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    • Dirktator

      04/17/2017

      Your donations not only help keep the site up and running, but also allows us to expand some functionality and upgrade other features of the site periodically to stay current! We're looking for some community support to help us get a new Chat system (as you know our old Chat is no longer supported by IP.Board). A new system promises to give us many more options and all for fairly little cost, relatively speaking. Please help us reach our April goal so we can keep bringing you site improvements as well!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
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    • By grahamdunstan
      Hi everyone I'm looking to see if someone would be able to build a police vehicle it's not your normal car/van but an armoured vehicle from Northern Ireland. I would really love to be able to have these in game I’m sure others would also like these as they are quite intense. I’m not sure how to include the photo in this box but have a link below that will explain all thanks everyone.

      https://www.flickr.com/photos/nick19/8036274710/in/pool-psni/
      https://www.flickr.com/photos/nick19/8035949282/in/pool-psni/
      https://www.flickr.com/photos/nick19/8417747906/in/pool-psni/
      https://www.flickr.com/photos/nick19/8033876717/in/pool-psni/
      https://www.flickr.com/photos/nick19/4671478653/in/pool-psni/
      https://www.flickr.com/photos/nick19/6437774991/in/pool-psni/
      https://www.flickr.com/photos/nick19/7232739442/in/pool-psni/
      https://www.flickr.com/photos/nick19/4600996893/in/pool-psni/
    • By Tomcat22
      I will be sharing my next assets in this topic, you can check my previous assets here in my workshop page . I finished my old bridge asset and this will be the first asset in this topic  I hope you like it. Detailed information is provided in asset page. 
       
    • By AmiPolizeiFunk
      EDIT: In this thread, boformer contributes a script to allow you to add lights to a prop whilst in the asset editor. Best is to install ModTools locally (also explained a few posts down) and run the Asset Editor in -noWorkshop mode. Once you have imported your prop, hit F7 to open the ModTools window. Copy and paste the script into the input box in ModTools and either press Enter or click "run". The light effects should immediately appear. In the script, you can control the position and rotation of the light effect. Later in the thread are examples for 3 light effects and 4 light effects, which have been tested and work! 
      Here is the script:
      // --- FIRST LIGHT EFFECT --- // Used light effect var lightEffect1 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; // Final position in prop var pos1 = new Vector3(0f,10f,-1f); // this would be near the center of the prop, 10m above ground // Final direction in prop var dir1 = new Vector3(0f,1f,0f); // this would be up var propEffect1 = new PropInfo.Effect {m_effect = lightEffect1, m_position = pos1, m_direction = dir1 }; // --- SECOND LIGHT EFFECT --- var lightEffect2 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; var pos2 = new Vector3(0f,10f,1f); var dir2 = new Vector3(0f,1f,0f); var propEffect2 = new PropInfo.Effect {m_effect = lightEffect2, m_position = pos2, m_direction = dir2 }; // Apply effects to prop var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; asset.m_effects = new PropInfo.Effect[] { propEffect1, propEffect2}; asset.m_hasEffects = true;  
      ---------------------------------------------
      ORIGINAL POST:
       
      I'm trying to add lights to this Rail Lighting tower prop. Does anyone know how to do it?

    • By CT14
      Your Sims need somewhere to safely park their lowriders in one place, and sip sugary beverages while eating the food of the gods: cheeseburgers. Fortunately, it's getting sunny out and the Lowrider Show has come to the In-N-Out Burger.
      Special shout out to @joerg for his In-N-Out Burger BAT.

      Stats
      Size: 6x3
      Type: CS$ Growable
      Tileset: Houston
      Jobs: 45

      Dependencies
      In-N-Out Burger
      http://community.simtropolis.com/files/file/3719-innout-burger/
      SHK Parking Pack
      http://community.simtropolis.com/files/file/27563-shk-parking-pack/
      SM2 Prop Pack Vol3
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499
      CT14 Lowrider Props
      http://community.simtropolis.com/files/file/31569-lowrider-props/

      Optional Dependency for Cooler Climates
      CP Palm to Aspen
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=646
      or
      CP Palm to Lodgepole
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=645

      Optional Optional Dependency for Warmer Climate Aesthetes
      ---
      SHK Maxis Palm Replacement mod
      http://community.simtropolis.com/files/file/26654-shk-maxis-palm-replacement-mod/

      Installation
      To install, simply unzip the folder "In-N-Out Lowrider Show" to a destination in your plugins folder, such as "Plugins/CT14/In-N-Out Lowrider Show".
      To uninstall, bulldoze all instances of the lot which have grown in your city, then move the folder out of Plugins.

      Version History
      04162017 - initial release version 1.0

      Bugs
      Please report any bugs to the development thread:
      http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
    • By tony56a1
      Hi all,

      Just wanted to share a mod that I released a few days back. Basically, it allows you to place props in your assets/in-game that doesn't count towards the global prop limits. I'd be really interested in getting some building asset makers to try it out( to get around the 64 prop limit ), and get some feedback/bug reports to help me try to improve the mod/fix bugs in the mod!

      To use this mod, basically hold shift when placing your prop, and it'll create a prop that doesn't count toward the global limit.
      For building makers, when you save the asset, you'll also get a PropUnlimiter.json file. That should be copied into the workshop asset folder, and buildings in-game should be recognized by the mod in-game.
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    • I followed the steps that came up but in the end there was an error message, "The system cannot find the file specified"
    • In nature, the complex of dance begins with single cells, tropisms, although independently motivated according to the nucleus responding to gravity, tides and light, but gradually all evolution can be seen as a dance of chemicals and forms.  The more complex the dance, the more complex the life-form.   When I watch male and female figure skaters I am stunned by the extreme complexity of coordination of physical, sensory, cognitive and pure ability of flight that my species is capable of.    Dare I say, I am honored to be human.   All our technology and art are just toys compared to the actual material ability of ourselves as conscious physical beings.  As well, in the sciences, male and female have unique cognitive and perceptual abilities that are complimentary and mutually facilitative.  There's no limit to what can be achieved by human beings who know how to dance.
    • The water texture is designed to show dynamic flow, a churning of the water as if an industrial process is taking place.   Its supposed to be clean fresh water, so it would appear more saturated blue with whitecaps.  The texture and saturation also helps to distinguish it as clearly water and matches the tone and texture of the surrounding buildings.   In my texture pack I designed 4 different water textures for different applications of light. Go ahead and feel free to suggest another one, or one you can imagine that might fit better.  Thanks for the feedback.
    • I love, love, LOVE seeing Louisiana BATS in the game. Hope you'll come back soon and upload some more.