Jump to content

24,741 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
3 hours ago, Barroco Hispano said:

I think I'm going to remove maxisnite support, I have no incentive to do so. ^_^

I still use Maxisnite. I failed to ever get Darknite running, for one, but I also enjoy the not-so-dark nights, it makes sense to me when combined with foggy or cloudy areas.

  • Like 4

Check out Isla Bonita!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
6 minutes ago, hugues aroux said:

yes, I know, I said no 2 without 3 ... but I've cracked, so it'll be ... no 3 without 4!

Your UI mods are really neat.  Have you ever considered trying to make a version on the UI that works better for larger resolutions by making the picture elements bigger?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 minutes ago, Kel9509 said:

the UI that works better for larger resolutions

Thank you! This has indeed been mentioned, and it should be possible, but only partially at the moment. The editing tool in Reader 1.5.x (relatively unstable) doesn't allow you to manage sufficient space. And some elements are in "hard", like certain budget windows and menu icons (44 px), policy management outside the dedicated INI, .. ! As soon as we can solve these problems, I could easily transform the UI. I'd love to, believe me! ;-)


What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
11 minutes ago, Koonam said:

Happy new year everyone! *:D

I'm working on this vintage theater building now. After 14 times of exporting BAT, I succeeded in importing it as lot editor.

Do you think the scale of the building is appropriate compared to the people on the street and the surrounding buildings?

도시2-33 오월 71735725839-2.png

도시2-33 오월 71735725839-3.jpg

Looks a bit small to me -- especially right at the entrance -- when compared to the people on the sidewalk and the ground floor windows.

But it may just be me......

  • Like 6

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
Posted:
Last Online:  
 
6 minutes ago, Dreadnought said:

Looks a bit small to me -- especially right at the entrance -- when compared to the people on the sidewalk and the ground floor windows.

But it may just be me......

Thanks for your opinion, Dreadnought! I think you're right. It looks a bit small... I'll make it more bigger later.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
39 minutes ago, Koonam said:

Do you think the scale of the building is appropriate compared to the people on the street and the surrounding buildings?

Hi, a fine piece of work ! Don't be fooled by the size of the Maxis pedestrians, which are totally disproportionate : +-3m ! Experienced builders can tell you how much to deform your building.

  • Like 3

What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
15 minutes ago, hugues aroux said:

Hi, a fine piece of work ! Don't be fooled by the size of the Maxis pedestrians, which are totally disproportionate : +-3m ! Experienced builders can tell you how much to deform your building.

Really? Hmmmm.. Then, should I increase the scale of the building compared to the surrounding buildings?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 25/12/2024 at 6:27 PM, Ernestmaxis said:

It took me a while but I have upload my huge project. For those of you working with MMPs, a huge variance to go wild. Hopefully with the 8 clicks, rotating units will be easy. The list is huge though, maybe there is a solution in the DDL menu thing, I don't know about this yet though.

Have a great christmass.

O. M. G.

Bravo and thank you !!!

  • Like 2
  • Thanks 1

Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing SimCity 4 Files Index
 
7 hours ago, Koonam said:

Really? Hmmmm.. Then, should I increase the scale of the building compared to the surrounding buildings?

I would scale up only the ground floor in height, my experience is that the ground floor usually needs to be 5-6m to look "right" for just a typical commercial shopfront, so it may need to be even larger for a more imposing building. Vertically everything else looks fine. In footprint I'm not sure, it seems large for a theater building but I'm used to the Maxis theaters (of which the largest is 3x4).

  • Like 4

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
8 hours ago, Koonam said:

Really? Hmmmm.. Then, should I increase the scale of the building compared to the surrounding buildings?

Looks amazing - did you sale the vertical axis up to 135% before exporting? 

If you didn't, it might fix your scaling issue.

  • Like 4

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 1/1/2025 at 7:01 AM, Koonam said:

Really? Hmmmm.. Then, should I increase the scale of the building compared to the surrounding buildings?

That is the problem, isn't it?

The pedestrians are on the sidewalk -- so they will always look bigger than the entrance to the building. 

On the other hand -- until we started talking about it -- no one was likely to notice.

If you're satisfied with the building, you would be better off leaving it as is. 

If you kook at my battleships -- they do not match-up with a lot of the Maxis structures or people.  But @AP produced an entire set of sailors to match the historically accurate scale of the models.  That was about as close as I could get to solving some of the many "scale" errors in the game.

  • Like 4

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
Posted:
Last Online:  
 
9 hours ago, kaimai said:

I would scale up only the ground floor in height, my experience is that the ground floor usually needs to be 5-6m to look "right" for just a typical commercial shopfront, so it may need to be even larger for a more imposing building. Vertically everything else looks fine. In footprint I'm not sure, it seems large for a theater building but I'm used to the Maxis theaters (of which the largest is 3x4).

Sounds like good advice to me -- *:thumb:

  • 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/

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 02/01/2025 at 6:37 AM, Koonam said:

 

 

 

 

Thanks for the opinions everyone. I made the building more bigger and recreated the lot. It looks better now! *:thumb:

도시2-33 오월 281735793301-2.jpg

Great work. We usually create the first story a bit taller than the others, like 1 or 1.5 meter taller. Also, after finishing the BAT, it's kind of standard to stretch your BAT on the height axis by 130%~133% since the game 2.5D camera cause some distortion and that way it ends up more realistic.

But after all it's always about trial and error. You should compare your BAT to other people creations to see  how well it will blend, if it has a realistic size when compared to the other buildings, etc. But you're definitely on the right path!

Just one tip: Always try to add more variety, texture, dirtness, roofjunk, etc to the roof to make it more interesting, since it's the part of the building we're always seeing the most bc of the game camera!

  • Like 4
  • Yes 1

*;)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
11 hours ago, JulioC said:

Great work. We usually create the first story a bit taller than the others, like 1 or 1.5 meter taller. Also, after finishing the BAT, it's kind of standard to stretch your BAT on the height axis by 130%~133% since the game 2.5D camera cause some distortion and that way it ends up more realistic.

But after all it's always about trial and error. You should compare your BAT to other people creations to see  how well it will blend, if it has a realistic size when compared to the other buildings, etc. But you're definitely on the right path!

Just one tip: Always try to add more variety, texture, dirtness, roofjunk, etc to the roof to make it more interesting, since it's the part of the building we're always seeing the most bc of the game camera!

Wow Thank you JulioC! Now I can recognize that my BAT's height is distorted little bit. And Thanks for the tip too! :) 

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 8/9/2024 at 7:32 PM, Evanjs said:

Umm! These are amazing. Hope you upload them for us all to used one day. 😀

I love it!!, awesome work bro :8)

  • Like 1

Share this post


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

that a broken windmill or lighthouse there?

  • Like 1

I'm the guy who leaves 5 page essays as comments >.<

"I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

Share this post


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

oh, okay, that's really cool!!

Was thinking it was broken at some point and just left there by the locals as a bit of history, but, that's also really cool!!

  • Like 1

I'm the guy who leaves 5 page essays as comments >.<

"I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

Share this post


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

I am working on an update to the Extended Terrain DLL. I patched the terrain texture loading code to allow me to redirect the water textures and others that Maxis didn't list in terrain.ini.

Here is a snippet of the debug logging code with the default Maxis 'Tropical' terrain, the type id is always 0x7AB50E44 (FSH image), so I only included the group and instance ids.

Spoiler

 


Loading texture 0x891B0E1A,0x09187300
Loading texture 0x891B0E1A,0x09187400
Loading texture 0x891B0E1A,0x09187301
Loading texture 0x891B0E1A,0x09187401
Loading texture 0x891B0E1A,0x09187302
Loading texture 0x891B0E1A,0x09187402
Loading texture 0x891B0E1A,0x09187303
Loading texture 0x891B0E1A,0x09187403
Loading texture 0x891B0E1A,0x09187304
Loading texture 0x891B0E1A,0x09187404
Loading texture 0x891B0E1A,0x00000010
Loading texture 0x891B0E1A,0x00000011
Loading texture 0x891B0E1A,0x00000013
Loading texture 0x891B0E1A,0x00000014
Loading texture 0x891B0E1A,0x00000015
Loading texture 0x891B0E1A,0x00000031
Loading texture 0x891B0E1A,0x00000032
Loading texture 0x891B0E1A,0x00000033
Loading texture 0x891B0E1A,0x00000034
Loading texture 0x891B0E1A,0x00000035
Loading texture 0x891B0E1A,0x00000036
Loading texture 0x891B0E1A,0x00000037
Loading texture 0x891B0E1A,0x00000038
Loading texture 0x891B0E1A,0x00000039
Loading texture 0x891B0E1A,0x00000043
Loading texture 0x891B0E1A,0x00000044
Loading texture 0x891B0E1A,0x000000E0

0x09187400-0x09187404 are a 'polluted water' texture, but I don't know if the game actually uses it.

  • Like 7

Share this post


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

is the concern for the pattern regarding the grass texture or the walkway texture?

either way, I don't think it's too much, looks fine to me.

And, honestly, I wouldn't mind having the grass texture so I could use it in some lots, but I haven't done much lotting to warrant that just yet, lol

 

Though, I am curious as to how that would look if the default grass texture for the terrain was changed to that

  • Like 3

I'm the guy who leaves 5 page essays as comments >.<

"I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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