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    3 minutes ago, DavidDHetzel said:

    Looks nice, but weren't most already done w/ the SHK parking pack by someone else?

    Not that I'm aware of....


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

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    Oh those. Well my parking lots are definitely different from his, and some of my relots are not the same size. I do see where I should continue to do a little more work with them, but for the most part I feel they are nearing completion.

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    I hope that newer Burger is version 2 I could never get version 1 to work on my game! 

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    Is it possible to shrink or enlarge the size of props? Some buildings I'd like to relot are actually just props....


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

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    On 18/02/2017 at 2:00 AM, nos.17 said:

    The Walmart does indeed look way too large. If you're up to it, that can easily be changed with the Model Tweaker. It's surprisingly simple. Open your model and it will appear in the window. Select "Scale" (purple), and then select your scaling factor. I prefer to use the decimal factor (green) as it gives more control: I can put in the exact percentage and not have to worry about converting it to a fraction. Save, and the model will be significantly smaller. I would suggest sticking with a number in the .90s or .80s ... things get smaller than you'd think.

    bace4ab9a13c4124b69dd6eea1061de1.png

    Do note, however, that this process changes the physical model itself, so if you wanted to use the reduced building, you'd have to do some renumbering yourself to make a duplicate copy. The Model Tweaker's help file is actually very useful for this. The instructions how to change everything is included for you.

     

    Oops!
    "This is a factor (not percentage) and may contain a decimal"!!! It looks different on my computer:

    SC4MDTpu.jpg.aa4a2ea6dabb213ac79e91898f1c4c23.jpg


    The last word is clipped cause the text doesn't fit in the control size, obviously due to differences in the font scaling used (small or large fonts). Fixing this would have been easy (just enlarge the control), but I have installed a newer version of the development tool, and this would require reimporting and rebuilding the project, which is quite an effort. Hope you find the issue unimportant.

    However, there is an unofficial version I had made some time ago, but never released. Version 3.05 contains minor fixes, and implements a new command (Measure Model), useful in setting the correct Occupant Size dimensions in the building or prop exemplar for resized models (instead of calculating the dimensions yourself). Run the command, get the Occupant Size from the text box, paste it into the Reader (the whole line, not each dimension separately) and click the Apply button next to the edit box and finally the Apply button at the bottom.

    The updated version is attached in this message. To install it take the following steps:
    0. Have a V3.00 installation (installed by the installer)
    1. Close any running instance of Model Tweaker
    2. Open the Registry Editor (Windows Taskbar -> Run -> type-in Regedit) go to the HKEY_CURRENT_USER\Software\Cogeo\SC4 Model Tweaker\Workspace key and delete it (the key and the subkeys, the whole tree) - this will delete the usage and UI settings.
    3. Go to the installation folder (C:\Program Files\Cogeo\SC4 Model Tweaker) and overwrite the executable with the new version).

    Some few tips on using the program:
    - Model Tweaker does not create file-type associations, as it is not the "main" editing tool (this was left for the new version of the Reader), and will thus not open files from the file manager directly. However, it accepts drag-and-drop operations, for single or multiple files, not having to use the tedious File Open procedure.
    - Tips about the Menus, Toolbars and the Help System can be found in this post on SC4D.

    Hope you like it

    SC4MDT_V3.05.zip

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    Cool, thanks Coego, I'm sure the update will be useful, although I never encountered any bugs in my usage of v3.


    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 sharing that. That will help with future development if I can get it to work. 

    Do you mean by key and subkeys that I should delete the entire workspace folder? How do you overwrite the executable?


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

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    On 3/3/2017 at 3:46 PM, Evanjs said:

    I hope that newer Burger is version 2 I could never get version 1 to work on my game! 

    It looks to be V2, I am sorry for the mistake V1 was. *:lol:

     

    53 minutes ago, RRetail said:

    Thanks for sharing that. That will help with future development.

    You are free to re-lot any of the restaurants of mine.The work you are doing so far is really good. :)

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    3 minutes ago, Ceafus 88 said:

    It looks to be V2, I am sorry for the mistake V1 was. *:lol:

     

    You are free to re-lot any of the restaurants of mine.The work you are doing so far is really good. :)

    Thanks! I appreciate hearing (..er.. reading) that.

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    2 hours ago, RRetail said:

    Do you mean by key and subkeys that I should delete the entire workspace folder? How do you overwrite the executable?

    Yes, the key and its descendants (it's a hierarchical structure). Right-click on "Workspace" and select "Delete". Don't worry, it will be re-created the next time you run the program.

    To install the executable go to the installation folder (C:\Program Files\Cogeo\SC4 Model Tweaker), using the Windows Explorer (it's called File Explorer in Win10), and copy the executable (it's contained in the zip) there. It will overwrite (replace) the previous one.

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    I guess the better question is what is the executable and/or how do you copy it? I'm not good with technical stuff like this unless I get a step by step process and I hate to be a bother for something that is probably so obvious. 


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    Executable = .exe file... i.e. the main program file used to run the application. To replace it, find the old one and drop the replacement in overwriting it.


    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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    Now I'm left wondering if my computer will even let me replace it....

    Keeps telling me that it cannot delete output file and that access is denied. I think I'll just give up on it then rather than to keep pestering about it.


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

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    2 more restaurants and a couple of Simgoober related projects:

    Untitled.jpg

    Untitled.jpg

    Test World-Mar. 12, 001489005564.jpg

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    I hope the wait was worth it! Restaurant Relots Pack One has been added to the STEX:

     

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    I have updated my first four files to a 1.0.1 version:

    BONUS! I've also added the Rite Aid to the STEX:

     

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    Who needs a break anyways? 

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    I still think bojangles needs a drive Thur! What about White Castle? 

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    I hate you about the two jack in the boxs on here and there's other Wendy's also, and Hardee's and carl jr

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    1 hour ago, Evanjs said:

    I hate you about the two jack in the boxs on here and there's other Wendy's also, and Hardee's and carl jr

    Wow. Hate is a strong word. I didn't relot Kevdan's Jack in the Box because the building model is way to big for me to make a realistic lot. I plan to relot a different Jack in the Box along with a few other projects to be announced. Some of which aren't restaurants.

    You do realize that I plan on doing more restaurant packs, right?

     


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    4 hours ago, RRetail said:

    Wow. Hate is a strong word. I didn't relot Kevdan's Jack in the Box because the building model is way to big for me to make a realistic lot. I plan to relot a different Jack in the Box along with a few other projects to be announced. Some of which aren't restaurants.

    You do realize that I plan on doing more restaurant packs, right?

     

    Sorry I meant What not "I hate you". I was on my phone at the min. someone mess with my phone so when I say WHAT it siads I hate you, more words so up like that also. Yes  I do Thanks for you're time and sorry once again.  

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    2 hours ago, Evanjs said:

    Sorry I meant What not "I hate you". I was on my phone at the min. someone mess with my phone so when I say WHAT it siads I hate you, more words so up like that also. Yes  I do Thanks for you're time and sorry once again.  

    No worries. Thanks for explaining.

     

    Updates/New Projects:

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

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    These lots are looking pretty darn good! You've managed to keep them relatively compact while still making them significantly nicer than what they use to be. Looks like you've gotten pretty comfortable with using the parking textures as well.

    One thing I think your lots could really benefit from is utilizing more non-Maxis trees and shrubbery. The Maxis trees aren't too bad but there are a few questionable models, like the poorly rendered oak tree with the outline in particular. Since a few of your new lots seem to be using 3dsMax models, it seems like the right thing to do to complement the lot with some newer and higher quality trees. Another small suggestion I have would be to add variance to your pavement textures. You could in practice employ several different "colored" lots with small changes in base texture/props. This would be a simple way for diversification in cities, especially since a lot of these are restaurants and stores that might sprout up with impunity. Overall though, I love that you're tackling all these smaller CS$$ buildings and giving them a much needed facelift. Keep up the good work! 

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    On 3/11/2017 at 6:05 PM, kingofsimcity said:

    These lots are looking pretty darn good! You've managed to keep them relatively compact while still making them significantly nicer than what they use to be. Looks like you've gotten pretty comfortable with using the parking textures as well.

    One thing I think your lots could really benefit from is utilizing more non-Maxis trees and shrubbery. The Maxis trees aren't too bad but there are a few questionable models, like the poorly rendered oak tree with the outline in particular. Since a few of your new lots seem to be using 3dsMax models, it seems like the right thing to do to complement the lot with some newer and higher quality trees. Another small suggestion I have would be to add variance to your pavement textures. You could in practice employ several different "colored" lots with small changes in base texture/props. This would be a simple way for diversification in cities, especially since a lot of these are restaurants and stores that might sprout up with impunity. Overall though, I love that you're tackling all these smaller CS$$ buildings and giving them a much needed facelift. Keep up the good work! 

    Very nice feedback. Thank you. I understand where you are coming from. I guess my mindset was to try to keep everything looking similar to another, so you could easily change it to another lot if you wanted.  I appreciate the suggestions and will look to change some of the lots not yet released to reflect upon these suggestions.

    I do have a few questions though,

    • By several different "colored" lots, do you mean to include more than one file for some of the relots? (e.g. one file with a grey parking texture and a second file with light grey parking texture)
    • How can you tell if a model is 3DSMax?
    • What trees/shrubbery do you recommend to accompany the 3DSMax models?

    Thank you and I'm always open to suggestions!


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    Are these texture variants good?

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    Getting closer to releasing the second pack of restaurants.

    So I assume that Ceafus' buildings must be the 3DSMax buildings....

    A few non-restaurants in the works:

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    Papa johns need more parking please. Need more gas station Relots also. What about Auto Zone Game Stop done by simgoober and Family Dollar and a Dollar General? The Dollar General is on Other website tho! 

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