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37 minutes ago, kschmidt said:

qVnYyFv.jpg

 

The non-W2W one with the round cupola and the rooftop pool is an oldie but goodie by oneil_1, Lake Point:

 

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2 hours ago, kschmidt said:

W2W - Stand alone lot´t Non Jenx W2W !

Looking for these non jenx bat´s !  or standalone w2w " W3We mp   ¨¨´Capital sims may have some orabotabou anything of this!

qVnYyFv.jpg

kvtviZE.jpg


Left side condo  !

OnVdS0v.jpg

 

Thank you for now !

Kschmidt

One of the buildings in pic two is the Merida Anthropology Museum by Edvarz:

One of the buildings in pic three is a Cobb production, the Cobb Riviera:
 

 

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On 21/07/2020 at 8:32 PM, BartonThinks said:

The WMP packs listed above should give you plenty to work with, but I'd also suggest checking out the props that fantozzi made for the Colossus Farming Pack. He created a bunch of unique stuff for the pack, some of which should be up your alley (at least, I think so). He also created a ton of new crops, many of which I really, really like and don't see enough of in other people's creations. I think his props fly under the radar a bit because the mod is so imposing -- I'm guessing a lot of players have never bothered to download the pack because it's so intensive, so they never end up discovering his props. I know that I only discovered his stuff recently for that reason.

Another big set that might be work checking is Historic Harbor. There will be a bunch of stuff in there that won't be useful for farming, but there are some really high-quality sheds, workers, tools, and cargo props that I use all the time for rural scenes. They have an old-timey feel to them, so they might look a bit out of place in super-modern farms, but I think they're worth checking out.

As for animals, the VIP rural packs contain some excellent chickens and cows that I would strongly recommend. They also have some excellent modern machines that I don't use personally, but seem like a good fit for your project.

I've had more trouble finding high-quality pig props. JENX/Xannepan created some, but they're too pink for my tastes. The best ones I've found are from BSC Mega Props Newman Inc Vol 1.

A final suggestion would be the RFR Maize set, which is maybe a little too specific, but might have some useful items if you're into corn crops.

Edit: Cramming in a few extra suggestions...

 

Yes Thank You, some I already found, others are very useful links, like the VIP set, didn't even know of it's existance. Thanks again. Much appreciated!

Fred

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1 hour ago, Raymond7cn said:

Hiya Sherlocks, May i ask that where i could get this roundabout, Thank you very much!*:thumb:

Sincerely,

-- Raymond

 

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Hello, I need help, does anyone know where I can find these lots or does anyone have them? Could you help me find them?

270PA.jpg299+Park+Avenue.jpg

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2 hours ago, pedroac20c said:

Hello, I need help, does anyone know where I can find these lots or does anyone have them? Could you help me find them?

270PA.jpg299+Park+Avenue.jpg

That should be PGBV's JPMorgan Chase Tower, I used to try to find out where to download it as well, but it seemed as he hadn't finished that yet, PGBV's Blog, Glad to know if someone can give more progress about it.*:D

Sincerely,

-- Raymond

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In the Peg Random Woods v206, it says:

** DISCONTINUED - OBSOLETE **
This lot has been replaced with the newer
PEG MTP Random Woods

 

We really need to add a linky pointing to the replacement. Where specifically is that?

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54 minutes ago, CorinaMarie said:

In the Peg Random Woods v206, it says:

** DISCONTINUED - OBSOLETE **
This lot has been replaced with the newer
PEG MTP Random Woods

 

We really need to add a linky pointing to the replacement. Where specifically is that?

It was never uploaded to the STEX. Same with the MTP Seasonal Woods.

Quote

"Precautions for use-
Latest version "V2 .07" is not currently in SIMTROPOLIS.
It can be downloaded from SimPeg.
 ⇒ go to “SimPeg”  (registration required)"

It's from a japanese page. And I don't think I have. I used to have it for sure, but flash drive with the back-up contents got broken 3 years ago, and I lost those lots. and by that time I mostly used my own random woods lots and not the PEG one, so it's not even in any of my playing plugin folders.

- 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.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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58 minutes ago, CorinaMarie said:

In the Peg Random Woods v206, it says:

** DISCONTINUED - OBSOLETE **
This lot has been replaced with the newer
PEG MTP Random Woods

 

We really need to add a linky pointing to the replacement. Where specifically is that?

Perhaps this one?

 

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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Just now, 11241036 said:

Perhaps this one?

 

I have the same message on the japanese site too :( 

Quote

Precautions for use-
Latest version "V2.07" is not currently in SIMTROPOLIS.
It can be downloaded from SimPeg.
 ⇒ go to “SimPeg”  (registration required)

First I had the same thought... Sorry.

- 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.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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10 minutes ago, 11241036 said:

Perhaps this one?

Looks good to me. I'll update the old one with a linky to the version 206b. *:)

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Hi, I'm looking for a LOTR map or a Middle Earth map. Thanks


My Hometown:

The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

 

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10 minutes ago, CdMadero said:

Hi, I'm looking for a LOTR map or a Middle Earth map. Thanks

Maybe this one might be suitable?
 

 

Edit: I noticed this was in the Props category as were 8 of the author's other maps, so I moved them to that STEX category instead. *;)


  Edited by Cyclone Boom  
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6 hours ago, CorinaMarie said:

Looks good to me. I'll update the old one with a linky to the version 206b. *:)

Actually,  that is different. Something like this:

Peg random forest 》Peg Random Woods v206 》Peg MTP random woods v207

AND

peg seasonal woods v206a 》 seasonal woods v206b 》PEG MTP Seasonal Woods v207

So the seasonal wooda will not make the random woods to be obsolete. 

We actually need to find both the PEG MTP Random Woods and MTP Seasonal Woods... both with version 207.

- 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.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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7 minutes ago, Tyberius06 said:

We actually need to find both the PEG MTP Random Woods and MTP Seasonal Woods... both with version 207.

Will dig in old plugin packs, someone must have these.

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That is not it I allready have all P44 stuff

but the brown boxes growing say they are "SimFox Midrise A&B

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Hey all, I've looked around a bit but cant find the answer. I want to expand my knowledge about how custom content works a little bit. Is the following correct or am I misunderstanding things:

Lots are things that can be plopped or grown ingame. They are composed of objects (buildings and props?). Each object has properties (position on the lot, the way it interacts with sims) and can have one or more textures.

 

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6 minutes ago, T Wrecks said:

this little list

was more than I bargained for *:D Thank you! I think I understand most of what you're saying. But since its an interesting topic I do have some follow up questions.

If I do understand you, I'd say I could make a 2x2 lot where each of the 4 tiles has a different base texture (e.g. one grass, one concrete, one water and one rock or somesuch). This lot could have a fountain as a building. Is the building exemplar file you're talking about an actual file? Or is it more like a set of properties tied to the building?

Besides the 4 base textures I could use overlay textures to a) make a square in the middle of the lot that looks like dirt and/or b) dress up the fountain so it looks like an actual fountain instead of only having the shape of one. (Yes, the lot I'm dreaming up on the spot is indeed beautiful *:rofl:)

Also,  could the fountain that I used as a building also be used as a prop (as long as there is a building)? Or is the technical make-up of buildings and props too different?

 

In a different line of thought that's connected to this (at least in my brain), how does the lot exemplar file know what model or texture to use (hoping I'm using the right terms here *:read:)? I've read a bit about how different files (can) work together: 

But I've also read that dat-files can be renamed. Is this where TGI comes in? *:???:

 

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Looking for One57. I've seen a few posts about it and in a few peoples pictures but was not sure if it is available to the public. I would love to have it! Thanks!!

one57.png.5053d85205969f5bac7a987f3e120043.png

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5 hours ago, gwada971 said:

@Tyberius06 Hi, I sent 2 zip to CorinaMarie. I think they're the right ones. To be seen.

Yep. Plus then the patch one and then the complete one. We'll get this sorted and hosted in time. *:)

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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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2 hours ago, Garlicked said:

If I do understand you, I'd say I could make a 2x2 lot where each of the 4 tiles has a different base texture (e.g. one grass, one concrete, one water and one rock or somesuch).

Absolutely.

2 hours ago, Garlicked said:

This lot could have a fountain as a building. Is the building exemplar file you're talking about an actual file? Or is it more like a set of properties tied to the building?

It is not a file on the same level as what you see in your Windows Explorer, e.g., PDF, DOC, EXE, INI, XLS, TXT, MP3 and whatnot. It is a set of properties tied to the building, and it can theoretically be placed pretty much anywhere.

It might help to imagine the Explorer-level files of SimCity 4 (.sc4desc, .sc4model, .sc4lot, .dat) as containers, or maybe drawers. If you have a socks drawer, for example, this drawer is not the actual content - it's not a pair of socks. But it holds all your socks, and it helps you to remember where to find your socks. You could also place your socks elsewhere, and they would still be socks, and they would still work as socks.

Just like that, the Explorer-level SimCity files are just containers that help you understand what is where and keep things organised. They are actually all in the same format, and their content are the actual files that SimCity uses. Just like you could move your socks from the drawer to a cupboard (and they'd still work), you could move the actual SimCity files from an .sc4desc to an .sc4lot, or both of those into a .dat, and they'd still work normally. Having model, desc, and lot is just an organisation aid for your convenience.

It's just a pointer, really:

  • .sc4desc: This container usually holds one building exemplar (the actual SimCity file)
  • .sc4lot: This container usually holds one lot exemplar
  • .sc4model: This container usually holds the FSH and S3D files that make up the visuals of the model in game
  • .dat: This container may hold anything

This is just a vague and non-binding convention, though. You could switch the file names in the list above around as you wish, and everything would work the same. You could merge any two, any three, or even all four of them into one Explorer-level file and assign it either of the four extensions listed, and everything would work the same.

2 hours ago, Garlicked said:

Besides the 4 base textures I could use overlay textures to a) make a square in the middle of the lot that looks like dirt and/or b) dress up the fountain so it looks like an actual fountain instead of only having the shape of one.

Yes, pretty much. You can even stack multiple overlay textures, but think of them as sheets (or strips, or pieces) of paper that you place on a floor tile: If you place a blue cross (+) and a red star (*) in the middle of the tile, either the cross will cover part of the star, or vice versa. You'll have to decide which piece of paper goes on top. SimCity can't do that. SimCity doesn't know "top" or "bottom". It only has one level for overlay textures. If you place two textures that overlap each other, sometimes the first one will be on top and sometimes the second one.

If, however, you have a thin strip of blue along the right-hand edge of the tile and a thin strip of red along the left-hand edge, these don't overlap. If you did this in real life, using strips of paper on your floor tile, the strips of paper would NOT end up on top of each other, overlapping each other. They would just lie there, and if someone came into the room after you placed them both on the ground, this new person could not answer the question which of the two strips is "on top". The question simply doesn't apply there. It's s non-issue. This is why it works in SimCity, too.

A third scenario is when you have two patterns that overlap each other, but both have exactly the same colour. Think of a blue "><" and a blue "|". Place them on top of each other, and you get a blue ">|<". Doesn't really matter which of the two pieces is on top - since they're bot the same blue, the result will look the same. Hence, this also works without drawbacks in SimCity.

2 hours ago, Garlicked said:

how does the lot exemplar file know what model or texture to use

This information is packaged into so-called properties. Each property is one line of data that belongs to exactly one object - no matter whether it's the building, a base texture, an overlay texture, or a prop. For example, if you place five identical props on the lot (let's say five identical shrubs), the lot exemplar will contain five properties (lines of data) for each of these shrubs.

On a lot with four tiles, one base texture on each tile, an overlay textures on two of the tiles, one building, and these five props, you'd end up with 12 lines of data:

  • 4 base textures
  • 2 overlay textures
  • 1 building
  • 5 props

The properties are divided into so-called "REPs". These are simply sets of hexadecimal numbers that are used to code the information I listed in my last reply and identify the object that the information relates to.

If you translated this information into human-readable text, the structure would look a bit like this:
"An object of the type 'prop' is placed on tile A1, in position X/Y, at a height of Z, rotated towards North/South/East/West, and its IID is "0x12345678". (simplified, but it gets the idea across)

As you can see, first comes a lot of information that the lot editor needs to display the object in the correct position and orientation, and finally the object is referenced using its unique identifier.

This is part of the TGI. The prop exemplar in question will have a Type and Group ID that tell the game it's a prop, and an Instance ID that tells the game exactly which prop exemplar it is.

So each and every texture, prop, and building (and lot) has such a unique ID. As long as this ID is listed, the game doesn't care about the file containers. As long as all the bits of data are there, everything will be fine.

  • In the case of buildings or props, you start with a model. This model has an ID. Let's call it the model ID. This model ID tells all other files "Hey, I'm a model, and this is my unique ID in case some other model has the same name."
  • Then you'd create a building exemplar to turn this model into a building, or a prop exemplar to turn the model into a prop. Both of these exemplar files also have an ID, let's call it the building/prop exemplar ID. This tells all other files "Hey, I'm a building/prop exemplar, and this is my unique ID". And both of these exemplar files have one property that point to the unqique ID of the model from which they were generated.
  • When you design a lot using this building/prop, you will create a lot exemplar file (with yet another unique ID, of course!) that contains a lot of information - among other things, it will tell the game "Please display the building/prop with this particular building/prop ID right here, like this". Then the game will look up the building/prop ID and scan it: "Okay, I know your ID, and I know you are a building/prop, but what the heck do you look like?" This is when it reads the building exemplar file and sees the reference to the model ID. So it will scan its internal files and the plugins folder for a model that matches the ID. Once it has found it, it will display it there.

As you read above, you can indeed take one and the same model and create multiple building and/or prop exemplars from it. They will all point to the same model ID and make sure that the building or prop will display this identical model, but the building and/or prop exemplars will all have unique IDs and can have different properties and values.

EDIT

Oh, and you can rename the Explorer-level file containers to anything you want. Let's say you have made a model of your house. The file name in the Windows Explorer reads "GarlickersHouse.sc4model". You could rename it to "This_is_totally_not_my_house.dat". SimCity wouldn't care at all. Why not? Because the model inside this container has a unique ID, and this unique ID stays the same, regardless of the container file name - just like your favourite red socks will remain your favourite red socks, no matter if they are in a drawer with a label that says "socks" or in a cupboard with a label that says "anything but socks in here".

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-=| 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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Me again. *:blush:

About those Peg Random Woods files: Sorting this and creating the STEX entries isn't really my specialty. I'm going to attach a zip of the zips @gwada971 sent to me and the STEX Staff can do the updates. *;)

Peg Random Woods v207 (From gwada971).zip

And there's also this file sent to me:

MTP CS Replacement $-$$-$$$.zip

 

So, it'll be great if'n y'all figure these out and fix up the STEX. *:)

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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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36 minutes ago, CorinaMarie said:

And there's also this file sent to me:

MTP CS Replacement $-$$-$$$.zip

Thanks! :) 

Whoops... I had these (I think @gwada971 or someone else already sent me these), and started organizing them, but somehow totally forgot about them. I left them in a folder called: SIMPEG Stuffs Collector. And now I see where I stucked with them. The Cs$$$ doesn't have readme. 
The Random Woods actually looks good, they have readmes and images. 

The Cs$ is on STEX

- 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.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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