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TheeLord

Modding in CitiesXL 2012

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So they say CitiesXL 2012 has modding capabilities.. Has anyone seen an actual EXPLANATION of what they mean by this?? Different lot sizes/ shapes allowed?, able to import 3d models as buildings? UI modding etc...

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This should help: http://citiesxl.wikia.com/wiki/Cities_XL_Modding

That is CitiesXL.Wikia.com

The Article is Cities XL Modding.


  Edited by OcramSeattle  

Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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A few things about modding in CitiesXL 2012:

- T1 & T2 lot size: 40 x 40

- T3 lot size: 60 x 60

These values can change but some restrictions do apply.

Secondly, there are some guidelines to make new buildings work (upkeep, type of people, amount of people, etc.)

At last, you need 3ds max 2008 with the MC plug-in in other to make new buildings. Newer versions of 3dsmax do not work it seems.

I've tested on the 2011 version which did not work.

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Wait, 2008, that sounds suspiciously like the City Life plug in.

By the way, if you had mods installed when playing Cities XL cities, then played Cities XL 2012, you will get weird errors either way. Either your vanilla 2012 cities behave oddly, or your modded 2011 cities stop functioning from removing the mods. I ended up deleting all my 2011 cities.


  Edited by OcramSeattle  

Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Does anybody have a clue how to turn our models into .SG files? I can only seem to export them to .SGXML files but have not found instructions in the documentation on what we then must do to get our content into the game.


When you're tired of games of destruction - Visit www.citybuildergames.com for games of construction.

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There is a configuration tool on the official websiet.

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TheeLord,

I'm gonna try to recap the modding possibilities so far, (although my own modding experience is still limited:

- 3D models can now be imported, which means new buildings, furniture, and even animation (although nobody has attempted that so far). Also, you can only import from 3dsMax 2008.

- Existing models are being modded so that new visual effects are achieved - buildings can literally be 'fused' together, to create new, unique looks of continuous rows of houses/warehouses/factories, etc.

- Buildings and roads over water already exist.

- Functionality changes - many parts of the simulation are moddable - you can change existing effects in the game, increase or decrease them, change how different buildings react to the sim environment, etc. Even now there is a big mod in the works that adds a brand new negative effect - Crime, along with the necessary building reactions, and even a new Leisure category.

- Transportation changes - another big mod in the works (NEXL) is adding a score of new transportation options (trains, trams, water transport, etc.), which are fully functional. Some of them are even private firms, as opposed to state-run transport.

- A mod exists (RHM) that allows building of realistic highways, and almost limitless possibilities for interchanges.

- Modular infrastructure - a mod exists already for a harbour built in parts (docks, cranes, warehouses, etc.) All of the modular buildings are fully functional, with roles in the sim. Other similar mods are being developed.

- UI modding is possible, and is already under way. New buttons are being added for new functions and new building categories.

- Besides this, many of the locked buildings have been unlocked and made functional (that is, fully functional, not only eye candy).

- Even the GEMs that were half-ready may soon be fully functional. When this happens, you'll be able to build ski resorts in mountains and summer resorts on beaches.

All this is done without any help from Focus Home. And we're still in the beginning of modding.... imagine what will be possible in a year or so, when the immense possibilities of the engine have been fully investigated.

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Yes all of that (and fixing of some of the 2012 buildings without road connections) were done with the only help from Focus Home being the tools and documentation.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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