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Anyone have a link to JRJ SAM Street side mod?

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It's one of those mods that's a LEX exclusive, as such you'll just have to be patient.


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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Does anyone know if this (bridge for animals over highways) exists somewhere  in SC4 lots -- and if not, would someone be willing to... ? I would post this on the request thread but (after some tries for other stuff), the response there is zilch.

 

Bridge for animals.jpg

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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)

 

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@tariely, over the years I've looked thru the majority of content on the more popular sites, and have never run across anything like this. 

One option would be for someone to create it as a stand-alone road-enabled lot that would probably work only with one specific width road network.  To work seamlessly with any road network, it would probably have to be a NAM project.  You might want to put your request on the NAM request thread (I know members of the NAM team visit this thread):

I would think the NAM team would be the most likely people to be able to engineer something like this.  The problem there is that they would have to accept the project, and even then it might be several NAM editions down the road before you see it (depending on where it fell on their priority list).  Or it could turn out to be something simple.  But I'm guessing they would be the best currently available experts to to give you the feasibility of doing something like this.

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oh darn, I hadn't thought of the road-enabled aspect of it (goes to show how ignorant I am of batting !) I'll put in the request at the NAM requests place. Thanks !


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)

 

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5 hours ago, tariely said:

Does anyone know if this (bridge for animals over highways) exists somewhere  in SC4 lots -- and if not, would someone be willing to... ? I would post this on the request thread but (after some tries for other stuff), the response there is zilch.

Well, that's mostly because your typical BAT model takes a lot of time to make, so it's hardly surprising that so few modellers actually take up requests. Every now and again and idea will come up and provide inspiration for someone capable and motivate them to make it. But, this really is an exception for the most part.

1 hour ago, twalsh102 said:

@tarielyOne option would be for someone to create it as a stand-alone road-enabled lot that would probably work only with one specific width road network.  To work seamlessly with any road network, it would probably have to be a NAM project.  You might want to put your request on the NAM request thread (I know members of the NAM team visit this thread)...

Straight off the cuff, I'm fairly certain that no capable member of the NAM team is likely to take this request. We're having very much to focus on core aspects of the NAM right now and I think such things would be a real distraction. But moreover, this type of thing isn't really within the scope of the NAM project. We don't really make BATs, although Transit Modelling has similarities.

There really is no good reason to bother network-enabling such a lot/model anyway. Personally I'd just make such a model overhang the networks instead. IF I were inclined to make such a thing, it seems that making two half pieces, which placed either side combine as one whole structure, would be the way to go. If you made one for one-tile wide networks and a second for two-tile wide networks, done right, you'd have the flexibility to make crossings between 1 and 4 tiles wide, from just two almost identical pieces.

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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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3 hours ago, tariely said:

I hadn't thought of the road-enabled aspect of it

Actually, I would use terraforming and the ingame networks rather than a Bat to get the result.

Note, this is super quick and dirty and I only have the NAM in my plugins:

2O60LNn.jpg

Add a little hill (and flatten the top:

6CsVtY2.jpg

Draw your road and it will make a tunnel:

Ykgdr1l.jpg

If I had my full plugins suite I could place little fences, retaining walls barriers, MMP path and so on, but you get the idea....you could make the hill shallower, lower etc by spending some time doing the terraforming to make it look nice.

Making a bat like the one you have shown is actually a piece of cake, but the biggest issue is that the grass used on the batted piece will never match your terrain, it wouldn't be able to receive shadows etc, and it would always stick out for all of the wrong reasons....

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Curse you, @mattb325 ! (Just kidding.) *:P

I was just about to post this:

7010-0220.jpg

 

But now you've already stolen the show. *:blush:

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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@CorinaMarie @tariely @mattb325

 

To be fair, I used the whole afternoon to make a complete tutorial, with introduction, recommended tools and a step-by-step procedure.

This is why I came up with the idea of doing the Earthworks Tutorials, there's a huge world of gameplay opening up for those who take time to master precision terraforming. If all goes well, I should be able to keep these going with one new chapter every 1-2 weeks, alternating with my ongoing city journal.

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EXACTLY what I was looking for. You rule, man. (And I am ashamed I didn't think of it. But then again I haven't been playing for quite some time now, and the old SC4 DIY brain gets rusty...) THANK YOU.

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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)

 

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Hey! This is a very specific request, but does anybody know where I can get light cones for streetlight props that don't light up on their own?

Thanks in advance!


Check out my content on the STEX

Or pay a visit to my Lot thread to see the projects I'm working on!

Mi taller de lotes, ¡Ahora en español!

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2 hours ago, Edvarz said:

Hey! This is a very specific request, but does anybody know where I can get light cones for streetlight props that don't light up on their own?

The best light cones generally come from either the USL / LRM (which uses the USL cones I believe). Some are included in the BSC Misc Vol.1. Of course you can also use those that come with the original game. Take a look at this tutorial, it should help understand the relationship between props/lightcones via a specially modified exemplar.

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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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I know this going to be a difficult one but I'm going to try here anyway. One of my cities crashed over and over upon load, so I chose to erase it. I had no other option. Then of course, I want to have the map back so I can replace with the right map, the thing is... I don't remember whose map it was. I do, however, remember it was some English region. 

I thank in advance any help that you might provide.

Gloucester-1561228767.png

Gloucester-1561228786.png

Gloucester-1561228804.png

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

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@rsc204 Thank you, man!!! That tutorial is exactly what I was looking for! And I think I've got the hang of it; time to mess around with the reader and see what I can come up with


Check out my content on the STEX

Or pay a visit to my Lot thread to see the projects I'm working on!

Mi taller de lotes, ¡Ahora en español!

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Thanks a lot both to @Lucario Boricua and @gwada971, I'm going to download both and check which one is the map I need, I'm pretty sure it's the 2nd one but we'll see. You are both lifesavers. :)

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32 minutes ago, Aleksey-kuznetsow said:

     Hello everyone!   Someone please give a link to the sc4 mapper. LEX does not function for a long time... Thanks!

If you're a registered member on the LEX Forums, you can download it here.

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I did a relot of Mattb325 Providence Terminal, but I had to rebuild my plugins folder between then and now and when I test the lot  (empty plugins folder + Only-The-Deps) I get (1) a flag for one type of tree and (2) no trees where I'd put some. DataNode confirms that some props are missing. The trees in question are part of the PZ series, (when I check with the L.E. (see picts) but I have no idea which dependency pack that series belongs to. I thought that it came with the game itself, as I have used them again and again in other relots without problems (when I want to spare a dependency), but apparently that's not the case. So if someone somewhere had an idea, I'd be grateful before embarking on the Halfsies process.

first pict. is the flagged missing tree ; second is the no-show trees ; third is the PZ tree series they belong to (“soccer trees”) ; fourth is the lot as it should be.

PZ flora medpine.png

PZ soccer tree.jpg

Serie PZ soccer trees.jpg

TL-Mattb325 Providence Terminal day.jpg


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)

 

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55 minutes ago, tariely said:

The trees in question are part of the PZ series, (when I check with the L.E. (see picts) but I have no idea which dependency pack that series belongs to.

You are quite right that these simply are those from the base game, so for them to be missing, you must have some sort of override mod in place. Are you per-chance using TWrecks Maxis Tree replacement or a similar mod? That will contain exemplars that point to different models, it will be those you are actually missing.

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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 6/19/2019 at 4:21 AM, Duco said:

This is 'Catalyst's T-21 for Real Highway' right? I tried it out, but it makes RHW stop working. Like if I try to use a starter for RHW4 for example, only a single tile will turn into RHW4 and everything else is the default RHW2. It must be obsolete now I guess?

Are there any other current mods to add reflector poles or mile markers/barriers to rhw?

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6 minutes ago, junspud said:

I tried it out, but it makes RHW stop working. Like if I try to use a starter for RHW4 for example, only a single tile will turn into RHW4 and everything else is the default RHW2. It must be obsolete now I guess?

That literally shouldn't be possible. The mod is simply a T21 mod, all it alters is adding props onto the RHW. What you are talking about would require some sort of RUL code modification or override? I simply can not explain what's happening here. Are you plopping some sort of lot onto the RHW?, that would break the RHW override every time.

However I can tell you 100%, having used this mod since release without problems, it works just fine. The linked video was mine and I've even added additional T21s / Props to the set too.

8 minutes ago, junspud said:

Are there any other current mods to add reflector poles or mile markers/barriers to rhw?

Not that I'm aware of.


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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12 minutes ago, rsc204 said:

That literally shouldn't be possible. The mod is simply a T21 mod, all it alters is adding props onto the RHW. What you are talking about would require some sort of RUL code modification or override? I simply can not explain what's happening here. Are you plopping some sort of lot onto the RHW?, that would break the RHW override every time.

However I can tell you 100%, having used this mod since release without problems, it works just fine. The linked video was mine and I've even added additional T21s / Props to the set too.

Not that I'm aware of.

Yeah you're right, my bad. I thought it was that mod, but it must be something else, because I just deleted it and the problem persists. Must be something else.

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Try re-running the NAM installer, version 36 seems to be a bit hit and miss and it would appear the controller file has not been correctly built to include the RHW code. If that fails, have a look here:

Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler

Run the file NAMControllerCompiler.BAT and you can build the controller separate from the installer. That should work even if the installer fails to build it correctly.

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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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1 hour ago, Lucario Boricua said:

Can someone point me to authors making skyscrapers that meet these characteristics?

* No Colossus Addon Mod (CAM) required

* Growable, not landmark nor functional landmark w/ jobs

* Has Maxis night support

I don't know of authors currently making Maxis Nite compatible skyscrapers besides @mattb325, but I hope these few suggestions help

The first thing that comes to mind are Hong Kong skyscrapers, here and here

Mattb325 has made a couple of top quality towers, both residential and commercial, here

And here's one of my favorites; Kingofsimcity did growable lots of some of Diego Del Llano's Maxis Nite compatible buildings here

Besides those, you could do a google search typing "site:simtropolis.com: tower" or "site:simtropolis.com:torre" to find some more skyscrapers

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Check out my content on the STEX

Or pay a visit to my Lot thread to see the projects I'm working on!

Mi taller de lotes, ¡Ahora en español!

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4 hours ago, rsc204 said:

You are quite right that these simply are those from the base game, so for them to be missing, you must have some sort of override mod in place. Are you per-chance using TWrecks Maxis Tree replacement or a similar mod? That will contain exemplars that point to different models, it will be those you are actually missing.

It's not Twreck Maxis Tree replacement, I always lot with it and never had that problem before ; but I have an idea what the culprit may be. Gonna check. Thank you -- as usual, RSC to the rescue !  :thumb:


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)

 

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