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I've encountered an annoying problem, where when I bat something and then export it, put on the plugin manager and make it a prop then I open the LE and I can't find the prop at all. I need help. Thanks in advance.

 

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Originally posted by: Hiandby4

I've encountered an annoying problem, where when I bat something and then export it, put on the plugin manager and make it a prop then I open the LE and I can't find the prop at all. I need help. Thanks in advance.

 quote>

I have PIM-X, and I don't know how similar they are, but in PIM, you have to make it an "ordinary prop", none of the other prop types work at all for me in Lot Editor (meaning they don't show up).

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Anyone know how to get Airport Lots to Save as? Im gonna make a hidden one that only takes up 1 tile but doesnt look like an airport. Slight problem. I cant save as. Does it require reader?


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Hey, I am having this weird problem. Every prop I place in the LE doesn't go where I place it, it ends up going down and to the right outside the lot, so I can't build anything with the LE. Does anyone know why this is happening and how to fix it. Thanks.

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You didn't identify the prop/s you are having trouble with. This makes it very hard to know what might be going on, so when you ask for help please name the exact items you are having trouble with.

With so little information to go on, the only think I can think of is that either they are offset props, deliberately designed so they can be placed off the edge of a lot, or the prop maker didn't centre them properly before rendering them.

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Timmystwin, you can't Save As on airport lots and some other lots like rewards. They are very special kinds of lots that require extra files beyond what the Lot Editor can handle, such as script files, so Maxis has disabled the Save As for these kinds of lots. It is not a simple task to make these kind of lots and requires extensive modding.

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Damn. Oh well, worth a try. Cheers for responding.


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Oh sorry, I didn't mean to say prop, I meant to say building. When I try to replace a maxis building with one I created in the BAT, my building always goes down and to the right a little, but when I try to replace the maxis building with another maxis building, it works. So am I doing somethig wrong?

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Originally posted by: donkey_kong_jack

Oh sorry, I didn't mean to say prop, I meant to say building. When I try to replace a maxis building with one I created in the BAT, my building always goes down and to the right a little, but when I try to replace the maxis building with another maxis building, it works. So am I doing somethig wrong?quote>

Sounds like it. However if you were the one who made the building in BAT yourself then it will be easier to fix. If someone else made it then there isn't much you can do.

What has probably happened is that in BAT you didn't centre your model before rendering it. When you finish your model in BAT, group all the items in your model (including LODS if you have them). Then centre the group to x=0,y=0 and save before you render it. This will cause your model to be correctly centred when you place it in the Lot Editor. Overhanging props (ie ones you can deliberately place off the lot, e.g. ships that will sit to the side of a dock), are deliberately not centred by a certain amount to make them appear off the edge of the lot in game. But if you aren't doing it deliberately then it becomes a problem when you find they don't sit in the right place when you try to place them in the LE.

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Greetings everyone, I hope you're enjoying your time here.

I have a problem regarding Lot Editor that comes with the BAT. I can't install it, and I don't know what to do.

Some PC specs:

Windows 7 64 bit

Intel Core 2 Duo

Newest DiretctX

Any help is appriciated.

/ImVhOzzi

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Originally posted by: ImVhOzzi

Greetings everyone, I hope you're enjoying your time here.

I have a problem regarding Lot Editor that comes with the BAT. I can't install it, and I don't know what to do.

Some PC specs:

Windows 7 64 bit

Intel Core 2 Duo

Newest DiretctX

Any help is appriciated.

/ImVhOzzi

quote>

The LE works fine under Win7, and there is really no installation required. However, you might right-click on the LotEditor.EXE (found in Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps - in most cases) and set its compatibility to Windows XP SP2 and Disable High-Scaling, if all else fails. I did not and it still runs fine. There seems to be one glitch, but I think it has to do with the LE itself, not Win7: whenever I accidentally hit the left border of the editing window with a prop or texture, it freezes on me. The only remedy is to click the top-right X to close the LE and to click OK when it asks to save.

And now for a question of my own: what exactly determines what appears in the menu icon. I presume that it is the LE which generates the original, but I cannot figure out when it makes that decision.

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Originally posted by: DocRorlach

And now for a question of my own: what exactly determines what appears in the menu icon. I presume that it is the LE which generates the original, but I cannot figure out when it makes that decision.

quote>

The icon is what is being show in the LE (left display), to change the icon itself, this tutorial is the one I used to learn. I believe you can also change the icon using PIM-X, not sure how too though.


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Thanks, un1, but I cannot get to that link since I am (due to my own volition) no longer a member of the vaunted halls of SC4D. Maybe someone could port something similar to the Omnbus?

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Originally posted by: DocRorlach

Thanks, un1, but I cannot get to that link since I am (due to my own volition) no longer a member of the vaunted halls of SC4D. Maybe someone could port something similar to the Omnbus?quote>

If you want to change a lot's icon, just make a 176x44 image and use the LE Prop, that's what I do.

It's the most user friendly way to do it, although you can use the iLive Reader as well (and there might be a third program, but I don't know it off the top of my head).

Here's a link to the LE Prop on the STEX, and there's a helpful article here.

It's a lot more time-intensive than default LE icons, but these look a lot nicer.

Hope that helps! 1.gif


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Cheers, I have LE Prop, and will give that a shot. Still, what I do want to know is when does LE decide the icon? first time you save, last time you save? It seems random to me but I could be wrong.

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Hello everyone! I've run into a little problem as of late and I'm not really sure how to fix it. When I go to create a park, I put down the base textures, overlays, props, etc as normal, then proceed to save. Once I get in game, however, one of the squares always reverts back to the original grass texture provided by Maxis. (I'll attach a picture below, it's the top right corner). What I've tried so far was to change the base textures, the overlay textures, and I've even tried editing a different park to make my new project (I've tried ParkGreens3 and the small playground if memory serve correctly).

kensington-aug._7__071292187895.jpg

[Resized - Please refain from posting images larger than 800x600 or 600x800 in the future - un1]

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Doc - Seems to be random..not exactly sure.

Faded Glory - Did you delete the base textures/overlay textures before replacing them? The only time this has happened to me is when I simply put the textures overtop of the old ones. To fix this just delete all the textures on the lot and re-add them.


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Oh 9.gif That makes sense. I'm pretty sure I didn't do that, but I'll make sure I do in the future. Thank you so very much for your help.

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Hi,

I have a problem with LE. Trouble is with overlaying textures.

 

I have an opened lot. It is ok, every part (building, textures and props) is on its place. But when I try to open overlaying texture which exists on this lot, I can't.  LE display its numer but this litle window with textures is empty, there's nothing. When I duplicate the texture on the lot it works fine.

The trouble is I can't use this textures with the other lots, because there's empty space in the overlay textures input (but the number exists). I have several (about 15) such empty spaces with numbers, no texture :-(

The lots which use this textures are ok, the texture is on its place. In the game this lots are displayed ok too.

Please help.

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I just downloaded the Lot Editor. I've fully updated SC4 and have both bldgprop files, but whenever I start the program it opens a black window titled "GDriver Window--DirectX" and freezes. I am looking to break into using the BAT and Lot Editor to make my own buildings and whatnot, and this is, as you imagined, a big problem. Could someone helo me with this?


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@biff: This is indeed a big problem, but not a technical one. LE is working fine; it merely takes a long while to scan all those gigabytes of plugins you have installed and so requires ages to open properly.

Using the LE with your existing plugins folder is a very, very bad idea anyway, so actually it's good the LE behaves this way.

I should write this text down once and link to it, because I keep saying it over and over: if you want to modify something, rename your active plugins folder to something else and make a new, empty plugins folder. Put only those files inside that you need, e.g. the lot to be modified and its dependencies. This way, you will avoid not only long loading times, but also false dependencies (these occur when using some of PEG's stuff or the NAM, for example) and chaotic prop use.

It's best to get a feeling of prop and texture packs by trying them out in the LE one by one. You will see what they offer you and how the props inside are named. This will allow you to create lots with controlled dependencies instead of using another and another and yet another exotic prop pack for each trashcan, bush or bench, resulting in dozens of dependencies for even the simplest lots.

So simply make a plugin folder for playing and one (or more, I keep up to a dozen) for work. Keep the latter one as empty and as tidy as possible.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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I would like to know: How do you know where the actual effect(the green diamonds) will appear in-game?

It is confusing to me because I can't tell if it is the green diamond or the blue square(to show where the prop is) that is where the effect is, say for a helicopter; how do I know how high to put it so that it does not appear stuck in the middle of the helipad and how do I know where to put the blinking lights on an antenna or the helipad to get it to show where I exactly want it?

Is there a way this can be fixed so that it shows the actual effect in LE?

EDIT: How would I place the airport luggage trolley and seaport forklift and small crane/large crane to get them to move around the lot without going through props(if they move).

What is this effect: Effect_car_queue? Is it a line of cars like at the car + passenger ferry?


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Originally posted by: 3dpuzzlemaster

I would like to know: How do you know where the actual effect (the green diamonds) will appear in-game?

Is there a way this can be fixed so that it shows the actual effect in LE?

How do I know how high to put it so that it does not appear stuck in the middle of the helipad and how do I know where to put the blinking lights on an antenna or the helipad to get it to show where I exactly want it?

quote>

Although it would be useful, it is not possible to preview an effect in the Lot Editor. A bit of trial and error is required by saving and testing the lot ingame. Make sure you view the effect from all four angles to spot any disorientation (this is especially important when placing a raised effect).

To speed up this process, I suggest you use T Wrecks' above advice. You can also add the command line -intro:off to your SC4 shortcut to skip the game's introduction. Click here to view a screenshot.

How would I place the airport luggage trolley and seaport forklift and small crane/large crane to get them to move around the lot without going through props(if they move)?

quote>

Again, some trial and error is needed here. Moving effects can be quite hard to position and aren't very versatile. A useful addition to the LE would be a custom path editor for animated effects, but sadly this isn't very feasible.

What is this effect: Effect_car_queue? Is it a line of cars like at the car + passenger ferry?quote>

Here it is:

effectcarqueue.jpg

The cars appear stationary and aren't animated, and I'm not sure what the limo is doing!


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Hey, hate to be asking, but I have encountered a slight problem that I haven't been able to find an answer for.

I have on numerous occasions used LE to chage a lot around, saved as and have had it appear in the menus in game.

This time I've encountered a problem with a few hotel lots I've downloaded from simgoober.

For example, I've taken Best Western and put it on a smaller lot, changed the props etc, saved as with a slightly different name. The original appears in my menu, the new lot doesn't.

When I checked my plugins folder, the new lot file was there, in the main part of the folder (where most of me LE lots are, and not with the original files in the Best Western folder).

I don't think I've encountered this problem before.

At the same time I re-lotted a library lot and I've had it appear in the education menu as normal.

Does it have something to do with the landmarks menu being over crowded? Is that a possibility?

Thanks for your help!

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Originally posted by: T Wrecks

@biff: This is indeed a big problem, but not a technical one. LE is working fine; it merely takes a long while to scan all those gigabytes of plugins you have installed and so requires ages to open properly.

Using the LE with your existing plugins folder is a very, very bad idea anyway, so actually it's good the LE behaves this way.

I should write this text down once and link to it, because I keep saying it over and over: if you want to modify something, rename your active plugins folder to something else and make a new, empty plugins folder. Put only those files inside that you need, e.g. the lot to be modified and its dependencies. This way, you will avoid not only long loading times, but also false dependencies (these occur when using some of PEG's stuff or the NAM, for example) and chaotic prop use.

It's best to get a feeling of prop and texture packs by trying them out in the LE one by one. You will see what they offer you and how the props inside are named. This will allow you to create lots with controlled dependencies instead of using another and another and yet another exotic prop pack for each trashcan, bush or bench, resulting in dozens of dependencies for even the simplest lots.

So simply make a plugin folder for playing and one (or more, I keep up to a dozen) for work. Keep the latter one as empty and as tidy as possible.quote>

Aha, thanks for the reply. Sorry I couldn't get back to you, Simtropolis crashed minutes after I posted. Anyway when I get around to BATting I will try and keep your advice in mind.


Formerly known as biff.

YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!

Uploader of the first SimCity 2000 file on the STEX

The Comprehensive SimCity Music Collection V3.1

SimCity 2000 Music ReTexture (not mine, I just think it's neat)

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Originally posted by: FanFromAus

At the same time I re-lotted a library lot and I've had it appear in the education menu as normal.

Does it have something to do with the landmarks menu being over crowded? Is that a possibility?

Thanks for your help!quote>

I have never heard about menus getting "over crowded", they just get longer. 2.gif

If you re-lot a building, the building won't show up in the landmarks menu, but in the menu where the original lot is found (it overwrites the excisting one if you choose "Save" instead of "Save as").

That is also the reason why re-lots of growable buildings doesn't make these lots visible in any menus.

I hope it helped! 4.gif

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Originally posted by: ImVhOzzi

I have never heard about menus getting "over crowded", they just get longer.

If you re-lot a building, the building won't show up in the landmarks menu, but in the menu where the original lot is found (it overwrites the excisting one if you choose "Save" instead of "Save as").

That is also the reason why re-lots of growable buildings doesn't make these lots visible in any menus.

I hope it helped! quote>

Ah, I think you may have given me an answer... possibly. I think the files I downloaded have both growable and ploppable lots, so perhaps I re-lotted a growable version, and perhaps that is why it is not appearing. Does that make sense? Having said that, I've only found 1 Best Western lot in the LE list, not two. I'll have to keep more of an eye out.

I'd have to look into that and perhaps change things in the Plug-in Manager because I spent way too long making those changes to do them again! Thanks. I think that has helped. 4.gif

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Well, you could link us to that hotel (there may be several Best Westerns) so we could take a look inside and see what the download package actually contains.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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Originally posted by: T Wrecks

Well, you could link us to that hotel (there may be several Best Westerns) so we could take a look inside and see what the download package actually contains.quote>

This is the hotel: https://www.simtropolis.com/stex/details.cfm?id=3078

(very gratetful for these simgoober)

As it turns out though I had inadverdently re-lotted a growable not a ploppable hence my problem. Can't believe I messed that one up!

After struggling with SC4PIM-X for hours I don't think I solved the problem and I think I will just re-lot, again. Mentally drained after the PIM and may wait a while before I start a thread about THAT! 18.gif

Thanks anyway.

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Is it possible to tie the elevation of a prop to the building rather than the terrain?

I'm trying to place a canopy on a building over a window.  On flat terrain everything seems to be right, but if the lot is sloped and the building has a foundation, the prop follows the terrain and appears lower or higher than it is supposed to.

Since trying this, I have noticed that the Maxis buildings also have this problem with storefronts sitting on the terrain and showing up on the foundation instead of the building itself.

___

jmh 

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