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@Tyberius06 ... Lots also have a property called Item Order that is the primary determination for its menu location. This can be easily edited in the reader. ( Tutorial if you need one ). As KOSC mentioned, the  plop  costs can also determine the order, but only if two Item Orders are the same. If that is the case, the smaller cost will come first. Also, here is a reference for the numbers that Maxis buildings use. You may have to experiment a bit to find out where they lie among other custom content, but giving all your lots in the set the same Item Order will guarantee they will show up together.

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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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Yo, People --

I'm know this is not the proper place for this question -- and I apologize.  But I'm more likely to get an answer here -- you guys are more active and have tried just about every trick in the book.

Regional Play -- satisfying demand between regions AND getting Sims to travel to jobs in other cities.

I have read everything I could find in the tiny game manual and what was said in the Prima Strategy Guide.  I'm still very fuzzy on some possibilities.

Example:

               City A                                   City B                          City C

               Commercial   >>> >>>    Empty   >>> >>>       Industry

               Residential

City A has some Commercial zoning and lots of Residential.

City B is virtually empty -- only road and rail connecting between A and C.

City C is heavy with industry.

Question:  Will Sims board a train in City A and travel through City B (no stations or zones) in order to look for work in City C ??

Is that the way this regional thing works ??  OR -- do the cities have to be adjacent for this concept to work?

I apologize again -- this time for being a bit dense -- but your input is welcomed.

@rsc204

Thanx for the tip about the placement of the transit station adjacent to the ped-malls -- and that the line of ped-malls must be contiguous.  I experimented briefly with the malls and observed that some buildings got workers and others did not.  Your information solved that little mystery for me. :thumb:


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@nos.17, @kingofsimcity Thank both of you the help, this plop cost thingy was what I wanted to know. :) Well, probably that will be a bit unrealistic, but this way I can manage to organize the menu. 

 


I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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WORK IN PROGRESS --

THE JADE BIGHT --

WILHELMSHAVEN:

(Click to make bigger.)

 

In keeping with my experiments with the Maxis rewards -- here's a couple shots of the Major League Stadium.  I used Paeng's lots as a base and re-lotted some of them to create a larger "patio" area with several refreshment venues, threw in some park pieces, and parking lots.  I think it's suitably "grand" without being over-much.  Beer, hot dogs, pretzels, and fellow enthusiasts -- nice way to get away from "the little woman" for a few hours. (lol)

0Op6SF1.jpg

 

hh9dpWl.jpg

 

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@Dreadnought If you haven't used the pedmall parks yet , just letting you know they are not slope friendly . The base texture fades on a slope , so be sure the area is flat when you use them if you choose to . I recently installed them and they do look pretty good when flat that is . BTW , those are some nice images too .

@Simmer2 They are awesome and the icons are cool too . Will they be in the park or water menu ? And would you be able  make a MML for them to hide them until they are used ? My park and water menu's are sooo cluttered , I probably wouldn't be able to use it . But I really do think they look great , regardless .

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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6 hours ago, Simmer2 said:

Oky, now its time for the show and tell of all 36 pieces and their respective icons.
They are easy to follow and distinctive enough to stand out in the menus.

Actual props.
iT6nsTX.jpg

Water footing.
3j0pqjl.png

Icon Legend
LegI0B4.jpg

Simmer2

Awesome set, the icons and key will be very helpful as well. Thanks for all the hard work !

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"The road of excess, leads to the palace of wisdom."-Sir William Blake

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    This video shows a number of areas of town that I reworked. Including the rail grade separation at the beginning and the dedicated highway interchange to interchange ramps midway in.

     

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    Yo, People -- !!

    Two things --

    (1)  Will someone please refresh my memory on which lot exemplar(s) I need to change for jobs??  PLEASE ??  (And exactly what do you type in using the old Maxis Editor -- or suggestions.)  I can't remember and I don't want to botch the job.  That custom content lot for the massive Volkswagen Plant simply has TOO MANY jobs (23,000) and destroys the RCI demand in an entire region !!

    (2)  THIS is my first attempt at making mountains.  Don't mind the trees -- just goofing around with my controller's God-mode.  (Doesn't work -- has logging scenes that pop up unwanted -- and some really goofy trees).  Opinions and suggestions welcomed!!  (This is a large-size map tile.)

    Click to make bigger,

    J88Kdsc.jpg

     

    • Like 3

    In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

    In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

    The cuckoo clock !

    (Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

    ************************************************************************************************************************

    "History is but a pack of tricks we play upon the dead." --- Voltaire

    ************************************************************************************************************************

    Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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    About the mountains, you have you consider two basic concepts to give them realism: why they formed and how they were shaped. 

    The first question is answered knowing the geological history of your terrain: it is an old craton like northeast Canada, an ancient mountain range like Appalachia, a newer one like the Rockies, a volcanic hotspot like Hawaii, a subduction fault like the Andes or a sliding one like San Andreas? That will determine the way elevation will be distributed on the terrain and the general shape of the mountains.

    Resolving that, erosion is our priority: while very new mountains (like New Zealand) can be sharp and pointy, most of them have been eroded by winds, water and crucially, glaciers. Winds round sharp edges, water depths valleys into gorges, and glaciers displace tons of rocks to form curved valleys with dams on their ends. Also, earthquakes crumble the mountain shape and accumulate cracked rocks on its skirts, producing a gentler slope.

    An useful alternative is to use Google earth to check a desired model mountain from various angles.

    Good luck with this work, and tell us how it goes!

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    9 hours ago, Dreadnought said:

    Yo, People -- !!

    Two things --

    (1)  Will someone please refresh my memory on which lot exemplar(s) I need to change for jobs??  PLEASE ??  (And exactly what do you type in using the old Maxis Editor -- or suggestions.)  I can't remember and I don't want to botch the job.  That custom content lot for the massive Volkswagen Plant simply has TOO MANY jobs (23,000) and destroys the RCI demand in an entire region !!

    (2)  THIS is my first attempt at making mountains.  Don't mind the trees -- just goofing around with my controller's God-mode.  (Doesn't work -- has logging scenes that pop up unwanted -- and some really goofy trees).  Opinions and suggestions welcomed!!  (This is a large-size map tile.)

     

    (1) 1. Download SC4 Tool and this patch to make it work on Win 7. You can also use Ilives Reader, but it's less user friendly. 2.  Locate the .desc file for the building. It may dat-packed. I don't know since I don't have this building, but if there's a dat in the bulding folder try that. 3. Open the Exemplar editor in SC4 Tool. 4. Open the file,  edit the Capacity Satisfied value and save.

    LlgTjsW.jpg

     

     

     

     

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    10 hours ago, Dreadnought said:

    (2)  THIS is my first attempt at making mountains.  Don't mind the trees -- just goofing around with my controller's God-mode.  (Doesn't work -- has logging scenes that pop up unwanted -- and some really goofy trees).  Opinions and suggestions welcomed!!  (This is a large-size map tile.)

    This is an old problem and has to do with Flora. Flora is a special category of prop used by the game. To make an MMP, props must be made into Flora. This sounds simple, but Maxis envisioned Flora would be, well flora, so care must be taken with other kinds of props converted to MMPs. For example, flora has properties that enable trees to grow or only show in certain elevations, it's these properties that tie into Tree Controllers, which are flora-based.

    So a user is planting with the tree controller and sees MMP flora, don't assume the tree controller is at fault. Usually it's an MMP that has not been modded correctly, thus it's items are interfering with the intended operation of the tree controller. For the most part, the templates modders use have all been corrected for MMPs, so the problem should have bitten the dust. But, there may still be incorrectly modded files out there. In the first instance, working out which props they are (hopefully they have pop-up labels), can at least pinpoint the MMP/MMPs at fault. Once they are identified, then we can see what exactly needs to be rectified.

    For (1), follow @metasmurf's advice, SC4 Tool makes so many common edits many times simpler to understand. Bear in mind though, it creates a backup file (.sav) of every file you modify. These need to be removed from your plugins folder. Once you know the edit is working, you can safely delete it. If a modification causes problems though, ditch the modified file and rename the .sav part of the backup back to it's original extension. i.e. either .SC4Lot, .SC4Desc, .DAT etc.

    • Like 4

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Ha, I like that! After all, it's precisely one of the applications I had in mind: filling individual gaps in W2W development with industry. Of course, you need a bit of luck (and bulldozer use) to get just the right buildings to grow, but the ones in the screenshot work perfectly IMO! :)

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    -=| 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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    @Tyberius06 I would not use Pegasus Maxis timed prop families due to prop pox risk. I don't know if the regular CDK3 lots have the same problem as  CDK3-OWW2 lots or not, though personally I wouldn't take the chance. Maybe someone else have more detailed information/better understanding of this. I realize that changing this would be a lot of work though, and for me it's not a big issue removing said prop families from your lots which look great by the way. The only criticism I have is that the container port(s) looks a bit too dense with the amount of props contrary to the other lots shown in those pictures which look perfectly balanced.

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    This is definitely asking for a Trixie! Is the kind of mod that marks a before and an after for a certain part of the game.

    Oh, and I back metasmurf on this, PEG props could look newer and more vivid, but the prop pox is normally an unacceptable risk: that thing can destroy the cities in which one has invested the most work.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    2 hours ago, Tyberius06 said:

    How do you feel about it? Which crane would be the winner?

    1. Container Ports with the tag_one's crane. (the exeption is the NBVC transition 01, because in that set there are used both type of crane.)Seaport_Test_City-Sep._24__031473781799_

    Well most of the last couple of lots, what I made, contain both DTR and STR tracks. Here is the inner corner and the Industrial Rail Yard 05 - Warehouses 02
    The new monster: Industrial Rail Yard 04 - Warehouses. 23x20 tiles big, I actually reached the maximum item limit on this lot, so I had to hold myself back.

    I would be happy any for any comment, advice, critic, oppinion etc...

    - Tyberius

    Yo, Tyberius --

    I have been watching this with great interest.  I'm planning a massive container port complex for a future map tile -- and this will MORE than fill the bill.  This is, indeed, a MONUMENTAL effort -- and very well done.  If this doesn't get you a "Trixie" -- then there is no justice.

    (1)  I favor the Tag cranes for my ports, though a mix would be acceptable.  Not ALL container cranes in a port look alike -- though I do find the big blue blob of a PEG port a bit distracting.

    (2)  I tend to agree with "metasmurf"  -- the container port lots seem to be overwhelmed with the brightly colored containers.  Thinning them out a bit -- or changing to less colorful containers (like T-Wrecks) would blend them into their surroundings a bit better.

    (3)  I have not yet experimented with the STR rail and may find it somewhat daunting -- but just so I can use your lots, I will attempt to "Bugger on" as Churchill used to say.

    Please accept my comments with grace and good humor.  When "feedback" is requested, I feel we are duty-bound to respond.  My lotting skills are simple in many respects, but I fully understand the massive effort you have put into this project.  And I know you are rightly proud of your results.

    I look forward to using the fruits of your Herculean labors.

    • Like 3

    In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

    In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

    The cuckoo clock !

    (Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

    ************************************************************************************************************************

    "History is but a pack of tricks we play upon the dead." --- Voltaire

    ************************************************************************************************************************

    Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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    @kingofsimcity Wow , look at all that $$$ . Looking good . :thumb:


    Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

    When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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    @MushyMushy That looks pretty darn good . @Dreadnought Cool idea , that old B/W ship looks like the U.S.S.Constellation that was docked at the Inner Harbor in Baltimore . It was one of my favorite things to see when going there . Edit , here it is

    Spoiler

    USS_Constellation_Inner_Harbor.JPG

     


      Edited by raynev1  

    added something
    • Like 2

    Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

    When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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    18 hours ago, Dreadnought said:

    I luuuuuuv the warship model !!!  It's a crying shame someone with "Nob's" skills couldn't make a few World War I bats.
     

    That would be the Mikasa, I suppose?


    -=| 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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    4 hours ago, T Wrecks said:

    That would be the Mikasa, I suppose?

    That is correct.  Nob has been remarkably faithful to the original -- give or take a small detail here and there.


    In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

    In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

    The cuckoo clock !

    (Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

    ************************************************************************************************************************

    "History is but a pack of tricks we play upon the dead." --- Voltaire

    ************************************************************************************************************************

    Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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