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The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor. I could not save and load either stage 1 or 2. The maximum capacity was realized for stage 1 in-game but no upgrade was automated.
There are 2 lots in this zip file. One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor. The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity.
According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own."
BSC Seaport Development Project Version 3.1
However, with the PEG CDK Seaport Controller also installed, no such effect was realized. As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically.
Following is a list of resources used in the creation of the preview images:
Drunken Water Mods, The Blues and Greys. In HD!
PEG CDK3 SP Container Seaport 110
Lighthouse 2x2 Lot Pack 1.0.1
Stanley Seawalls 1.0.0
BSC Ploppable Ships (v1.0)
Container Carrier 1
PEG CDK3 SP Ploppable Ships Pack 1 1
Authentic Shipping Containers 1.0
Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight. The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
Contains 9 2x2 lots to choose from. Each lot has a different character, animation, and a variety of props from SC4 Deluxe.
All lighthouses cost 4000§ (Simoleons), earn 100§ a month, slightly reduce air and water pollution nearby, and have a moderate local park and landmark effect.
All lighthouses are in the Reward Menu and are available for immediate plopping. The Maxis Reward lighthouse is not replaced and becomes available as usual.
No External Dependencies:
The dependencies in version 1 have been removed. I am using a smaller texture pack that I made for my lots which is included, and have replaced the Bus Stop with an extended Toll Booth Platform.
The 'BaseTexturesElements_Grass.dat' is an internal dependency required for the lots above; it is included in this package in the folder 'z_Grass Base Textures'.
I have made a 500K Base Texture Volume with textures I made for my lots linked below. If the texture file below is used then delete the ' z_Grass Base Textures' folder as the textures are the same and don't need to be loaded twice.
Base Textures Vol 1 Elements
To install select the folders for the lighthouses you want to use and delete the other sub-folders. Don't delete the 'z_Grass Base Textures' folder unless you are using none of the lighthouses which require them or are using the larger texture volume (see above).
Copy and paste the 'Lighthouse 2x2 Lot Pack V2' into your User\Documents\SimCity 4\Plugins folder.
By Lee Towers
Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me:
1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows.
2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection.
3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that?
Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
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