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Well, it only took me three years.

I created the first house model back in August of 2012. I was pretty good at avoiding making any progress on these for a while, but I finally got the urge to actually finish them over spring break a couple months back. Today, I present to you 8 house designs with 4 color variations each for a total of 32 unique houses. Additionally, I have modeled a small set of 9 detached garages to supplement the houses in a manner similar to what you might see in real life. However, for those of you who prefer the default Maxis garages, I am including a separate version that does not contain the ones I modeled.

Also, for anyone who would like to use the garages (or the houses, of course) in your own lots, you hereby have my permission!

These houses are all based on real world counterparts in the Morris Park neighborhood of South Minneapolis. To anyone who lives there: I apologize for spending hours on end looking at your house on Google Maps. It's only weird if you make it weird.

The brilliant SimCoug has graciously lotted and modded a wide variety of lots of various sizes for this upload, which uses the following dependencies:

JMyers Homes Vol 01 ('Props' and 'Textures' folders only)
BSC Textures Pack CycleDog Vol 1
BSC MEGA Props CP Vol01
BSC MEGA Props CP Vol02
BSC MEGA Props SG Vol01
KrashSpeed's Mailbox Set

wmp_fence_props03.dat
and
wmp_garden_props02.dat

Included inside:
WMP Mega Props vol. 01 - Misc General Props


And, as always, the Darknite version requires this bad boy (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) for the dankest of dank nightviews.

Huge thanks to SimCoug for his magnificent work on these!

For the curious, the number of lots broken down by size:

2x3 - 2 (growth stage 1)

3x2 - 2 (growth stage 1)

2x2 - 4 (growth stage 2)

1x3 - 5 (growth stage 3)

1x2 - 5 (growth stage 4)

2x1 - 2 (growth stage 4)

1x1 - 5 (growth stage 5)

25 lots total, all of which grow on the Houston Tile set and have the same stats as R$$ standard Houston homes.

Special thanks to our Dirktator for his patience with me while I experienced issues uploading! I'd also like to give a shoutout to the community at large for your continued support. I've been on this site for over 10 years now (which seems absolutely insane) and I've seen a lot of faces come and go, but the community as a whole is just as helpful and welcoming as it always has been.

Enjoy! Or don't, I suppose, as long as you give me feedback.


CB Edit: Added WMP dep link. Thanks again to @Garlicked for reporting.


What's New 1.1   View Changelog


Released

March 26, 2022 - fixes a minor rendering glitch that causes the Aldrich house to appear incorrectly at two rotations of zoom 4.

  • Like 26
  • Confused 1
  • Yes 1
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Hmm, I couldn't bring up the lot info on a house that was installed. Did I install it incorrectly?

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@IDS2 is there a non-datpack version for the lots ? The reason why is because there are different time periods and I only want a certain few to appear in my city.

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@redfox85 Unfortunately, I no longer have access to these files, so I am unable to release a non-datpack version :/ sorry! 

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@IDS2 ... ok. I relotted some to fit 1x1 lots. Its a shame you dont have access to them anymore, as I've discovered the Aldrich house on both maxis & darknight is bugged on one of rotations of zoom 3 where it appears half the house has sunk into the ground. I confirmed its a problem with the model itself by checking it out in iLives. The problem appears to be with the UV Map:

 

aldrich.jpg

 

 

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@redfox85 Shoot, I don't know how I missed that. It's possible that I may still have a copy of the model files on my old external hard drive, but it's a bit of a long shot. I'll definitely do some digging, though, because it would be nice to fix this. In the meantime, I will try to see if this affects any of the other models. Thanks for pointing this out!

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If you don't have wmp_fence_props03.dat and/or wmp_garden_props02.dat, you can use 

I've tested it and saw the blue house that's prominent in the pictures built.

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@redfox85 I only recently learned how to fix the issue (previously believing I would need to reexport the model), and it occurred to me just now that it would be a 2 minute fix, so now, several years later...fixed!

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6 minutes ago, IDS2 said:

@redfox85 I only recently learned how to fix the issue (previously believing I would need to reexport the model), and it occurred to me just now that it would be a 2 minute fix, so now, several years later...fixed!

It's a BAT4MAX bug, sometimes the size of the fsh is longer, wider or shorter than the size BAT4GMAX exports. I just open the fsh in PS with the Null45 script and adjust it accordingly, then insert it back into the .sc4model file and then delete the old one. There is a faster way to do it but I'm too lazy to do a tutorial *:D

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