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Hey all, I want to find out if changing the position of a model on its axes is possible, using some "aftermarket" tool.

For instance, there is a utility that can be used to rotate a model 90 degrees.

Is it possible for a utility like this to simply shift the model forward on one axis?

My thought is that this would be useful for creating overhanging setups for FA situations.

If it can't be done already..... is it possible?

Thanks, brains. 

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7 hours ago, EffTheGrid said:

Hey all, I want to find out if changing the position of a model on its axes is possible, using some "aftermarket" tool.

For instance, there is a utility that can be used to rotate a model 90 degrees.

Is it possible for a utility like this to simply shift the model forward on one axis?

My thought is that this would be useful for creating overhanging setups for FA situations.

If it can't be done already..... is it possible?

Thanks, brains. 

Cogeo's Model Tweaker can be used to shift models east/west and north/south and also vertically  fairly simple to use

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On 4/29/2024 at 9:22 AM, sejr99999 said:

Cogeo's Model Tweaker can be used to shift models east/west and north/south and also vertically  fairly simple to use

Cool, thank you! I'll download and check it out.

My goal is to move maxis buildings slightly beyond the grid tile so they meet the angle of the FA road when placed in a row.

Looks like the link is dead at SC4D though.....

Maybe you could send me the file?

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11 minutes ago, EffTheGrid said:

Cool, thank you! I'll download and check it out.

My goal is to move maxis buildings slightly beyond the grid tile so they meet the angle of the FA road when placed in a row.

Looks like the link is dead at SC4D though.....

Maybe you could send me the file?

https://www.sc4evermore.com/index.php/downloads/download/29-modding-and-creation-tools/23-sc4-model-tweaker

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18 minutes ago, Dead_End said:

Thank you for the link! My next task is to find, isolate, and duplicate, the Maxis building .sc4model files, so I can scoot them around independently.

Any idea where they live? I assume they are datpacked somehow... And if I copy them, should I take additional steps to differentiate them from the originals?

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On 30/04/2024 at 7:01 PM, EffTheGrid said:

Any idea where they live?

Every model (S3D sets), can be found in SimCity1.DAT. You may find the Navigator function of Reader most helpful here.

Do bear in mind also, you can cause the immortal lot syndrome if you have buildings extending beyond the lot borders, make sure the Occupant Size of such is small enough so that part (bounding box) remains fully within the Lot and you’ll be fine. 

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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 5/12/2024 at 6:07 AM, rsc204 said:

Every model (S3D sets), can be found in SimCity1.DAT. You may find the Navigator function of Reader most helpful here.

Do bear in mind also, you can cause the immortal lot syndrome if you have buildings extending beyond the lot borders, make sure the Occupant Size of such is small enough so that part (bounding box) remains fully within the Lot and you’ll be fine. 

Thanks-- if I set them all as props, I shouldn't run into any issues regardless, correct?

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Hello! I have a small doubt, I want to make a small mod that adds custom trees to already existing Maxis prop families, without overriding anything. So far I've done it by creating new prop exemplars with PIM-X, then I´ve added the prop family also with PIM-X. I've done some testing and it seems to be a success.

However, I don't know of any existing mods that function this way, so I've become unsure if it is a good idea to do it like this rather than doing it by overriding the exemplars. Can there be negative consequences from messing with Maxis prop families like this? Maybe some legendary SC4 modding wizards here know something I don't.

So far the only thing I can think of is that removing the mod would cause issues in cities where the trees have already appeared in either plopped or grown lots, but a lot of mods have this consequence anyway. Thanks a lot!

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There shouldn't be any issues with expanding the number of items in a Prop Family, but of course it will require that the additional models (dependencies) are present to work. The only thing to be careful of is that you don't introduce different RKT types, practically speaking that means you can't use RKT 4 or Seasonal/Timed props with a family that originally only used RKT 1 or standard props.

I suspect the reason why other mods don't work in this manner is probably because when someone sets about to use new/different props, often they want to suppress the original ones whilst they are at it.

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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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12 hours ago, rsc204 said:

The only thing to be careful of is that you don't introduce different RKT types, practically speaking that means you can't use RKT 4 or Seasonal/Timed props with a family that originally only used RKT 1 or standard props.

Thanks! that shouldn't be a problem since the trees I'm adding aren't seasonal.

12 hours ago, rsc204 said:

I suspect the reason why other mods don't work in this manner is probably because when someone sets about to use new/different props, often they want to suppress the original ones whilst they are at it.

Yeah, that is especially the case with those ugly Maxis trees *:lol:. The reason I want to add rather than override is because I want my mod to work alongside existing tree replacement mods, simply giving them a bit more variety. This way also allows for the file to just be dropped in a plugins folder without needing to worry about loading order. All in all, it took less than an hour to make and the results are just what I expected!

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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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Is there a way that the LOT textures in red are taking automatically the style of the sidewalk texture from the user and if so, how? 

 

Screenshot_2.jpg

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20 minutes ago, Girafe said:

Is there a way that the LOT textures in red are taking automatically the style of the sidewalk texture from the user and if so, how? 

 

Screenshot_2.jpg

The easiest way would probably be to edit the lot in PIM-X and replace the texture on the lot with the desired texture.

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43 minutes ago, Girafe said:

Is there a way that the LOT textures in red are taking automatically the style of the sidewalk texture from the user and if so, how? 

 

Screenshot_2.jpg

You need to replace these textures and use one of these textures below in the Lot Editor, they will match the style of the player sidewalk mod since the sidewalk mod is just an override of these standards maxis textures (I would recommend using the 258f2000 texture a.k.a middle wealth texture, since it's the most common in the game and will blend better with the environment)

image.png.6a08696b953785021468cc15a8382e82.png

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*;)

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Thanks a lot, the texture 258f2000 works :) 

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* * * * * * * * * * * * * * * * * * * * * * * *

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Hi all.

I have created this lot but the Maxis plops, used to embellish the store, don't show up in gameplay, any ideas?

Plop Failure.jpg

Farmland-Oct. 26, 4591731518810.jpg

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3 hours ago, mallenuk said:

I have created this lot but the Maxis plops, used to embellish the store, don't show up in gameplay, any ideas?

With my very limited knowledge of lotting, I'm going to guess the props are within the LOD bounding box of the building and therefore they get masked from view in the game.

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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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Hmmm I copied them from a Maxis lot, and kept the poisitioning relative to the building identicial to that lot. I can make a copy of the Maxis lot and see if that works.

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Sounds good to test. Remember I'm guessing here. *;) Like maybe the bounding box of the building you used is taller. Just for funzies, you could raise it another 5 meters to see if it appears in the air above the building.

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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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On 14/11/2024 at 11:33 AM, mallenuk said:

I have created this lot but the Maxis plops, used to embellish the store, don't show up in gameplay, any ideas?

I’m guessing you’ve inadvertently used timed props that use some combination of random placement and timing. If you go through a 24 cycle these props will probably appear/disappear depending on the time of day. 

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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 have some zip files that won't open with WINZIP   I have hundreds of compressed files with no problems  (rar and zip)   can someone look at this one?

I don't know where I originally got it some time ago  Thanks in advance

Kamienica 1 pietro.rar

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2 hours ago, sejr99999 said:

I have some zip files that won't open with WINZIP

7-Zip also does not like it.

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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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2 hours ago, sejr99999 said:

I have some zip files that won't open with WINZIP   I have hundreds of compressed files with no problems  (rar and zip)   can someone look at this one?

I don't know where I originally got it some time ago  Thanks in advance

Kamienica 1 pietro.rar

You got it from the SimcityPolska resotration, when we started gathering the files for possible rehosting. There were 4 files, which were broken and they would not open. I don't know who's private collection they belong, maybe it was @Yarahi's. You can delete it as the file is demaged beyond repair as far as I know... However I haven't managed to find yet where they were coming from originally as it is possible they were not on SimcityPolska.

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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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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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Greetings!

I had to do a reinstall of Windows 10, and with that I forgot to backup my Gmax folder. 

I have managed to reinstall Gmax & the SC4 BAT, but cannot find the HD Output mod. You all may be familiar with it; it allows you to export as HD under BAT-> Export->Preview, and had 2 radial buttons, for SD and HD Output. Thanks in advance for any help!

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To debug, I let this lot grow multiple times and the plops appear at random for each time the lot grows. Does anyone happen to know if there a way to modify this probability to 100%? *:???:

On 11/14/2024 at 3:52 PM, mallenuk said:

Hmmm I copied them from a Maxis lot, and kept the poisitioning relative to the building identicial to that lot. I can make a copy of the Maxis lot and see if that works.

 

On 11/14/2024 at 3:39 PM, CorinaMarie said:

With my very limited knowledge of lotting, I'm going to guess the props are within the LOD bounding box of the building and therefore they get masked from view in the game.

 

On 11/14/2024 at 12:33 PM, mallenuk said:

Hi all.

I have created this lot but the Maxis plops, used to embellish the store, don't show up in gameplay, any ideas?

Plop Failure.jpg

Farmland-Oct. 26, 4591731518810.jpg

 

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1 hour ago, mallenuk said:

To debug, I let this lot grow multiple times and the plops appear at random for each time the lot grows. Does anyone happen to know if there a way to modify this probability to 100%? *:???:

This part really sounds like Prop Families.

That's where there is one IID, but it can then randomly pick from any item in the family. Long ago I almost knew enough to explain how to check and such, but I've no clue now.

If I happen to be guessing correctly, our experts will be able to give better pointers than me.

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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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2 hours ago, mallenuk said:

To debug, I let this lot grow multiple times and the plops appear at random for each time the lot grows. Does anyone happen to know if there a way to modify this probability to 100%? *:???:

wait a bit    once the customers start coming regularly you will see the cars show up randomly

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3 hours ago, sejr99999 said:

wait a bit    once the customers start coming regularly you will see the cars show up randomly

True but the signs and shopfronts for the building itself never appear. 

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One more question, can you remind me please how you configure the foundation to always appear no matter how shallow the slope is for a lot?

The civic buildings will always have the foundation appear for example.

I am away from my computer just now but I have been working on a sloped road behind a series of apartment blocks and the foundation appear for all the except at the top and bottom (where the slope is at its smallest) resulting in a weird/ugly effect.

Thank you!

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24 minutes ago, mallenuk said:

One more question, can you remind me please how you configure the foundation to always appear no matter how shallow the slope is for a lot?

Try setting this property inside the LotConfig exemplar:
LotConfigPropertyMaxSlopeBeforeLotFoundation = 0

Here's a preview of the editing window:

LotConfig No Foundations Property.png


It'll add 6 decimal places automatically once hitting the right-side Apply button.

Then press the bottom Apply button to add the property, before saving the file as normal.

I recommend Reader 0.9.3 to edit this, as it's more stable than the newer 1.5.4 version.

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