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That's a slam-dunk right there (runs away).

Seriously though, great lotting as always, it's one of those really under-appreciated arts of SC4. Without needing huge amounts of new models, you are creating lots of totally unique and useful extras.

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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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Agree with @rsc204; the lotting is phenomenal. You really made the scene around the basketball hoop much more lively. 

You're very welcome for the hoop. Always glad to be of assistance! 

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

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Very nice basketball alternatives. The multi-purpose court is the one that has caught my interest the most. I wonder if it's possible to make a family of props for this court, so every time you plop it you can have a tennis match or a basket game. Or some timed props to have both a tennis and a basket match at the same court, in different times of course. For instance, you can have a tennis match in the morning and a basket game in the evening (without the tennis net obviously), both at the same court.

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"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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Once again, you went far above and beyond the call of duty! I feel almost like a jerk mentioning it, but since Basketball courts are often found in run-down areas and not just in middle-class or upper-class sports complexes, wouldn't a version with somewhat faded and/or soiled textures make sense?

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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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Duuuuude! I have been thinking about basketball textures since I lotted a huge school last month, and so glad that your making them! 

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Hi there @kingofsimcity. I've got a question about your Maxis Mansion Override mod (the non extension version, for now).

Is that mod compatible with PaulSawyer's Maxis seasonal - residential and commercial lots mod (CAM version, found here https://community.simtropolis.com/files/file/28771-maxis-seasonal-residential-commercial-lots/ ).

My impression is that as long as I loaded your mod after PaulSawyer's one, then they would be compatible, because your mansions would override his, by virtue of being loaded after his. Is that the case?

If so, can I confirm that I would achieve that by ensuring that your folder appeared further down in the alphabetical order relative to PaulSawyer's mod? I.e., I might name his folder "ya_Maxis Seasonal Mod" and I might name yours "yb_Maxis Mansion Overhaul"

Your mod looks excellent and I can't wait to use it. But I don't want to lose the seasonal variations of the other lots in the came made possible by PaulSawyer's mod either!

Thank you.

 

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@kingofsimcity Thank you. If I did want to test compatibility what are the markers that the two mods are not conflicting with one another? Is it just a visual check to confirm that your Maxis mansions are growing, not his? Or is it more involved than that? I'm happy to test them and provide you with results if it's something than an average egghead user like myself can accomplish, and if it's helpful for you.

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    @JimC: Yep, a simple visual check will do. If you use an override, the major difference to look out for would be a change in base/overlay textures on any affected lots in the city. Whatever textures the lot takes after is the mod that takes priority. Props and buildings on existing plots will not update, and so you might need to do some manual bulldozing.

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    On 11/26/2018 at 5:08 PM, kingofsimcity said:

    @JimC: Yep, a simple visual check will do. If you use an override, the major difference to look out for would be a change in base/overlay textures on any affected lots in the city. Whatever textures the lot takes after is the mod that takes priority. Props and buildings on existing plots will not update, and so you might need to do some manual bulldozing.

    Hey there King! Bit of an odd result. These are all newly grown lots. These lots certainly look like they're yours so I assume that your mod has over-ridden PaulSawyer's mod successfully. Hooray.

    But the grass textures are a little messed up. I'm just guessing here, but I suspect that the Sudden Valley terrain mod, which comes with a Maxis grass over-ride option, is the source of that conflict.

    I'll try testing that out next time.

    EDIT: Have retested:

    1. The two Maxis override mods are compatible with each other as long as your one is loaded first
    2. The SV Maxis Texture Replacement is responsible for the odd grass textures seen below. Once I got rid of that the mod worked as expected. I guess those two mods are incompatible.

    Tester-Oct. 20, 051543627423.png

    Tester-Oct. 24, 051543627449.png

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    @JimC: Sorry for the late reply, but there's an override version for my SuperSHK textures that is compatible with the SV Maxis Texture Replacement courtesy of @rsc204. This will cover around 90% of the remaining grass textures used for the driveway paths. IIRC, the only textures remaining used here that don't have a compatible override are those striped lawn textures.

     

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    2 hours ago, kingofsimcity said:

    IIRC, the only textures remaining used here that don't have a compatible override are those striped lawn textures.

    I think I personally went through and re-lotted those instances when I installed the set, to make them match TGN. However, when I finally get the next version of TGN out of the door, those stripped lawns (and similar) textures should be covered by the mod. Thanks to some wizardry by Rivit (GoFSH), it's possible to do a reasonable job matching them now.

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    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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    5 hours ago, kingofsimcity said:

    @rsc204: Ooh, that's awesome. Looking forward to seeing the results!

    Update

    I've been working on lotting another truck dealership for @pclark06. This time, it's a Freightliner dealer.

    kAh7Ohn.jpg

    The layout is based off a real dealer somewhere in Fontana, California. New textures were used to support Angry Mozart's cabs. Note the little off-angled (11.25°) section in the bottom right corner!

    omg this is beautiful!

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    @pclark06: Glad you like it!

    Updates

    My IdM - Trucking Essentials package from April 2017 has been (finally) updated, now at version 2.00.

    In it you'll find a host of brand new textures for semi cabs and loading zones. There are some fine-tuned angles (11.25, 22.5, 33.75) and a full suite of prop families for Angry Mozart's semi cabs.

    Enjoy!

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    *casts resurrection spell*

    Been a long time coming, but here's my newest IRM filler expansion set focused purely on @Angry Mozart's trailers and assorted industrial props.

     

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    Hi there @kingofsimcity !

    I’ve recently come back to SC4 from a near-7-year break and have discovered your amazing work!  You, among others, are taking the realism of this game to the next level, and I’m so pleased that I’ve returned to such an amazing visual feast.  I especially love your industrial fillers, parking textures and those awe-inspiring parks and SuperPaths.  In fact, I’ve been so inspired that I’ve had some ideas regarding the parks and paths, and have sent you a PM with details.  Not sure if you’ve been around recently, but would be keen to discuss.   Drop a reply here or send a PM any time!

    All the best,

    thepabray75

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    I love your community park packs! Unfortunately they are causing a crash to desktop on the Mac version whenever I load a city. Any idea how to fix this?

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    On 7/9/2022 at 2:46 PM, micycle said:

    I love your community park packs! Unfortunately they are causing a crash to desktop on the Mac version whenever I load a city. Any idea how to fix this?

    Having the same issue with the community packs and BSC VIP Girafe Cattails prop on Mac.

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    There is an issue that would only affect Mac users for three of the lots, two from Vol1 and one from Vol2 from the following downloads:

    https://community.simtropolis.com/files/file/32075-kings-community-regional-park-pack-vol-1/
    https://community.simtropolis.com/files/file/32125-kings-community-regional-park-pack-vol-2/

    Essentially the problem is fairly well known, but these files had so far escaped detection.

    Replace the following three lots with the updated attachments and you should be able to use everything from these packs without trouble:

    Vol. 1:
    PLOP_6x7_KOSC_TonyRPark_d7e21424.SC4Lot
    PLOP_12x12_KOSC_MMushyAthleticPark_a7e2a07f.SC4Lot

    Vol. 2 (Sports Complexes folder):
    PLOP_19x6_KOSC_MalerkeySportsComplex_9805c1db.SC4Lot

    I'd be grateful to know that these patches fix the problem, @kingofsimcity hasn't been around much of late, but I'm sure he won't mind us adding these fixes to the STEX entry so others don't run into it.

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    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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    On 2/12/2023 at 5:17 AM, rsc204 said:

    There is an issue that would only affect Mac users for three of the lots, two from Vol1 and one from Vol2 from the following downloads:

    https://community.simtropolis.com/files/file/32075-kings-community-regional-park-pack-vol-1/
    https://community.simtropolis.com/files/file/32125-kings-community-regional-park-pack-vol-2/

    Essentially the problem is fairly well known, but these files had so far escaped detection.

    Replace the following three lots with the updated attachments and you should be able to use everything from these packs without trouble:

    Vol. 1:
    PLOP_6x7_KOSC_TonyRPark_d7e21424.SC4Lot
    PLOP_12x12_KOSC_MMushyAthleticPark_a7e2a07f.SC4Lot

    Vol. 2 (Sports Complexes folder):
    PLOP_19x6_KOSC_MalerkeySportsComplex_9805c1db.SC4Lot

    I'd be grateful to know that these patches fix the problem, @kingofsimcity hasn't been around much of late, but I'm sure he won't mind us adding these fixes to the STEX entry so others don't run into it.

    This fixed it. Thank you so much for you help.  Will keep the issue in mind going forward.

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    The downloads have been updated now to include the three fixed files.

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    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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