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1 hour ago, rene9369 said:

Salut,

where is this building on the picture ??? I can not find. 

SaMara Einkaufszentrum.png

Hi, RRetail obvious is the creator ! Whar kind of Mall you used ; one lot or several ? If second search for the affected lot in your menu. orhave a loook at the smaller RRetail lots like bank, gassation or fdr a drugstore like !

Sincerely yours,

 Kschmidt


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3 hours ago, rene9369 said:

Salut,

where is this building on the picture ??? I can not find. 

SaMara Einkaufszentrum.png

2 hours ago, kschmidt said:

Hi, RRetail obvious is the creator ! Whar kind of Mall you used ; one lot or several ? If second search for the affected lot in your menu. orhave a loook at the smaller RRetail lots like bank, gassation or fdr a drugstore like !

Sincerely yours,

 Kschmidt

2 hours ago, SIM-ple Jack said:

Looks like the one in your pic is missing a dependency.

@rene9369

Yepp, the Chase Bank is missing, but if you are still missing that prop, that means, that you either use the older version of the lot and not the 2.1 latest version or you didn't download the chase bank (or kept the model and prop file). I just checked the large lot and it contains the same prop which is provided with the Chase Bank so you need that one for sure. 

keep the model and the RR Chase Bank PROP-0x6534284a-0x27d79b48-0x1a900a83.SC4Desc file for sure. Best if you place this prop into the same folder as the large megalot.

- Tyberius

 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

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On 20.5.2021 at 8:26 PM, Tyberius06 said:

I don't think there is a turtorial as such. These are simple plopable canal pieces, like any other canal. They don't require any kind of serious conditions. Just plop them one piece after an other. That's it. 

I found it ;-) 

https://screwpiledevelopments.com/tutorials/recessed-culverts/

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

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Does anyone know if it's possible to place the protestors as a prop? You know, the ones that picket outside when teachers go on strike/ schools are underfunded? I checked through all of the effects and props in Pimx and didn't see them.

I'd like to place them as a prop on a lot I'm thinking about making, or at least as an effect on that lot.

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4 hours ago, EffTheGrid said:

Does anyone know if it's possible to place the protestors as a prop?

It might be possible someone made one, but I'm guessing not. *;)

The existing Lua code for their group is:

automata_group.protestor = TTT
{   _parent = automata_group.pedestrian,
   group_id = "0x4106",}

Which is found in: FFEB0D46 - pedestrians.lua

Then the controllers are attractor.protestor_pull, generator.protester_generator, and occupant_group.nimby created in FFB58A07 - nuclear.lua. Those are specifically set such that the protestors follow roads which means they cannot be on the lot itself. (Ofc, as part of their animations {"strike_walk_1" ,"strike_walk_2", "strike_walk_3", "strike_walk_bullhorn", }, some do wander over a bit on the edge of lots, but that's not their focal point.)

So, to make them into a prop which would work on a lot,  it would require new Lua coding similar to the automata_group.army_joggers, but configuring the behavior properties like the existing protestor pull with the right animations, sound effects, and allow them to ignore the roads. That'll be a considerable amount of work even if you are intimately familiar with Lua coding. Then create a prop exemplar to access the new code (which itself might be relatively simply once all the Lua stuff is done).

OTOH, you can simply add the Occupant Group 0x00001928 (Building: NIMBY) in the building exemplar and protestors will appear nearby on an street, road, etc.

Edit: New idea when using the NIMBY OG. What if you Transit Enable individual cells within the lot? Would the protestors then appear on them? That might possibly be a way to get the group inside the lot without all the new Lua. (Ofc, I've never tried it, but it couldn't hurt to test if you like.)

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Thanks for explaining, Cori! 

1 hour ago, CorinaMarie said:

you can simply add the Occupant Group 0x00001928 (Building: NIMBY) in the building exemplar and protestors will appear nearby on an street

This is what I'll do. Thanks for the idea.

Will this effect desirability of the surrounding zones?

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2 minutes ago, EffTheGrid said:

Will this effect desirability of the surrounding zones?

I'm almost certain there will be no desirability change as those are simply the animations. Park, Landmark, and Transient Aura effects are set in a building exemplar (and prolly prop ones).

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There's actually a really simple way to simply take the protestor animations and turn them into props. You just need to make a typical prop file, then add the animation using an RTK4 property, and then add the "kSC4BuildingModelClassProperty" and use the following values: "0xAA123BF9." (Edit: I assume the kSC4BuildingModelClassProperty property is needed, since it's included in all Maxis animation props. I haven't tested whether the prop will still work without this property.)

I've attached a proof of concept prop file to this post. Here's how it looks in-game.

Protestors.jpg.63d45b06a33b079eb4345cbbb2a11211.jpg

The proof of concept file will have the protestors appear permanently. However, there's an easy way to mod the prop files as timed props, so that they only appear during the daytime.

Note that this method can be used to convert any of the game's existing animations into props. A number of the game's animations aren't suitable for use as static props, since they depict sims walking and moving. However, there are a few animations (like the protestors) that work well as props.

Protestor Animated Prop Test.dat

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1 minute ago, BartonThinks said:

There's actually a really simple way to simply take the protestor animations and turn them into props.

Oh, wow! That's sweet. (I've learned something new.) *:)

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2 minutes ago, CorinaMarie said:

Oh, wow! That's sweet. (I've learned something new.) *:)

To be fair, I didn't know for sure that this method would work until I tried it just now. *;)

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@BartonThinks

Nicely done indeed! *:thumb:

That really is quite the novel approach, and is well worth trying and testing things. It goes to show also that sometimes things can be either more or less complicated than it initially might appear, and also there's more than one method to reach a solution. I can imagine this could have usefulness for many of these animations also. *:)

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1 hour ago, BartonThinks said:

I haven't tested whether the prop will still work without this property

Hiya Barton, I made a test,*:blush:

Ry4btZi.jpg

AeJHIGT.jpg

I copied you magical Exemplar for two, One is without "kSC4BuildingModelClassProperty" (up right), and I add "kSC4BuildingModelRotationProperty" into another one (right corner), You can tell, the one without that Property shows Brown box there, and we can rotate the prop in LE with Rotation Property.

Besides, I'm also curious about other optional values in RKT4 and kSC4BMCP, I don't know what they are, but it could work with my animated 3d model test.*:blush:

TESr6Mi.jpg

BDNQdtk.jpg

Yours,

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29 minutes ago, Raymond7cn said:

Hiya Barton, I made a test,*:blush:

//

Besides, I'm also curious about other optional values in RKT4, I don't know what they are, but it could work with my True3d model test.*:blush:

Hey, that's great. Interesting to hear about the "kSC4BuildingModelRotationProperty".

Regarding the other values in an RTK4 property, I forget exactly how some of the values work, but here's basically how they function.

Each RTK4 property has a minimum of 8 values, and if it has more, the values need to be in multiples of 8 (e.g., 16, 24, 32).

Each set of 8 values within the RTK4 property works as a unit that references one model. Within that set of 8 values, the values work as follows:

  • The first value can be either 0x00000001 or 0x00000000. This value is used for timed props and it controls whether the model is visible when the timed prop is active or inactive.
  • I'm not 100% sure, but I believe the second, third, and fourth values are used to control the location of the model in relation to the center of the prop itself. If these values are all 0x00000000, the model will be centered. I believe if these values are changed, you can adjust the model's location via the x, y, and z axes.
  • The fifth value is... probably really important? But I cannot remember what it's used for.
  • The sixth, seventh, and eighth values reference the TGI of the model in question.

If you include multiple sets of 8 values in an RTK4, you can do some interesting things, such as combine two props into one, or create a timed prop that toggles back and forth between two models.

 

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3 minutes ago, BartonThinks said:

such as combine two props into one, or create a timed prop that toggles back and forth between two models.

Thanks a million Barton! *:thumb: I got a good lesson here as well. Be careful that I probably consult you more in my thread in future study.*;)

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Looking for the mod that removes birds from the Mayor's Statue

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2 hours ago, Drack said:

Looking for the mod that removes birds from the Mayor's Statue

Found this bird pesticide mod https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1929 

on here

https://www.sc4devotion.com/forums/index.php?topic=6712.0

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10 minutes ago, TheOlympics said:

By chance does anybody know where to find this one?

Blog Post:
http://nycj.blogspot.com/2009/05/thank-you-gift.html

Next page:
https://www.mediafire.com/?5ufgx5im2v2iu

Actual Download:
https://www.mediafire.com/file/25ndn2jmhim/927_Fifth_Avenue.zip/file

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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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Hello everyone! I'm looking for the houses and buildings in these pictures. I want to make a tropical themed region and I love them.

I couldn't find them anywhere and I'd be grateful if someone can help me..

1.jpg

 

PDeycO5.jpg

In this particular picture, I'm interested in the buildings with arches and tiles, in red, light blue and yellow.

2.jpg

I really like these too:

02.jpg

04.jpg

 

Thank you in advance.

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14 minutes ago, Itsmo said:

Hello everyone! I'm looking for the houses and buildings in these pictures. I want to make a tropical themed region and I love them.

I couldn't find them anywhere and I'd be grateful if someone can help me..

1.jpg

 

PDeycO5.jpg

In this particular picture, I'm interested in the buildings with arches and tiles, in red, light blue and yellow.

2.jpg

I really like these too:

02.jpg

04.jpg

 

Thank you in advance.

A number of these are from Wallibuk, I believe: https://community.simtropolis.com/profile/450831-wallibuk/content/?type=downloads_file

Edit: Taking a closer look, I might be mixing Wallibuk up with someone else? I think some of his BATs are in here, but some of them appear to be from other creators.

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Does anyone know where to download Neko's prop and texture files at this point?

The links in the SC4 Prop & Texture Catalog are all dead, and I cannot find the files in the Hide Inoki archive (I'm using Google Translate to navigate the site, so that might be part of the issue).

I'd like to include some of Neko's files as a dependency for some upcoming lots, but I'm not sure where people will be able to download his files.

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9 minutes ago, BartonThinks said:

Does anyone know where to download Neko's prop and texture files at this point?

The links in the SC4 Prop & Texture Catalog are all dead, and I cannot find the files in the Hide Inoki archive (I'm using Google Translate to navigate the site, so that might be part of the issue).

I'd like to include some of Neko's files as a dependency for some upcoming lots, but I'm not sure where people will be able to download his files.

Is it this one http://hide-inoki.com/bbs/archives/sc4_0887.html

Edit: there are some others over here 

 


  Edited by Kloudkicker  

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1 minute ago, BartonThinks said:

Thanks a ton, @Kloudkicker -- this solves the problem.

I love bookmarks, and organized ones are even better. Got a lot of both, LOL.

Your welcome, but tyberius did most of the work. *;)

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