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Fantozzi

Big Paeng Theory's Backyard (Fantozzi)

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Normaly I make the same amount of errors in lotting as in typing. So with uploading 78 lots at once this must be in total ... err ...roundabout ... many errors. You can report them here. Or any kind of suggestion or idears or observations regarding "the big paeng theory". I don't have experience with giving support, have to see if I can handle this. :ooh:

 

BigPaengTheory1.jpg.a170916adba9db1e1f78

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    While working on the 'Lovers Bridge', I already got an idear for the future. Will make an additional pack with a few lots to unify also diggi's streams with paeng parks.

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    Sure to be some great additions to my favourite parks set. I like what you're doing here.


    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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    A brilliant addition! Well done indeed with all of that lotting!


    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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    There are many enhancements I could think of. For example: I do composing, sound editing and sound collecting for more than 25 years now and own a sound library of almost 2 terrabytes. I listened to the sounds included in the BSC-essentials  and thought I'd realy like to make a soundfile ressource, not only fitting the 'big paeng lots' but also is versatile to use it with many other lots.

    But soon I realized - doing this and lotting, is too much for a single person, I would have got lost in my idears - and sometimes you have to drop idears to get ahead with a project.

    But if someone is willing to do the file - the modding work - I can provide, lets say, 10 or 20, classy sounds, fitting seamlessly in the games style and covering some of gaps.

    Seems I'm on a roll ... or ... I fetched some kind of lotting addiction. I started working on a small set for blending diggi streams with paeng parks. Two or three lots with bridges and streams, one bigger lot with a pond.

    So for the great amount of dependencies - I'll keep the list for future projects, so you'll have the pain only once  and I strongly hope, if you install the 'big paeng theory' that I can give you some compensation on the long term.

    Had simillar pain, when I installed @T Wrecks industrial revolution mod. Even dropped the CAM for it and had to review my entire plugin-folder (by this time there was no Colossus-version available).

    Took a while to realize that this was one of the best downloads I ever did. In my opinion the industrial revolution mod is a MUST HAVE. Not that I want to compare my little thing with his master piece (he offers 250 lots and less dependencies, so he his much better than me and then it changes the overall looking of sc4-industries,), but now I can understand much better, how immense his  passions must have been - and compared to his effort, to track a longer list of dependcies isn't  really 'work'.

    But you'll never know, it happens that you're disappointed by a download and think, this wasn't worth the trouble. That's a question also of personal taste. So it's a good thing to think over first - do I really need a concert area, do I really need that much park stuff? Some people wrote they won't download because they aren't interested but they acknowledge the efford. So I'm fine with that. But I recomend to rate only after testing. High ratings are nice for me but it is important for the decission of other people who consider a download. When rating please think of them - with rating you do always a thing that has two sides, you give me some delight or worries, but you do also a recommendation for other users. Even if it's hard for me personally - please rate to determine the usability, not to acknowledge the efford. For acknowledgement, please give me a 'like' instead of a rating. I like likes too. 

    I never used the DAMN and I won't do a menu for it, don't have enthusiasm to get into it. If some else could do and share this I would be glad. I organize my menues different, I try to distribute stuff equally on the different menues ( canals and other water realted stuff I put in the water supply menu f.e. And then I think about what I use and what I don't use and delete unused stuff. So still SC4 works fine without the DAMN for me. Sorry - on this subject I can't help.

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    @simlacroix

    This shouldn't happen at all. If you can figure out which lot(s) is/are causing CTD please tell me, so I can have a look at it.

    I used many props, I found and had never used before and  even didn't seen before on other lots. So shure it is possible I fetched something buggy.

    So observing this would be a great help. Thank you.

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    So far I had troubles with the greenhouse and the bigger lots, it happened twice and then it stopped, despite all that I do save every 15' for I don't trust the game at all and this meant a lot of new plugins for the game so it wouldn't be surprising at this point, it's working fine now, I do hope this helps.


    "Ma fin est mon commencement, et mon commencement ma fin".

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    If there are CTD there are conflicts otherwise even a complex SC4 runs fine. All those dependencies contains thousands of elements and the hard thing is to identify what causes the trouble. In my experience if CTD are randomly and they seem not to be reproducable, they go away and return - it's a growable that is randomly picked by sc4 and as soon as construction is finished - bamm. As such errors are hard to detect (as it's a conflict between two amongst thousands of elements) it's of much help for the whole comunity if such errors can be traced back. So don't hesitate to report, even if it isn't 'my mistake' - that's irrelevant. Every error that can be eleminated is good for us all - for me too, no matter whos fault it is. 

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    To be perfectly honest their work is very good and also arduous by time utilized but use it is too much work for some as yourself noticed in comments.

    If I can give ... a suggestion.

    "Likes" should perhaps be your last concern for her work thus make it the pleasure of being already doing that not all the people will have the same view of importance you have about it.

    It is as good as Paeng landscaping and although not my favorite SC4 theme let my "Like" as requested. :thumb:

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    Hi Fantozzi, just a quick question are these compatible with the paeng texture changer?, as i use that to unify all my paeng parks to one style so i can use them all as one system.

    When i played around with some of the lots different lots showed different path textures.

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    37 minutes ago, Xander Dax said:

    When i played around with some of the lots different lots showed different path textures.

    I couldn't test that - but yes, it's the aim having it compatible with TC.

    On the "Sims Against Racism Fountain" I used a ground prop - so this lot wouldn't be "perfectly" compatible with the TC. Maybe I'll find a better solution in the future.

    If you have other lots not working with TC please name them and I'll update them asap.

    Evil me let the testing of this feature to the community, so I appreciate you indicate that.

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    Ok will have to recheck some of them i know i am having that problem with a few....then again i think i am having a similar problem with a few of the original

    paeng parks revisited lots as well so not sure lol.

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    54 minutes ago, Xander Dax said:

    then again i think i am having a similar problem with a few of the original

    paeng parks revisited lots as well so not sure lol.

     

    This is my paeng-folder (there is some other stuff, not part of the park system):

    folder.png

    Apart from the paeng_TexturePack_v104.dat, most of the time there should be only two other texture files (ending with "_Mod") in there. As there are orginally three different  systems, paeng made, mostly you want to override only two of them to get an unified look. There are exceptions, as other variations are possible.

    You can do a quick compare of your paeng folder with the overview in "...\Parks_v205\Parks_v205\TextureChanger_205\Documentation_TC205\mod-combi_chart.jpg" and recheck if the file combination is that what you visually want - a wrong combination of those mod-files may cause overriding conflicts.

    The folder itself, named "TetureChanger_205" doesn't belong in your plugin folder.

     

    EDIT:

    Also make shure that the mod files are loaded after paeng_TexturePack_v104.dat.

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    Good work on the lots, but I think it would have been better to divide the lots into like 3 packs, with one base pack not requiring lots of odd dependencies. Also, datpacking lots is a bad idea, because it doesn't give users the possibility to remove lots they don't plan on using. Props for the good readme pdf.

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    The project started almost two years ago - I did the pathways and paengyfied the BSC park lots. Then I commenced this year. I collected all the prop packeges first, I wanted to see on the lots. Then I started lotting.

    For the bigger lots there is a bigger amount of dependencies, sometimes I used a single prop from there and another single prop from there. To make a big package allowed me to work this way and to gain great freedom in choosing. As I said, I focused on props I never saw in my game, f. e. i focused to use some of cycledogs tree-props rarely seen on other lots.

    If I release them as single lots, I had to redo them witch a different approach - the way how I used props this time - to reduce the amount of dependencies. This would mean to drop the idear making 'showcase lots' that demonstrate the richness the collective work of modders gained during th years.

    I understand, that someone, who wants to have only a concert field, isn't pleased with 77 other lots he don't want. It's like ordering a hamburger in a french fish restaurant and you get a big plate with mudcrabs and gilthead and salad an slices of exotic fruits all around and in the middle of this plate lies a tiny hamburger.

    Well maybe I can release one or two as single lots, but it's work as I have to relot them under this perspective - with a changed aim. So tell me, which one you'd like to see as a single release.I won't promise anything - as this wasn't my personal aim. But, well, don't want to disappoint you either.

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    With a little experience of the reader, it's quite possible to extract a few of the lots embedded in the DAT. It should be noted for fairness, many creators will use DATs, because it makes it much easier to work with large sets of files.

    I am getting some very weird effects using these lots. The base textures would appear to be the source of them. Paeng's (park paths) have the IDs:

    • 0xF5F841E0 (Default Paths)
    • 0x2D580000 (UrbanGardens)
    • 0x261F0000 (WhiteSandPaths)

    I notice you've used a number of the transition textures rather than the full base textures, for example ID 0xF5F84375 or 0xF5F84380. Have you per-chance used custom paths when lotting these? Because you really should always use the default setup during creation. The custom paths are setup as such that they will then automatically update based upon your installed choices. When you lot with your customisations, you may find users with a different configuration will get unexpected results. I've quickly glanced at around 10-15 of the lots in the package, it seems the problem affects most lots with these paths.

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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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    44 minutes ago, rsc204 said:

    Have you per-chance used custom paths when lotting these?

     

    Thank you so much, rsc204.

    EDIT

    Found the piece of paper now, where I wrote down the texture ID I used. Indeed it is different from those you gave. Don't know how I could do this wrong (this is upsetting - so much work and such a stupid basic error). Well, nothing helps - I'll take one of the IDs you wrote and redo the thing again.

    Update may takew a while.

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    It shouldn't take too long to get the right textures into place. Using PIM-X you should be able to get through them pretty swiftly. One of those annoying little jobs that sprout all too frequently when modding. 

    It's also possible to find all entries beginning 0x00000002 in the LotConfig, the last rep of which will be the Texture ID. You can double click the line and modify the final rep for those affected IDs. But you'd need a list of from/to texture IDs and it's all a bit fiddly really. I think in this case, I'd fire up PIM-X myself.

    It's an easy error to make, most likely what you saw (with the Custom Paths) looked spot on. Because when you remove one or more of the three pathing options, the transitions switch to full textures. It's a bit of cleverness on Paeng's part, but highlights the importance of modding from a clean setup. I guess another tip (it's so easy with hindsight :(), if making a big pack of lots, throw a couple out and get some feedback. At least you'll level up your texture replacing :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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    Well i finally had a chance to fire up the game again (been far to busy), and after altering my Paeng Parks folder to something similar to Fantozzi"s configuration.

    Then testing a few of the lots, i am pleased to report that they are working with the Paeng Texture Changer :)....as i said i only checked a few lots but i would say

    that if the ones i checked work then most of the others would to.

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    2 hours ago, Xander Dax said:

    Well i finally had a chance to fire up the game again (been far to busy), and after altering my Paeng Parks folder to something similar to Fantozzi"s configuration.

    Then testing a few of the lots, i am pleased to report that they are working with the Paeng Texture Changer :)....as i said i only checked a few lots but i would say

    that if the ones i checked work then most of the others would to.

    Thank you for using them. Well, if you use a texture combination like me, yes. But as @rsc204 explained, I used a wrong texture ID that willl cause bad results with other texture combinations.

    I will update this, but haven't got the time quite now. Also I decided to make two dat files. One that won't need the 'special dependencies' under section five and one that contains those bigger lots with those bats/props on it.

    But this will at take least until ....    

    EDIT:

    In the meanwhile - don't hesitate to report any other observation. Changing textures on all the lots is a monotonious work , so it isn't bad to have one or two different tasks while doing this.

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    Hello

    Has anybody any clue what is causing this? (see the picture)
    I just uploaded the Big Paeng theory (did ewerythung as it sais), but i get this weird parks (textures)

    Tried every possible way with  texture changer ("UG2Monument_Mod.dat" and "WSP2Monument_Mod.dat") - and any other combinations, but i got every time the same results (as in picture) (and this .dat files load at the end - as it shuld be).

    The normal files (from Paeng parks) - are OK, i dont have this problme with them (only with Big Paeng Theory files).

    Any ideas / help wolud be appriciated.

    Brgds.

    VE1OwXd.png?1

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    This is the problem I reported above. The wrong texture's were used when these were lotted. There are two possible solutions:

    • Wait for the fixed versions to be released.
    • Change the textures for every lot in the LE yourself.

     

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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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    Thanks for info Rsc204.

    I just hope Fantozzi will make the changes soon.

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    On 11.9.2016 at 11:09 AM, Bojci said:

    Thanks for info Rsc204.

    I just hope Fantozzi will make the changes soon.

    Sorry, yes. Don't have time at the moment. Need some hollidays. But I'll take care asap.

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    On 11.9.2016 at 11:09 AM, Bojci said:

    Thanks for info Rsc204.

    I just hope Fantozzi will make the changes soon.

     

    Some little good news:

    The Big Paeng Theory has been updated to Version 1.1

    - fixed base texture issue as reported above

    - fixed some descriptions and updated handbook

    - added one new lot , the "Moose Meadow" (2x2 intersection)

     

    MooseMeadow.png

     

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    First, let me say that I think this set of lots will work beautifully as a central park-type of area for any large city tile.  I'll need to remember to save a large area of open space in the next city I start.  Good work!

    Having said that, while scanning my Plugins folder with SC4DataNode, the following dependencies were listed as missing from the listed lots (NOTE:  any directions are based on the orientation of the lot as shown in your guide):

    paeng_fz_5x8_JapGarden
    Prop 0x4D4DA008 1 iteration middle of NE pond
    Prop 0x73CCDBA1 1 iteration middle of central pond

    paeng_fz_7x7_AphroditesSpring
    Flora 0xB34C3280 4 iterations inside pond around fountain (water flora?) 

    Paeng_fz_7x3_LoversBridge
    Prop 0x55A5F664 1 iteration right side of stream, just to south of bridge (rock or water flora?)

    Paeng_fz_5x6_SculptureLoop
    Prop 0x55A5F664 4 iterations large sphere sculpture, among smaller spheres (flora?)

    In reality, most players will never realize these props are missing due to the low iteration count and/or location .  However, without these dependencies being identified, the listed lots will not show up as you designed them.  This essentially would mean that you wasted your time finding the perfect prop to place in those particular locations.  Could you (or anyone else) please run DataNode against this set on your computer to see what it shows?

    Just so you are aware of this, there were several fountain effects props (in the AphroditesSpring and SculptureLoop lots) that worked when plopped in game, despite being listed as missing in both DataNode and PIM-X (although PIM_X shows almost all effects as being missing).

    I also found props and textures from the following prop/texture packs that weren't listed in your dependency list:

    BSC Textures Vol01.dat
    HBS_FloraPropPackvol.01.dat
    BSC MEGA Props Jen_P Vol01.dat
    BSC MEGA Props - Misc Vol02
    BSC MEGA Props - MJB Vol01

    Cheers,
    Tim

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    @twalsh102

    Thank you for your report. It maybe BSC Textures Vol01.dat I really forgot to mention. But the others you mentioned shouldn't be needed. My problems is, I have only a written list - the pluginfolder itself I used for creation I didn't backup - so I can't say for shure. Made me aware in future I should also do this - to backup the used 'development plugin folder'.

    With longer breaks I worked almost two years on it and during this time I exchanged some dependencies - and also tried to do some optimization on the use of dependencies towards the end, when I thought to share it. I tried to clean the already existing lots but of course there might be some props left. 

     

    On 21.11.2016 at 0:00 AM, twalsh102 said:

    Just so you are aware of this, there were several fountain effects props (in the AphroditesSpring and SculptureLoop lots) that worked when plopped in game, despite being listed as missing in both DataNode and PIM-X (although PIM_X shows almost all effects as being missing).

    If I remember right the steam/fountain effects used on the aphrodites spring lot are from BSC MEGA Props JRJ Vol05.dat. I remember testing others from the JENX poseidon water effects package on this lot, maybe I forgot to remove them.

     

    All in all the final testing ingame I did with only the listed dependencies in my plugin folder. So the lots should look right (as intended) without the dependencies you named and should vice versa look wrong when they are installed as they most probably are relicts of earlier stages of development. Except of the BSC textures as I think I used them for some dirt/grass textures on the concert field so they are necessary and I have to add them to the dependencies list. *Sigh*.

    Anyway I have to go through the lots visualy to verify this - as I will shy away from adding another dependencies if not absolutely necessary.

    Again: thank you for reporting.

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    Me, myself - I still didn't find the time to play around with it much. I would really aprecciate to see some pictures here. -

    It would be selfish to ask for a 'paeng/fantozzi parks picture challenge' but of course I'm sooooooo curious if all the work was for a use, if it works as a system, if you can put the (smaller puzzle) pieces together in a nice way? Also with other custom content?

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    Hey Fantozzi,

    Here is some more specific information for you about the above listed "missing" dependencies.  This will let you decide if the existence of, or the lack of these props will affect the aesthetic of the lots as you designed them.  I would say that with 1 glaring exception, just as with the missing props already mentioned, most (if not all) players will not notice a difference whether they have the prop packs mentioned or not.  I totally understand how small thing such as these can get lost in the shuffle of such an immense project.  If nothing else, you can just file the below info away for either a rainy day, or until you maybe someday issue V2 (and please don't take any of this as suggesting you should,  just to fix these minor problems).  Some of the below are repeats from the previous post:

    paeng_fz_5x8_GoobersWater
    FSH 0x59214000 1 iteration BSC Textures Vol 01.dat
    FSH 0x56217000 1 iteration BSC Textures Vol 01.dat
    FSH 0x1DA44050 10 iterations BSC Textures Vol 01.dat
    Prop 0xBA500001 1 iteration BSC MEGA Props - Misc Vol02.dat bsclight_Short_NoCone
    Prop 0xC35CFF51 1 iteration BSC MEGA Props - Misc Vol02.dat SG_Crime_Ped_Prostitute01
    Prop 0xC35CFF64 1 iteration BSC MEGA Props - Misc Vol02.dat SG_Crime_drug-deal-bad

    paeng_fz_5x8_JapGarden
    Prop 0x4D4DA008 1 iteration middle of NE pond
    Prop 0x2DA24356 1 iteration BSC MEGA Props - MJB Vol01.dat prop_mjb_BirchSilver1
    Prop 0x73CCDBA1 1 iteration middle of central pond

    Paeng_fz_3x4_KidsFun
    FSH 0x4DA44150 1 iteration BSC Textures Vol 01.dat

    paeng_fz_14x17_NationalDome
    Prop 0x72BF98CA 1 iteration BSC MEGA Props Jen_P Vol01.dat jen_p prop iron fence diag1 SF
    (Note:  This is the exception to players not noticing.  From a distance it just blends into the crowd, so to speak.  At a high zoom level, it sticks out like a sore thumb, as it is located almost in the middle of the plaza in front of the dome, between the dome and the ticket booths.)

    Paeng_fz_5x5_Mausoleum
    Prop 0x30C9B4A1 4 iterations BSC MEGA Props Jen_P Vol01.dat jen_p prop tree 01

    Paeng_fz_3x3_Cross_GuardianAngel
    FSH 0x59EFF400 1 iteration BSC Textures Vol 01.dat

    paeng_fz_7x7_AphroditesSpring
    Prop 0x4D4DA001 4 iterations fountain effect (all these are definitely redundant as they sit directly atop similar Maxis props)
    Prop 0x4D4DA004 1 iteration fountain effect
    Prop 0x4D4DA012 1 iteration fountain effect
    Prop 0x4D4DA017 6 iterations fountain effect
    Prop 0x4D4DA026 2 iterations fountain effect
    Flora 0xB34C3280 4 iterations in fountain (water flora?)

    paeng_fz_3x3_Crossing A
    Prop 0x59BD30C0 1 iteration HBS_FloraPropPackvol.01.dat HBS_FloraTropical_PlantaB3

    Paeng_fz_7x3_LoversBridge
    Prop 0x55A5F664 1 iteration right side of stream, just to south of bridge (rock or water flora?)

    Paeng_fz_5x6_SculptureLoop
    Prop 0x55A5F664 3 iterations large sphere sculpture, among smaller spheres (flora?)
    Prop 0x002a7E39 1 iteration large sphere sculpture, among smaller spheres (flora?)

    BTW, as soon as I get an appropriate size city going, I'll post some pics on my vision for your lots (using as many as I can), as well as passing on how well they work together and with other park lots.

    It's got to be hard not knowing how people are actually using your creations, after putting so much time and effort into it.

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    BTW, reference your post above about reviews.  I totally agree with your sentiment!  Reviews have been one of my pet peeves for a long time.  From what I've been able to tell, fully 95% (or maybe more) of all reviews (and ratings) ever posted were based only on the pictures included with the download, and no other factor.  For this reason, I never read any reviews before making a decision to download or not.  It's usually a waste of time.

    From Dirk's STEX Code of Conduct:

    From Rule 1. Commenting and Rating are integral parts of the STEX:  "The ratings tells the Author that the work is good or needs improvement."  How can one determine if the work is good, if one never bothers to download and try the work in game?

    From Rule 5. Don't Abuse the Rating System:  "Ratings are intended to reflect on quality."  Again, how can one determine quality without actually downloading and trying the work in question?  This is like giving out the Motor Trend "Car of the Year Award" based solely off a picture of the vehicle, or a "Home of the Year" award strictly by looking at the exterior of the building..

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