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[2016] Lot Editor and Plug-in Manager - Forum Archive

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Okay thanks, I was afraid of that though because its basically doing everything manually like I'm doing right now, for small lots with only a few props its easy but some lots have loads of props making this practically impossible.

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Need some help organizing lots

Hello all, Just got back into SC4 after quite a while and love all the mods available.

I have a question about organization of lots in the mayor menu.

I have learned how to organize the order of the lots in their menus with llives reader. My sticking point is I do not know how to change what menu the lots appear in. Right now I have some Airport Lots appearing in the Airport menu, while others come up in the Parks menu and other places. I would like to be able to move all the Air lots to the air menu all the rail lots to the rail menu and so on. I have looked and looked bu can not find a tutorial on how to move Downloaded lots. 

 

Thanks all!

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The easiest solution would be to use LEProp:

Having opened a lot, use the "tools" button (Bottom Right out of the dark blue icons), where you can manually alter the menu lots will appear in.


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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Cool, Thank you so much! I will give it a try!

 

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Good alternative to default Maxis Lot Editor?

What I want desperately is an alternative to default maxis Lot Editor. Any suggestion would change my life! Thanks in advance.

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There is only one to my knowledge, but it is vastly superior, SC4 PIM-X.

  • Like 2

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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Lot Editor & Dependencies

Hey folks

OK I relotted a bldg. which originally had a missing depend. Which by the way couldn't find anywhere. So decided to relot it using what I have. Now the problem is I have a few depends in it now. But all I see when I go to list them they show up in Hex. Is there anything I can use to list them in there actual names and maybe even print them out?

Also is there a way to reduce the depends? I want to keep all the props or as many as possible. Are there props in the sc4 dats that I can use to replace them? I've looked but only find bldgs. can't find props like trees, pkg lot textures or any textures or props at all. If so can you point me in the direction where they are? I have a lot of them but then I end up with a bunch of depends.

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Lotting problems

Hey all

Ok beginner lotter here. My main question is did SC4 come with props and the like? I'm attempting to build a lot with trees, timed cars, trash cans, well you get it I'm sure. Anyway I'm trying to keep the depd. list to a min. or completely without would be great. But so far I can't seem to do that. I know about emptying the plugins folder and only have what depends you want to use in there. I've seen quite a few lots on the stex that have no depends but have quite a few props in them.

Another question, if there are SC4 props and the like how do you ID them in the LE as such? I have quite a few prop packs in there. So it gets to be a long scroll through them.

One more crazy question. Has anybody produced props that appear and disappear on a schedule for instance a garbage can, car, truck appearing and disappearing on a certain day? I know there are ones that do that depending if day or night I'm thinks like on Tuesday off the rest of the week. If not is it possible?

OK a problem just came up a hour ago. I have a model file I loaded into PIM_X. I set it as CS$$1 as a government bldg. (courthouse). When into LE created the lot got it pretty close to what I want and did a save-as. What has happened is that the DESC file did not meld with the lot file at all. When I went into ILive I have to load the lot and the desc file. Anyone have a clue were I fubbed up?

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Welcome to the lotting corner! Hope you enjoy your stay here. :D 

SC4 does come with a full set of props (from simcity_1.dat). These should load by default if you're running PIM-X, though you can opt of it by unchecking the box pointing to your install directory.

Yeah, IDing props can get a little annoying when the prop list is incredibly long. Fortunately, a lot of people that make custom props ensure that their exemplars are properly prefixed: if you sort props by name rather than TGI, you'll most likely get a nicer list (assuming you're lotting with PIM-X's LE as well). To further add on to this, you can also take advantage of PIM-X's preference groups to better identify the props that you happen to use the most often. Scroll down to Preferences and right click on the Props subcategory -> Create a new group. Then in the actual prop list on the right, you can drag and drop a prop into your category. Unfortunately, you have to drag and drop every individual prop that you want into your particular group. However in the long run this massively simplifies and speeds up your workflow.

lwlcz3m.jpg

For example, some of my categories includes seasonal/evergreen trees, parking, and plaza related stuff. These happen to be particular groups that I use very frequently in my lots. Note that the categories with a [+] indicates groups where you've added a prop family as well.

For your third question, AFAIK SC4 has no props that go by week since the game itself doesn't have any actual weekdays. Timed props either function by the day/night cycle (crowds, car clusters) or by a number of calendar days (custom seasonal props).

Finally, DESC files will only meld with the lot file if you're not creating growables. I believe this has something to do ploppables having a 1 to 1 relationship between the descriptor and the lot file.

I hope that answers your questions. Happy lotting!

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Just to add to KOSC's sage wisdom... Timed props can also be controlled by the time of day, it doesn't have to be as simple as Day/Night. However, if you look carefully, you'll find many such props (Maxis) already work this way. As stated, you can't do this by the day of the week, SC4 simply has no concept of what day of the week it might be. Some duplicates of Maxis props with alternate timing/positioning have been included in various dependencies. A big part of lotting is getting a firm handle on what exists (models) and where to find them, this will take time.

If you are still using the Maxis LE, but have installed PIM-X, I urge you to start lotting with PIM-X also. For one an overview of the actual props (pictures), is so much easier to work with than a list of names, however well labelled. The caveat with PIM-X is that it will NOT load your entire suite of plugins, like Maxis LE will. In short, beyond a certain point the program will either fail to start or be very unstable. However, best practise is to only load those prop packs/files you need to create a given lot. If you follow this principle, you should never run into big problems.

As for the extra .desc file, indeed this is normal for growables. Since you could use one buildings exemplar for many lots. However for ploppables, each lot should have it's own unique Buildings Exemplar, which becomes part of the file since they are dependant on each other.

Although written expressly with the Maxis tools in mind, I made a tutorial for beginners which covers a lot of fundamental workings of lots. Along with 2 easy to follow examples making both a Ploppable and Growable lot. Perhaps that's worth a look:

Otherwise, get hold of the PIM-X User Manual (separate download from PIM-X). This is a great resource that will take you through the most common tasks you might need to accomplish in PIM-X.

  • Like 1

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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Hey

 

Thanks for the info KOSC and rsc204! I did not know PIM-X had a built in LE!! I will check it out later today. I will also be checking out your (rsc204) tutorial!

That confused me about the desc file. I know in some instances you just delete it after you create a lot. I don't care for growables much. I know it's necessary for residential. But I prefer to make ploppables, or functional landmarks/rewards for all else. I just finished my first re-lot this morning. Once I get lotting/relotting down I'm going to delve into batting I think. I can see why that some prefer to either lot, or bat, or mod. To do all three can me a daunting task!

Thanks again for you info/help!

 

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I still can't export to PIM

So I was working on a project where I am creating baseball stadiums. I was having problems where when I exported from the BAT my projects were not exporting to the PIM and they were replacing stadiums I had already created. I alleviated the replacement issue by deleting the files from my old stadiums in the BAT folder (not the files in SC4), re-exported and everything was at it should be. However, when I went into the PIM the project I exported was not there. I have posted about this before but I haven't got any clear solutions on how to solve this.

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Two things. Firstly ensure your models are in the root of plugins, the only place PIM looks.

Secondly, be very careful you are not using the same file to create different models. If you do, they may all be assigned the same ID, hence they all overwrite each other. I'm pretty sure this is the problem you were having before. You can manually adjust the IDs later in reader, but just use a new file for each new model and you won't run into this problem.


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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2 minutes ago, rsc204 said:

Two things. Firstly ensure your models are in the root of plugins, the only place PIM looks.

Secondly, be very careful you are not using the same file to create different models. If you do, they may all be assigned the same ID, hence they all overwrite each other. I'm pretty sure this is the problem you were having before. You can manually adjust the IDs later in reader, but just use a new file for each new model and you won't run into this problem.

I am using a different file for each. That is why I was so confused as to what was going on. I believe the issue was using the same textures for each stadium was causing some kind of funky misread by the program.

 

Can you explain what you mean by "ensure your models are in the root of the plugins". I am not sure I understand what you mean.

 

Thank you for your quick response.

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It means they must be in the plugins folder directly, i.e. "...\Plugins", not inside a sub-folder such as "...\Plugins\Folder A".

You can move your files around afterwards, buth the Plugin Manager only looks for files in the main ("root") plugins folder and ignores any sub-folders.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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Problem: Lot size (i.e. width and depth) can not be changed. Help!

I can not change lot width and depth of certain lots (for example- peg container seaport) in Lot Editor. When I change width and depth of the lot in iLive Reader it shows that the edited lot has been successfully saved. But when I reopen the lot in Reader or Lot Editor I see that the lot remains unchanged. How to get rid of this problem?

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Pim-x and Lot size

I've looked everywhere in the manual, I know there is a way to make a bigger lot then 6x6 just don't know how. Maxis LE only allows 6x6. So I figure Pim-X probable will do it.

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Creating large lots should be fairly simple in PIM-X. Open up the descriptor file that you want a lot for and then right click -> create a (growable or ploppable based on your desc) lot using this building. This should bring up a menu where you can set growth stage (if applicable) and dimensions (up to 31x31).

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If you are editing these values in the reader, but when you re-open the file, the changes are gone, are you sure you are saving the changes to the file?


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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7 hours ago, rsc204 said:

If you are editing these values in the reader, but when you re-open the file, the changes are gone, are you sure you are saving the changes to the file?

Of course !

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Keep in mind, that if you change the lot size in the Lot Editor and save it, the Lot Editor will create a NEW file and save it in the root of you Plugins folder. The Lot Editor won't overwrite an existing file that is in a subfolder in your Plugins and you can't save a lot without a base texture. Have you tried the PIM-X tool? It's the newer and modern version of the Maxis Plugins Manager and Lot Editor. Unfortunately this tool doesn't allow you to save a file with a different name. It's always something, right?! ;)

 

Kind regards!

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Thing is, if you are editing the file using the Reader, but when you reopen it the changes were not applied, something very odd must be happening. It's not like the Reader has some sort of failsafe, it will happily let you screw settings up to the point that the file corrupts or is ignored by the game. So the question has to be, what is resetting the values? If you literally close Reader, then before doing anything else re-open the reader, but the settings are reverted, then you can't have entered the data correctly or saved it correctly.

However, if this setting is reverted only after entering the Lot Editor, that's another story altogether.

Some rewards will have a property in the buildings exemplar, "Conditional Building", if this is set to True, the Lot Editor will either not list the lot, or refuse to let you edit it. You must set this to False (0) before editing, then return the setting to True (1) before using it in-game. But that should not have anything to do with manually adjusting the size of the lot.

Taking the file "PEG-CDK3_10x5_Container Port_110.dat" as an example, I can happily edit the lot size and the changes remain if I save/close and reopen the file. The Maxis LE also happily accepts the change and the lot has expanded.

I wonder... is there some chance you've got multiple versions of a given file installed? It can happen where you change a lot (or other file), but an unchanged duplicate elsewhere is preventing the changes from showing up, because it's overriding the modified file?

That still doesn't explain however why you can't see the change to a file you've saved and reopened. One last thought, have you per-chance got these files in location considered "protected" by the operating system? If you are using Windows 10 and have your plugins folder in the Program Files (x86) directory, it could be restoring modified files as quickly as you edit them.


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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@rsc204 and others, the problem finally solved. I had to manually edit three property entries regarding the lot size in its exemplar files as well as the LD file using reader. The lot is resized but still when I open it using reader an error message 'Internal error: DecodeLD (Size > 255)' pops up.

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Firstly the LD file is really just a redundant file. The idea was that it would show you which files (i.e. dependencies) were used to create a lot. A small issue though, it doesn't list texture dependencies, also there are situations where the data may be inaccurate. Modifying the LD file won't change anything, that's not what it's for.

10 hours ago, anupamnath said:

 The lot is resized but still when I open it using reader an error message 'Internal error: DecodeLD (Size > 255)' pops up.

21 hours ago, rsc204 said:

It's not like the Reader has some sort of failsafe, it will happily let you screw settings up to the point that the file corrupts or is ignored by the game

If the reader can not open the file, I'm guessing you've broken it. I don't know how you can fix the file. Since whatever has been altered that messed with the files integrity, can likely only be fixed within reader.

You'll have to either restore from a backup (assuming you have one), or start over with the original file again. I'd advise against trying to edit the LD files, although it's safe to delete them entirely.


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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CAL Goobers Canals Marinas?

Hey guys just wondering if you guys can help me?, i have been trying to create marinas for CAL Goobers Canals by Callagrafx in the lot editor, however i just can't to seem to figure it out.

i was wondering if anyone can help me out figuring this one out (or if it is even possible in the lot editor).

thank you guys for any help you can provide me.

cheers Xander

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It really depends on what exactly you are looking to do. Like most of the canal sets, these are a little inflexible owing to the fact that the water is baked into the models for the canal. That said, if you are looking to do something along the lines of the Canal Wharves, you may find it possible. In fact, the wharf pieces might actually be beneficial in terms of providing areas where boats can dock.

If you are feeling super-adventurous, the best way would be to BAT a few new models with gangways and such, which would probably look a lot better. Modelling files for both SG's original and CALs replacements exist over on the LEX. Using these, you'd only need to adapt them slightly to fit your needs. Rendering them with matching water will be a problem unless you can replicate the approximate setup used originally. In the case of CAL's variants, that means 3DS Max 9 and an old version of BAT4Max. Although if you did the modelling work (easiest would be using SC4 BAT with SG's original model), I'd be willing to render them for you, since I've a special setup on a spare PC specifically for this task.

 

  • Like 2

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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Ah thank you for the quick response rsc204 ,so what i am trying to do might not be possible, unless i actually do the modelling myself....bugger lol.

Essentially what i am trying to do is use the lot editor plus nbvc's marinas and the cal sg canal pieces to create/modify the canal lots into marinas to go with the rest of the cal sg canals, as i do not have modelling experience myself.

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OK, what you are attempting is much clearer now.

I think it should be possible, providing you use the basic canal water tiles and not the pieces with walls. If you find problems with the marina pieces when placing them on-top, you might need to raise the height of them (CTRL + Up).

SC4 models are not technically 3D, the only part that is, is called the LOD. The LODs for CALs canal pieces is raised somewhat from the water, think of it as floating above it. If the LODs for the marina pieces, comes into contact with the LOD of the water pieces. It will create either graphical issues (z-fighting) or prevent one item from appearing. Due to the way these pieces are made, the LODs have to be very specific, but raising the height will overcome that problem, it maybe though that you'd have to raise them too high to look right.

  • Like 2

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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