Jump to content
Sign In to follow this  
Andreas Roth

SC4Tool - Reference and Visual Editor for BATs and Lots

581 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
Date: 12/25/2005 11:07:54 AM Author: aldara6166
As for the tool listed in #2...you mean make a ploppable and turn it in to growable?  or both growable <----> ploppable?
quote>
 
Yes, both growable <> ploppable; nearly ready because SimGoober gave a very well done tutorial to me
 
Date: 12/25/2005 11:07:54 AM Author: aldara6166
The custom UI will be awesom...it will make things much easier.&nbsp; Maybe you can make some way to create a template for a particular style (I.e. all RJM Designs BATs have a similar format&nbsp; UI...can be used for NDEX, BSC, etc.)&nbsp; Just don't forget a way to insert a custom sound file with the custom UI as well.
quote>
 
As most of the tool's features this will be customizeable as well.
 

Share this post


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

I NEED HELP!! I'm new and I want to start making my own lots and stuff, but i can't seem to access the database. I downloaded everything from that download main screen, but when i go to install the database accesser, I get this error message that tells me my version of windows already supports this, yet I am no closer to creating ANYTHING. I can't get Max to work either. HELP!!!

Share this post


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

    Date: 12/25/2005 8:12:12 PM Author: bradleybaggins I NEED HELP!! I'm new and I want to start making my own lots and stuff, but i can't seem to access the database. I downloaded everything from that download main screen, but when i go to install the database accesser, I get this error message that tells me my version of windows already supports this, yet I am no closer to creating ANYTHING. I can't get Max to work either. HELP!!!
    quote>

    You shouln't download and install everything that is listed on the download page, but only the full version of SC4Tool (and maybe the patch to the most recent version), and the .NET-Framework, as simrollle pointed out.

    Share this post


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

    You know, every time I go and learn a new skill with the Reader, you guys come along and make an addition to simplify it.....maybe I should just stop learning to mod2.gif  Seriously, I think it is great what you folks have been doing for this community.  I know I have said it before, but it really is awesome.  I really don't mind learning to mod certain things the hard way first, as I think it must makes that much easier to use your tools.

    Just downloaded the recent patch and look forward to future improvements.

    Share this post


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

    i didnt download everything at first. I downloaded what was recommended. But when it didn't work, i tryed it all.

    What i mean to say is, I have tryed all of these MDAC and .NET FX and WGA Plugin but nothing works. Also, the Microsoft Data Access garbage doesn't work for me. It says it is incompatable with your [my] version of Windows and that All of its features are currently part of Windows.

    I don't know what's going on.

    Share this post


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

    For the current version of SC4Tool, you don't need the MDAC anymore. If you have Windows XP with Service Pack 2 installed, you don't need it either, since it's already included. You must, however, install the .NET-Framework in order to get SC4Tool working. Look in your Windows folder on your harddrive (most probably C:\Windows), if there is a Microsoft.NET folder with some files in it, the .NET-Framework is already installed (hopefully with a proper installation). Try removing .NET and SC4Tool via the Control Panel and reinstall them again.

    Share this post


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

    Everything installed properly, but it STILL doesnt work. Thanks so much for this guys. It's great to have some people like this.

    Share this post


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

    Wooo! Thanks for your fix to the template; it worked! And it looks like the crane hints property is all good too! Thanks!!

    Three small requests for the HTML export function: could the program copy the required images/folders from the Templates folder to whereever the HTML file is saved? For example, I have 12 images in the Readme Images subfolder of the Templates directory, all of which are used by my template HTML file. When I save an HTML file based on that template, the program would automatically take the images and place them in a folder of the same name where the file was saved? And secondly, on the same idea, would it be possible to change the default subfolder for the lot screenshots? For example, I have two screenshots for a lot and I'd like them to be placed in the same directory as the HTML file rather than in the subfolder images. I'd think one way to do this is to make the program parse [image_1] and [image_2] as simply the file name. I know that's easy enough to change with Notepad after the file's saved, but it'd be nice to have automatically done. And lastly, would it be possible to customize the output format of the OccupantGroups property? Right now it outputs as Building:CO$$$,Building:NDEX for example...I'd like to have the program do <BR> in between each OG.

    Thanks for listening to all my suggestions (I hope they don't sound too greedy...); this is my favorite aspect of the program right now, I love it! :D

    I know it's a bit early, but after looking over the custom query tutorial I've written, for your UI editor, it'd be nice if you had somewhere where you displayed some of the LUA constants that Maxis has put in the game; for example, $game.g_city_rci_population$. I extracted the primary LUA script from SimCity_1.dat and it's included in my UI tutorial if you'd like a list of some of the constants...or perhaps a better idea would be to let users add their own strings to a database.

    As for Bradleybaggins...what are you trying to do? At first I didn't think my copy was working either, but then I figured out that I was just in the wrong section of the program...oops. Maybe that's your problem too?

    Share this post


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

    Date: 12/27/2005 1:22:28 PM Author: Equinox

    Three small requests for the HTML export function: could the program copy the required images/folders from the Templates folder to whereever the HTML file is saved? For example, I have 12 images in the 'Readme Images' subfolder of the Templates directory, all of which are used by my template HTML file. When I save an HTML file based on that template, the program would automatically take the images and place them in a folder of the same name where the file was saved?&nbsp; And secondly, on the same idea, would it be possible to change the default subfolder for the lot screenshots? For example, I have two screenshots for a lot and I'd like them to be placed in the same directory as the HTML file rather than in the subfolder 'images'. I'd think one way to do this is to make the program parse [image_1] and [image_2] as simply the file name. I know that's easy enough to change with Notepad after the file's saved, but it'd be nice to have automatically done.
     
    Well, this was done due to my request, since I place all SFBT readme files in a \SFBT_ReadMe folder and the pics in an \SFBT_ReadMe\images subfolder. But you're right, it would be nice if you could enter custom paths. Some better Occupant Group formatting was one of my ideas, too; I always change this line to Menu position, since this is the most important information regarding OGs, I guess. Thanks for the suggestions, though, they will be very useful!
     
    Currently, we are working on some glitches and new features for the Texture Creator, so you can also make textures depending on the wealth level and such. GeoffHaw has returned to the community recently, and as the BSC texture keeper, he's about to compile the necessary information.

    Share this post


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

    I just love your work and all participants (spelling I know) on this tool!!! This game is like, what, 4 years + or more old and we got such a great community here! Great job guys.

    BTW I got v2.1.4, do you have a list of bugfixes and addons, tweaks with the update?

    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

    Share this post


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

    I have to say will say thankyou so much for the SC4tool! It is brilliant, and such a fantastic way to Transit Enable stuff and change lots properties.

    I appreciate all the effort put in as I imagine it must be alot. Thanks! 9.gif

    Share this post


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

    Thanks to all for the compliments! 1.gif

    Date: 12/27/2005 8:54:33 PM Author: bixel
    BTW I got v2.1.4, do you have a list of bugfixes and addons, tweaks with the update?

    quote>

    I must admit I never kept track of all the changes and bugfixes, since there's such a variety of new and fixed stuff. Usually, I'm posting a small list what has changed since the last version; as for the patches, they are mainly bugfix releases. Lately, we dealt with some LTEXT issues and a couple of bugs in the Texture Creator (there are still some left that are examined by the BSC at the moment).

    Share this post


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

    Date: 12/27/2005 1:22:28 PM Author: Equinox Wooo! Thanks for your fix to the template; it worked! And it looks like the crane hints property is all good too! Thanks!! Three small requests for the HTML export function: could the program copy the required images/folders from the Templates folder to whereever the HTML file is saved? For example, I have 12 images in the 'Readme Images' subfolder of the Templates directory, all of which are used by my template HTML file. When I save an HTML file based on that template, the program would automatically take the images and place them in a folder of the same name where the file was saved?&nbsp; And secondly, on the same idea, would it be possible to change the default subfolder for the lot screenshots? For example, I have two screenshots for a lot and I'd like them to be placed in the same directory as the HTML file rather than in the subfolder 'images'. I'd think one way to do this is to make the program parse [image_1] and [image_2] as simply the file name. I know that's easy enough to change with Notepad after the file's saved, but it'd be nice to have automatically done. And lastly, would it be possible to customize the output format of the OccupantGroups property? Right now it outputs as 'Building:CO$$$,Building:NDEX' for example...I'd like to have the program do &lt;BR&gt; in between each OG. Thanks for listening to all my suggestions (I hope they don't sound too greedy...); this is my favorite aspect of the program right now, I love it! :D I know it's a bit early, but after looking over the custom query tutorial I've written, for your UI editor, it'd be nice if you had somewhere where you displayed some of the LUA constants that Maxis has put in the game; for example, $game.g_city_rci_population$. I extracted the primary LUA script from SimCity_1.dat and it's included in my UI tutorial if you'd like a list of some of the constants...or perhaps a better idea would be to let users add their own strings to a database. As for Bradleybaggins...what are you trying to do? At first I didn't think my copy was working either, but then I figured out that I was just in the wrong section of the program...oops. Maybe that's your problem too?
    quote>
     
    Hi,
    sorry for not answering soon; i was a little bit busy the last days....
     
    To your suggestions:
    If you save the HTML-File to a folder different to the Template-subfolder, all needed images will
    be copied to <your save folder\images> Like Andreas said, it is the best way to save your HTML-File
    to your Lot-Folder.
    I'll update the program to let you save the images directly to the HTML-Save-folder.
     
    For the OG's : I think the best way is to add a new keyword to the sc4tool-tags in the template.
    For example [0x27812912*RL] means Repeat line for every value.
    I think the updates will be ready this weekend.
     
    UI: Good idea, noticed!
     
    thx
    simrolle

    Share this post


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

    Another idea: in the Maxis building information panel, perhaps you could list the OccupantSize (a.k.a. Building Dimensions) property, so users could easily compare their building's size to the one they're looking at. Also, maybe the Construction Time property, becuase I have no idea what good values for that one are offhand.

    Thanks for the RL tag, that's a great way of doing it :D

    Hey...when do you think the growable>ploppable aspect will be ready?

    EDIT: Alright...now I know I'm being greedy here. 3.gif I was thinking, I separate the OccupantGroups output by hand into 3 categories: Reward Contribution (for BSC occupant groups), Tileset (for the tileset(s) of the lot), and OccupantGroups (all other OGs). The program doesn't do this, it puts them all into one. Would it be possible to filter the results of the OccupantGroups property and tag them, perhaps, so in the template you could like call [0xAA1DD396*Tileset] for a filtered list of OGs - only the ones pertaining to the tileset? I don't know if this is feasible or if I'm even be ing very clear, but to me it seems similar to how you were saying you're going to do tags for formatting output. Perhaps there could be a HTML export configuration file where users could define the filters.

    Oh, and about the dependancies and the BSC discussing making a database...why not just include a section of that configuration file where users specify a filename of a dependancy, and then an associated link? For example:

    <DEPENDANCY filename=NDEX_TextureSet1.dat description=NDEX Texture Pack 1 url=https://www.simtropolis.com/stex/details.cfm?id=11513></DEPENDANCY>

    Then when the readme is generated, the program could replace that file's name with a HTML link to the download window or URL 1.gif That'd make it easier because I know I for one have renamed all my dependancies and modified them so they'd never be recognizable by the program to match a database.

    Also, could you add a [date] tag? When I update a file I often forget to add the date I updated it. I use either the format 27 December 2005 or 27/12/2005.

    Sorry for asking for so much...these are just suggestions for things that I think'd make it more convenient. If you'd rather not spend the time on this aspect of the program, that's fine - I understand. 1.gif

    Share this post


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

    For the life of me I can't figure out how to ADD a property to a building exemplar. For example, I see no way to add Demand Created or Demand Satisfied (whichever one adds jobs) to the building file.

    I'm close to crazy at this point. Please help. (Yes, I looked at the help file.)

    Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

    https://www.youtube.com/c/FlexibleGames

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    Date: 1/6/2006 1:44:12 AM Author: Buggi

    For the life of me I can't figure out how to ADD a property to a building exemplar. For example, I see no way to add 'Demand Created' or 'Demand Satisfied' (whichever one adds jobs) to the building file.

    I'm close to crazy at this point. Please help. (Yes, I looked at the help file.)

    quote>
    Simply put: You can't. 2.gif This feature is not implemented (yet), since SC4Tool does a lot of internal validation (checking the input range of properties etc.), so it's a bit complicated to implement an add property feature (at least that's what I understood from simrolle's explanations). However, you can easily copy the needed property from another file and then modify the values. Or use the reader to add all properties that are needed, and then modify them in SC4Tool (where lots of things aren't that complicated).

    Share this post


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

    Andreas Roth... How can you change or add airport passenger capacity to buildings? I haven't seen this feature be added to the Exemplar Editor and the Comparer.

    Allan

    Share this post


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

    I have started using the Texture scanner. Great work on this. Like the feature that you can save bmp, jpg, png, tif, wmf, and gif.

    One feature I would like, is that you can decide where the folder to export to is place and for that case where all the working folder is placed. I have all my data on the D drive and would like the folder to be placed there.


    PCk4tXG.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    Date: 1/7/2006 5:14:46 AM Author: allan_kuan1992

    Andreas Roth... How can you change or add airport passenger capacity to buildings? I haven't seen this feature be added to the Exemplar Editor and the Comparer.

    quote>
    As far as I know, airports have to be handled in a special way in order to work correctly. I suggest to ask Swamper77 about this issue, he seems to have some knowledge in this field. Generally speaking, you need to open your lot file with the Exemplar Editor and look for the desired property in the Building Exemplar file (one of the files shown in the tree view on the left side).
     
    @vester_DK: Good idea! The default export path is \SC4Tool\Export, but for exporting lots of textures, it might come in handy to change that path.

    Share this post


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

    ...and runtime to export all textures from a file...

    or just to be able to mark than one file at the same time and the save all the mark at once. (Maybe have all the picture in the 'export to html' writen in the png format (less noice).)


    PCk4tXG.jpg

    Share this post


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

    You could try searching first before you say you can't find anything. A download link can be found:

    1) Right on the Simtropolis Front Page,

    2) under Modding Files at the bottom of the Simtropolis menu to the left (sub-category programs),

    3) in Andreas Roth's sig, which is also linked in Vester_DK's signature right above your post

    4) probably in many more places, but three links in 10 seconds ought to be enough for the time being. 2.gif


    -=| 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 |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Hey Everyone,

    First off, excellent tool.  It certainly has made life a bit easier.  With that said, I have a question.  I am experimenting with transit enabling lots for the first time and I have hit a bit of a barrier.  I am trying, in this case, to get a lot with a highway sign on it to connect with the avenue.  Here is the picture below:
    <ahttps://www.simtropolis.com/idealbb/files//3.JPG align=baseline>
     
    As you can see, the avenue will not connect to the lot, leaving it simply red.  In the SC4 Tool, here are its values:
     
    <ahttps://www.simtropolis.com/idealbb/files//1.JPG align=baseline>
    <ahttps://www.simtropolis.com/idealbb/files//2.JPG align=baseline>
     
    Any ideas why this is happening?

    Share this post


    Link to post
    Share on other sites
    Guest
    Posted:
    Last Online: A long, long time ago... 
     

    Was wondering if anyone has encountered a similar situation using SC4Tool? I opened up a lot file that had 2 LTEXT files and 2 WAV files. Upon saving the changes to the LTEXT files, the WAV files became corrupted... the type of the WAV files actually reverted to LTEXT! The only way I could get around it was to copy the lot file to a backup, then remove the 2 WAV files, PRIOR to editing the LTEXT files, then add the WAV files back in afterwards.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Post edited. Content posted no longer required.

    But still keep up the work on this especially the new User Interface Creator.

    Share this post


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

    Great work on this tool - it's awesome.

    Forgive me if this is a silly or inappropriate question but can it be used in some way to manage the menu order of your items so you can put more useful items near the top of each menu and avoid having to scroll for them?

    I can see there are hex values for menu position and a comment that lower hex values appear nearer the top but I wouldn't want to attempt to change anything based on just that...

    Share this post


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

    artforce_1: the avenues have some quirky setup. There should be a black arrow pointing between the two sides of the avenue. Like this...

    <ahttps://www.simtropolis.com/idealbb/files//ave_te.jpg align=baseline>

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    @prietke: I suggest to send the original lot to simrolle, together with a description what you have done, so he can have a look.
     
    @artforce_1: Ah, that happens when you try to give useful answers at 3 a. m. 46.gif deadwoods is right, the avenues have a special set up. The arrows that point towards each other should show up automatically, if you use SC4Tool like this:
     
    <ahttp://img228.imageshack.us/img228/209/teavenue3ue.gif align=baseline>
     
    @scoobsuk: You can't do much damage in editing the Item Order property. Just open the lot with the Exemplar Editor and change the number. In-game lots do have 0 in most cases, BATs have 1 as default value. The higher the value, the farther down the icons are positioned. When more than one lot has the same Item Order value, the lots are ordered by plop cost.
     
    <ahttp://img212.imageshack.us/img212/2503/itemorder0bp.gif align=baseline>

    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