Jump to content
Sign In to follow this  
tony126

Add a new Blizzard / Snowstorm from PEG Snow Mod

16 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Add a new Blizzard / Snowstorm Effect from PEG Snow Mod.

ADD A BLIZZARD OR SNOWSTORM (TERRAFORM)

You can terraform to create a blizzard or snowstom effect on the mouse pick for disaster trigger should be choose water surface instead of terrain bed underneath, but there is no disaster anyway. It's a terraform only! When you pick the mouse to create a blizzard or snowstorm should be choose water surface instead of terrain bed underneath into beautiful, snow-covered Winter Wonderlands.

LET IT SNOW...

Let it Snow, Let it Snow, Let it Snow... This is the first of several mods that will turn your normal temperate climate cities into beautiful, snow-covered Winter Wonderlands. Like similar artic or snow mods before it, this mod changes all terrain at all elevations into snow-covered terrain. It also replaces all of the game's default lot textures into matching snow.

This is the primary mod of the collection. Others will soon follow that will complete the winter theme. Included in this mod are new textures for the terrain & replacements for all game default lot base and overlay textures... excluding hard surfaces such as concrete and asphalt which are used for walkways and parking lots, etc. The mod also includes a new texture set for the streets to insure that the snow extends all the way up to the street so no sidewalks or grassy areas will show.

Highly recommended for use with this mod are the Swamper77

Blizzard.zip

Share this post


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

Haven't you done similar posts like this countless times?

Can we see a pic with this as well?

BTW, Swamper77 is a person, so what are you saying when you say "recommended for use with this mod are the Swammper77"?

Share this post


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

As none of your other disaster mods ever wroked and this one isnt likely to either, im locking this tread for now until i figure out what this is.

If you have info on what this mod does then PM me.

As you have done this mupitle times in the past and said the same thing each time, the next time you do this you will banned for a week.

Here are all your prevouis failed attempts at bad photoshopping:

New "Hurricane Eye" Disaster

New "Flood" Disaster

New "Heat Wave" Disaster

New "Winter Storm" Disaster

New "Hailsotrms" Disaster

New "Tsunami" Disaster

Im going to tell you one more time, this is your 7th failed attempt so if the point didnt get across the other times it will this time:

YOU CANNOT MAKE NEW DISASTERS.

  • Like 4

Share this post


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

Your "disaster" ideas are just that...disasters.:angry:

  • Like 1

Signatures? Ain't nobody got time fo' dat!

Share this post


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

This blizzard mod didn't work for me because it crashes my game.

Share this post


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

As stated above...

As none of your other disaster mods ever worked and this one isnt likely to either, im locking this tread for now until i figure out what this is.

This was an unsuccessful attempt. This thread apparently became unlocked during the last site change. No further discussion is needed. Thanks...


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

Share this post


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

Sorry if I'm posting in a thread that should be locked.

You can not make new disasters

I might argue with this. "New" would be the tough part.

I've been playing around with the effect directory, and with some pretty decent results. I've been able to make a 3D model spin while slowly accelerating, and what does look very much like a snow flurry. The snow being the most likely target for me to keep working on, right now it takes up a lot of processing power.

Today I wondered "What would happen if I removed the EffectDir from SimCity_1.day?". Well, the game still fired up, and I even entered a city. There were no fireworks when I became Mayor. I plopped a coal plant (sans smoke) and some R$ sims moved in. Automata seemed to work, had some moving vans. People found their jobs at the coal plant.

So, on to disasters. I tried them out, and nothing happened. The only disaster that worked was fire, and this was minimal. There was no actual fire, no smoke. The house was on fire though, the building got the fire mask and then burnt down (red disaster pause lines).

I think at the very least, a disaster could be completely modded. One would have to know his/her way around an Effect though. As for making an additional one (with a new button and everything), this I am not too sure about.

Hmm, looks like I can attach a file. Just so you know I'm not completely full of it, try this out. Put into plugins and type "effect lkfx" (without quotes) into the cheat dialogue. Interesting things will happen in the center of your city. I have no idea about conflicts with this, so make sure it loads last and don't load an important city. :)

LKEffect_120113.zip

  • Like 2

Share this post


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

@Lowkee33: Instead of convincing us with words to download a file that could be plagued of virus (no offense, I'm just cautious); why not showing us with some pics how have you modified the SimCity_1.dat file with the iLive's Reader and then some in-game pics of the effects? You know, an image is worth a thousand words.

If you really can mod effects to make new disasters, which is a big breakthrough for this community; well... show us.

Share this post


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

@Dedgren: :)

@Lowkee33: Instead of convincing us with words to download a file that could be plagued of virus (no offense, I'm just cautious); why not showing us with some pics how have you modified the SimCity_1.dat file with the iLive's Reader and then some in-game pics of the effects? You know, an image is worth a thousand words.

I totally understand your concern. To make this effect, I didn't technically mod the Maxis EffectDir. NAM uses effects all of the time when they make puzzle piece previews. These effects use section 1, 12, and 13 in an EffectDir, and only have two entries. Using this as a starting point is way easier than the Maxis one, because Maxis has near 1500 entries. The special thing about NAM effects being two entries is that it makes it easier to see what makes the effect work, and what parts of the EffectDir are headers (in the HEX). So, here is an image of the file I attached in Reader:

effectf.th.jpg

Full Size without having to load ImageShack

A thousand words? Maybe not. What you can see is an EffectDir with one entry that doesn't make Reader crash, the property resource_key points to a 3D model (the S3D with its FSH), that the model has a spin of 360, and a slight x_force. The model will also keep being created, and this is controlled in the first property available in section 1.

If you really can mod effects to make new disasters, which is a big breakthrough for this community; well... show us.

Making a disaster would be long way away, they link to other sections than just 1, 12, and 13. Disasters are also a series of effects. Fire, for example, is an effect for the actual flame tool, a fire, and smoke. All I know is that without an EffectDir, disasters, like the meteor, do nothing. This would imply that every part of the effect is moddable.

Share this post


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

I vouch for Lowkee. He took up looking into the effdir after my initial attempts, and I've been very impressed by what hes done.

And I did say previously before that one can make new disasters, its just really really hard and must involve the EffDir ;) However any custom disaster we make must follow what features Maxis coded into the game. The EffDir is simply a scripting platform for making these events. Glancing at the exemplars governing the disaster tools and menu buttons implies this - you'll notice exemplar properties governing earthquake strength, volcano size, etc. and we know that we cannot add exemplar properties that do things (CAM is an exception to a point - maxis had allocated a range for growth stage properties and simply iterates through the number of properties as dictated by the max growth stage property).

Now its not to say we can't make the giant robot leave a crater every time it takes a step, or have a volcano erupt from an earthquake fault. Maxis did leave us a very flexible platform, however complicated it may be. We just probably can't do anything with the water level (so no tsunami) without scripting a particle based wave animation that sweeps across the map destroying everything via the explosion_no_crater (or whichever one I used in my instant explosion lot set I have on the STEX) effect. A nice alternative to the Obliterate City option? :lol:


I don't know what to put here anymore.

Share this post


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

TekindusT,Naw, man. Lowkee's cool. He's a big time serial modder, that he is:https://sc4devotion.com/forums/index.php?board=402Looks like he's moving into new territory, now!

I have no doubt of Lowkee33's legitimity now I've seen he's serious. Sorry if my previous post has been taken as an offense, this was not my intention. Just because I know myself and I know this community (at least a bit) I know that the "pics or didn't happen" policy is well-regarded here, I usually don't pay attention to long and full of 0x005F-whatever modding posts, just because I have no idea about modding, then pics are necessary. Nevertheless, most of the previous 999 users who claimed to mod the game effects didn't went through the "we want to see in-game pics" phase.

It has been proven that Lowkee33 is serious with that, then, he has all my support on his task.

Again, sorry if my previous post has been an offense to you.

Share this post


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

Naw, man. Lowkee's cool. He's a big time serial modder, that he is:

From Wikipedia: A serial modder is typically defined as an individual who has modded three or more times over a period of more than a month, with down time (a "cooling off period") between the mods, and whose motivation for modding is usually based on psychological gratification.

:)

No offense taken at all. I attached that at the last minute just because I saw that I could.

I'll have to try the rain tool without an EffectDir in SimCity_1. If it doesn't make the water rise, maybe we can do this (It might not make it through the save game, but I would be happy just seeing a plop that makes the level rise.) I'm generally an optimist about these things. If I remember correctly, tool exemplars have an effect id property, perhaps it's a matter of finding that id in the EffectDir and seeing how hard it is to deal with.

I have been thinking of more useful things though. I seems possible that a plop could act like a terraformer, maybe a next-gen hole digging lot type thing. Perhaps a 1x8 lot that makes a smooth slope to a 15m change. I don't know, just an idea.

Share this post


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

Hi Lowkee! Any news?

Are you aware of the gizmo weather effects mod v1.0? If not, maybe it will help you to figure this out..

Good luck!

-Alex

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