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EDIT SOLVED

 

Hi, 

I very much enjoy the parking textures and noticed the other day that there were lots available which is great as I am not often making or editing lots. I am a bit confused about which dependencies are required for the lots, some of the pages appear to refer to outdated versions perhaps? I don't want to duplicate anything I dont need to, are you able to give me a rundown of the files I absolutely need for the lots? - My main reason for asking is that I think I only have the textures, but writing this / downloading the files and work but playing on my computer at home - so I have no idea which of the dependencies I have already - Sorry to be a bit needy!

Solved. Please ignore 


  Edited by MissVanleider  

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Please forgive the double post :) 

I downloaded the repository for the SHK parkings yesterday that can be run through GoFSH. I have run some scripts before using GoFSH so should be able to manage a set with my own grass and sidewalk texture which is wonderful, thanks so much for making the parts available!


My question is, am I best to remove all the textures that I had downloaded before yesterday and are already in my plugins folder? (I can't remember exactly which files, but presumably when I get home and search plugins for files starting SHK, that should find them) Then run the scripts on the textures that are provided in the repository (which seems like all of them). Which will then kick out .dats specific to my sidewalk and terrain grass?

My second question is, presumably the above process only takes care of the 'textures' that are dependencies for lots? Do I need to somehow repeat the process if I wanted to use these lots below:

 

(I think that covers all the ones I need) OR will the fact that I ran the scripts on the texture repository just mean that I download these lots listed above but don't need the dependencies - because I have 'created' a custom version of the same dependency?

Final question - how about the DAMN? - presumably I can still use the DAMN version provided to make sure the menu is at least a little tidier?

Thanks for your help, and of course the content.

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When GoFSH is finished, the file names (DATs) that are created are the files you can remove, they are named identically. In practise you need to keep the original SHK parking pack (by SHK), but any of the KOSC textures can and should be removed, since the new ones you create will be duplicates.

You will still need any lots that you downloaded, this process only covers the textures. I think some textures may have been released along the way by KOSC. If so, those were merged (to the best of my knowledge) into the Mega Pack.

Being only textures, again any lot based modding, such as DAMN support is unaffected. So keep that as it is, just deal with replacing the textures.

 

  • Like 3

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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    @MissVanleider: rsc204 summed it up quite nicely I think :thumb:. But yeah, the original textures can be replaced directly with the new ones generated from GoFSH since they have the same filenames. Any of the lots that utilize those textures will have the new version display in-game as well without any further changes.

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    Thank you, but you are quite right in that

    @rsc204 has, as ever, provided most of the help needed!

     

    Can i just ask you too, the sets of lots i linked above, is that the whole 'family' as it were or am i missing some?

    Keep up the great work by the way, i am looking forward to using all of these

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    @MissVanleider: Yep, that's everything so far with the lots! Around 130+ pieces or so but it's optimized for maximum flexibility.

    That reminds me, I need to make a proper guide for using these (both textures and lots) - the old "guides" inside it is a bit confusing and rather poorly cobbled together so I'll be working on an updated version of it in the near future. Hopefully it'll make it more accessibly and less daunting to use. 

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    One thing I failed to find in your texture update was an updated set of PIM-X groups. Did you make them? I'm in the middle of adding support for your latest FA textures right now, so still time to include them in the installer if I know you plan to add them.


    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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    So slight issue, assume this is a texture selection issue when i run the GoFSH script. Somehow i have grass everywhere!

    jVI1k1c.png

    Any ideas on what i did wrong? Looks like i have selected the grass to be used in the concrete areas but i have double checked the script again and it does seem the correct setup. I.e i have swapped the 'maxis' textures to be used for my custom set before running the script

    Edit: like so

    WYvhE4G.png

    //edit


      Edited by MissVanleider  

    proof!
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    @kingofsimcity i can't see that there is any way in the world that i dont have that....

    But having just checked, it seems i had removed it to make the lot editor load faster and not put it back, because i found it lurking in a folder i call 'plugin green room' :yes:

    Sure you must have solved it but will confirm as soon as the tile loads, which is usally about 25 minutes!

    Thank you, for this and for all the work!

    Edit

    Will not waste bandwidth by proving that it works and posting an image, but surely this is my biggest simtropolis faux pas to date. I am going to hang my head in shame and write 'always read the readme' 500 times!

    //Edit


      Edited by MissVanleider  
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    @T Wrecks: Thank you! I would be lying if I said I didn't want to see your version of them now though.

    @RRetail: Thanks!

    @MissVanleider: Glad it all worked out in the end. I've done that quite a few times myself when lotting and I'm pretty sure I have several duplicate copies of a dependency lying around my plugins by now. Probably explains the even longer loading times I've been experiencing lately... :P

    Updates

    I've been working behind the scenes a little bit on touching up my texture repository.

    dqDAAGs.jpg

    First and foremost, I want to thank @rivit for his continued work on GoFSH which made the following possible. With the newest version I was able significantly shrink the repository size down to around 50% of its original size of 180MB. Now that's optimization!

    In order to generate texture sets with this new update, please make sure you have GoFSH 3.3.1 or HIGHER! This updated set utilizes a new default setting that is only available in the newer versions.

    For this update, I've applied what I dubbed "the smoothening" to a bunch of my older textures. I took some of the sharper looking curb pieces and applied more sweeping and gradual curves to them. There are some minor changes in structure to some of the pieces but thankfully they aren't significant enough to affect any existing lots. (I hope :))

    Comparison. Note the circled changes are rather subtle in some cases but more noticeable in others, especially the diagonals.

    OQBxwIg.jpg

    Hr0g9ty.jpg

    Additionally, I reorganized the entire file structure for the sets and consolidate some of the subfolders. This reduces the overall amount of separate DATs generated. You can also now generate a single DAT file for an entire set using the build all script file, which previously was just a combination of all of the individual script files in one. Note that with this new structure the files themselves use a different naming scheme than before. I've included a Cleanitol file in case the originals are buried somewhere in your plugins folder.

    Version 2.0 via Google Drive (2.81 MB zipped, ~93MB uncompressed) 

    I'll be rolling out updates to both textures sets on the STEX soon. These will also include a minor update in the form of a new PIM-X groups file for lotters as well.

    All this tweaking again brings back memories of my initial foray into texture creation from January of last year. For a fun little throwback, this was where it all started. Oh how things have changed...:golly:

    fdNoTXK.jpg

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    GAH! I wish I'd read your update BEFORE recompiling my entire set of TGN mods based on them... oh well, it's great to see you are still supporting and improving things. :D.


    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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    @rsc204: Aww. At the very least I hope that my 2.0 update can help streamline the process somewhat now.

    Updates

    Pretty much just random stuff for now. I've fallen into my classic pattern of too many ideas, not enough direction. :lost:

    Made some minor tweaks to the Icon Puerto Vallarta. Extended the wall around the left and the front, and fenced off the pool a little more.

    sXTeSV5.jpg

    O2XaZjV.jpg

    Crosspost from the "Show us your..." thread is the set of IRM compatible growable truck lot fillers. I still need to make a few I-D and HT variants and make prop families for the trucks.

    Additionally, I've been tweaking the mega distribution center's front a bit as well. I removed the industrial parking textures temporarily as I'm shuffling around IIDs and adding new ones into the mix. 

    klYqDaN.jpg

    Speaking of textures... suddenly more UK-based stuff?  ¯\_(ツ)_/¯

    Was messing around with SG's Sainsbury and this came out of left field. I guess I just wasn't satisfied with my looser interpretation of the handicap spots and dashed lines. Arrow positions are preliminary as I feel out the spacing. Those old yields markings are also going to receive a minor facelift as well. Maybe it's time to consider repository 2.1 already...

    Xiy7Ana.jpg

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    I'll give you some direction- get those industrial truck stops made as fillers and release them on the STEX! Pronto!

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    Dear sir/madam/whoever will read this!

    This profile is now defunct.

    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

    Apologies for the inconvenience and for the lost pictures.

    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

    The URS is a spiritual successor to the SC4 CJ Scrapbook.

    With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

     

    With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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    2 hours ago, kingofsimcity said:

    I've fallen into my classic pattern of too many ideas, not enough direction. :lost:

    Too true. Add in not enough time and it becomes the perfect mix. I am also nearing the end of all my B62 stuff ... I'm a little scared what might happen after that when I really have no goal. :uhm:


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

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    Neat! *:golly: That should be an awesome extension to the IRM - with additional possibilities to complement big-box retailers.

    As for the modding, I made the ploppable filters pretty much neutral on purpose. For growables, my standard was Maxis. Problem is, Maxis didn't make truck parking with lots of surface but little on it. So you're really on your own there. I'd probably stick to a handful of jobs and minimal effect (tax revenue) and consumption. Some pollution can be justified by truck exhaust gases (air), leaking fluids (water) and perhaps some fast food packaging thrown away by careless drivers/workers (garbage). *:D Power? Well, maybe for illumination. Water consumption? Probably not.

     

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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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    Wow, just wow. Neat idea though half of the technical stuff went over my head! :)


    Slowly bringing new retail to life because we can never have enough strip malls....

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    On 8.4.2017 at 3:42 AM, kingofsimcity said:

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    @T Wrecks: Thank you! I would be lying if I said I didn't want to see your version of them now though.

    Show me yours and I'll show you mine? It's been a while since I last played that. *:kitty: Well, my lots are made to be generic and not intended for standalone use, but for larger industrial blocks - with that in mind, here's a quick glance at one of them:

    ovPNjVX.jpg

    Nothing special, but the lot flora is fully shaded, and those trucks, just like yours, appear randomly. What the pic doesn't show is the prop-based footpaths I added in the back to match the pedestrian entrances there. You can barely see the end of one of them if you look closely.

    • Like 8

    -=| 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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    That looks really nice! Logistics has always been shooed under the rug and largely forgotten about, but this will make it possible to add some variety (and a way to move stuff) to industrial/warehouse districts.

    Good work! Honestly never expected to see my trucks put to such good use. *:thumb:

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    N0icqd8.jpg

    “The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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    Great stuff! It's a strange and somewhat exciting feeling to see other people create IRM stuff - as if what I started a while ago had eventually begun to develop a life on its own.

    Come to think about it, it's almost a bit like SimCIty itself where you lay the foundations and then the city develops, a good portion of it taking place beyond your immediate control. In any case, I like it! *:)

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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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    For some Reason, most of your cool Lots dont work with the DAMN Manager at all. You just get empty Previews and when you try to plop it, you get a CTD. It happens very very rarley with other Lots ( i encountered maybe 10-20), but with your Lots, 70% dont work.

    What is it that you are doing that your Lots are WAY more affected by this Problem than all the others, i really want to use them  :}

     

     

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    9 hours ago, Talla 2XLC said:

    For some Reason, most of your cool Lots dont work with the DAMN Manager at all. You just get empty Previews and when you try to plop it, you get a CTD. It happens very very rarley with other Lots ( i encountered maybe 10-20), but with your Lots, 70% dont work.

    What is it that you are doing that your Lots are WAY more affected by this Problem than all the others, i really want to use them  :}

     

     

    It's a problem with the last version of the damn manager, it corrupts the lots when hiding them. Nevertheless, no damage was done to your plugins themselves.

    Uninstall the damn manager and delete the files created by it (the folder zzzzz_damn manager on documents' plugins). Then use a previous version of the manager up to 1.2.x) or the SSPtool.

    It's a really annoying problem, particularly when you make menus for all your plugins.

    • Like 3

    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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    53 minutes ago, matias93 said:

    It's a problem with the last version of the damn manager, it corrupts the lots when hiding them. Nevertheless, no damage was done to your plugins themselves.

    Uninstall the damn manager and delete the files created by it (the folder zzzzz_damn manager on documents' plugins). Then use a previous version of the manager up to 1.2.x) or the SSPtool.

    It's a really annoying problem, particularly when you make menus for all your plugins.

    It worked, didnt know that the new DAMN Version has this bug! Thank you :)

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    T-T-Triple post!

    Releases

    The long overdue extension set for the Maxis Mansion Overhaul mod dropped last week. Get it here:

    Updates

    A request by @tariely, a re-lot of the forsaken b62 Dell Plant. This monstrosity is a stage 2 I-M lot that sits on a whopping 13x13 lot, and offers 1,342 jobs.

    5PXWOQe.jpg

    Despite it being mostly I-M, the front-facing section of the lot was designed to err on the side of I-HT.

    febW2bW.jpg

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