Jump to content

24,741 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

my attempts at making a custom LOD for the Salim Abu Muslim Mosque, in order to add a tree prop, failed miserably so I tried making a baked-in tree instead

elaeis_guineensis.jpg

  • Like 9

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/21/2024 at 1:08 AM, Barroco Hispano said:

@Krisman Your lotting is quite inspiring! When I'm done making my terrain mod, I'll export olive trees *:thumb: 

---------------

Snow Groomer

image.png.e1379bd590530780537a367f669f1b70.png

image.png.edaf681a60ec2562614db6b989ea2f65.png

new explosion effects?

7EiPq8J.png

Makes me think of the movie The Thing....

  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/5/2024 at 10:17 AM, Null 45 said:

Query-Tool-Lot-Plop.gif

This is a WIP update to the Query UI Extensions DLL that makes Shift + Click on a building clone the lot instead of showing the query dialog.

Edit: The update has now been released as Query Tool UI Extensions DLL version 1.5.0: https://community.simtropolis.com/files/file/36202-query-tool-ui-extensions-dll-for-SimCity-4/

WOW! I can't believe I missed this!!! This is such an exciting mod! I even basically made a request for something like this in one of your threads, but I didn't know if it possible and didn't really expect to see it!! This is going to save so much time! Just the other day for instance I wanted to use two of the same landmark, each flanking a different landmark. I placed the left building, scrolled forever down to the middle building, then spent forever again scrolling back up for the right building. With this mod I could have at least cut the last part of all that out.  

Many thanks for all the work you have done with these literally game changing mods!  

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
57 minutes ago, Barroco Hispano said:

I'll try the DLL when I finish making my terrain mod. Thanks for adding the option to use multiple terrain mods!

The DLL is still a beta. I am trying to decide if additional features need to be added before its 1.0 release, my current ideas are:

  1. A new terrain.ini section to provide longer terrain names for the UI, currently the DLL uses the section prefix, Desert, Tropical, etc.
  2. A new terrain.ini section that allows weather exemplars to be paired with the terrain mods. The way that would work is that the terrain weather exemplars would use a different TGI than the Maxis one, and the DLL would make the game load that override when SC4 asks for the Maxis weather exemplar.

The weather exemplar idea is based on feedback I received on SC4E.

57 minutes ago, Barroco Hispano said:

I think the <Arctic Terrain> can be replaced by another type of terrain. The user who wants to make a winter town should make it on the highest part of the map. It is unrealistic to think that snow will ever be added to skyscrapers or buildings already in the game. In my opinion, it is much better to add snow to small houses, ski resorts, vehicles, trees, rocks and some props found in such towns. The more eyecandy and the more mmp dependent, the better. *:D

I suspect that Maxis intended Arctic to be some kind of snow covered ground texture. You don't need to use the 4 terrain section prefixes Maxis defined (Arctic, Desert, Temperate and Tropical), the prefix can be any ASCII string other than Terrain. But using any value other than Tropical will require the DLL.

  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/18/2024 at 6:02 PM, Krisman said:

Trying something new here ...

A couple of weeks ago I was traveling through Spain visiting some places in north-western Andalucía. And while visiting places like Úbeda, Baeza and Jaén the surrounding landscape was stunning as well ... as it was covered with olive trees as far as the eye could see. Especially terrasses where these threes are grown looked stunning.

So ... I had a try to replicate that look in my region (with is southern Europe based anyway) ...

The result so far:

1G29qcK.png

ix9Uaue.png

 

On 10/20/2024 at 5:14 AM, Honolulu said:

A small update of the main entrance to the walled city and a beginning of port activity. Not much after all...

Shot142.jpg.efb071dad86113ad5323c81f7a181ef9.jpg

Shot143.jpg.b317fbceff8080acf1a1f3e5984a6d1e.jpg

Shot144.jpg.1b20595f246b84381085c8afdc999b73.jpg

I am truly flabbergasted and, of course, inspired by the incredible eye for detail and patience both from @Krisman and @Honolulu and your extensive (and exhausting?) custom lotting. Awesome!

 

On 10/20/2024 at 10:11 PM, 11241036 said:

My newest WIP: One out of the many small villages along the hilly southern shore of the peninsula shown below. In earlier days, it was founded by poor people living mostly from fishing, animal breeding and a few farm fields. Nowadays, it is slowly starting to add tourism to its list of sources of income. Hope you like it.

Un8nTEb.jpg

 

 

 I absolutely love all those farms and fields in the west-side of your region, it looks so pretty in region view! Are you using any particular farm collections? (Like I was thinking of the Dutch farms FrankU Dutch Farm Lots Stage 0 - Agricultural - Simtropolis)

  • Like 6
  • Thanks 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
18 hours ago, SneakyDeaky said:

 I absolutely love all those farms and fields in the west-side of your region, it looks so pretty in region view! Are you using any particular farm collections? (Like I was thinking of the Dutch farms FrankU Dutch Farm Lots Stage 0 - Agricultural - Simtropolis)

Thank you. Yes, I'm using particular farm collections, very particular, in a manner of speaking. I'm mostly using Colossus Farming, SPAM, and FrankU's Dutch Farms, and a few SG farm fields, but I've heavily modded them in a way that I'm only using Stage 1 lots that look exactly the same as the farm fields connected to them. This way, it looks like only fields themselves are growing in my region, and if I want to have farm houses, I make them separately.

SPAM already comes with 1x1 farm field anchor lots, and you've already seen that FrankU has done the same; I don't know if there is any similar viable plugin for SG's fields, and most likely not for Colossus Farming. I might share my farm field collection (however, with SG and CF, it isn't complete) if people want it.

  • Like 4

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:  
 

I had been placing a lot of Motokloss's streetside parking lots, which I find gave a lot of life to my city. Unfortunately, they also have a tendency to either strangle traffic or, if their numbers are adjusted on the reader, turn the entire city into a Park & Ride fest. Which is nice, I suppose, but they also block buses.

So instead, I downloaded this lovely little T21 mod for OWR-1, which adds the cars as eye candy instead.

Parking.jpg.153d983ce1fc557acaa8f27f002319eb.jpg

Finally driving to the Opera

I was kind of on the fence about turning most of my one-way roads to OWR-1, but then I realised this also doubles as a very near traffic calming device, and it gives me the correct configuration for bus stops, too.

671fa45fcf21b_Parking2.jpg.f313de7181525ea11464fa8dc80646db.jpg

It would be nice to have T21 parking in roads and avenues, though.

  • Like 6

Check out Isla Bonita!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 hours ago, Girafarig said:

I had been placing a lot of Motokloss's streetside parking lots, which I find gave a lot of life to my city. Unfortunately, they also have a tendency to either strangle traffic or, if their numbers are adjusted on the reader, turn the entire city into a Park & Ride fest. Which is nice, I suppose, but they also block buses.

So instead, I downloaded this lovely little T21 mod for OWR-1, which adds the cars as eye candy instead.

 

Finally driving to the Opera

I was kind of on the fence about turning most of my one-way roads to OWR-1, but then I realised this also doubles as a very near traffic calming device, and it gives me the correct configuration for bus stops, too.

 

It would be nice to have T21 parking in roads and avenues, though.

 

Well the issue is you would have to either a) turn off Automa or b) deal with the cars going through parked cars or c) new textures with a wider road surface to handle the parking. My regions have very little traffic due to my somewhat unique build style so I opted for option B in my current region ..

image.png.8a9b413d86228e8091aba7360da4c6fa.png

  • Like 6

Known as Kitsune on sc4e. NAM Team Member.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, redfox85 said:

 

Well the issue is you would have to either a) turn off Automa or b) deal with the cars going through parked cars or c) new textures with a wider road surface to handle the parking. My regions have very little traffic due to my somewhat unique build style so I opted for option B in my current region ..

image.png.8a9b413d86228e8091aba7360da4c6fa.png

Motokloss's lots manage to make enough space for one or two lanes, parking on both sides, and even a cheeky tree or two. That being said — yes, what I'm suggesting would require a different road surface. We do have a couple of street mods that handle that with no problems, though, so I don't think that would be much of an issue.

  • Like 3

Check out Isla Bonita!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 27/10/2024 at 12:41 PM, Tyberius06 said:

It's not really relevant to this post in particular, but since it's the one that led me through two hours of hurried panic —regarding the Urban Civics file, it installs a version of the Old Market Hall that is bugged on the Mac. The STEX version, linked above, does offer a patch for the Mac that solves the issue —but failing to install this patch leads to any interaction with anything health related (or even letting the clock roll 'til the 15th of any month) causing an instant CTD.

I don't think the downloadable file needs to be modified (maybe the original Old Market Hall works better on Windows?), but it would be nice to include a small warning regarding this file.

  • Yes 1

Check out Isla Bonita!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 minutes ago, Girafarig said:

It's not really relevant to this post in particular, but since it's the one that led me through two hours of hurried panic —regarding the Urban Civics file, it installs a version of the Old Market Hall that is bugged on the Mac. The STEX version, linked above, does offer a patch for the Mac that solves the issue —but failing to install this patch leads to any interaction with anything health related (or even letting the clock roll 'til the 15th of any month) causing an instant CTD.

I don't think the downloadable file needs to be modified (maybe the original Old Market Hall works better on Windows?), but it would be nice to include a small warning regarding this file.

I did not know about the issue, but thanks for letting me know. I'll take a look into it and most probably I'll do a direct update on the uploads. The SC4Evermore version of the Urban Civics will receive an update as the only leftover contents from Matt, the Parks, will fit nicely into that pack. *:thumb:

  • Like 3

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.

Share this post


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

I'm working on a slight update to the RCI DLL Queries, to incorporate the latest update to @Null 45's Query Hook UI Extensions.  The Query will incorporate the new "building_summary" variable so that  you'll be able to immediately tell the difference between buildings.  Now you don't have to hover to see what commercial buildings are Commercial Services or Commercial Offices, for example, as the Query will incorporate that info from the hover.  I always hated that I needed to do this:

671d4a783e2e4_GDriverWindow--DirectX10_26_20242_06_49PM.jpg.49f9c3f250b3e854baa16251b7ec5902.jpg 

This will apply to all of the queries (Residential, Commercial and Industrial, and the tooltips and non-tooltips versions).  It'll just take a bit of time to add it into all 6 of them since I'm placing it right underneath the "Abandoned Due to Commute Time" line at the top, so everything needs to be moved down and it's a bit of work to do that.

  • Like 4

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 10/28/2024 at 1:06 PM, redfox85 said:

 

Well the issue is you would have to either a) turn off Automa or b) deal with the cars going through parked cars or c) new textures with a wider road surface to handle the parking. My regions have very little traffic due to my somewhat unique build style so I opted for option B in my current region ..

image.png.8a9b413d86228e8091aba7360da4c6fa.png

@Girafarig

First of all, I love the way you've developed your city. It looks great!

Could you please link the mod? And, is there a version or OWR-3?

I had requested this type of mod a year or 2 ago, for OWR-3 in the spirit of the streets of NYC. But as they're paving most streets with painted bike lanes and other daylighting techniques this may be the more realistic option anyway.

My only gripe is that I sometimes use OWR-1 instead of MIS in RHW adjacent situations. So this would complicate those situations.

Looks amazing nonetheless.

Link, pretty please! :) 

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
50 minutes ago, EffTheGrid said:

@Girafarig

First of all, I love the way you've developed your city. It looks great!

Could you please link the mod? And, is there a version or OWR-3?

I don't know if you meant me, but here's the mod I'm using. It says "street trees" but there's also a file in there that places the parked cars. Unfortunately, there's no OWR-3 version.  

 

 

For the street mod (covering actual streets), I'm using this: 

 Modified by this:

 

 

  • Like 3
  • Thanks 1

Check out Isla Bonita!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
5 minutes ago, jestarr said:

I still have no idea what is wrong with the original textures for the VW Plant lot.

What's the wrong with them? I haven't completely updated your stuff yet, but your contents are the next on my to-do list that I try to re-rehost before 21 November, because after that I'm not around for 2 weeks. Was there a report about them? Also if you have creative changes on the lot(s) we could include them with the rehosted uploads... 

I sent you a DM on discord, I'm gonna be around for a few more hours before I go to bed.

  • Like 3

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.

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