Jump to content
Sign In to follow this  
AndisArt

SimMars Project - Modd Squad, please help here

34 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hello!

I am currently busy on getting everything working what has been done for the SimMars project so far! I am in need of help from you from the modd squad!

Please note that I have medium knowledge about the iReader. I am willing to learn and to go look for stuff! I just need a bit of help to get there.

Thanks alot in advance!

ISSUE 1

I was trying to create a custom recycling center. In the Plugin Manager however, I do not have the option to pull my .model into a "recycling center" category. There is only "waste to energy" available. So I can't create a .desc file for it = no lot...

What can I do?

ISSUE 2

Since the SimMars mod takes place on Mars, all the Maxis buildings have to be disabled. For the growables I understand there is the tileset-Mod which forces all Maxis buildings into the Chicago tileset. That's fine for now I guess.

But I have to disable all the Maxis menu icons, namely parks, civic + utility buildings, rewards, sanitation, transport.

How can I do that? Or can someone make a mod for this or tell me how to do it?


My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Issue 1: Well, the properties of the waste-to-energy plant and the ones of the recycling center are practically identical. Here are two screenshots where I marked the properties that are unique in both exemplar files. The green markings are the IDs for sounds, query etc. that are different. There are also a few other properties where the values are different, so I'd say create a waste-to-energy SC4Desc with the Plugin Manager, create your lot and then delete the SC4Desc file again (the properties will be included in the lot file by the Lot Editor automatically.

I've attached a ZIP file with a DAT that contains both the exemplar files of the in-game waste-to-energy plant and the recycling center. Open the SC4Lot file with the Reader (or SC4Tool) and delete the properties that are unique to the WTE plant first, then copy the ones that are unique to the recycling center from my template. After that, change the other values accordingly - this will make an new recycling center lot that is identical to the Maxis one.

Maxis Waste-to-Energy Plant

propertieswte2ar.gif

Maxis Recycling Center

propertiesrecycle4yv.gif

Issue 2: Someone posted a mod that removes the icons for the civic buildings recently (maybe four weeks ago, I think, it was almost the same time when I posted the BSC Menu Management Mod) - that one should do the trick.

exemplars_wte_recycle.zip

post-127460-12985073560043_thumb.jpg

post-185695-12985073563527_thumb.jpg

post-185695-12985073565636_thumb.jpg

post-185695-12985073568002_thumb.jpg

post-185695-12985073570075_thumb.jpg

post-185695-129850735724_thumb.jpg

post-185695-12985073575183_thumb.jpg

post-185695-12985073579393_thumb.jpg

post-184069-12985073581574_thumb.gif

exemplars_wte_recycle.zip

post-127460-12985073737903_thumb.jpg

post-185695-12985073740312_thumb.jpg

post-185695-12985073742363_thumb.jpg

post-185695-12985073744262_thumb.jpg

post-185695-12985073746241_thumb.jpg

post-185695-1298507374822_thumb.jpg

post-185695-12985073750697_thumb.jpg

post-185695-12985073753178_thumb.jpg

post-184069-12985073754995_thumb.gif

exemplars_wte_recycle.zip

post-127460-12985074049961_thumb.jpg

post-185695-12985074053967_thumb.jpg

post-185695-12985074056042_thumb.jpg

post-185695-12985074058094_thumb.jpg

post-185695-12985074060238_thumb.jpg

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Awseome! Many thanks Andreas for this detailed help on issue 1! I created a fully functionable martian recycling center, yippie:

    recyclingcenter9jm.jpg

    For issue 2: Do you happen to remember what the name of the person was that created the no-civic-icons mod? Or where he/she released it? I looked for it, but couldn't find it. 

    Also I checked out your "BSC Menu Managment Lot" (that's the only I found, 's that the right one?). I read all of the ReadMe but I do not understand how it can help me with disabling all the Maxis menu icons... Isn't it for compressing custom menu icons like the Oppie Canal Set ones into one single lot?

    Another question I have is, how can you add paragraphs in item descriptions like Maxis did?  Example:

    paragraphs0cw.jpg

    • Like 1

    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: andisart

    For issue 2: Do you happen to remember what the name of the person was that created the no-civic-icons mod? Or where he/she released it? I looked for it, but couldn't find it. 

    Also I checked out your "BSC Menu Managment Lot" (that's the only I found, 's that the right one?). I read all of the ReadMe but I do not understand how it can help me with disabling all the Maxis menu icons... Isn't it for compressing custom menu icons like the Oppie Canal Set ones into one single lot? quote>

     

    No, I meant you should look around the date when I posted the MML mod. I did a search and found the mod I meant - here is it: https://www.simtropolis.com/stex/index.cfm?id=15875

    For multiple lines in the icon description, you have to use LTEXT files. The easiest way to create them is to open the lot in LEProp and type the description into the appropriate input box. Then click "apply", followed by "Save DAT". If you're unsatisfied with the linebreaks (the Reader and maybe LEProp as well have some problems with them), open the lot with SC4Tool and edit the LTEXT files there. simrolle and I put a lot of effort in that feature to make sure it acts like a true "WYSIWYG" editor.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Great, thanks for looking this up, Andreas. I got in touch with the guy to see if he can fix up a version for SimMars.

    For the paragraphing, this is how far I came:

    I succesfully created LTEXT files, resulting in this:

    paragraphs22ep.jpg

    That's good, but I'd like to stick with the Maxis way of displaying, meaning no free lines inbetween.

    I tried opening the LTEXT file in SC4Tool, but didn't find a way to do it. I was able to change the Item Description Key in the Exemplar file though. Was this what you meant?

    In the Tool that's how it looked:

    paracubes8ki.jpg

    Apparently the boxes (red marked) create the paragraphs. I tried removing them and inserting breaks with hitting enter. Saved, tested, no change.  It even looked the same way, when I reopened it (I'm sure I saved though, look at "last edit" entry of lot file. Did SC4Tool convert the breaks into the boxes?)

    I had the idea of looking up Maxis LTEXT files in the Reader. This seems to be how Maxis added the paragraphs I want:

    paralines2jk.jpg

    I tried to copy the line symbol (red marked) and insert it into the LTEXT of my file, but that doesn't work. It doesn't copy it.

    I tried typing in this symbol on the keyboard: |

    Didn't work. Looks different anyways (longer and not bold)


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Those linebreaks costed me quite some nerves in the past. There seem to be some different LTEXT formats, and each tool is handling those linebreaks in another manner. If you hit "enter" in the Reader's LTEXT editor, it will create a new paragraph, with one blank line. SC4Tool displays this with those boxes you mentioned. Nonetheless, the Reader is capable of those single linebreaks, displayes as vertical bars in the LTEXT editor. The best thing is to copy it manually (mark with the mouse, right-click -> copy) and paste it to the new LTEXT file, or alternatively in an empty TXT file in Notepad. I created a template TXT file for myself, with the linebreak, and the German umlauts in Unicode - these can also be used directly in the "Item Name" and "Item Description" properties.

    SC4Tool should be able to handle the different types of linebreaks, and if you remove those boxes or whatever, and add a linebreak like in Word, it should be saved correctly. I tested this thoroughly with simrolle, and after 10 beta versions or so, it worked well. Maybe your SC4Tool version is outdated, please check if you have the latest version. I can't guarantee that it works for every LTEXT file out there, though, but hopefully, we got most cases covered. Anyway, using those vertical bars in the Reader works definitely, I've used them countless times, everytime with success.

    Umlautkonvertierung.zip

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Ok, got it to work! Thanks for sharing your experience and knowledge!

    So the next step is enabling the reward function of the deluxe station. I understand the value "Conditional building" must exist and be set to true. I also have your list of in-game variables. Now I need to know how and where to apply these variables. Thanks in advance!


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well, I already searched for tutorials, without real success. The LUA files are beyond my knowledge. That is advanced coding (for me at least) and I need assistance. I can't do it without someone exlpaining it to me. For instance I don't know how to use the programming language and what commands there are and how to write them.

    Can someone help me with that?

    Here's my point of understanding of it so far:

    For a conditional building you need the value "conditional building" in the exemplar set to "true". Then you need a LUA file, which scripts under which conditions the building is locked/unlocked. 

    I saw a list of any kind of thinkable condition variables, each starting with "game.g_"  Example: game.g_city_r_population = 0      

    I can't comprehend how to use these variables in a LUA file. At least not so that it actually works in the end. I tried it several different ways with the LUA file of the WorldTradeCenter Lot without success.

    Thanks very much for any help!


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, I'm quite useless when it comes to programming languages as well. 2.gif I have achieved most of my modding skills by looking at existing files, messing around with stuff and occasionally reading a tutorial. Obviously, I didn't gain my knowledge instantly, but over several months and years.

    For a start, I'd say simply copy a plain LUA script that has only one variable, i. e. the residential population (game.g_city_r_population). Examples can be found in several lots by the BSC (i. e. SimGoober's civic BATs), PEG or the SFBT. As you already found out, you need to add a "Conditional = True" property to the building exemplar file. Obviously, the LUA file needs its own unique ID, the best is to use the exemplar file's instance ID here as well.

    For a functional landmark, you have to modify the Package ID (first line of the LUA file), it's the same ID as the LUA file's ID, but with a "0" as first number. Then you need to define a variable for the building ID (again the same one as the building exemplar file), next comes the unlocker function, and finally the IDs for the newsticker messages (usually one LTEXT file for the newsticker title and one for the actual message).

    For an example, download the MAPP construction lot, where I created the LUA script recently. Compare the IDs and the content of the LUA and LTEXT files, and you get a first impression how it works soon. Here's a screenshot of the LUA, where I marked what needs to be changed.

    rewardlua9fv.gif

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Oh fantastic! How much I love you, Andreas :-)) You're such a great help here! I got it to work, now SimMars has a fully functional and unlockable Deluxe Police and Leak & Seal Fire Station!!

    Something that just come to my mind: Along with the new Deluxe stations there will still be the popup windows for the regular ones (even if I can get the mod to disable their menu icons). How can I disable all unlockable buildings?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You would have to edit the LUA script that holds the unlocker functions for the in-game rewards. If you want to mess with it, you can use the "Stupid Newsticker Messages" mod as a template - however, your mod would be incompatible with other news messages/in-game reward mods (i. e. the City Hall Mod and the Seaport Mod by Mr. Truesage).

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I don't think I'm capable of doing that yet.

    Another issue I experienced today: I made a growable with a custom building group. When the building gets abandoned, the base texture changes...

    abandonedtextureset4.jpg


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, I'm not an expert when it comes to advanced LUA editing; I can do basic scripts, but the rest is beyond me. 2.gif

    The behaviour of the base textures is normal, it's the same with the in-game wealth-dependent textures. Just look at a mansion that has been abandoned and then regained R-$ status - the lawn has brown patches and such. You should ask the creator of those textures if there's a wealth-independent version that you can use for your purposes, when you want to avoid the color change during abandonment.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I understand, good. Well, the person who did the textures is not around anymore. I will have a look on how to modify them then. Thanks :-)


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I'd like to ask some questions regarding automata modding for SimMars.

    I've been working on replacing the ingame street texture, which is coming along well. While doing that I recognized that the props on the street need to be removed or changed.

    Those  to be removed are:

    - general props like benches, trashcans etc.

    - ALL street trees

    - people props/animations

    Those to be changed if possible are:

    - street lamps

    - traffic signs at intersections

    If anyone can tell me something on how to solve these quesitons, I'm happy to hear about it. Thanks in advance!

    streetpropremovenk9.jpg


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This doesn't have anything to do with automata, but it's controlled by the type 21 exemplar files. I moved your message to this thread, since it's easier to maintain all questions at the same place. Editing type 21 exemplar files isn't that complicated, but it's a lot of work. In a nutshell, every street tile is like a small lot, and the props are placed there with the same method as they are placed on the regular lots. I think Swamper77 posted a type 21 exemplar tutorial somewhere, so here is a short rundown what you have to do:

    Open the SimCity_1.dat with the Reader, start the Exemplar Analyser, click on "Filter" and mark "Type 21 Network Lots" on the right side. Then scan for all type 21 exemplars (there are hundreds...), export them to a new DAT and start modding. The easiest way is to create small 1x1 lots for all street tiles and replace the LotConfigPropertyLotObject properties from the lot exemplar files (you will notice that type 21 exemplar files are similar to lot exemplar files, but only have a reduced set of properties). Open those lots, modify them to your liking, save them and copy the new set of LotConfigPropertyLotObject properties back to your mod.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    the trees and benches are controlled by Type21 Exemplars. you will need to find the Type21 Exemplars for each network, and remove the model references in them.

    the lightpoles and stoplights are basic 3D models. i don't know the IIDs offhand, but replacing the model will replace them. you can also create a new model and replace the IID in the Type21 Exemplar if you can find it. NOTE: the streetlights use the default lightcone and if made any higher, the lightcone will cause graphical anomalies.

    the people i think are FSH animation sequences. i don't know anything about those.

    EDIT:

    Andreas_Roth posted while i was typing 15.gif

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I'm currently trying to create custom farms for SimMars but I can't get it to work unfortunately. I have the model files ready (main buildings as well as tiles) The whole thing about the farm-tiles is a mystery to me still. I looked in the forum and asked around but I didn't find anything. 

    Also I'm wondering: Is it possible to make growable farm that only have a main lot and no tiling?

    Thanks!


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hello all,

    I'm attempting to make a mod that replaces all ingame tree models with rocks.

    In the Exemplar Analyser in the Reader I looked up all the exemplars for trees under category Flora:

    unbenannttow.jpg

    Copied them from the simcity_1.dat into an empty dat and changed the Resource Key Type to match the value of a rock .model file:

    unbenanntwi.th.jpg

    In game now trees seem to be replaced with that rock model, but when I "plant" trees manually from the tree menu in Mayor mode, first rocks appear, then after a while they are replaced by the brown boxes.

    So it seems that there is something missing still.

    Can anyone help?

    Mod attached to post

    rockmod.zip


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I don't have the time to check out the file right now, but the in-game flora is "growing" over the time, which basically means that the game displays a larger prop after some time. This is repeated three times or so, and then the cycle starts again. So if you replaced the Maxis trees with rock models, you maybe made an error by replacing the further stages, so the rock-"tree" is "growing" over the time, and suddenly misses a model, which obviously leads to a brown box. Now, since rocks aren't growing (not even on Mars 2.gif ), I'd suggest to locate all flora exemplars of such a sequence and reference the same model in them.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    growing rocks, hehe.

    Thanks for your reply. Yeah, I had the same thought and did exactly that, I replaced all trees with the same model and it does grow the boxes. I tried it as well to have different models but it doesn't change it. I'm not sure which of the exemplars are responsible for the grown tree models or if I actually found them. what I did was go through the list of the exemplar filter (tree function) and get all the tree ones


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    We are currently creating rewards for SimMars and would like to add different conditions to the lots.

    Below is the LUA script Andreas Roth showed me how to do once. Does anybody know how to add more conditions into this script so that several conditions have to be met at the same time? I have a list of Reward variables but dont know how to forumlate the script properly. 

    Just a few examples of conditions we'd need:

    - certain number of I-ht jobs

    - certain Mayor rating

    - certain building built

    - certain building/s built certain times

    - certain R$$$ resident number

    - certain number of I-ag jobs

    Thanks in advance

    --#-package:03779693# -- package signature

    ------------ Created by AndisArt ------------------

     

    --------- unlocker functions and variables -----------

    SM_CV_prime_school_large_ID = "d3779693"

    ------------------------------------------------------

    ------------- unlocker news message ------------------

    a = _create_reward_popup('d3779693')

    function a.condition()

        if  (game.g_city_r_population >= 25000)

        then

            return reward_state.AVAILABLE

        else

            return [[text@d3779693]]

        end

    end

    a.once = 1

    a.timeout = 30

    a.title = [[text@8a9891d2]] -- title instance ID

    a.message = [[text@aa737a9d]] -- body text instance ID

    a.priority  = tuning_constants.ADVICE_PRIORITY_URGENT -- triggers popup

    a.mood = advice_moods.GREAT_JOB -- green title

    a.persist = 1


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    If you have the BSC Essentials installed, you can use the embedded LUA script functionality for your own rewards. Open the "BSC_Reward_essential.dat" and have a look at the script that has the word "TESTREWARD" in it. You can use this script as a template by replacing the default name string and the ID numbers. The script features quite a few reward conditions that can be easily used by just listing them in the lower part of the script. You also might want to have a look at some BSC lots in order to see how the script template has been applied.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    We are currently trying to create installers for SimMars Beta 3. We're using a freeware program for this.

    One of the installers is supposed to copy files into the SimCity 4 installation directory.

    There is an option in the installer to set either a registry key or .ini file to locate where SimCity 4 was installed.

    I'm a bit lost here. I tried to find a registry key for my SC4 installation (on Vista) but could not find it either in Current Machine/Software, nor in Current User/Software.

    Can someone help out here?

    How can I locate the SC4 install path in the registry?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections