• New Articles

    • Teaser Paragraph:

      Learn how to make your installed Automata useable as props in the Lot Editor.

    • Teaser Paragraph:

      Are you tired of building in the same four directions? Do you wish to break free of the shackles of SC4's grid system? Well this tutorial will give a basic overview about diagonal gridbusting.

      Diagonal city building, or gridbusting as the SC4 veterans call it, is a hard skill to master. One requires a great many mods and attached is a list of relevant mods to help get you started. There are numerous in-game barriers to overcome and a great many visual issues which must be addressed to create that dream diagonal area.

      Read on if you are interested in grid-busting!

      • 1 Comment
    • Teaser Paragraph:

      Wondering whether or not to use a slope mod? Want to see why you should have one installed? Then look no further, this guide should have you covered.

      • 1 Comment
    • Teaser Paragraph:

      Want to know the full ins and outs of the Japanese NAM Facelift Mod? Well look no further...

      • 1 Comment
    • Teaser Paragraph:

      Is there a lot that you wish you could plop on the water?  Or did you create your own lot only to find out that the game doesn't allow you to place it in or near the water?  Grab the iLives Reader and follow these simple instructions :) 

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Featured Topics

  • Recent Modding / Content Posts

    • << alot good infos there.   For the import issue it could be the common problem for new modders that use blender. You allways need to apply befor exporting:  When in object mode with your object selected, hit CTRL + A, and select rotation and scale. On the left side bar, make sure location, size and rotation are all checked. Save and export again.  
    • Well I didn't mean you couldn't do it, more that as it stands, it's not currently possible. I agree adding the code just to know if they are separated or not would be a huge endeavour. As part of the RHW crossings, I've contemplated doing just that for ML's El-Rail Bridges, it would seriously improve how they looked. But I agree with you and APMS, on reflection it could mean simply the S-based RHW networks. Catalysts mod is a great add on which I'm using myself. I don't know of any other such mods that currently exist for this.
    • Stunning! The textures on the first model especially show some great detail.
    • There actually is a way of telling separation, using RUL2 code (which operates in a 1x2 footprint), but it would likely become a huge quagmire of overrides once overpasses, on/offramps, and the like enter the equation.  Doing the barriers just on the median side in a context-sensitive situation like this would also be a lot easier than handling both sides, which would increase the complexity several times over. Based on the context, I am guessing @Razip is referring to S-type RHWs in general, however, rather than specific contexts of usage, in which case an all-or-nothing barrier mod, achieved by T21s or other means (i.e. putting the elevated models at ground level) would suffice (though doing the RHW-6S the latter way may result in some really ugly situations with A1 ramps if barriers are on both sides, due to the overhang).  Some clarification would help, however. -Tarkus
    • Final update before releasing the mini housing pack tomorrow: - Picture 1 shows all 16 possible lots for the first model. - Picture 2 and 3: details. - Last picture: this is how the other houses should look like. Still gotta do the lotting and create a prop family, which I'll do tomorrow.