01 AM
Gorgeous! (in an ugly way) The SAM texture and all of these dumpy, grimy BATs work well together.
Yes, scenes like that are very common here in the States. Roads that look like your SAM texture are common in run-down residential and commercial areas. Many streets in my city look like that, and some of them are the equivalent of RD6 and AVE7 networks. They're usually lined on both sides for miles with buildings that are either abandoned or home to sketchy companies.
It's nice (I guess :D) to see that I can recreate that sort of thing now.
Title: Re: MGB's Mods and other stuff
Post by: cmdp123789 on February 09, 2016, 02:38:47 PM
Roads? good!
Seawalls? GOOD!

Excited about the whole thing? oh yeah.. bring it on!
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on February 09, 2016, 03:24:39 PM
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.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 09, 2016, 03:31:34 PM
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.

Well the fact that Bipin gave me the base texture to kick-start the mod in the first place might explain why it fits so well with his work :). But yeah, I've always been a great admirer of Bipins work, I'm big on HD, but there is always something totally unique about all his BATs. Not many people do dirty, but in truth, how many of us see a pristine paradise everyday? That's something special, because it's far more realistic.
Title: MGB's Mods - New MHO Bridges
Post by: mgb204 on February 11, 2016, 08:31:22 AM
I've been playing with some overrides for the original Maxis Level Highway/Ground Highway bridges today:

(https://farm5.staticflickr.com/4017/35516509071_347fd1e584_o.jpg)

The L0 highway has a bump, that's because it's reusing the L2 models, and I guess the adjustment is different between MHO and the original models. I have some ideas to solve this, not least brute-forcing new height adjusted models in there instead :).
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on February 11, 2016, 09:46:31 AM
That is some cool stuff!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 12, 2016, 02:42:13 PM
Fixed the bump:

(https://farm5.staticflickr.com/4133/34805507804_f586f79dc1_o.jpg)

How about this suspension bridge, now fully BTM compatible. :) I've more bridge stuff planned for Moonlights El-Rail & BTM mods too.
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on February 12, 2016, 02:46:10 PM
Nice one with the bridges! The Maxis Highway Override could always do with some bridges of its own.
Title: Re: MGB's Mods and other stuff
Post by: Themistokles on February 12, 2016, 02:57:44 PM
Delicious! &apls Bridges are always in high demand, and these look very good. :)
Title: Re: MGB's Mods - New MHO Bridges
Post by: epicblunder on February 12, 2016, 07:46:54 PM
The L0 highway has a bump...

Surely that's just an over-engineered expansion joint. It'll be fine   "$Deal"$   :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: Simcoug on February 12, 2016, 08:13:45 PM
smooth like butter  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 21, 2016, 07:17:40 PM
I've made some great progress with the bridges. ML's BTM will be able to use all the existing Monorail Bridges. I'm hoping I can find a way to add new bridges too. That way I can clone many of the existing HSR bridges, but replace the decks with either BTM or Moonlights El-Rail. Speaking of ML's El-Rail, the bridges for those are proving a tougher nut to crack. I've managed to fix the problem with the pillars, dirt underlay and T21s (Fences) all floating in the air. But, somehow these bridges are linked in a way I can't seem to unlink. The missing link here is finding where in the NAM the regular El-Rail bridge is being overridden. I can't find it anywhere, but simply overriding all the Maxis stuff is not working like it did for the BTM.

Onto my third S3D (model) fixing project... Maxis Highway Override. The two bridges I've shown are likely all you're going to get, since even if I could somehow make the Maxis bridges play nice with MHO, I can't see how it could ever work. The additional width of the MHO pieces is the basic problem there. Still there's always RHW-4 bridges, but it's nice to have the basic level bridges as an option. The T21s are proving a nightmare for that, if I solve that issue, they'll see a release in the next NAM. Otherwise I might cancel the T21 lights for now, so you can have the bridges, not sure really.

Something for MHO that won't be featuring in NAM 35 are these pieces:

(https://farm5.staticflickr.com/4266/34805507624_71f25ac47e_o.jpg)

That's every one of the Japanese NAM Facelift Mod overpasses working with MHO now. Diagonals are not perfect, usual problem, models made for a thinner network. The main issue though is the T21 security fences. I've a solution/workaround for those however. When building the diagonals, remove the model files containing them from your plugins folder. This shouldn't cause brown boxes, but you can place the piece without the fences interrupting the lanes of the highway. A few of the concrete supports are protruding too, but I think with a little editing I can make them smaller so they don't stick out so much. These will be rolled into a separate mod in the near future, since the MHO patch will be made redundant with NAM 35's release.

So yeah, ML's El-Rail and BTM mods and MHO are both about to get a huge injection of cross compatibility for NAM 35 :satisfied:.
Title: Re: MGB's Mods and other stuff
Post by: Swordmaster on February 21, 2016, 08:11:07 PM
Nice work! I haven't used any of those mods, so I have no idea about the El Rail bridge.

I think we may be able to do some tricks with the Maxis highway bridges, though. The Golden Gate one, for instance, looks wide enough to carry RD-4, and maybe a type of RHW-4. Not sure if that would fit the bill you had in mind, though.


Cheers
Willy
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 28, 2016, 10:56:41 AM
@Willy - I may look at what can be made out of the MHY bridges at some point, a few of them are really nice bridges, but I'm not going back to MHY any time soon, so sadly they never get used. It would be nice to find some creative uses for them, filling in gaps elsewhere.

Working some more on my T21 mod today, this Avenue curve took a long time to get right:

(https://farm5.staticflickr.com/4215/34805507464_664e4b7fb6_o.jpg)

I've made it compatible with the Jap NAM FL mod, so the sidewalks remain in place, this will be optional though. Speaking of which, I noticed a small error with the file "Overall Pavement Style", in z3 for one rotation an additional group was missing, in short this makes light patches of $$ sidewalks appear. Fix attached, place it in the same folder as the original file :).
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on February 28, 2016, 01:18:51 PM
Looking forward to seeing the final T21 mod. The initial street teaser file you provided looks good and the replacement trees look so much better!

I'm glad the avenue curve is being looked at, the bareness of the existing curve is a touch annoying, that picture looks great. Will the 45 degree curve be addressed as well?
Title: Re: MGB's Mods and other stuff
Post by: bombardiere on February 29, 2016, 02:32:43 AM
You are doing interesting things. I use ML EL-rail mod, so what you have done is very useful, thanks. :) However, I am still in so much in period stuff that I haven't paid much attention to anything with black asphalt . :D
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on February 29, 2016, 03:36:40 AM
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?
Title: Re: MGB's Mods and other stuff
Post by: Missvanleider on February 29, 2016, 06:23:01 AM
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
Title: IndustrieSAM: Update
Post by: mgb204 on March 01, 2016, 07:17:55 PM
After a couple revisions of my Industrial SAM textures, I sent a preview to Rivit. Next thing he's helping me with them and made the following improvements:


Initially, I wasn't sure about the curbing, I liked the idea of the "messy" edge where the concrete fades into the road surface. However, after using it for a few days, I'm convinced this is the right way to go.

The colour correction has dimmed the white road markings, so they no longer stand out so much. In addition, it's made them better-fit the game's colour palate. This means that they will blend in better with most people's game. Don't get me wrong, the originals, as you can see in the pictures from BiPin passed, were fantastic in the right environment. As such, I plan on these being the final textures:

(https://farm5.staticflickr.com/4290/35646918705_15cf12de1e_o.jpg)

Picture courtesy of Rivit, I've just finished the v4 base textures with EU (White) markings. Now it's just the junction textures that transition to road, ave etc to complete.



REPLIES:

Will the 45 degree curve be addressed as well?

Yup, I will cover all the puzzle pieces that do not have draggable alternatives only though. I plan to add lights everywhere they don't exist, I really want more uniform lighting on networks. I may add some trees and other props, but I went all out for the 90, as you say, it's too bare, but I think the others fare a little better.

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?

If I do it right it should. Not only that, everything will be seasonal too. I plan to incorporate every T21 from Maxis and the NAM, in addition to LRM (should be USL compatible), SRM and Jondor's crossings. I've not had a chance to introduce it properly, this is at a very early stage.

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.

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

The problem with a texture mod, it only supports the texture it was made for :(. These pieces are supported by the Japanese NAM Facelift mod though. The one you see in the picture has the ability to match whatever sidewalk is supported, I don't have any textures for the curve installed.

It can be a little tricky to work out how to install it though. I did have a tutorial to explain it all in-depth. This was on Simpeg.com until it went down, but it needs a lot of updating to make it current. I'll quote from another topic where this came up earlier:

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...
Title: Re: MGB's Mods and other stuff
Post by: MushyMushy on March 01, 2016, 09:27:55 PM
This looks great! These will be handy.  :) I can picture them being used in many different ways.
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? I only wonder about this since it will show up with the same orientation always going through the intersection and the same orientation not every time. To me this is fine on the 3-way ones since the road that passes through is arguably the main one since it doesn't end, but in the 4-way situation aren't the 2 streets technically equal? I certainly don't think it needs stop lines or crosswalks or anything like that (this is grungy after all), but I think the center line should end on both streets.
Title: Re: IndustrieSAM: Update
Post by: bombardiere on March 02, 2016, 03:22:18 AM


Sorry to RHD users, but the goal here is a LHD UK Streetside mod.

Now you caught my attention. :D Let me know if you are in need of UK street props. Although I am currently badly stuck with the Georgian Terrace. :(
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on March 02, 2016, 03:52:14 AM

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.

Music to my ears!   :satisfied:
Title: Re: MGB's Mods and other stuff
Post by: Girafe on March 02, 2016, 04:31:43 AM

Sorry to RHD users, but the goal here is a LHD UK Streetside mod.

sounds like a Brexit  :D :D

I love this project, always sense of details and perfection.  :thumbsup:

As discussed earlier I will support as I can even with my mediocre activity  %wrd
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on March 02, 2016, 06:21:33 AM

sounds like a Brexit  :D :D

 &apls


:D
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 08, 2016, 11:37:01 PM
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. :)

Thing is, this was supposed to be quick and dirty, I would have had the mod wrapped up by now, except...

Now I'm on v6 of the textures. Because in the end you guys are right and I intend to make the adjustments. Appreciate the feedback. But this is the final time I'm going back to them, because otherwise I may get sick of them and they'll be cast aside. So if anyone else has something to say, speak now or forever hold thy peace!

As discussed earlier I will support as I can even with my mediocre activity  %wrd

Oh Girafe, nothing you do is mediocre. You are like an expensive fine spice. You just need a little touch to make everything much better :).
Title: Re: IndustrieSAM: Update
Post by: Vizoria on March 09, 2016, 09:52:06 AM
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.

Alrighty!

Stuff everyone who drives on the right hand side of the road! It feels good to be British right now.
Title: Re: MGB's Mods and other stuff
Post by: Missvanleider on March 09, 2016, 02:11:47 PM
Although I use drive on right in game, driving on the left is the more historically 'normal' way. The Romans walked on the left. This is because most people being right handed would have a sheathed sword on their left side (to make drawing it in a hurry with their right hand easier) Therefore convention made people walk on the left side as walking toward someone down a narrow alleyway meant that sheathed swords could clash or become entangled if you both walked on the right.

Napoleon was a) an egomaniac (unlike me   &mmm) and b) left handed (exactly like me) and he reversed the convention, and that stuck in much of Europe.

If none of that is true, blame the BBC's QI.

Sorry for the off topic tangent, loving your work  &apls
Title: Re: MGB's Mods and other stuff
Post by: carlfatal on March 09, 2016, 08:50:11 PM
Wowwowwow...since my last visit on SC4D the complete game seems to be overhauled, and yours is not the smallest part...  &apls

And okay, I am very sad, that this sidewalk set will be only for left hand fanatics, so indeed, this IS the Brexit, thanks Girafe.  :D

But I don´t really mind, cause I am not the most advanced user but I definately like to lookat pictures. And I know, some people here will create wonderful sceneries (again and again), while I try to avoid a Detroit in my regions. But nonetheless I am using some of your mods, and I will try the noGrass as next together with the new NAM and RRW.

So only a Thank You from my side, keep the good work on!  :thumbsup:
Title: RHW-MIS Tunnel Portal
Post by: mgb204 on March 09, 2016, 10:33:19 PM
If none of that is true, blame the BBC's QI.

Yeah, they have a habit of screwing with everything you thought you knew  ::).

The RHD thing is something I don't like to do, philosophically speaking, I always tried my best to support everyone's setup with my mods to date. Rest assured, I will make sure parts of the mod are suitable for all, such as the trees and the lights. You just might have to forgo those parts that are LHD specific (I.e. traffic signs removed). That said, I'll make the same offer here I did on ST. If anyone is willing to take on the conversion from LHD to RHD, I'd be interested to hear from you. I'm happy to train such a person how to do it. Not to mention, since all the hard work would mostly be done, it would be a fraction of the effort really. T21's are just lotting really, so in-short it's moving some props about.



In other news, I'm really just here to show off this prototype  :satisfied::

(https://farm5.staticflickr.com/4147/34805604464_51106a6f8d_o.jpg)

I can extend this to all the single-tile RHW networks, assuming the network fits in the tunnel. I'm guessing RHW-2 and 4 will work fine, possibly 3 too. Small issue though, you'll need buddybuds unreleased underpasses as a dependency. Not to mention, you need to modify one piece using model tweaker, if you don't want it to look awful (z-fighting).

But, it's functional as you can see. RHW converts to subway, so no freight traffic can use them. If there was some way to release them, the option of making NAM Flups or something would be nice. I might even try my hand at replacement models, solving a lot of issues with the concept in the process. Ignore the texture (street) issues, I just need to adjust a prop and that will be fixed up properly. One last bonus, as usual I've referenced the NAM texture, so whatever you are using texture wise, will appear correctly.
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on March 10, 2016, 11:50:00 AM
Those tunnels look sweet, Robin  &apls
A bit of retexturing and they look amazing.

Nick
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 26, 2016, 07:18:46 PM
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.



In fact I'm running into so many brick walls recently, it's sapping my motivation hugely for anything SC4. That said, I found time today to finish off all the EU Road textures for the SAM Ind Mod. Attached is Preview #3, in EU guise only for now. This contains 80% of the final textures, just the OWR and Ave junctions are missing.

Quite a few changes have taken place to improve the following areas:


Once more I'd like to give a huge thank you to Rivit for his assistance with these textures.
Title: Re: MGB's Mods and other stuff
Post by: eggman121 on March 27, 2016, 01:12:18 AM
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.

If you need any help I can help you the best I can. For Tunnels you can use a True 3D model and just export it to the reader and go form there, (of course knowing your abilities I think you know the drill  ;) )

I usually work on another project when I get stuck and usually find a solution by giving something else for my brain to work on  :)

I'm sure you will find a solution and we will do our best to help you!  ;D

-eggman121
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 18, 2016, 03:41:19 AM
As alluded too in my previous post, I've been suffering from a number of problems lately that have all but destroyed my productivity in respect of SC4. So if you'll indulge me, having spent much time faffing around, this tiny bit of progress is a big deal to me...

But before all that, I need to offer some thanks. Firstly to SimGoober for making the original pieces, in addition to Callagrafx for remaking them. Both these creators took the time to share their models and resources, otherwise this simply wouldn't be possible. I must also give a shout out to MattB325, who gave me his original diagonal models for SG's pieces, saving me the effort of re-making them. What am I talking about...?

(https://farm5.staticflickr.com/4278/35647032375_74d128fa48_o.jpg)

Well, it might not seem like much, but that's the beginning of adding diagonal support for CAL's Re-mastered version of SG's canals. I say beginning, but actually I've wasted many hours previously on attempting this. Simply put, changes in 3DS Max make the chances of colour-matching these pieces somewhere around 0 using my 2011 copy. However, after a lot of digging, I've used 3DS Max 9 and ALN's BAT4Max v3, which has finally overcome this issue. The piece on the left (Red Arrows) is a straight piece, just a proof of concept. The piece on the right, that's the first of 6 diagonal pieces which will be needed. Everything else you see here is from the original set, so you can see the water matches perfectly. There seems to be a small problem with these pieces lining up. - always something, right! - But, I have confidence this is now something I can achieve.

If I don't get really fed up in the process, I'm already considering how I can add FAR support too.
Title: Re: MGB's Mods and other stuff
Post by: vortext on July 18, 2016, 03:50:16 AM
That's a perfect match indeed, excellent work!  &apls

And FAR pieces . . that'd be really, really awesome!!!  :thumbsup:  %BUd%
Title: Re: MGB's Mods and other stuff
Post by: Tyberius06 on July 19, 2016, 01:39:37 AM
 &apls &apls &apls
A few weeks ago, I thought about this project, after  it had not been any news since I asked about the possibility to making these pieces. So I thought it's simply impossible.

Thank You!!!!
 :popcorn: :popcorn: &apls
Title: Re: MGB's Mods and other stuff
Post by: FrankU on July 19, 2016, 06:51:05 AM
Ho wow!
That would make me really happy! Diagonal CAL canals.  &apls
Title: Re: MGB's Mods and other stuff
Post by: simangel on July 19, 2016, 10:08:24 AM
Oh Wow Diagonal CAL canals! hope we do eventually get this it will make the CAL canals SO much more versatile!.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 19, 2016, 10:46:44 AM
Progress is good, 4 of 6 pieces already finished. Just need to fix the alignment on the remaining two.

So on to some new stuff entirely, like this 270° bend here:

(https://farm5.staticflickr.com/4211/34805602994_c2d12649b5_o.jpg)

Wait... what's that, it's the wrong canal!  $%Grinno$% - Well I figured if I'm making new pieces, I might as well make them for SG's originals too. Since everything else was converted from them to CALs re-mastered versions. Now to see how hard FA (Fractionally Angled) pieces would be.
Title: Re: MGB's Mods and other stuff
Post by: MushyMushy on July 19, 2016, 11:41:54 AM
Looks great - it's exciting to see diagonals on these old canals! (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?
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on July 19, 2016, 12:13:35 PM
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
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 19, 2016, 07:07:03 PM
...is the water texture baked in those pieces?

Yes and No. Like almost all of the Canal/Water pieces that were released, these are BATs and not texture-based. However, because both SG and CAL released a basic 1x1 Straight for each model with full resources, you could change the texture. However, you'd have to re-make every other piece in the set, since only the 1x1 straight was publically released.

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?

Perhaps I got the angle wrong, despite my ignorance, I got what I was after in SC4 BAT though :P. Probably FA-2, but I need to do some tests and planning to look at how the pieces would combine/line up. Although I won't likely be doing both.
Title: Re: MGB's Mods and other stuff
Post by: matias93 on July 19, 2016, 09:30:12 PM
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


By the way, since using CAL-SG canals along the original SG's ones, I've taken them last as industrial ones, with more opaque water, as it were contaminated with chemical sands on suspension (the colour sugests copper salts). If you redone them, it would be interesting to keep the water opacity, so to keep that useful difference.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 19, 2016, 09:33:54 PM
In both cases (CAL's and SG's) the water used will be a match for the original sets. Anything else would stand out, which is something I'm looking to avoid.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 21, 2016, 05:58:06 AM
So just for fun, I thought I might call these the "CAL SG MB MGB Diagonal Canal Pieces". But who cares about names, what we have is 8 new pieces that expand CALs canals into the diagonal realm:

(https://farm5.staticflickr.com/4148/34805723904_2f00b9096f_o.jpg)

I just need to handle the lotting/modding parts now, then I'll get these out as soon as I can. There are some small visual imperfections. But when things line up in one rotation, but not others, what exactly can you do about it? Overall though, the issues are very minor compared to the new functionality on offer. I could spend countless hours trying to resolve them, but I think these are much better released as-is.
Title: Re: MGB's Mods and other stuff
Post by: Tyberius06 on July 21, 2016, 06:09:43 AM
 &apls &apls &apls

Oh dear!!! Many-many thanks for this....

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...

But,

Huge thanks for this work!!! :) :) :)
Title: Re: MGB's Mods and other stuff
Post by: vortext on July 21, 2016, 06:18:41 AM
Sweet!  &apls

And yeah I noticed in my BAT endeavors it's quite finicky to get canals, or any type of (sea) wall for that matter, to line up properly ingame. Doesn't really matter though since for pixel perfect result of pics some post-processing is necessary anyway.

On that note, i.e. me tinkering with seawalls (https://dl.dropbox.com/s/4xm38jty6hqdvx8/BAT%20seawall.jpg?dl=0), I was wondering if the 1x1 water tile you mentioned could be used to create other canal types with the same water? Or perhaps even make a transition to ingame water by some kind of gradient blend?  &Thk/(

Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 21, 2016, 06:43:34 AM
Sorry Eric, could you clarify... 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 transitioning into game water, it should be possible. MAS71 made a preview with a few pieces that transition from his JRP water in this way. It's in a file "JRP_Transparent Water Beta.dat", I can't say from which of the JRP packs it comes from though, since they are all installers, but it's one of them. It's not really a seamless solution though. You're probably better off having some sort of culvert/dam/lock really, rather than make the water try and blend seamlessly.

As for your seawalls, prepare for some fun with the LODs  :P.
Title: Re: MGB's Mods and other stuff
Post by: matias93 on July 21, 2016, 11:54:49 AM

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, but is harder to make and apply, and is less height-flexible, demanding sea-level terrain when a lock could adapt itself to different cliffs.


EDIT: I was forgetting this; will you keep the flowers aside the diagonal walls of the canals? Maybe a more wealth-neutral prop would do better...
Title: Re: MGB's Mods and other stuff
Post by: Girafe on July 21, 2016, 11:57:36 AM
Just passing by, excellent job  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 21, 2016, 11:29:01 PM

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.

Are you talking about a TE lot to transfer from CAN-AM to Ferries? That's a good idea, I may look into it.

Quote
Of course that a seamless pass from canals to ingame water would look better on certain circumstances.

I could probably re-use an existing piece somehow for this, since locks do exist. But transitioning to game water is no easy feat. Not to mention getting it to work with various water mods.

Quote
will you keep the flowers aside the diagonal walls of the canals?

These were copied over from the SG / MattB diagonal lots, I will look to use props that match the rest of CALs sets, so they are not necessarily going to stay.
Title: Re: MGB's Mods and other stuff
Post by: vortext on July 22, 2016, 05:47:11 AM
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.

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:


As for your seawalls, prepare for some fun with the LODs  :P.

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.  :-\
Title: Re: MGB's Mods and other stuff
Post by: noahclem on July 22, 2016, 10:40:52 AM
Awesome work on these canals  &apls  I was really bummed during the original development when cal said he wouldn't be doing diagonals.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 22, 2016, 11:41:23 AM
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:

Absolutely, the only issue you'll find is that you won't be able to match it using a newer version of 3DS max. Actually, perhaps with your superior texturing skills, maybe you could work out the offsets and make it work, but I couldn't. Even with the exact same settings, the colour with 3DS Max 2011 is always off. I could help you out here, since I have a machine ready to handle the renders for you. But bear in mind, the colour differences would also affect the other parts of the model. If you could somehow just add the original canal water as a prop to models sans water, you'd probably have an easier time of things. But in that scenario, you'd loose the reflections. In many ways, the JRP water is even better IMO than CALs. It's not hard to see why when you see how it's put together. MAS71 blended two colours (textures) together with a number of other bump maps and settings to give a really rich detailed water that's somewhat translucent. That said, my attempts thus far to match that haven't yielded good results :(. But again, 3DS models for JRP (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2359) are available with all the textures.

Quote
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.  :-\

As for breaking it into chucks, perhaps check out the puzzle piece tutorial by Mandelsoft. Since I'd imagine the process for Transit models would work there too. Also, another reason to check out MAS71's work on the JRP models. He used meshes to make the embankments, which I think would be more ideal than polys.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 27, 2016, 08:54:13 AM
Ever since stumbling upon a cache of Elevated Rail Stations created by DocRorlach, I've thought about trying to finish them off. Having resolved some memory-related issues when opening these models, I've made some progress today. In total there are 7 stations, to my knowledge, sadly none of these have ever been released.

(https://farm5.staticflickr.com/4278/35645749845_7556867326_o.jpg)

Here is the basic 6x1 Elevated Station. It's modelled really well. So it's a snap to create variants for Elevated Rail, Monorail, HSR and Viaduct Rail.

(https://farm5.staticflickr.com/4278/35258902370_76d9ebb719_o.jpg)

The original models are in gMax (SC4BAT), but I've already switched this model into 3DS Max, the render quality seems to be greatly improved. Note a few issues remain to iron out here.

(https://farm5.staticflickr.com/4137/35515426031_c2084d4122_o.jpg)

The most exciting model is probably this Y-Station. Likely it will be the most work to mod.

Anyhow, I've barely started, but I would love to get these models into the hands of players eventually.
Title: Re: MGB's Mods and other stuff
Post by: mrbisonm on July 27, 2016, 09:24:18 AM
I love DocRorlach's stuff. Great you decided to continue these stations. Love your stuff too. ;)

Fred
Title: Re: MGB's Mods and other stuff
Post by: vortext on July 27, 2016, 10:20:13 AM
Another exciting and promising project Robin!  &apls

Thanks for the info on walls & water, currently not much time to look into it any further but useful to keep in mind when I do.  :)
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on July 27, 2016, 10:29:58 AM
Thanks for taking this project off my to do list  &apls
I actually started to dabble with them 2 months ago but left them in the Iwillfinishthemeventually bin  :D

Nick
Title: Re: MGB's Mods and other stuff
Post by: bombardiere on July 27, 2016, 11:14:26 AM
Looking great. It is always good to have more elevated stations.  :) Are there any historical stations?
Title: Re: MGB's Mods and other stuff
Post by: ramrec on July 27, 2016, 04:36:10 PM
Great job what you are doing. I'm really impressed.

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.

http://community.simtropolis.com/files/file/26965-wmp-art-deco-station/

Please keep going, it´s always fascinating to see such a kind of outcome.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on July 27, 2016, 05:16:49 PM
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...

Sorry to respond so late, I kind of missed this one.

I only have the model files and textures for the original pieces by SG and the CAL remakes. This doesn't include CAL's own brick canals, so the short answer is no. I really want to focus any work on CALs re-mastered SG canals. With time I think may create more useful things using them, I'm certainly missing the old water treatment facility (hint) from SGs set. I personally think Moonlight made some of the best canals, but since that can't be expanded, I've decided to make CAL's set my default canal setup from here on out.

I actually started to dabble with them 2 months ago...

Great minds think alike  :thumbsup: - Did you manage to open them in SC4 BAT? I need to manually assign more memory to the scripting function to avoid CTDs when opening them.

Are there any historical stations?

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.

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.

The models shown here were unfinished. The files required to open them in SC4BAT along with the resources (textures) were made available for others to use. It's not possible to take an ordinary SC4 Model file and use that to edit it in any way. So unless the files used to create it were distributed, that means making a new one from scratch.
Title: Re: MGB's Mods and other stuff
Post by: bombardiere on July 28, 2016, 02:26:27 AM


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.


Well, I was thinking in line of something that could complement Morifari's Victorian elevated rail station. It is absolute favourite of mine, (hardly surprising :D ) but I could use variation. LOndo embankment type stations are what is in my mind, but I haven't pick any particular one. May be Brixton or something from that line. And Elephant & Castle is so ugly and brutalist that it must be done in SC4 some day. :D

I have actually planned to do a elevated rail terminus station in Cannon Streetish style. Not the modern one, but as it was around 1900 and smaller. three double lines and lot width of 5. The station hotel would in the lot and the platforms would be an overhanging prop. This would require a flat surface, but I am thinking that in this way special TE paths will not be needed and one station could serve El Rail, Elevated Heavy Rail, monorail and HSR.

I have downloaded some models from 3d Warehouse and converted those to 3DS MAX, but I think that most of times, it is actually easier to make own models. Because in this way, I can plan it ahead and other people's models may require a lot of re-modelling to make those work in SC4 environment. At least almost always the textures needs to be replaced and I feel that it is not a worth of the time. Of course, if the models are made the SC4 in mind, the re-work is easier. :)

And yes, an old building is often flexible as it can function in many periods. A lot of Georgian is torn down from London for example, but what is left is basically the same than 200 years ago.  The shop windows have change the most, but even if I am doing historic style windows, I can claim that it is an restoration project and include it in a modern city. :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on August 12, 2016, 02:51:43 AM
A couple updates to show. First is a small shop that I'd previously not been able to get right:

(https://farm5.staticflickr.com/4044/35645845235_38bd5b2a82_o.jpg)

I completely changed the roof textures, adjusted the windows, added some detailing and now I'm pretty happy with it.

Secondly is just a group of Lots I've been working on. These work next to FAR-3 roads and comprise of a 3x6, 3x7 and 3x8 lot set:

(https://farm5.staticflickr.com/4257/35516723381_3c232c3c9d_o.jpg)
Title: Re: MGB's Mods and other stuff
Post by: art128 on August 12, 2016, 03:30:24 AM
The Buildings are from Ill Tonkso if I'm not mistaking? It's nice to see then having a completely different use. The shop is nice looking too!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on August 12, 2016, 05:34:06 PM
Yup, Ill Tonkso  :thumbsup:



I should preface this a little. So my little supermarket/store was designed to mimic a specific one in the real world. As such it won't necessarily look 100% authentic with different branding. However, from it's inception, I wanted the building to be a bit more flexible. As such, I've made the Signage into separate props that attach to the main model in the LotEditor. This way I can use prop families to randomly pick a brand when the store is placed/grown. Here's what I've already come up with on that front:

(https://farm5.staticflickr.com/4280/34804441574_f3668b72ac_o.jpg)

That's 6 British (Morrisons, M&S Foods, Sainsburys, CoOp, Waitrose and Tesco) and 6 German (Rewe, Real, Edeka, Globius, Penny and Tegut) brands to start with. Users can pick from either pack or both to install. I want to add a US-Themed set of brands too, but I'll also consider requests at this point for other regions/brands. I'll also be bundling some resources so those inclined can make new brands/props themselves. This way the shop will never be an M&S Supermarket, it will simply be a supermarket.
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on August 12, 2016, 10:21:52 PM
Very nice! I especially like the user choice on install  &apls

Nick
Title: Re: MGB's Mods and other stuff
Post by: APSMS on August 13, 2016, 02:45:32 AM
Robin, what US stores were you thinking of?

As a request, could you make some stores from So.Cal (I'm thinking mainly small ethnic chains, since they can't typically afford larger spaces, or make do with the smaller stuff anyways).

Mostly stuff like Ranch 99, Zion Market, Vallarta, Stumps/Carnival, and Northgate Market. Also Whole Foods, Trader Joe's or Henry's/Boney's/Wild Oats, since these are the kind of stores I would expect to fit into a building that small. Maybe also a Seafood City or Vien Dong (Vietnamese/Chinese supermarket)

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.

-Absalom
Title: Re: MGB's Mods and other stuff
Post by: art128 on August 13, 2016, 03:18:27 AM
Since we are throwing some requests :D How about some Japanese convenience stores? 7/11, Lawson, K-mart, Family mart etc
Title: Re: MGB's Mods and other stuff
Post by: simangel on August 13, 2016, 04:03:14 AM
Would love to see some Australian Stores.....Coles, Woolworths, Aldi, Foodland ect.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on August 13, 2016, 07:04:57 AM
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 etc

Would love to see some Australian Stores.....Coles, Woolworths, Aldi, Foodland ect.

(https://farm5.staticflickr.com/4114/34838123763_d1f4806ea1_o.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.

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.

As before, I really have no clue about US brands, hence I'm open to suggestion. I'll take a look at some of the brands you mentioned though, thanks.

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.
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on August 13, 2016, 07:21:44 AM
I do not hope, but a few small Russian shops:

Grocery store "Дикси" (https://www.google.ru/maps/@55.8639705,37.5021582,3a,75y,203.8h,83.19t/data=!3m6!1e1!3m4!1slGK-IALYy3Nhjtlrj0yuWQ!2e0!7i13312!8i6656)
Grocery store "Магнит" (https://www.google.ru/maps/@55.8640212,37.5020259,3a,75y,47.59h,85.16t/data=!3m6!1e1!3m4!1shSDsJt3805eAhl0ZePOANg!2e0!7i13312!8i6656)
Grocery store "Пятерочка" (https://www.google.ru/maps/@55.8672668,37.4890361,3a,75y,1.07h,74.57t/data=!3m6!1e1!3m4!1sH9AKoKtIBiWwIuql99klhQ!2e0!7i13312!8i6656)
Butcher shop "Мясновъ" (https://www.google.ru/maps/@55.8651807,37.4986577,3a,75y,35.34h,81.71t/data=!3m6!1e1!3m4!1swOqMS0spMO1paGYXysKtaA!2e0!7i13312!8i6656)
Book shop "Дом книги" (https://www.google.ru/maps/@55.8645882,37.5004101,3a,75y,218.57h,77.94t/data=!3m6!1e1!3m4!1sGb1QCmXFdAfXb5_26Y8q1g!2e0!7i13312!8i6656)
Shoe shop "БашМаг" (https://www.google.ru/maps/@55.8650586,37.4990191,3a,75y,31.8h,87.16t/data=!3m6!1e1!3m4!1sK6BVV11Q-G_HirSlvpsllA!2e0!7i13312!8i6656)
Shoe shop "ЦентрОбувь" (https://www.google.ru/maps/@55.867162,37.492745,3a,75y,53.89h,82.21t/data=!3m6!1e1!3m4!1spdt3_pnvqlsFKZZfqqsp7w!2e0!7i13312!8i6656)
Pet shop "Бетховен" (https://www.google.ru/maps/@55.8653119,37.4982998,3a,75y,35.25h,79.43t/data=!3m6!1e1!3m4!1scSFwyCsGOiDNiKgtun-_aQ!2e0!7i13312!8i6656)
Title: Re: MGB's Mods and other stuff
Post by: APSMS on August 13, 2016, 11:16:01 AM
Yeah, I understood you weren't going to remodel the store. It already doesn't resemble most supermarkets in my area. But that's beside the point, mostly because I already have things like Tesco and Coles in my cities.

Also, I'm not sure that most American supermarkets place their store name in banners like so (almost all of them use separate lettering), but a lot of the cheaper markets could probably get away with it. Most of the people that shop there don't really care what the lettering looks like.

(http://carnivalmarket.com/sd/wp-content/uploads/2014/05/SMCarnival1.png)
(http://www.vallartasupermarkets.com/uploads/Stores/Stores_32_centerpiece.jpg)
(https://teamsejong.files.wordpress.com/2013/06/zion-market.jpg)
(https://upload.wikimedia.org/wikipedia/en/c/c7/99ranch-logo.png)
Click for larger

A few to start; their websites probably have more logos or info on them. While we're at it, that store looks to me more like a restaurant size. How about a Pho restaurant? (Vietnamese soup) (this is the one by my old house before we moved)
(http://www.hours.info/wp-content/uploads/2013/07/pho_hoa_linda_vista-sd-3.jpg)

Just strip the location bits; it's a basic enough sign, and like I said, when they are selling to locals/people in the know, nobody cares how fancy (or not) the sign looks.

And some Middle Eastern markets:
North Park produce started in a building smaller than the one you BATted, and is now a local Supermarket chain in SD. You used to have to go through the store in a line, one customer immediately after the other because there was no room for people to meander/move about.
(https://pbs.twimg.com/profile_images/517398918552752130/2mWpzTb2.jpeg)

Parsian Grill and Market isn't a chain, but could represent the Persian food store easily enough.
(http://kokoscorner.typepad.com/photos/uncategorized/2007/10/20/parsian_mkt_and_grill.jpg)

Thanks for taking the suggestions, and I'm interested to see what you make of the requests (if anything, I'm not picky or demanding; whatever suits you)
Title: Re: MGB's Mods and other stuff
Post by: Andreas on August 13, 2016, 02:30:25 PM
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.

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.

I think that's true for most German supermarkets now, but other companies might still have more "generic" stores like the one you designed. It has some typical UK design alright, but I think works nicely in its generic shape and color pattern.

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.
Title: Re: MGB's Mods and other stuff
Post by: eggman121 on August 13, 2016, 03:05:28 PM
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 etc

Would 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.

I work at one of theses stores and it makes me cringe whenever I see the logo.  :D  &sly

Anyways it would be great to see some Australian stores in your inventory. The IGA logo actually has variations depending on which state or which part of the state your in. Your example is the South Australian version. In addition there are only four major supermarket chains in Australia. Coles, Woolworths, ALDI and IGA. Hope that helps? ;)

-eggman121
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on August 13, 2016, 03:21:31 PM
These following Russian/US brands have been added:

(https://farm5.staticflickr.com/4024/35516868901_d1114d94b9_o.jpg)

While we're at it, that store looks to me more like a restaurant size.

Funny you should say that, it's a converted TGI Fridays. I do plan on converting the model to a TGI's when the supermarket is finished.

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.

I'd agree with that, not that it's got any bragging rights, but I've seen a lot of Aldi's too.

Quote
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.

Good thinking, Netto and Norma would be more suitable, we don't have any round these parts though. That does also highlight another point. Where possible I've tried to use logos with examples of the banner on stores for authenticity. But of course, such an endeavour will always be fraught with compromise. But who knows, if I ever get enough buildings made or just if others use the props elsewhere, such a modular system could prove a useful investment.

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 :(.
Title: Re: MGB's Mods and other stuff
Post by: vester on August 13, 2016, 03:39:13 PM
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.

Well the Lidl and Aldi in Copenhagen don't use the own buildings, but my best guess would be that the rent the space. It would be hard for them to find space for a one level building in the municipality of Copenhagen and Frederiksberg (surrounded by Copenhagen).


MGB: Like the idea with proppack for signage.  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: MushyMushy on August 13, 2016, 03:47:01 PM
For the US brands, you could also include 7 Eleven (the logo looks the same here as it does in Japan) as they're fairly common here. Walgreens is another super common convenience store that's usually the same size as your model. Circle K, which operates in the US and Japan (maybe other places, I didn't look that up), has convenience stores without gas stations as well. Really the size of your model makes it passable as a wide variety of US convenience stores - so I suppose you could take your pick from any of them really (I'm sure there's a list of them somewhere).

Walgreens - The design is different from your store, but I'd imagine on your sign it would just be blank white with the company name in red?
(http://www.photoprintprices.com/wp-content/uploads/2014/04/Walgreens-PhotoPrintPrices.jpg)

Circle K in the US
(http://www.csnews.com/sites/default/files/styles/article-full/public/CSN%20Articles/Circle-K-exterior-061914.jpg?itok=1_iiZ_2i)

Circle K in Japan
(https://files.tofugu.com/articles/japan/2012-02-03-japanese-convenience-stores/circle-k.jpg)

I personally would suggest not including Whole Foods though... as far as I know, they only operate full-size grocery stores that would take up multiple tiles in-game just for the building. I could be wrong, but that's just from my experience.
Title: Re: MGB's Mods and other stuff
Post by: Andreas on August 13, 2016, 05:30:50 PM
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.
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on August 13, 2016, 07:58:40 PM
Excellent!  :thumbsup:
I'll look forward to the result. It will beautify my city.
Thank you!
Title: Re: MGB's Mods and other stuff
Post by: art128 on August 17, 2016, 06:26:13 AM
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.

Oh no worries I understood that perfectly. If you took it that way then I apologize as it wasn't my intention. I am aware that you modeled your store to be in British fashion, but to me it seems like it would fit almost anywhere. I can see it being in use in a mountainous area in Japan for example.
As for the stores, the three you made are all that's necessary.. Obviously there are more than that since Japan has a large quantities of Convenience stores like that but I just gave you the principal brands.

In any case it'll be great to see some variety in the brand signs for this cute like store. :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on August 17, 2016, 08:50:22 AM
No worries Art. There is nothing for you to apologise for. I just wanted to be clear (generally).

Thanks to everyone who chimed in with ideas for logos to use. As I really don't know how far I can take this, it remains a concept for now. That still leaves almost 30 props as part of what I'm calling, the Retail Signage Pack (RSP).

I've just uploaded the main Convenience Store models/lots too, so anyone can now see this in action. Options for HD/SD MN/DN are all there too. I personally prefer HD, the details in the windows at z6 (best seen at night) came out well  :satisfied:.

In the meantime, I've added two slight variations of the building itself. There are two roof colours, two brick colours and some other minor changes. These will also be selected randomly, along with the logos. If you don't care which brands you see, with all 30 of them / 3 models, there are quite a lot of potential variations too.

As a bonus, as part of the RSP download, I've included 3DS Max / SC4 Bat models/resources, so anyone inclined can make their own compatible props too.

Update: I noticed a small error in the lot's modding that was preventing the Building Family from working as intended. If you downloaded the original version, please update your files to v1.0.1.
Title: Re: MGB's Mods and other stuff
Post by: manga rivotra on September 28, 2016, 01:15:30 PM
Thanks you very much for your tennis courts ! It's a great addition to the game and a real gift for players who like to do their own lots like me.  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on September 28, 2016, 01:23:16 PM
Are you still taking ideas for store brands? I was thinking of a few more than are common in the UK and Ireland.

Spar / Eurospar
Centra (Ireland and Northern Ireland)
Costcutter
SuperValu (Ireland)
Iceland
Title: Re: MGB's Mods and other stuff
Post by: gn_leugim on September 29, 2016, 03:22:51 AM
well, there is also the option to make up new ones. Maxis didn't create stores/brads that exist in real life, instead, made up their own ones. (with their alphabet as well)  :popcorn:

Title: Re: MGB's Mods and other stuff
Post by: mgb204 on September 30, 2016, 04:00:24 PM
I think for now I've made as many of these props as it makes sense to. If in future more buildings end up using these props, then it might be worth re-visiting.

I've added an IE (Ireland) option which includes Centra, EuroSpar and SuperValu.

In addition to a UK-Addon with 6 new props I made for my own game. Featuring Budgens, CoOp (Alt.), Londis, Premier/Premier Alt. and Sainsburys (Alt.). The Alt (alternative) props show an older design, but in general I've picked these to add some variety to the colour schemes in-use. Too many white backgrounds makes them a little dull.

As for fictional stores, sure you could, I guess Maxis were more worried about lawsuits than I am :P - But of course, lawyers only spend their time picking on people with money, so I'm pretty safe. Since I'm going at least partly for realism, I've concentrated purely on brands that fit my regions. You can find the new props attached, you can use either or both dats, in addition to any from the RSP release.
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on October 01, 2016, 02:29:59 PM
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.
Title: Re: MGB's Mods and other stuff
Post by: TheTeaCat on October 02, 2016, 12:46:58 PM
I've added an IE (Ireland) option which includes Centra, EuroSpar and SuperValu.

Thank you so much for these :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 14, 2016, 12:19:12 AM
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.

Nope not yet released sorry, the last plan was to get them out after NAM35. NAM35 is taking longer than anticipated when this was decided, so it's led to a delay there :(. Rivit did upload his repositories though, so using GoFSH anyone could make their own, but you want to PM Rivit and ask for the link to the files.

Quote
I had to name the folder so that it loads after your TGN folder as the weren't appearing in-game until I did.

Did you untick "Maxis Streets" during installation? Otherwsie, did you delete any previous version before running the installer? TGN is designed to work even when Rivit's mod loads first, that's the setup I use personally. That way if you use both his and my default folders, "z___RVT Mods" / "z____MGB Mods", it will work without further effort.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 19, 2016, 05:09:01 AM
Just a quick heads up, I've added an STR variant to my RRW to Subway Converter lots:

(https://farm5.staticflickr.com/4213/35479106782_af1867b7f1_o.jpg)

Find the updated v2 package on the LEX (Link in first post of this thread).
Title: Re: MGB's Mods and other stuff
Post by: FrankU on October 19, 2016, 01:12:44 PM
Really nice, but in RL nobody would spend the money for a tunnel just for one track!
Title: Re: MGB's Mods and other stuff
Post by: Silur on October 19, 2016, 01:44:26 PM
May be this is a tunnel under a canal   :):
I Like this. Thank You.


Title: Re: MGB's Mods and other stuff
Post by: Tyberius06 on October 19, 2016, 06:38:08 PM
Thank you!

Actually I "asked" this, if there would be a plan for making STR version, and Silur found out what was my thought. I would use this under canals with the CAN-AM FLUPs.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 20, 2016, 01:46:04 AM
Really nice, but in RL nobody would spend the money for a tunnel just for one track!

Perhaps not... But this was to fulfil a request. Not to mention that since it was just a case of rendering with a new texture and duplicating the original lot with a new ID, making it was almost a no-brainer.

Hopefully some people will find it a useful addition, if not for realism, just for better compatibility.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on November 06, 2016, 08:47:21 AM
NAM 35 Update - Important Information:

As you may be aware, NAM 35 has just seen it's official release. As part of this update, some of my mods have had their fixes/patches integrated into the NAM.

This affects users of both my MHO Patch or ML El-Rail RHW Patch mods. I strongly recommend you update to v35 of NAM, then completely remove both the following folders from the z____MGB Mods folder:


For those who are using the MHO, in addition to the Alternate Overpasses from the Japanese NAM Facelift mod, please install this updated file (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3223). Note: This update includes all the diagonal variants that were never supported in the previous releases.

The following actions have already taken place in respect of this announcement:


If you want these updates, install NAM35, I will no longer be distributing or supporting them as of now. The NAM 35 files are actually more comprehensive than these mods too, so anyone who refuses to update their NAM version will in effect be missing out.
Title: NAM 36... SAM11 - IndustrieSAM update
Post by: mgb204 on November 21, 2016, 06:26:40 PM
Is it already time to talk about NAM36?

Well I think it is, remember my Industrial SAM mod... well it's very close to finished with working code for use as a new unique SAM set. I'm hoping that I should be able to get the first version into NAM 36. Most of the textures are complete, speaking of which, here's the RRW crossings I finished earlier:

(https://farm5.staticflickr.com/4112/35608006036_e3c064be86_o.jpg)

I just need to finalise the paths/T21s, create alternate rail crossings (Maxis) and tweak some RUL code. But it's 90% complete right now.
Title: Re: MGB's Mods and other stuff
Post by: APSMS on November 22, 2016, 02:16:00 AM
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.

Not the most fun to drive on, but memorable at least!

That being said, having more SAM options is always a good thing, and the fact that you're working on this sans main PC is impressive. Thanks for the hard work!

-Absalom
Title: Re: MGB's Mods and other stuff
Post by: Vizoria on November 22, 2016, 04:44:52 PM
Brilliant, just brilliant! The fact that it is its own SAM is more brilliant- it ain't overwriting another SAM set.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on November 25, 2016, 06:37:27 PM
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.

Due to the way these are made, it's possible to adapt the Definition Alphas (that dictate where to place Concrete/Grass), can be modified. I'll certainly consider it, but likely any such customisations would be a separate download, with a default set included in the NAM. Currently the only pieces that show grass upon them, are for the Avenue connections. They simply didn't look right with concrete on them.
Title: RHW-Junction Modding
Post by: mgb204 on December 15, 2016, 07:45:28 AM
Updated 12th-Feb, images now hosted on Flickr, so you can click to see them in their full 1920x1080 glory.  :P Photobucket, you suck!  :P

(https://c1.staticflickr.com/3/2788/32816734306_3af1019446_o.jpg)

Here I present to you what I've been working on recently. This junction has taken me quite a while to put together, but is a vital transport link. Whilst I was working on this, I started wondering, would players out there be interested in reading about how I build my cities? Because I'm pretty sure I play SC4 in a fairly unique way. Sure I build cities and rural scenes. I mean, I don't need to tell you I plopped MMPs or which mods I used here for the most part. But what about explaining how I arrived at this image from a modding/customisation perspective? Well, I'm still not sure if this will resonate with anyone out there, but I'm keen to try out the idea.

So to aid you with a little perspective, here is an alternate in-development shot of this junction. This time though with all the modifications I made for the first picture removed.

(https://c1.staticflickr.com/3/2405/32816732296_46e0da9a8c_o.jpg)

How many differences did you spot there? Well, for now if you'll indulge me, let's leave that to one side. Meantime, I'd briefly like to explain a bit about how this came about. So I'm just playing SC4, as we all do, building things and trying to make it pretty. I find myself needing to make a junction for sims to commute to a neighbouring city. Due to the surrounding city, making this on a diagonal segment of what was MHO, was the obvious solution. Since MHO has no diagonal ramps, I converted the whole diagonal section to RHW-4. This left me a small problem with how to connect both sides of the motorway. After some initial ideas, the L1 RHW-2 overpass just worked out neatly. This meant I had to adjust the original parallel road to connect them. But as often happens, this happy coincidence inspired the small diagonal industrial area. Which I think makes an interesting little feature, that fits well in such an unusually shaped space.

Anyhow, I said before I won't be getting into that sort of detail too much here. I just figured it would give a nice overview for what comes next. A number of things bothered me about the original junction. I don't like things that either don't line up or match correctly. Here's where my game time likely differs from yours. Rather than continue building, I now embark on fixing the things I don't like here. This is the crux of what I wanted to write about, explaining how I fixed these problems. Along with providing a brief explanation of how to do it. Perhaps some will be inspired to try some modding themselves? But hopefully at least explaining these things will be of interest. Whilst some of this may require a certain amount of modding knowledge. I will try my best to keep things simple enough that everyone can follow along and understand. Of course, if you have any questions, I'm only too happy to try and help too. But for now, let's get right into what fixes I worked on here.



RHW Textures

One of the more glaringly obvious problems and my first task. The mis-match of RHW textures. Some of these still have no EU versions, in addition to a lack of LHD support. BTW: I play with sims driving on the left. So how do I fix those? Actually the fix part is simplicity itself and relates to the development of the new EU RHW textures. Those first appeared with NAM33, after Maarten (MandelSoft) stopped development of his textures. I'll take the opportunity here to raise a salute to Maarten, your work on textures alone was super-human over the years. The solution to the conundrum of how to continue providing EU RHW textures? Alex (Tarkus) made a simple script (or Action) in Photoshop, when you run it, the yellow lines are Automagically™ changed to white. It works a treat in practise, having a copy, I simply find all the textures and run the script on the entire folder. Actually that's not the whole story, I re-built many of the textures with fixed alphas. Not to mention adding LHD support and TGN-grass textures for my custom mod too. But the hardest part of working with the RHW textures? Simply finding the damn things... that's a common problem when you are modding. There are plenty of scenarios where I could give you some helpful tips to find things. Sadly, in the case of RHW textures, I don't have any advice for you. I have all the textures in a repository, but finding them took a while. In fact it was probably the most time-consuming part of fixing these textures.

RHW-2 / ML El-Rail Crossing

Next on my OCD hit-list is this crossing. I should note I'm not OCD, I just have a perfectionist streak in me. Having been behind development/fixes for this mod, I have an advantage here. In essence you just merge two models together, the basic RHW piece and El-Rail piece, into a single model with both parts. In practise that means finding the pieces, making sure they are rotated correctly, before merging them using Model Tweaker.

(https://farm5.staticflickr.com/4259/35607924806_cd09432e28_o.jpg)

I have templates for doing such work too. I may only need one model for this situation, but since I'm here, I made all the L1 RHW-2 x ML El-Rail crossings.

Catalyst's RHW T21 mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3247)
 
Perhaps less obvious than the others, but a great indicator of my pickiness. The original mod only covers the base Ortho/Diagonal pieces. So I had to make some new T21s to add them onto the diagonal junctions/ramps. I won't go into T21s here, except to say it's simply a lot, but one which is "attached" to a network tile. In this case making the T21s was quite tricky, it took considerable effort to line some of them up correctly. In total, it took 16 new T21s to cover both the RHW-4 Diagonal A1 and B1 ramps. In addition, it also required a new offset prop and converting all the original props to RTK#-xm type.

"And now for the hair washing bit..."

If that doesn't mean anything to you, let me try to clarify. Every model in SC4 has a unique ID, when a prop, building or whatever references this ID, it uses a property called RTK or Resource Type Key. A special requirement for T21s means that props will not show on mirrored/flipped pieces unless a duplicate RTK XM property exists.

In reader, simply copy/paste a duplicate of the original RTK property. Then double click to open it, click the drop-down box "Name" and select the equivalent RTK#xm property, apply and close. Where # = the RTK Type number (0-4). If you want a detailed explanation of RTK types, see this page on the SC4D wiki (http://www.wiki.sc4devotion.com/index.php?title=Resource_Key_Type).

Roundabouts

The OWR (OneWayRoad) roundabouts used to connect the motorway to the roads show arrows on the MIS pieces. I have the NAM mod that removes them from the other textures, but this isn't working for the RHW connections. As you might expect, I spent a lot of time trying to fix this, but honestly, I couldn't work out how to do it. Easy solution; I Photoshopped the problem away in the final image. It's a bit of a cheat, I do like to avoid editing my SC4 images. But I make exceptions for minor annoyances like this.

Not bad then, 3 out of 4 of my niggles fixed permanently.

Update Feb 17: Let's make that 4 out of 4... I found the OWR arrows in the Maxis DATs, replaced them with transparent textures, now all of them are gone forever. Warning: the attached patch will make it hard to know which direction your OWR networks are going. I'd advise using the "Drawpaths" cheat, but this patch takes them all out, permanently.

However, you may notice that neither the motorway lights nor the sound barriers were present in the development shot. Having fixed up my main problems, I started to work on adding details into the scene. But in keeping with the theme, once more I wasn't entirely satisfied. So time for some more modding, although this time just lotting really.

Sound Barriers

It's been a while since I used sound barriers, after becoming unhappy with the scale/design of many of them. Looking at the bare interchange, including the surrounding zoning, sound barriers were a logical addition. I briefly toyed with the idea of making a new UK set, but did a search on Google beforehand. I'm glad I did though, because I found this great set by SFBT (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1727).

I replaced the original trees with seasonal trees by Girafe. I also switched the textures to better match my games setup. In particular, switching from the original families, the trees on the diagonals were too repetitive. In the long run, I plan to make flora families to resolve this problem without increasing the number of menu items.

Light Replacement Mod

I placed the diagonal lights and really liked the effect. But the lots with grass all had trees and flora upon them. Being unseasonal, I simply decided to remove them completely. Partly out of a desire to be quick, but also because trees in the median is a safety issue and a bit crowded, I didn't add new ones. Not to mention, I can always MMP some into place if I really wanted them. Although I opted for some smaller shrubs and flora instead. Once more I needed to alter the textures on the lots too.



So there you have it. I hope however that you've enjoyed reading about how I approach the game. This has been a tiny insight into the development of my cities and how modding is a fundamental part of the process for me. I am frequently distracted by the need to mod everything, so much so I find it hard to really play. As soon as I’ve fixed something, I continue building and bump into the next problem. Then it's back to modding my game once more.

You might not think this way of playing is much fun, but I really enjoy fixing things. The issue comes trying to keep it up for long periods. It's only now for example, after many years of such efforts, that my game is really starting to become what I envisioned originally. There is still so much work to do however. Not to mention so many buildings and potential new features I'd like to make too. Between those and my commitments to the NAM team and to the greater community, sometimes I go a long time without playing the game. But playing the game is instrumental to my motivation to keep fixing and improving it. A little off-topic, but I don't mind stating here, I've adopted a slightly more selfish attitude of late. I realised that if I didn't dedicate some time to getting something out of the game personally, I was simply going to end up burnt out and needing a long break from SC4. So I've put a lot of effort recently into improving my game, this snippet of that I'm sharing here.

Right now, I've taken this idea and put a lot of time into brining you what is really just one image. As previously mentioned, this is really a trial to see if there is an audience for this kind of thing. I simply don't have enough places to show off to make a typical MD and update it frequently. But semi-regular updates each covering a given scene, such as I have done here, is something I could commit to. So if a kind of development-based MD, including explanations of how to mod things appeals to you. Not forgetting tips, tricks and potentially step-by-step guides too. Well please take the time to let me know with a comment or like. So long as there is some interest in such a thing, I'd enjoy sharing with you all what I'm doing and am considering starting one.

And one last thing, since I don't like to hoard things, I've attached the ML El-Rail fixes and Additions for Catalyst's mod for you to enjoy in your game too.
Title: Re: MGB's Mods and other stuff
Post by: APSMS on December 15, 2016, 02:38:41 PM
Very interesting read, and of course the extra goodies are nice too!

One niggle: Mandlesoft's name is Maarten, not Marteen. I only remember because I kept wanting to spell it Martin, but he's Dutch, not American/British.
Title: Re: MGB's Mods and other stuff
Post by: tigerbuilder on December 15, 2016, 03:51:02 PM
I think this is a great idea. I would be a eager follower. Usually I read all of your posts, they contain great ideas and knowledge. Thanks for sharing all that you do.

Cheers, tiger
Title: Re: MGB's Mods and other stuff
Post by: brick_mortimer on December 16, 2016, 03:56:44 AM
This is really interesting.
Thanks for showing us some insight in what you do  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: bombardiere on December 16, 2016, 04:19:52 AM
Quote
Because I'm pretty sure I play SC4 in a fairly unique way.

I am not so sure about that. ;) A large part of my inspiration arrives from what I need or what I feel is missing in the game and I think that many other batters or modders do the same. :)

All right, I think that my aim is not as great as yours, but sure I want to "fix" things in the game in my own way. I have spent more time in batting or studying different modding aspect than I have actually played the game. This is part of the reason why I have not actively batted this fall. If I have free hobby time, then I have been actually playing the SC4 and building my Hong Kong styled metropolis. Not rural England for which I am making Bats. :) I think I understand what you mean with risk of a fatigue.

Anyway, I salute your efforts, but if you are ever able to do a UK road replacement mod, then you will be my God!. :D
Title: Re: MGB's Mods and other stuff
Post by: M4346 on January 11, 2017, 06:09:48 PM
Good morning!

Firstly, thank you for the amazing work you do!

Secondly, I LOVE your TGN mod - and use this (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3318) one specifically - it has completely transformed my cities and I am eternally grateful! lol

Finally, there seems to be an issue with some of its textures though - specifically, or as far as I can tell to date - the BSC Parks Wide Path [corner] textures.

To illustrate:
(https://c1.staticflickr.com/1/667/32256222695_84e362ee80_z.jpg) (https://flic.kr/p/R9nzdB)


(https://c1.staticflickr.com/1/565/32256224435_fcaf911415_z.jpg) (https://flic.kr/p/R9nzJB)

I have checked my files - and recently re-downloaded the mod just to make sure I have the most current version - but I can't / don't see a conflict.

I have also tried to modify the IIDs myself, but with no success.

ETA: The 'offending' textures seem to be 4da44650 (on the Tree Avenue Wide T) and 4da44600 (on the Tree Avenue IC).

Could you please look into this?

Thanks! ;D

PS. Ignore the base texture, these are old lots and I used a different one from the BSC base textures.
Title: Re: MGB's Mods and other stuff
Post by: M4346 on January 12, 2017, 05:24:29 AM
Sorry for the double post.

I managed to fix it:

(https://c1.staticflickr.com/1/590/31453612923_9b53552cf7.jpg) (https://flic.kr/p/PVrZi6)

I think I was just creating the textures incorrectly, but I also deleted the offending files from the original. I don't know whether loading it after the original should fix it too, haven't tried that.

Fix attached for your inspection.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 12, 2017, 07:23:25 AM
Thank you for the feedback.

I already knew about 4DA44664 (reported by KOSC), but the texture you show appears correct to me? Perhaps the texture is not correctly rotated on the lot, but the one in TGN is a mirror of the original. Of course that could be a result of my repository being more up to date than your files, but my edited texture looks just like the ones in the first screenshots.

As for 4DA44654, the original Alpha cut off the bottom, but my texture still has it in error. It's one of those things that's really easy to miss when you are making hundreds of these textures in one go. I'll get that fixed in the next release, which you might like to know will contain about 3 times the original number of BSC Grass Textures. With only me working on such a large mod, such minor errors can easily go unnoticed, so I'm always greatful to get feedback from users. As such if you spot any others, I'd love to know about them.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 30, 2017, 12:06:27 AM
I've been working behind the scenes with Rivit on a number of changes/updates to GoFSH, which I will show you all at some point. But for today, it's time to jump back to the RRW Reskin (automation) project I showed off first in the summer of 2015. Having made the proof of concept, Eggman has continued to build the master repository to evolve to the point where it's almost ready for release. Rivit has once again provided a number of improvements to the process, through GoFSH, along with assisting with the repository. Simmer2 has also joined us in contributing to the repository and assisting the project. Meanwhile, I've been working on a huge number of rail crossing textures, trying to ensure they match Swordmaster's originally intended vision. We're on the home stretch here, so I'd like to offer everyone a preview version of the RRW Reskin mod, the creatively named "MGB Type 01" variant:

(https://farm5.staticflickr.com/4236/35608328816_cda5f55659_o.jpg)

(https://farm5.staticflickr.com/4242/35261095790_848c5512c9_o.jpg)

Type01 includes concrete sleepers and a light gray ballast, as shown above. Of course, eventually not only will more options be available, but the repository used to create them will be too. This means, armed with just two textures, you can customise the RRW network however you like.

This preview is intended to give you all a taste of what's to come, but also hopefully to get some feedback to help us to identify any areas that need improving or where textures are missing. Bear in mind, I'm talking mostly about Network Textures here. If you have suggestions for Lot Textures, we're happy to hear about them. But the priority is getting the entire RRW mod covered as complete as possible. It would be impossible to cover every lot texture however.

Currently, the preview is packed in one of my friendly installers, which can be found here on my Google Drive (https://drive.google.com/file/d/0B4pSp3XjH1wjM2JINU1ZVkptamM/view?usp=sharing). I intend to update this style as development continues, eventually releasing the mod on the exchanges, including TGN/SWN compatible textures for the included crossings.
Title: Re: MGB's Mods and other stuff
Post by: Sciurus on January 30, 2017, 03:14:46 AM
Nice work mgb.  :thumbsup:  Maybe these textures could fit to lightrail too ? $%Grinno$%
Title: Re: MGB's Mods and other stuff
Post by: Andreas on January 30, 2017, 06:01:08 AM
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:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 30, 2017, 10:57:13 AM
Maybe these textures could fit to lightrail too?

Tell you what, when I've got a spare moment, I'll make a set for the El-Rail and Basic GLR (probably the Rural one). Since it would be child's play with the resources we have. I think my issue with it is two fold, I spent a lot of time making my GLR textures. Plus the difference in gauge is a problem. Because if you updates any part of El-Rail/GLR, the rest will no longer match. So I'm talking about Tram in Ave/Road/Street and in total 4 variants of the GLR network. It's the largest single part of my Sidewalk Mod, bigger than the rest combined. So whilst covering El-Rail and Rural GLR is quite manageable, extending that for complete coverage is a huge task. One that requires hundreds of custom new textures that don't exist in any form right now.

Noah's project for GLR is probably the one to wait for, since that is pretty much what he's aiming for.
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on January 30, 2017, 11:55:44 AM
Great, but there are a few little flaws:
(http://savepic.ru/12737105.png)

When approaching the tunnel changes:
(http://savepic.ru/12728913.png)
(http://savepic.ru/12729937.png)
Title: Re: MGB's Mods and other stuff
Post by: _Michael on January 30, 2017, 12:28:55 PM
Great, but there are a few little flaws:

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?
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on January 30, 2017, 12:37:53 PM
Due to the massive amount of custom textures, I decided to forego re-doing them all and opted instead to make transition points.
Therefore the new NAM will include transitions, to my lots, that will change according to the color scheme you pick on installation.
The rest of the lot will remain in RRW color scheme.

I hope that clarifies the issues. I cannot speak on behalf of other lot makers.

Nick
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 30, 2017, 03:46:12 PM
A couple things are at play in your screenshots, I'll try to address them all:


I think that covers everything you've shown here Alan_Waters. I think with the exception of the main textures on Simmer2's lots, you can expect to see everything here supported in due course. Thanks for your feedback :).
Title: Re: MGB's Mods and other stuff
Post by: rivit on January 30, 2017, 03:53:45 PM
At the risk of overkill, I was writing this as mgb204 replied
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.

 The tiles for the approaches for URail are now in the archive.

 The MAXIS tunnels are in the archives, My RRW tunnels will probably be in RUM for RRW but here it is important to note we are talking about BAT textures with rendered rail. I have invented a method to edit these on the run, but they are as yet untested.

The same holds for bridges and stations that have rendered BAT textures - but that problem already exists for RRW and it hasn't stopped us using it.

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?

Regarding Lot Textures the archive contains changeable textures for RRW, BSC, NCD, WMP and Simmer2 transitions - we know of several more sets - there are more lot Rail textures than you can use in a lifetime and to be frank most of them shouldn't exist.. (correct use of base and overlay could have stopped much of this proliferation)

However, be that as it may, all constructive feedback is welcomed - we want this to be really good.
 
Title: Re: MGB's Mods and other stuff
Post by: eggman121 on January 30, 2017, 04:13:57 PM
Thanks for all the feedback everyone.

As pointed out above from my colleagues there are some things that can't be changed and have existed as part of the RRW since its inception.

The RRW is unique in the way that it arrived a tiny bit too late and as such, alot of the content was not created to handle the new standard.

There where a myrid of Lots and station that where not covered when the RRW was first released.

My foray into RRW land was brought about by the fact that I wanted to make overhead wires for the RRW but the Puzzle pieces had all sorts of different angles and positions and as such was unfathomable to complete the task. That led me into Flextrack (a standard base where the tiles where aligned consistently). So with all these projects under my belt I decided to make the Flextrack the top priority.

Customization was not considered part of the project but when users wanted variety and the experiment with making Ballast and Sleepers, with two Base textures applied to alphas seemed to work there seemed to be unlimited opportunity to make something unique.

What would take years to manually make now takes a click of a button and one hour of your time doing something else while waiting. Something that the RRW should soon have.

So, Unless you don't like the RRW rails, the RRW should be the main rail system for your cities. There has been alot of time invested in it to make the adoption worth while.

It has been a hard slog but everyone will see the benefits in due course.

I have huge respect for my colleagues on this project Ron, Robin and Nick.

Sure there are some inconsistencies but the benefits out way the time invested.

So. We will continue to tidy up and hope to have a package up sooner rather than later.

-eggman121
Title: Re: MGB's Mods and other stuff
Post by: Tyberius06 on January 30, 2017, 04:35:17 PM
Thanks guys the hard work with RRW and the texture customization projects. I like the brown RRW, and I will love the new skins too.
Thanks again!

- Tyberius
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on January 31, 2017, 11:25:17 AM
Absolutely thrilled!!!

Sorry for planting the concrete sleeper thought in your head but this is exactly what I've been waiting for. The concrete sleeper and grey ballast will suit my modern rail network and thank you to everyone that has contributed to this, I'm so incredibly thankful and thrilled.
Title: Re: MGB's Mods and other stuff
Post by: Badsim on February 03, 2017, 09:41:49 AM
Just tested your MOD and , even knowing what it does , surprised that it works !  :D

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 : for sure I’m not a specialist of the real thing nor a purist nor its ingame reproduction , but we are not there for ... blah blah blah endlessly ...  and I’ve got for rule to do not criticize something when I know the amount of work behind the scene . Congratulations to you , guys  involved in this decisive implement . &apls &apls &apls

C.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 03, 2017, 10:17:56 PM
Sorry for planting the concrete sleeper thought in your head...

No worries, no one puts a gun to my head re: what I make, suggestions and ideas fuel new content, it's a good thing  :thumbsup:

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

Indeed, texture styles are a matter of taste. It's that side of things we wanted to improve, the number of choices for everyone. Bear in mind, two things automation won't do, you can't change the rails, you also can't change the overall style. It simply replaces the ballast/sleepers of the originals, nothing more. So you can choose any texture to generate new sleepers and ballast, but the overall RRW texture is the same. That said, to automate what we have is new ground entirely, since I don't see any volunteers to make a new set of 4,000 + rail textures, it's the best solution we have, even if it's not perfect.



I'm re-posting this from ST (Link (http://community.simtropolis.com/forums/topic/72305-land-bridge/?do=findComment&comment=1653767)), in the hope someone else might be able to illuminate the cause of my problem...

(https://farm5.staticflickr.com/4265/34838738743_8723173db9_o.jpg)

So here in Cyan/Blue is my normal Sidewalk Overhanging Filler. In Red are my PedMall overhanging fillers (note the better lining up of the latter). Both of these have the models raised by .2m in height, which is necessary to avoid anything they cover (Lot/Network textures) from showing through. It's this tiny offset that creates the problem of lining up the pieces, because the Sidewalk is exactly a 16x16m square, the offset skews the perspective, giving the impression they don't line up. To counteract this, I adjusted the PedMall variants to be .2m longer, which as you can see solves the issue.

The key problem here is z-fighting, which seems to affect RKT0 models in a way it doesn't with RKT1 models. RKT0 = True 3D models, RKT1 = BAT Models. These problems have plagued development of some really cool stuff, it's also messing with the UB plans too. So once again, I realised the UB props would need to be raised, but for reasons that are beyond my comprehension, even though .2m is clearly sufficient for the Pedmalls/Sidewalks, .45m is necessary for the UB network props. In fact, you can still see some z-fighting going on (the black lines), to kill those, I've had to further raise them to .5m high. Why is that a problem? Well simply put, things don't line up properly, most clearly seen with the Rail texture. This problem gets noticeably worse by raising the props to .5m too. There is no way to compensate for it either, because any alterations that fix it in one rotation, will have the knock-on effect of making the other three worse as a by-product.

So I've managed to make smart-props that adapt to the installed textures. They even adapt to show sidewalks too as a separate layer that match what's installed. The UB lots are functionally working. But, why do models made exactly the same way need to be raised by .5m instead of .2m, to work in exactly the same situation? That's also why you don't get shadows upon them incidently, they are too high and above the shadow.

If someone is able to assist me here, they'd work perfectly if only I could keep them at .2m, I'm totally stumped  :angrymore:


Title: Re: MGB's Mods and other stuff
Post by: Tarkus on February 04, 2017, 02:53:45 AM
We ran into a similar issue with the puzzle piece-based NWM transitions a number of years back.  Dave (superhands) and I had finagled the IIDs such that we could actually stick wealth textures under the puzzle pieces, as there was high demand for that sort of thing.  But we got a flood of z-fighting complaints, and had to make it an optional feature for those whose graphic cards could support it properly.  The models were, IIRC, slightly raised, but it was still a no-go.

The only way I can really think of to get around it is to very carefully edit either the S3Ds and/or the textures such that the base texture doesn't overlap any spot where the network overlay exists.  That would have been what I would have done with the NWM transition PPs, had we not rendered them mostly obsolete with the draggable transitions just a short while later.

-Alex
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 04, 2017, 05:33:04 AM
Thanks Alex, I think now I can see the problem is a combination of the Shadow texture and the use of multi-textured layers on the props. It's much clearer when I place a Rail Viaduct PP over them. Because the shadow for those networks isn't a whole tile wide, you can see how the shadow is preventing the overhanging piece from displaying. So long and short, I just need to stop trying to be so clever and combine the two textures into one. A shame, because with multi-textures it picks up everything according to the user's installed content. By combining them I need to make specific textures for the purpose, which bakes-in sidewalks and the like. However, I can release a GoFSH automated script and the textures can at least be changed. So it's possible to retain some of the flexibility whilst making them actually work in the first place. Without your comments, I may not have been able to work out what was going on with the z-fighting.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 11, 2017, 08:29:08 AM
Thanks again to Tarkus for helping me to find a workaround for the underbridge pieces. As you can see, I've got things working now:

(https://farm5.staticflickr.com/4102/35608328306_0c2ba7da21_o.gif)

So that's the basic Road-based Underbridge lot in action. Both the sidewalk and road parts will adapt Automagically™ to match whatever mods are installed. As you can see, they are already functional too. Now for the science bit, warning Math incoming...

So the previous problems were due to me "layering" the textures for the network on top of the sidewalk. Easy enough to do, but it led to the shadow part of the bridges, which is actually just a texture applied to the ground under such models, fighting with the underbridge textures. This is known as z-fighting, because two objects exist at the same height and the game doesn't know how to display them together correctly.

However, by splitting the layers into separate groups within the model instead. Imagine that the sidewalk is one model, which only covers the edges, with a cut out in the middle. A second one, then covers the gap and shows the network texture. Something to do with how SC4 works means that the cut-out solution works, where layering did not, no more z-fighting problems  :satisfied:.

However, using cut outs leads to another issue, because it takes a lot more work to line up the textures correctly, including UV Mapping values. If these are even slightly off, the textures would look stretched or squashed, which is a real problem. It seemed like once more the whole idea of adaptive pieces would have to be ditched in favour of a texture-based solution. Then I realised I could do everything with a few Mathematical formulas. Cue opening of Excel, working out the relevant calculations and now I can generate everything needed, from just two initial values. I just input how many pixels wide the sidewalk is on both the left and right sides of a texture. Converting that to meters (128px = 16m), the correct Vertex points and UV mapping are calculated automatically. That way I can quickly adapt new S3D models for different networks, without having to work this all out each time.

Another set I've been working on in a similar vein are these:

(https://farm5.staticflickr.com/4035/35261094890_58b6b06369_o.jpg)

Those are replacements for the models included with Paeng's Bikepaths and Parks 205 series. Now these extenders can match your sidewalks/overrides too. The Parks extenders will support any TGN (or other) overrides you may have installed. Much more extender/filler stuff is planned. Eventually this will all be combined into a single package. Having finally resolved the issues with the original sidewalk extenders, I am in a position to start working towards a proper release. That should include a complete set of Sidewalk, Grass, Concrete, Rural Sidewalk (the one used under rail) and Pedmall extenders/fillers. Basically one set of fillers that completely adapts as your game/mod choices do.
Title: Re: MGB's Mods and other stuff
Post by: vortext on February 11, 2017, 10:20:45 AM
Wow wait what?! Functional under bridge lots!  :o  That is pretty frigging awesome!   &apls
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on February 11, 2017, 11:33:56 AM
You did it!  &apls &apls Yay  :bnn:
Title: Re: MGB's Mods and other stuff
Post by: Handyman on February 11, 2017, 11:34:24 AM
Excellent work, Thank you. :bnn: I have used land bridges quite often, but always had to do some planning to eliminate the need to go under them. Also, very glad to see this will include Pedmalls, since I don't use roads. I was wondering though, will it work with rail?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 11, 2017, 12:23:03 PM
A point of clarification just in case it wasn't clear. These lots function as TE -> Subway converters, so they aren't truly network-functional. Buses and Freight won't be able to use them for example, nor sims (pedestrians). In essence they are replacements for a set by Kazuki which have been the go-to UB lots until now. But those have recently disappeared. The big difference being that because I'm not using BAT models, these will fit in much better in all setups. I'll also be updating the transit switches to have capacities in line with modern standards.

Functionally support will include Road, OWR, Street, Ave and Rail lots. Non-functioning (visual eye/candy) will be the Pedmall, Sidewalk & Grass ones. That said, both the former are already available somewhere within this thread as attached previews. They are simply overhanging fillers, not TE lots. Some of the overrides will require appropriate textures (Grass & Parks) to be installed for them to work. These will be primarily aimed at TGN users, but because they only link to a texture, they are still easily changed. I will include an automated repository for customising them with ease.
Title: Re: MGB's Mods and other stuff
Post by: matias93 on February 11, 2017, 12:47:04 PM
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...
Title: Re: MGB's Mods and other stuff
Post by: Ernestmaxis on February 11, 2017, 01:09:04 PM
A masterpiece delevard &apls :thumbsup:
Thought it could never been made!
Title: Re: MGB's Mods and other stuff
Post by: Silur on February 11, 2017, 02:35:14 PM
Great job! Thank You!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 11, 2017, 03:53:47 PM
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...

Buses yes and no... see the problem is you are converting traffic to subway. So if you allow buses to go in, they will exit (when converted back from subway) as cars. Because the game will not remember what traffic went in and split them on the way out. So you can make them either for Cars or Buses, but not both. For the most part a bus only switch doesn't make sense. Incidently, that's exactly how the traffic blockers which allow only buses work.

Pedestrians are much the same issue. Mixed traffic is really a problem for TE switches, since they were designed for use as stations, where it doesn't matter what mode of transport a sim used before switching to mass transit. For the pedmall ones, you could therefore have Pedestrian --> Subway then Subway --> Pedestrian switches. But I don't think that's necessary personally. Since how many people really use dedicated pedestrianised routes? Adding all the switches/modifications is a lot of work and those pieces were never designed to be functional in the first place. I could add them in, but for the moment I want to get the base set finalised. Honestly, I don't think it's really worth the extra work myself, so they are likely to remain eye-candy. The bulk of what I made were just extenders, I've just modified the props for the Underbridge set, to make them adaptable.
Title: Re: MGB's Mods and other stuff
Post by: Handyman on February 11, 2017, 06:09:13 PM
Quote
Non-functioning (visual eye/candy) will be the Pedmall, Sidewalk & Grass ones.

Too bad about the Pedmalls, but the rail lots will open up some possibilties for me. Thanks again.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 15, 2017, 11:07:45 AM
Regarding the RRW Reskin project, I can see that a number of people have an optimistic view of the possibilities of automation. Therefore to aid clarity, I wanted to try and explain exactly what is and isn't possible to do:

(https://c1.staticflickr.com/3/2893/32877863626_cffb7ac07b_o.jpg)

So here is a diagram showing how the process works. The top line shows the original RRW texture, the rails which are copied (Blue Arrow), along with the two "replacement" textures for sleepers and ballast.

The second line shows the Definition Alpha. By combining three alphas into separate colour channels (RGB), you get the multi-coloured definition alpha. Here Green is Ballast, Cyan is sleepers, White is kept from the original texture and Black will become transparent. I've shown to the right of it, the three "component" alphas or channels, which make up the Rails, Sleepers and Ballast using Black and White or Alpha images. This is how GoFSH knows what to replace with what texture:


Now on the bottom line, we'll go from right to left instead, so following the Red Arrows, the ballast is cut, then the sleepers and lastly the copied rails. Combine them (Yellow Arrows) and you end up with the replacement texture on the left. Actually, there is another factor, because Rivit has added some special magic that looks at shading and replicates it with the new texture too. Helping to keep replacement textures closer in feel to the originals.

So in short, you can use any two textures for Sleepers or Ballast, but the overall look can not be changed by this process. The sleepers will remain the same size, same spacing and number thereof etc, it's just the colour we can change. It's much the same for the ballast. To have the level of control we have now, every single texture needs a Definition Alpha, which if you have to make separately is a lot of work. If you make them whilst creating textures, this can be automated somewhat. But we have to specifically define the component parts for each texture.

Hopefully that clears a few things up. Even with these limitations though, the number of potential options will be huge. The option is always there to make RRW overrides the old way, i.e. making each texture individually. Then a creator would be free to change anything they like. But we've a process that will give rise to many new sets, which otherwise may not be created. Because you make or source your two textures and in essence click RUN, everything else is done for you. Not bad for re-making over 4,000 textures if you ask me. As always such automation will have some compromises, but I still think overall this is a great breakthrough.
Title: Re: MGB's Mods and other stuff
Post by: brick_mortimer on February 15, 2017, 11:56:22 AM
That's very interesting, a look into the "inner workings" of modding.

It's waaaay out of my league, but interesting nonetheless  ;D

BTW, downloaded v.2 of the darkened SAM6 textures; thanks for all the hard work  &apls
Title: Re: MGB's Mods and other stuff
Post by: Simmer2 on February 15, 2017, 12:03:19 PM
Clean, concise and to the point...

1
(http://i.imgur.com/NUjUPsA.gif)
Title: Re: MGB's Mods and other stuff
Post by: Gugu3 on February 17, 2017, 06:41:53 AM
Great job!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 18, 2017, 11:08:31 AM
Just a small update or two for something I did a few months back here (http://sc4devotion.com/forums/index.php?topic=16939.msg514437#msg514437).

I've fixed the OWR arrows, new patch added. I've also managed to upload full 1920x1080 resolution images, so you can really see the details that were previously missing. I wouldn't usually make a new post for such things, but I fear they'll be missed otherwise.
Title: UnderBridge Set
Post by: meows on February 23, 2017, 11:02:13 AM
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.

I actually made a really long bridge and have 4 roads and 3 avenues going under it!  ()stsfd()
Title: Re: MGB's Mods and other stuff
Post by: bluepelican31 on February 23, 2017, 10:45:37 PM
The under bridge extenders (not fillers) did not show up in my misc. transport menu until I added Z's to the sub-folder.  After doing this the original Japanese extender disappeared from the misc. transport menu and yours appeared.  Do they conflict?  I plan to remove the old files but did not realize that it conflicted.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 24, 2017, 08:05:50 AM
Yes they use the same IDs as the originals, because I figured you wouldn't want both sets installed? They do the same thing, only mine are more flexible and have more current stats (i.e. proper TSEC and Capacity Values). So it's like a friendly reminder to remove/replace the old ones with mine.
Title: Re: MGB's Mods and other stuff
Post by: bluepelican31 on February 24, 2017, 03:59:06 PM
Thanks for the clarification. And thank you for all the content you make!!
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 06, 2017, 09:15:29 PM
Time to open up 3DS Max once more...

(https://c1.staticflickr.com/1/568/33141168542_c2fd1aa921_o.jpg)

This is a refresh of JaWood's Aspen Village Condominiums (http://community.simtropolis.com/files/file/3554-aspen-village-condominiums/), using the original model file available on ST.

I've made a fair few changes, not least switching it to 3DS Max. I need to work on the front entrance some more. Then I shall make some different variations in textures, size (number of stories) and angles.
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on March 07, 2017, 07:00:00 AM
Excellent! I would have a lot of use for those
Title: Re: MGB's Mods and other stuff
Post by: Krasner on March 07, 2017, 08:54:16 AM
Interesting re-work on this condos from JaWood  :) It's true that the original model is nice, while it has a quite "maxis-ish" shape (I hope to be understandable  :D). The new textures you applied on the walls makes it clearly better to me.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 09, 2017, 09:00:03 AM
Working today on the height variants, 3/4/5 storey versions complete:

(https://c1.staticflickr.com/4/3790/33300922026_a3e713077e_o.jpg)

I'm thinking of adding 6/8/10 to that list. Maybe higher if they don't start to look too weird or out of perspective.
Title: Re: MGB's Mods and other stuff
Post by: Missvanleider on March 09, 2017, 09:08:53 AM
These look very much like the design of housing association properties near to my house, I think they are around 7 floors so as long as they look good, I think it makes sense to go higher. It's nice to see you messing with something specific and cute, rather than all-encompassing and unifying.
Title: Re: MGB's Mods and other stuff
Post by: Badsim on March 09, 2017, 10:29:54 AM
Hi Robin ,

Beautiful work on that model ,  &apls I didn’t download the original one but , comparing with the STEX  pictures  , it really look better without the awning … could certainly fit nicely with some BATs from mattb325 for condominiums  ( I haven’t their names in mind right now , but you most probably know them .)

C.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 09, 2017, 02:49:22 PM
Colour variants:

(https://c1.staticflickr.com/3/2809/32964025150_de414e86dd_o.jpg)

How tall can we go:

(https://c1.staticflickr.com/4/3721/33342824315_ae4137271c_o.jpg)

I think the answer is not so tall. The roof just looks so wrong here. But I may consider re-modelling that for the sake of some taller variants. Though high-rises aren't really the priority.
Title: Re: MGB's Mods and other stuff
Post by: Andreas on March 09, 2017, 03:09:06 PM
I'd say six floors are enough. ;) Looking forward to see those, I always liked the original model, and have those still installed, but some more variation would be very nice alright, esp. since this is such a generic building that fits in basically everywhere. May I ask for a little gradient in the wall texture, unless that's planned anyway? Anyway, excellent work so far. :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: siemanthepieman on March 09, 2017, 04:46:08 PM
I think the taller models would work quite well with a flat roof and some roof junk - they would then remind me of the Housing Trust blocks in Melbourne, Victoria.

Great work so far by the way!
Title: Re: MGB's Mods and other stuff
Post by: belfastsocrates on March 09, 2017, 05:01:12 PM
I agree, the taller versions would look better with a flat roof. In fairness though I'd still use the taller version with a pitched roof as there are examples of it across the U.K.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on March 14, 2017, 04:53:33 AM
Based on all the feedback, I've made a few tweaks here and there. But this is the basic set of models. I've still got to render the rotated variants for the 4-6 storey versions. I'll move on to the colour-variants thereafter.

(https://c1.staticflickr.com/3/2935/32591070934_c66375ea5d_o.jpg)

(https://c1.staticflickr.com/4/3843/33278496482_911c4b7b46_o.jpg)

For the moment I'll hold off on anything taller. @Andreas, I do plan on adding gradients to the coloured variants, but the textures in the last update were just to get an idea of the base colour-schemes to use. The brick versions should have one, perhaps it's too subtle?
Title: Re: MGB's Mods and other stuff
Post by: FrankU on March 14, 2017, 07:10:01 AM
Ahhhh! Nice!  &apls :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: reddonquixote on March 14, 2017, 07:35:34 AM
You know, I've been looking at these for a while and there was something about the roofs that's bugging me but I couldn't put my finger on it.. then I realised.. not sure if this is a particular style of roof you're creating but I would generally say roofs need ridges and gutters. A little more pattern variation wouldn't hurt, (I'm not usually a fan of fake-ray-tracing-gradients though) but ridges and gutters would do wonders I think. Other than that, these look really nice  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: matias93 on March 14, 2017, 07:58:53 AM
Dunno, I just assumed those were asphaltic shingles, those ones that come in sheets and can be fold over the roof surface.
Title: Re: MGB's Mods and other stuff
Post by: Bipin on March 14, 2017, 11:16:54 AM
Hey, these are fantastic! I was just thinking yesterday how it'd be nice to see these sorts of buildings; they remind me of the early 2000's Residence Inn/Courtyard Marriott. :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: MushyMushy on March 14, 2017, 12:17:45 PM
These look really nice! These look pretty similar to several new(er) developments in my city.
Title: Re: MGB's Mods and other stuff
Post by: c.p. on March 14, 2017, 10:00:27 PM
They all look great :thumbsup: though I'm not a fan of the hi-rise version (maybe because of the roof style like you said).

I think the roof texture look fine.  For me, if the roof isn't overly bright/saturated, it won't attract my attention much in-game anyway.  And the dark color looks great on those buildings. :)
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on April 11, 2017, 11:40:57 PM
Update 26/04/17: New version uploaded with some tweaks and minor fixes. Unlike the preview edition, this contains all the TGN/NGN/TSR options too.

Thanks for all the comments on the housing, I've not forgotten them, but ran into a bump with one of the FAR renders messing up (angle used warps their appearance). Once I've got that sorted, I'll get back to rendering the remainder.

In the meanwhile...

After over 2 years in development, SWN (Sidewalk NAM) is finally nearing completion. As such, I've a preview version for Paeng's Sandstone Mod on Google here (https://drive.google.com/open?id=0B4pSp3XjH1wjV1RPTWVocWQ4dHM). This basically replaces the SEN mod, but also includes US support and many new updates/features.

Sadly my computer problems have not gone away. Right now I can't even play SC4 (or any games :(). As such, my usual testing standards are simply impossible at this point in time. So I would kindly ask anyone using this mod who finds an error, to give me some feedback over PM or in a post here. I'm mainly looking for any problems with stoplines on the wrong side or US/EU textures missing/showing incorrectly at this time. And/or any issues with the installer application.

The only reason this is called a preview is simply because I want to add more features to the final release. The documentation isn't complete and I've not really tested it much. That said, I spent a very long time refining all this, being meticulous about it. As such it's really unlikely for the most part you'll find a problem and this release is better than the current SEN mod from an end user standpoint.
Title: Re: MGB's Mods and other stuff
Post by: Mikey Knox on May 14, 2017, 12:45:59 PM
Since you released a Preview now (tested it out, really like it but i dont use Paeng) and i use your MGB Sidewalk NAM Public Repository, i noticed there are more Lot Override Patches (only RTMT is covered in the one i have), is there an updated Repository i can use?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on May 14, 2017, 06:20:28 PM
There will be, but sadly it's not as simple as releasing what I currently use to make the mod. It will need a lot of tweaks and simplification before it's ready for everyone, not to mention proper documentation. But it will come eventually.
Title: Re: MGB's Mods and other stuff
Post by: Mikey Knox on May 24, 2017, 10:28:44 AM
I could need some clarification about the supported List of Sidewalks.

In the Readme it states that the Catalyst's Asphalt Sidewalk (CAT) is supported, but i cant get it to work (i have the File installed under z_____Catalyst Sidewalks).

Is it because the Readme is finished but your preview doesnt support it yet (this is my guess :D) or did i messed something up?

Thank you
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on May 24, 2017, 01:03:36 PM
The preview installer only contains the Paeng Sandstone (PSS) version of SWN. Other versions will be released eventually, but not as part of the preview. Of course the readme will be the same for all, hence the mention of such variants there.
Title: Re: MGB's Mods and other stuff
Post by: Mikey Knox on May 24, 2017, 01:43:44 PM
Thought so, thx for the clarification :)
Title: Re: MGB's Mods and other stuff
Post by: Mikey Knox on September 14, 2017, 08:09:40 AM
Is it intentional that the Cul de Sacs from NAM get removed when i use your TGN Mod? I never noticed it until yesterday when i read the new NAM Documentation and i saw them showing up and i wondered why i dont have them anymore  ;D
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on September 14, 2017, 11:40:25 AM
The current version of TGN doesn't support them, but the new release (which will come eventually) does.
Title: Time for Tree
Post by: mgb204 on October 15, 2017, 03:00:03 PM
It's a tree (he says)  :o:

(https://farm5.staticflickr.com/4513/37458008560_1002ea725e_o.jpg)

Don't ask me how, but using a model I found on the internet I managed to get this far making an Acacia Tree (HD). In the picture it's surrounded by some of Girafe's flora as a comparison, more for comparing colour than quality. The point is, I know it's not perfect, but it blends in well with other tree models, took not so terribly long to tweak and it's an extra tree, who couldn't use such a thing? Orange dots next to Winter versions so you can more easily tell which are the ones I made.

Comes for use as props in the LE & as an MMP, both seasonal. For now I'm attaching it for download on this post. But, if I manage to make some variants of shape/size later, I'll turn it into a normal download. I have a feeling I won't get that far, so rather than have it sit on my HDD, you can have it in-game right now.
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on October 15, 2017, 03:47:27 PM
Great! I already took it myself. In Russia, however, acacia is more common in the form of bushes. Evergreen version is present?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 15, 2017, 05:13:52 PM
Seasonal only for the moment, I didn't even think about a non-seasonal variant to be honest. I'll try and do that as an option at some point though.
Title: Re: MGB's Mods and other stuff
Post by: Badsim on October 18, 2017, 08:14:20 AM
Hi Robin ,

Downloaded for further inspection … At the first look , not that bad for a first tree  ;D . But it was necessary to indicate us that it is an acacia . Nothing wrong about colours , autumn is perfect ( they’ve  rather discreet falls ) , 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 …  small criticisms really , in comparison to the pleasant surprise to see you getting involved in that kind of stuff .  :P

 &apls

Cédric.
Title: Re: MGB's Mods and other stuff
Post by: Seaman on November 28, 2017, 02:17:05 PM
Hi MGB,

I have a problem with the "Cataylst's SAM 7 Bikepath Mod for TGN (v2.1)".
I've installed it and the wide radius curves do not override correctly. Since the description explicitly states that they are already included, I am wondering about it. But since this seems like a very obvious thing, I am sure that I've done something wrong. Any suggestions here?
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on November 28, 2017, 03:58:06 PM
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.
Title: Re: MGB's Mods and other stuff
Post by: Seaman on November 28, 2017, 04:10:26 PM
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.

ahh... this explains why I was surprised to see the WRCs mentioned in the description (I'm already so used to the draggable SAM WRCs that I totally forgot the puzzle pieces... nice Job NAM team!)

thx mgb204 for the quick answer and help (and the sneek peek)  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 12, 2018, 09:42:58 AM
Been a while... I've been VERY busy with one thing or another, including much effort to bring the RTMT 4.0 project to release. So my own modding has taken a back seat, but in the process of testing a region, I did what I always do, started nit-picking...

I needed a region I could work on, where I could use a minimal Plugins suite, but I despair looking at vanilla SC4 too much. So it didn't take long before I was installing cosmetic mods at least, knowing everything would safely revert to vanilla for anyone using the region without the same Plugins folder. Next thing you know, I decided to try out TWrecks' recent HD Tree Replacement mod (https://community.simtropolis.com/files/file/31898-maxis-tree-hd-replacement-mod/), which is excellent and I can highly recommend. But there was a gap, now God Mode Flora (Tree Controller), looked awful next to these lovely HD trees elsewhere. I needed a quick an dirty fix, so I made a similar override for the God Mod flora, using Girafe's Oaks and Abies Grandes to replace the Maxis Oaks and Pines. Which gives you this:

(https://farm2.staticflickr.com/1946/45219646612_221fc931d8_o.jpg)

Close Up:

(https://farm2.staticflickr.com/1902/44547365164_fdea054364_o.jpg)

Sorry for the shoddy terrain work, sometimes you just want a screenshot  :P

The upshot being, having tweaked the tree sizes for the Oaks, I think this works OK as a quick and dirty mod. If all you want is some basic but nice looking trees, replacating the functionality of the Maxis God Mode Brush, this does the trick. Just pop the mod in your Plugins folder, along with the dependencies (the trees obviously), and you are set.

Want to go back?, or switch to another tree controller? No problem, because this is a simple override, remove it and everything is fine, well except the Maxis tress coming back!

Attached here in case it's of interest to others. Note, it's non-seasonal ONLY, because we can't replace non-timed (RKT1) props with timed ones (RKT4). But also, because seasonal is not the point of this mod.
Title: Re: MGB's Mods and other stuff
Post by: Alan_Waters on October 12, 2018, 12:54:15 PM
Looks great.  :thumbsup:
But I would replace the bushes. IMO
Title: Re: MGB's Mods and other stuff
Post by: Akallan on October 13, 2018, 04:07:37 PM
I really like the idea, and I think it's the best mod for replacing trees for a player like me. Because I only use Girafe trees, they are the best. I only think that there is a flaw in your mod: there are far too many bushes. Are there still settings to make? Well done! :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on October 29, 2018, 03:53:08 AM
I've been working on an excellent Pepper Tree model that came my way courtesy of Matias93 on ST. I kept getting an awful "Halo" effect around the outside of the tree though, the complex alpha simply wasn't working and I almost shelved it entirely. Recently, I saw some trees where the cutout, that's the background parts of a texture, that when cut from the Alpha or transparency channel will be unused, matches the edges of the cut image. I figured I'd give it a try and finally managed to get some decent results:

(https://farm2.staticflickr.com/1921/31738893108_b00cf167a5_o.jpg)

The Autumn/Winter model has a subtle colour shift, with some reddish hues added from berries which grow in those seasons. They are so small in practise that it just alters the colours of the leaves ever so slightly, rather than show actual berries, but I still think it's worth keeping a seasonal choice.

Speaking of trees...

...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 …

Thanks for your invaluable feedback, I've brightened the Summer model just a small amount and modified the trunk to be half as wide/deep. New versions look like this:

(https://farm2.staticflickr.com/1965/31738893838_6d97df47fc_o.jpg)

I've also tweaked the textures, to make them a little sharper and also done the same trick for the cutout as the Pepper trees. I think they are much improved for this.

Both Seasonal and Evergreen variants of these are attached to this post. Included for each tree are an MMP and Props for the included trees to use in the LE. You can use both Seasonal and Evergreen together, as the MMPs and Props have unique IDs. Note the Seasonal versions include the Evergreen Prop. But no seasonal models/props are included with the Evergreen versions. Enjoy.

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?

Long and short, I didn't want to get into replacing the Maxis Scrub Brush, since no suitable models really exist for it. Bear in mind, these are many models "merged" together and there is no easy way to replace them, without loosing the cluttered effect the originals give. Honestly, it's an Ad-Hoc mod I won't be using much, but just wanted rid of those last darn Maxis trees. So despite it's flaws, it's unlikely I'll be altering the mod further in any way.
Title: Re: MGB's Mods and other stuff
Post by: Andreas on October 29, 2018, 09:54:20 AM
The pepper trees look really nice, and I'd say all the model and alpha tweaking surely paid off. 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...).
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on January 17, 2019, 12:21:49 PM
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?

It's an option, but for the moment I'll keep them as-is. I've already spent a lot of time getting them together, but if I do expand them in future I'll consider that approach.

Quote from: Andreas
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...).

The real problem is merging shrubs together to make a single model. Since to my knowledge, there is no way to have multiple models on one stage of the God Mode brush. Sure, you could compensate by having multiple steps that when used over larger areas will mix everything together. But we're getting very far away from a quick and dirty mod to pull that off. If this were something I planned to make extensive use of in my main regions, I might consider it. But as a mod just to avoid some Maxis trees, that's simply too far down the rabbit hole.



2 Years of hideous computer problems, caused by a faulty mainboard have had a serious impact on my modding activities. Thankfully I've recently re-built my system with a new board and all this is in the rear view finally. Which brings me too...

TGN is getting a little outdated, the last v2 release was a few years back and whilst I did make a NAM35 "patch" available (https://community.simtropolis.com/forums/topic/64116-mgb-lot-and-mod-shack/?do=findComment&comment=1645016) (ST Attachment Only). I've since made considerable additions to the mod. However, I'm all too aware that despite having many mods 99% ready, it may still be a while before I can get them release-ready. Most of those updates will have to wait for now, it's too complex to offer patches for everything, but one of the most significant updates is with the BSC Texture Override.

Since it came up on another thread, problems with mismatching textures used with BSC Parks, I've uploaded an update for TGN for the BSC Vol1-3 Override. You can find that on Google Drive here (https://drive.google.com/open?id=1dJrtYj4O01JWXThzFHIKMbaxDWnL0-0s). Once there, choose one of the following TGN variants (folder name), then download the file you need from inside it:


This file (TGN BSC Vol1-3 Override.dat) should replace the equivalent one from your existing TGN mod.

Note that you can download all variants if you want, but the file names are identical, so they need to be kept in separate folders. But most people will probably only need one of them. Eventually this will be included in the next release, but it's about twice the number of supported textures of the original, so should be useful to have.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 15, 2019, 11:05:30 AM
I've just finished uploading my Filler Set v2 on the LEX (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3762). For those following (geez, it's been 4 years), I've bundled together the following mods:


Here's a sample of the Overhanging Pieces included:

(https://www.simtropolis.com/objects/screens/monthly_2019_02/DFS_3.jpg.ec1bd2bf5a3d93dcbd225cb4a8b73b1f.jpg)

All of those shown are included with options for $, $$ & $$$ sidewalks, which will pick up your installed sidewalk automatically. $, $$ & $$$ Grass lots remove the x3 and two Point pieces. The remaining options include a x2 extender and half triangle filler only. This is to keep the number of lots in check. However, for each texture variant, there are 13 props included in the package. So if there is a piece you need, you just need to make a lot.

The Concrete and Grass lots need a dedicated texture to work, since S3D models can't use Lot Textures, only Network ones. However, should you wish to override the textures on them, you can do so by copying one texture and altering the ID. Then replace or override the included one from the package. Full details in the readme. Speaking of which...



TGN users will want to download the appropriate patch, on Google Drive here (https://drive.google.com/open?id=1_LpNsxmvYh8L42SH4hWQy0lXCudfUpDE). Once there, choose one of the following TGN variants (folder name), then download the file you need from inside it:


This file (TGN S3D Textures.dat) should be placed in the root folder of the TGN mod, by default Plugins\z____MGB Mods\G - TGN. This will allow the diagonal fillers and extenders for Paeng's Parks to match TGN properly and will be included in the next release of TGN.

Note that you can download all variants if you want, but the file names are identical, so they need to be kept in separate folders. But most people will probably only need one of them.
Title: Re: MGB's Mods and other stuff
Post by: manga rivotra on February 20, 2019, 02:07:36 PM
Your "Filler set" is already totally indispensable for me.  :thumbsup:
Thank you for this important innovation, and for the explanations concerning the textures on the SD3 files, very useful.  ;)
Title: Re: MGB's Mods and other stuff
Post by: metarvo on February 20, 2019, 08:57:41 PM
This is going to be useful for solving one of the ongoing problems I'm having.  Plopped lots cause the wealth textures of the nearby diagonal road to revert to grass, which is a problem if I'm building industrial-concrete-type areas next to the road.  The overhanging lots will be a way to avoid this.  Nice job!  :thumbsup:
Title: Re: MGB's Mods and other stuff
Post by: Seaman on February 22, 2019, 10:08:38 AM
Seriously, do you read minds?
Just a couple of days ago I thought: "hey, wouldn't it be amazing to have something like this?" And now it's here...  :thumbsup:

Thx for sharing!

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.
Title: Re: MGB's Mods and other stuff
Post by: mgb204 on February 24, 2019, 07:28:47 AM
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?

You should remove the original, since the IDs will otherwise conflict. Keeping the old ones could mess with the item ordering, icons and even mean you have the old lots which aren't as well modded.

Quote
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.

Originally I only had the 1-tile versions since I figured by using two you could span a 2-tile bridge. You aren't the first person to request 2-tile ones for these setups, I'll see what I can do there.
Title: Re: MGB's Mods and other stuff
Post by: Seaman on February 24, 2019, 08:04:19 AM
Thx for both answers. Keep it up :)
Title: Re: MGB's Mods and other stuff
Post by: pontiff ofchrists on March 20, 2019, 08:39:18 AM
Are those industrial streets available for download?

nvm, I didn't realize NAM includes them now