Jump to content

24,743 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
17 hours ago, mattb325 said:

@art128, when the seawall lot was 'saved-as' it probably lost its water or land constraint value. Re-entering these on your already edited lot should correct the issue.

 

15 hours ago, 11241036 said:

@art128

The most common reason for lots losing the ability to be placed on water is a bug (or flaw) in the LE: If you remove all water/land assignments, the LE removes the LotConfigPropertyWaterCompatibility property. To make any lot being placeable on both land and water, you need to user Reader to add this property to the Lot Exemplar file and set it to 0x01.

lcpwc.jpg.bf1b21d7d060926a30de14140ee97318.jpg

 

Thanks guys, it worked perfectly. *:thumb:

 

Quick question... What property would cause a props to stay at the bottom of the water? I've compared two props in the reader and didn't see anything different that would explain why one stays above water and the other at the bottom.

  • Like 3

I'll take a quiet life... A handshake of carbon monoxide.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
3 hours ago, art128 said:

 

 

Thanks guys, it worked perfectly. *:thumb:

 

Quick question... What property would cause a props to stay at the bottom of the water? I've compared two props in the reader and didn't see anything different that would explain why one stays above water and the other at the bottom.

I seriously don't know it off the top of my head. But if there's no apparent difference with the props, this might be either related to the lot exemplar or the building exemplar file. If you send me the lots (along with their building exemplar files), as well as the prop exemplar files, I'll check it on my own, that would be of interest to me, too.

  • Like 1

11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

Share this post


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

Another quick question guys. Any idea what property I need to add or modify in order for the outside lots to appear like the middle one?

The middle one is the untouched original uki's seawall 4 straight piece. The sides one are the lots I edited by adding the pier.

 

1.jpg.54932612ea86b11cd4159c886d9f9dcc.jpg.c3532a87c6c34ed8265197f99ca03a99.jpg

  • Like 4

I'll take a quiet life... A handshake of carbon monoxide.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
9 hours ago, art128 said:

Quick question... What property would cause a props to stay at the bottom of the water? I've compared two props in the reader and didn't see anything different that would explain why one stays above water and the other at the bottom

Apart from the differences in the props themselves (by which I mean are they below the Z axis, and if so, by how much), the entries that I would check are 'Orient to slope' and 'Is ground Model'.

 

44 minutes ago, art128 said:

Another quick question guys. Any idea what property I need to add or modify in order for the outside lots to appear like the middle one?

The second issue would appear to be an interference with the LOD of the pier prop (which is likely just a simple rectangle generated by gmax) clipping and enabling you to 'see' through the water.

Some things which you could try to minimise the effect, although I doubt you will eliminate it altogether:

1) adjust the occupant size of the prop in the reader to something small (or better still make a new exemplar in the PIM-x and specify the dimensions from the outset), and/or;

2) adjust how the prop interacts with the sea-wall piece (by raising and moving the piece around in the LE).

Apart from that, there isn't much you can do besides making a brand new pier-prop with very tight-fitting LODs from scratch....

 

 

  • Like 5

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

Bahnbetankungshalle.jpg.24b9d477621ad9dcd8820efbf34f730b.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
7 hours ago, mitsos said:

As i am near completion of the utopia project,due to orthodox Easter, i decided to build my first biblical style city based on Jerusalem.

JERUS1.jpg.4f820d3b2f1ead603e0f5f0769d8de3c.jpg

 

 

JERUS.jpg

 

 

JERUS2.jpg

Hello Mitsos. Where did you get those walls down? Greetings.

  • Yes 1

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

Floodlight with fender , for the cargo area 1x1

Flutlicht.jpg.fed9fe9f9c5ed5c60966832c1028bf5c.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing Topic: Show us What you're Working On
 
10 hours ago, juguesal said:

Hello Mitsos. Where did you get those walls down? Greetings.

Hey, i think that you have asked me in the past but i m afraid that i can't answer because i don't remember and still  i can't find it. You can ask here. thanks

 

  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
15 hours ago, juguesal said:

Hello Mitsos. Where did you get those walls down? Greetings.

The upper, higher walls are a set of medieval city walls.

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3020

The lower walls are a set of seawalls created by Blunder.

 

  • Like 1
  • Thanks 1

11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

Signal bridge as an overpass. Small 1x1 gap filler for the tracks

signal1.jpg.2f7d134c8f852c33a816bccfe8d89f3a.jpg

signal2.jpg.6c0f941517c2f9d0bacf7de97e5c7402.jpg

signal3.jpg.f71a97906f4684d23ecdaa89d70723ca.jpg

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

NEWCOLD cold logistics 4x2

newcold.jpg.f42b5356aa710a7d04b0b977743ad58f.jpg

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 01/01/2020 at 3:15 PM, Wallibuk said:

5.jpg.166e0005ed0131d9a7486b5291dd5e6a.jpg3.jpg.9793a16f4cc7a64df487b59d1a9b840a.jpg6.jpg.321fc9eb1412994304768b196d957b41.jpg

@Wallibuk, anxiously waiting for these Latin American buildings to become available, for the commoners. what a great job!

  • Like 5

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

There is a so-called shopping center in almost every prefabricated housing estate.
Small, mostly useless shops. A supermarket, a bank, doctors, apartments, all under one roof.
5x5 and not quite finished yet.

rewe.jpg.6645029ab3bdc4a6c92b67a92704d2d6.jpg

Share this post


Link to post
Share on other sites
Guest 760649
Posted:
Last Online: A long, long time ago... 
 

in game

rewe1.jpg.c775b77a98fc186bc5da5aaece8f9f48.jpg

rewe2.jpg.1a5c0a589bc4ba30c80b85801ae3ae3c.jpg

rewe3.jpg.3771b6a1d2704ce5188c9074d1960b89.jpg

rewe4.jpg.60363c160e4350c8acc49c6343c1414c.jpg

Share this post


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

@The British Sausage

That trail work looks pretty good -- getting the visual angles just right is the key. *:thumb:

  • Like 1
  • Yes 1

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/

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


×

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