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[2007] Lot Editor and Plug-in Manager - Forum Archive

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using in game description

how do i change a downloaded lot file to use the existing in game one?

Some of the lot files dont have desc, so i've been manually entering the details via leprop.

now i think there is a way to ref to the ingame desc via item description key? but havent got it to work.

any pointers? example school lot, i want it to ref to the existuing in game school lot desc, so the cost and the student capacity is auto picked instead of hard-coded to the ltext file.

is it possible to combine that with a standard desc?

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You can use variables in the LTEXT file, then it just picks up the values from the building exemplar for the item. For example, this is one of mine that I use for park lots:

Monthly Cost: #m:ea54d286#

Initial Cost: #m:49cac341#

A 1x1 1 sided trail piece with fence and with interconnecting paths.

Use the yellow arrows to align the paths.

Lot: made by Sam

quote>

Notice with the monthly cost that the numbers correspond to the Name Value of the Budget Item: Cost property in the building exemplar (ie monthly cost). That way, whatever the monthly cost is set to for the item, it will read as such in the description in the game. The m: is a formatting code, in this case currency (ie it puts the simoleons sign in front of the value as well)

Notice the numbers against the initial cost are the Name Value of the Plop Cost property in the building exemplar. In this way you can reference any property in the building exemplar.

You can also use other variables, for example #city# will supply the name of the city. You can also use the variables in the LTEXT referenced by the user visible name key. For example if you make a school you can put #city# in the name LTEXT and have it come up with for example Riverhills Public School or Sunset Valley Public School, depending on what city you place it in.quote>

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Ah... that explains the funny values I've seen in the desc text of some downloaded files. So those are the variables. That's exactly what I wanted.

The reason why I wanted to combine normal desc text with in game is because I didnt think you would be able to use variables within the text.

Thanks again

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Demand query

is there a FAQ to modding files somewhere?

I'm now trying to align the stats of stuff I've downloaded. Changing ones that cost 0 monthly to a more realistic value etc.

I'm using SimCity4 Tool to compare the stats... now how do I check the Demand created?? If it can't do this, which tool can I use?

*sigh* too many tools that did different things.

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OK... just when I thought things were working.

Trying to edit power stations, and the monthly cost works fine, but for some reason, I've copied the LTEXT from one power plant to another power plant, and it hasn't worked.

It's definately the Power Generated key as when I remove this, the desc works fine. I've checked the Building Exemplar and the Power Generated key is definately there. What syntax am I missing?

Power Generated: #27812852# MWh/Month

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Props Below Ground Level

Hi, all,

I am working on some overhanging props--they will hang over the edge of the lot.  I want to lower them below the ground level of the lot they are plopped on.  If you picture, for example, PEGs wharf lots with piers that go down into the water, you'll get the idea.  I know how to raise and lower props in LotEditor, but I cannot lower them below ground level.  Is there a way to get around this? 

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Theorically, you can try opening the model with the Reader, and then manually adjust the X,Z,Y coordinates and textures for every instance of the model. A hard task which could not work in the end 2.gif

The Lot Editor wont allow you to do that.

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Originally posted by: dolsson Hi, all,

I am working on some overhanging props--they will hang over the edge of the lot.  I want to lower them below the ground level of the lot they are plopped on.  If you picture, for example, PEGs wharf lots with piers that go down into the water, you'll get the idea.  I know how to raise and lower props in LotEditor, but I cannot lower them below ground level.  Is there a way to get around this? quote>

 

Peg's lots only show below shallow water, in deep water they don't show, and they don't show underground on land.  I have buildings that will show below ground, as in a swimming pool, but I have not been able to get a prop to show below ground level.

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Downloaded all three and use all except the datagen.

So what is the difference between Demand created and Demand Satisfied? I'm guessing the Demand created is the amount of jobs and RSI that plopping the build creates. But teh Demand satisfied, I've only seen for the urgent care clinic.

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Occupant Groups quick query

OK... i tried searching for info on this and the best I found was look at the simcity_1.dat... but I just need some basics.

Its for downloaded lots... when I read the file via iLive, the LD file states it is a museum... but when viewing the file through SC4Tool comparer, it appears in the Elementary School.

Looking at the Building Exemplar, the Occupant Groups has the School,Building:SchoolsK6... and its repeated too.

Do I change this to match that of a museum one? How bad would it be if I start messing with these values?

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Originally posted by: Lextar

is there a FAQ to modding files somewhere?

quote>

This whole site is a huge FAQ. I would suggest you try using the search function on keywords that you are looking for, eg Demand Created. It should turn up a wealth of information. Also look in the tutorials and help forums for the different tools. They contain a lot of answered questions.

Originally posted by: Lextar ...

So what is the difference between Demand created and Demand Satisfied? I'm guessing the Demand created is the amount of jobs and RSI that plopping the build creates...quote>

Not exactly. See below

Originally posted by: Lextar

...But teh Demand satisfied, I've only seen for the urgent care clinic.quote>

Maybe try in the Parent Cohort. Its also used in parks. Again see below for why.

Below is a quote taken from a very old post which has since gone missing. It explains the discovery of the meaning of the Demand Created and Satisfied Properties:

Meaning of Numbers in Demand Created and Demand Satisfied

Originally posted by: DarkMatter

Ok guys. Disk_error and McMurray, I beleive I've cracked your mysterious numbers.  It was actually glaringly obvious, and it was the first thing I checked when I got home.

 

The Mystery Numbers

 

The numbers in question all have something to do with demand, but not always directly, or directly visible in the game. Here is a list of the numbers, and what they referr too.

 

1010

1020

1030

1810

1820

1830

2010

2020

2030

3100

3300

 

These are really just a FEW of the numbers I've discovered, but I'll get into those in a minute. What these numbers referr to are exemplar instances. They are all exemplar instance numbers, for the following exemplars (note, all exemplars fall into the group C7BB4816, which I found earlier when replying to joergs thread about 10x12 lots and their possability):

 

Exemplar                 Type       Group      Instance

----------------------------------------------------------

Residential              0x6534284A 0xC7BB4816 0x00001000

Residential $            0x6534284A 0xC7BB4816 0x00001010

Residential $$           0x6534284A 0xC7BB4816 0x00001020

Residential $$$          0x6534284A 0xC7BB4816 0x00001030

Amenities $              0x6534284A 0xC7BB4816 0x00001810

Amenities $$             0x6534284A 0xC7BB4816 0x00001820

Amenities $$$            0x6534284A 0xC7BB4816 0x00001830

Jobs                     0x6534284A 0xC7BB4816 0x00002000

Jobs $                   0x6534284A 0xC7BB4816 0x00002010

Jobs $$                  0x6534284A 0xC7BB4816 0x00002020

Jobs $$$                 0x6534284A 0xC7BB4816 0x00002030

Commercial               0x6534284A 0xC7BB4816 0x00003000

Commercial Services      0x6534284A 0xC7BB4816 0x00003100

Commercial Services $    0x6534284A 0xC7BB4816 0x00003110

Commercial Services $$   0x6534284A 0xC7BB4816 0x00003120

Commercial Services $$$  0x6534284A 0xC7BB4816 0x00003130

Commercial Office        0x6534284A 0xC7BB4816 0x00003300

Commercial Office $$     0x6534284A 0xC7BB4816 0x00003320

Commercial Office $$$    0x6534284A 0xC7BB4816 0x00003330

 

 

Amazing!!  How closely your guys speculations matched the real thing. Basically, what these numbers do is affect your Residential and Commercial demand (Commercial Srv/Office $-$$$, Residential $-$$$), your residential desirability (Amenities $-$$$), and your current number of available jobs (Jobs $-$$$). Here are some other interesting finds:

 

Exemplar                 Type       Group      Instance

----------------------------------------------------------

Workforce                0x6534284A 0xC7BB4816 0x00002100

Workforce $              0x6534284A 0xC7BB4816 0x00002110

Workforce $$             0x6534284A 0xC7BB4816 0x00002120

Workforce $$$            0x6534284A 0xC7BB4816 0x00002130

Workforce $ EQ1          0x6534284A 0xC7BB4816 0x00002111

Workforce $ EQ2          0x6534284A 0xC7BB4816 0x00002112

Workforce $ EQ3          0x6534284A 0xC7BB4816 0x00002113

Workforce $ EQ4          0x6534284A 0xC7BB4816 0x00002114

Workforce $$ EQ1         0x6534284A 0xC7BB4816 0x00002121

Workforce $$ EQ2         0x6534284A 0xC7BB4816 0x00002122

Workforce $$ EQ3         0x6534284A 0xC7BB4816 0x00002123

Workforce $$ EQ4         0x6534284A 0xC7BB4816 0x00002124

Workforce $$$ EQ1        0x6534284A 0xC7BB4816 0x00002131

Workforce $$$ EQ2        0x6534284A 0xC7BB4816 0x00002132

Workforce $$$ EQ3        0x6534284A 0xC7BB4816 0x00002133

Workforce $$$ EQ4        0x6534284A 0xC7BB4816 0x00002134

 

Looks like these instance numbers affect your workforce, the number of sims available to work the number of jobs available in the Jobs $-$$$ exemplars shown above. You even have workforce for 4 EQ levels for each wealth level. 

 

Here are some other interesting exemplars:

 

 

Exemplar                 Type       Group      Instance

----------------------------------------------------------

R Census                 0x6534284A 0xC7BB4816 0x00001001

R$ Census                0x6534284A 0xC7BB4816 0x00001011

R$$ Census               0x6534284A 0xC7BB4816 0x00001021

R$$$ Census              0x6534284A 0xC7BB4816 0x00001031

C Census                 0x6534284A 0xC7BB4816 0x00003001

CS Census                0x6534284A 0xC7BB4816 0x00003101

CS$ Census               0x6534284A 0xC7BB4816 0x00003111

CS$$ Census              0x6534284A 0xC7BB4816 0x00003121

CS$$$ Census             0x6534284A 0xC7BB4816 0x00003131

CO Census                0x6534284A 0xC7BB4816 0x00003301

CO$ Census               0x6534284A 0xC7BB4816 0x00003311

CO$$ Census              0x6534284A 0xC7BB4816 0x00003321

CO$$$ Census             0x6534284A 0xC7BB4816 0x00003331

Commercial Connections   0x6534284A 0xC7BB4816 0x00003800

Co$$ Cap                 0x6534284A 0xC7BB4816 0x00003b20

Co$$$ Cap                0x6534284A 0xC7BB4816 0x00003b30

Industrial               0x6534284A 0xC7BB4816 0x00004000

I Census                 0x6534284A 0xC7BB4816 0x00004001

Industrial Resource      0x6534284A 0xC7BB4816 0x00004100

IR Census                0x6534284A 0xC7BB4816 0x00004101

Industrial Dirty         0x6534284A 0xC7BB4816 0x00004200

ID Census                0x6534284A 0xC7BB4816 0x00004201

Industrial Manufacturing 0x6534284A 0xC7BB4816 0x00004300

IM Census                0x6534284A 0xC7BB4816 0x00004301

Industrial High Tech     0x6534284A 0xC7BB4816 0x00004400

IH Census                0x6534284A 0xC7BB4816 0x00004401

Industrial Connections   0x6534284A 0xC7BB4816 0x00004800

I-R Cap                  0x6534284A 0xC7BB4816 0x00004900

I-D Cap                  0x6534284A 0xC7BB4816 0x00004A00

I-M Cap                  0x6534284A 0xC7BB4816 0x00004B00

I-H Cap                  0x6534284A 0xC7BB4816 0x00004C00

 

Looks like we found the numbers for industrial Demand Satisfied/Created. Looks like we found a lot more, too. All of these exemplars have to do with demand, demand cap, population, jobs, and desirability. The instance numbers are found all over the place in properties in TONS of exemplars. Demand Satisfied and Demand Created are only a few that reference these exemplars.

 

As far as Demand Satisfied/Created are concerned, here is how I think they work. Take, for example, the Skateboard Park exemplar. Its demand satisfied property looks like this:

 

Demand Satisfied:0x27812840:Uint32:6:0x00001810,0x00000FA0,0x00001820,0x00000FA0,0x00001830,0x00000FA0

 

This satisfies 4000 Amenities demand, or demand for parks from residential sims, for all wealth levels. It doesn't satisfy residential demand, or commercial demand, but demand for city beautification. If you remove the 18XX numbers, the park will have absolutely no effect whatsoever, not for amenities or anything else. So these numbers are critical to the demand satisfied property, in determining WHAT KIND of demand to satisfy. Currently, it seems like there are the following types of demand:

 

Amenities, or City Beautification. Demand for parks and plazas and the like.

Residential. Demand from new sims who wish to move in.

Commercial. Demand from new companies who wish to move in.

Industrial. Demand from new industries who wish to move in.

Jobs. Demand for jobs.

Workforce. Demand for people to work the available jobs.

Workforce EQ. Demand for people of a certain education to work jobs requiring that EQ.

 

 

So, demand satisfied will satisfy the particular type or types of demand specified through these instance numbers, and demand created will create demand of a particular type or types as specified through these instance numbers.

 

Any questions? 

DarkMatter

quote>

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tunston,

What you say about peg's lots may be true, but they still do what I'm looking for. Does anyone know how it's done? I think maybe the props are saved as a foundation or something. I should probably just post this at simpeg.com....

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Originally posted by: Lextar ...How bad would it be if I start messing with these values?

quote>

Why do you want to mess with them anyway?

I wouldn't worry too much about the LD file. Sometimes it contains useful information, but more often than not its just plain wrong. The LD file just carries some information about the lot which is used when uploading to the official exchange. Its made by the LE when the lot is originally created, but if you make any subsequent modifications, eg in the Reader, then the LD file is not necessarily updated to reflect that.

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I'm trying to align and modify the stats and placement of them in the menu via SimCity4Tool with the comparer, and its hard if the museum piece appears in the elementary school tab.

Also I want to check that the Elememtary school piece is indeed acting as an elementary school rather than someone copied it from the College template and change the name to say School.

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Originally posted by: dolsson tunston,

What you say about peg's lots may be true, but they still do what I'm looking for. Does anyone know how it's done? I think maybe the props are saved as a foundation or something. I should probably just post this at simpeg.com....quote>

 

I saw that you want the offset not to be below ground, but to overhang sloped terrain.  

The part of the scene that is below the Z line in gMax, will also be below the ground level of the lot.

Is this what you are trying to get?

city5retwallcornerfinisrg2.jpg

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Well I'm a bit confused by what you mean. You seem to have jumped into the middle of the description of this problem and left out some important information so I still don't really understand what the problem is. Maybe a picture would also help.

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I'm not sure if this will help you, or if I'm all that qualified because I've just started messing with the Lot Editor myself, but one thing I find when I'm having problems with laying props is to zoom in farther, and it might help. I don't know if it's just me, or what...

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Lot Functions

I have a question, and it is this:

1)  I'm trying to make some R$, R$$, and R$$$ lots, and I'm super new to the Lot Editor, and what not.  But I'm wondering how I would be able to define what buildings are what.  Because they usually show up at Landmarks.

Can anyone help me do this?  I have all the extra managers/programs for the BAT, too.

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I am not sure what buildings that show up as landmarks.

Have you made models with gMax?

You can get the parameters for the default buildings with SC4Tool.

Do you have the two buildings as props files from simcity.ea.com?

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The type is defined by both the building and the lot. There is no point putting a Landmark building on a R$$$ lot, as it won't work as R$$$. You need to get your model file, and in the Plugin Manager drag it onto the R$$$ option. This will be your building. Give it a good name so that you can recognise it as your R$$$ building later. Then in the Lot Editor, open an existing R$$$ maxis lot (not a custom one) and then go to the buildings tab and then click Replace Item. You should see your building in the list of ones you can add. (If not your lot is too small for the building or you have the wrong kind of lot or you made the building the wrong kind.) Once you have added your custom building to your lot, add any other props, then Save As.

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Thanks for trying to help sam. Most appreciate it.

I used iReader's Navigator on the Simcity dat file to check the occupant groups for a Museum.

It only contained two values. Building: civic and Building: Museum

But for some reason, the Museum I downloaded contained Building:civic, Building:school, Building:strikable education 

which some of the school parameters seemed to repeated like 3 times.

From other threads, I'm guessing these determine different functionality of the lot in simcity, so I didn't want to go messing around with it until I understood what they did.

Once I changed the museum piece's occupant groups to match that in the simcity dat file, the downloaded museum movved to the correct structure in SC4Tool comparer (from Elementary School to Museum).

Hopefully it'll function as any other museum piece in Sim City.

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Wow, lots of useful info. Thanks Sam.

I have tried using the search functionality, but I never seem to find the relevant thread and half the time end up following links within these hoping to find something more useful and ended up with a deleted or missing thread.

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Thank you!!! This has given me so much grief.

So what is the #d for? And how do I know what to use when I come to edit the description of schools and museums etc?

May as well ask as I'll eventually get to it, for Museums, the exhibits, its a formula based on the entered value for student capacity. Would I need some fancy code to ref the correct value in the description?

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From what I know, you cannot display the current capacity of a school, for instance, but only the default capacity. Since the capacity is variable, Maxis thought up another way to display it properly. There's a property called "Catalog capacity", which should hold the same value as the capacity property. "Catalog monthly cost" is used the same way, for displaying monthly costs of schools, hospitals and other facilities with a budget slider. For LTEXT files (basically any display purposes), the "Catalog capacity" property is used. Here's a short list of LTEXT variables that I use frequently:

Monthly Cost: #m:EA54D286#

Plop Cost: #m:49CAC341#

Bulldoze Cost: #m:099AFACD#

Water Consumption: #d:C8ED2D84#

Power Consumption: #d:27812854#

Power generated: #d:27812852#

Water produced: #d:88ED3303#

Catalog capacity: #d:4AA60EBC#

Catalog monthly cost: #m:6AD54804#

I suggest to check out SimGoober's civic lots, most of them have those variables in the LTEXT files, so they can serve as a nice template.

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For the correct usage of the occupant groups, I suggest to take a look at SC4Tool's Building Reference that included all Maxis ploppables. So, if you want to create a museum, just look up the museum in the Building Reference and check out which occupant groups the lot has. If you recreate that for the lot that you're editing, everything should work fine. I also suggest to check the other data (capacity, pollution, monthly cost etc.), since the Plugin Manager tends to assign values that are way off, and those lots will trash your city eventually (or act like a cheat).

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yes, some old posts went missing earlier this year which was unfortunate, as they contained a lot of valuable information. Most of my references to them were bookmarked links, but some, like the above I had copied into my notebook.

The search function works ok if you pick the right search terms (but you have to guess what people typed in their posts originally, and they may have used different words), which is why I suggested the particular combination, as I've used it before. Sometimes you have to guess or try different combinations until you find something useful.

You can also set the returned results to show as messages (not links to threads), that way you can quickly see if a result is useful without having to load each page and find they are not helpful.

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Using Leprop to change some of the values, does the Catalog capacity change with it?

Or do I have to modify the values and go to iLive Read and change the Catalog capacity too?

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