Jump to content

1,166 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     
    On 7/8/2021 at 8:17 AM, mattb325 said:

    That one, as far as I recall, is used: with growable flora - if you plant the $3 single maxis pine/maple/oak it starts as a small tree with a small shadow, but the as tree grows, the tiny shadow stays the same!

    Thank you Matt, You are really a veteran!*:thumb: Frankly, I really thought the Maxis's Creators they are so incredible, I mean I couldn't see so many elaborate designs in Modern games.

    After the previous tests, I wondered why the Nighttime and Daytime global color property didn't take effect there, Then I thought of this test I made:

    I was just aware that I didn't take a look at night scene at then, after put it into Plugins again,

    o1jW0sa.jpg

    Then with the same method narrowed down the scope, I finally focused on four PNGs, 0917660C,0917660D,0917660E,0917660F, Here are some results after I modified them to a brown tone:

    9DFMQ5C.jpg

    7c9ZCgP.jpg

    Swhyj4P.jpg

    KcqlWfG.jpg

    4ltXsbY.jpg

    You can tell that there are just a little difference on terrain after modified C,D,F, (I'm not sure) But totally changed the whole color after shifted 0917660E. Afterward, I stared at this little map a while, I got it:

    hNoYvap.jpg

    That's it, though I haven't verified it, however there must be very interesting tests by making colorful patterns.*:D

    About Brush, After a lot of tests, I finally got the formula of Brush's size, take for example Level Brush:

    Its texture's basic size is 128x128.

    The unit of Width property is 16m.

    so the basic complete value of Width is 2048, its 5 reps which matches zoom 1~5 separately, so if you set Width as "2048,2048,2048,2048,2048", Every zoom's Brushes will have the same size, I tested it with a square whole white texture, 128x128. Then I got:

    Normal Click : 127x127 flat ground

    Shift+0 Click : 127x127 flat ground

    Shift+9 Click : 114x114 flat ground

    Shift+8 Click : 102x102 flat ground

    Shift+7 Click : 88x88 flat ground

    Shift+6 Click : 76x76 flat ground

    Shift+5 Click : 63x63 flat ground

    Shift+4 Click : 50x50 flat ground

    Shift+3 Click : 38x38 flat ground

    Shift+2 Click : 24x24 flat ground

    Shift+1 Click : 12x12 flat ground

    The reason why I say basic is since the pattern we form the Terrain to will be changed with other values, For example, If we set the texture to 256x256, or if we set the width less than 2048, or if we use Shift + No Click (except 0), then the edge of texture will be resampleing due to size's shrinking or streching, You can easily observe it in Photoshop with a high zoom level. (not a square pattern but better with a circle*:D)

    One interesting thing is that when I set the width to 1, 

    lNA5EOW.jpg

    The level effect only happened on one point of a tile by the Y coordinate of center point.

    Next and also the final part, I need to figure out the height formula, Stay tuned my friends!*:8)

    • Like 6
    • Yes 1

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I would like to invite you to an experiment done by the NAM Team about, yes, traffic simulator.

    Thanks.

    • Like 2
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @chfzdn

    While Raymond might be interested in the traffic simulator, he does have plenty of current ongoing projects in the works also. *;)

    • Like 4
    • Yes 2

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you @chfzdn, I can tell your great expectation to me, *:thumb: however I knew my ability (by now*;)) clearly, and just as CB mentioned, I have a lot of projects for our friends, Once I have promised, Ray will definitely stick to his word. :} Anyway, Thanks again.

    Today, I hoped I could have good luck on modifying menu, But after many hours, I had to give up it temporarily, I added a CategoryGodTest property into SC4Exemplar.xml (silly*:blush:), and a SubmenuKey, but to no avail, Besides, I also have checked UI file, Not a clue again, after looked through some threads about it, I tried to find their hex values in exe code, still no luck, I really couldn't figure out the logic that how the game generates the menu.

    Then I made some tests on 0917660E, after edited its lines one by one, The No. 18 line worked, But I didn't know "why it", right when I quitted the city, I found that the color came back to original, Then I got it:*:idea:

    1bKCnzq.jpg

    It's a 32 x 32 texture, so vertical axis represents the color of one day, and each horizontal line represents each day in game's time, So which means we can make everday with different color themes and same to length of Daytime.*:8) 

    After that, I started to play with Brush, I found that I could change Fauna Brush's effect with anyone in Effdir's section 14, Here is tornado:

    5LPWiaO.jpg

    There are still others such as Rain, explosion (powerplant, nuclear) lighting, Lava meets water (works on water), so my first question is that how to call effects in other sections.

    Then I tested Rain Brush,

    ehz9ZeH.gif

    It's too bad that this transit route lost effect after a while, I presume that it's since this water is just an effect, so my second question is that is it possible to keep effect lasting forever, I don't know, I just have seen the explosion effect which can make a hole and it's still there after that.

    Anyway, as for the last test about Height formula, It's not that simple as I thought, I tried to figure out how to raise or lower a ground to a specific height, but the Level brush grasps whole area to a same height (finally) as center, and the Mountain Brush raises (lower) the ground where is higher (lower) than BaseTextureVal, If you keep clicking, It will rasing to the top of your map, Let's say Y=2500, Just then… weird thing happened again when I made a wild tweaking:*:lol:

    zObvbVE.jpg

    Oh my, The Strength can be negative!

    At the beginning, I thought it just raised or lowered the terrain reversely, but after a while and you can tell, it even broke the limitation, I mean I couldn't see the top and the sea was lowered to there, This forming kept the same after I quitted and entered again.

    Frankly, My head is a mess now, I really need to clear it badly before next step.*:blush:

    • Like 7

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, mattb325 said:

    The results of the new brushes are looking great, Raymond....it's getting closer to dune-like all the time *:yes:

    Thank you for your encouraegment, Matt,*:thumb: Frankly, At the very beginning, I just wanted to make my Terrain forming works more easier, and I kept modeling along with digging, But as the research was going more deeper, I found that these Brushes are Incredible:O! Now I have solved many puzzles, however still don't know where the boundary is.

    Now I think I have unlocked the mystery of Height formula in a way.*:blush:

    In a vanilla 256x256 map, when I set the OperationID = 8, 

    Each grey scales represents 1m, (If the unit of TerrainQuery is 1m), Then which means we can raise or lower the terrain at most 256m, But that's not even all of it, These is still a property "Strength", I assume that the default value of it is 1, when I set it to 10, I got a height with same Brush as above = 2560m. (Not including Negative value yet*:D)

    @CorinaMarie @Cyclone Boom Dear CoriBoom, Sorry that I need your help, since I dimly remembered that have seen relevant infos in your posts.*:blush:

    If I see y = 2500 by using TerrainQuery cheat, Does that mean 2500m height?

    How can I adjust the limit of height in a map or region or a city.

    They are probably stupid questions, however I'm really lack of experiences of that (I know nothing about map modding) and my poor head is a mess full of numbers now.*:blush:

    Yours,

    -- Raymond

    • Like 6

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
    Currently: Viewing Forums Index
     
    20 minutes ago, Raymond7cn said:

    If I see y = 2500 by using TerrainQuery cheat, Does that mean 2500m height?

    While I don't know for absolute certain, from the few tests I did the height value seems to correspond to meters.

     

    20 minutes ago, Raymond7cn said:

    How can I adjust the limit of height in a map or region or a city.

    I believe that would be in the Terrain Properties exemplar: MaxTerrainHeight (0x48CD7B26). The default is 2500, but that might only be in effect when importing from a grayscale. In the latter case, I always used the ScaleFactor of 3.0 which meant my limit was 765 meters and I didn't need to test the MaxTerrainHeight setting.

    That'd be the first place to tweak and test, IMO.

    • Like 4
    • Thanks 1

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @Raymond7cn -- I'm just realizing that I forgot to reply when you tagged me about the flora brush. I can absolutely see myself and many other players using this feature! This is truly, truly impressive work. It's amazing what you've managed to uncover tinkering with these brushes.

    • Like 4
    • Yes 2
    • Thanks 1

    🚜 Get well soon, Cori! 🚜

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Wow, very nice again Raymond! *:golly:

    I can envision these flora brushes being ideal for bordering farm fields, to save time with placing them within the confined area. That could come in really useful for other types of flora or MMPs as well. Up until now it's been a case of making use of the Shift modifiers to alter the size of the standard circular brushes.

    • Like 7
    • Thanks 1

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you @BartonThinks and @Cyclone Boom, @Whte_rbt also kindly suggested me to make Flora Brush, To be very honestly, I still have no clue why you think it's useful. *:blush: Actions speak louder than words, so I would understand what you're talking about when I start playing, If no luck, I will definitely consult you at then.*:D

    Kind of regret it after tagging you, @BartonThinks, I just knew you're busy with learning modelling after that, Nevertheless, I learnt many knowledge after reading through your tutorial on OmniBus, (have collected it for a while*:blush:) Keep modelling, Barton, There are really a lot of fun in it, Enjoy seeing new models in your thread.*:thumb:

    • Like 8

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 hours ago, Raymond7cn said:

    Thank you so much for your valuable infos, Cori, @CorinaMarie The Height formula has been figured out,  Along with that I found some relevant Properties in Terrain Exemplar as well.*:thumb:

    Regarding of Flora Brush (OperationID = 1, The Navigator of Reader didn't filter it at beginning, It came out by Analysing*:lol:), I didn't find much useful stuffs on it, though this Brush is almost totally different with others, For example, The Strength and grey scales (except black and white) and others didn't work on it, I wanted to make a tree line with one single tree in one tile, but this is the best I got,

    ywxc1gr.jpg

    The edge will be a bit jagged if you keep clicking,

    vks6k6x.jpg

    However this Brush is good at curves even with resampling, I have enlarged its texture from 32x32 to 256x256.

    KaqWM7E.jpg

    gkTaQvv.jpg

    I thought Cori's wonderful idea about tree view in her CJs still is the best method, such as filling an area with trees then customizing there with other tools, That said, It's not too bad to make text patterns, @Kloudkicker :}

    HPwQt9H.jpg

    eLeJyRb.jpg

    Anyways, I'm a bad CJ maker, *:blush: so maybe there are still potential if I learn the tree controller or find out other relevant Properties someday, As you can see as above, I have started to prepare for publishing some Brushes which I thought are useful. And also share all i got in a thread so that peeps figure out more interesting ideas, I have to be quick, since many models were waiting for me there.*:D

    Nice text pattern! Keep up!

    • Like 1
    • Yes 1
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 03/07/2021 at 6:52 PM, Raymond7cn said:

    Hiya @Terring, An off-topic question, Do you know a place in Greece which name probably is 'theraompa?', It doesn't look like English, when browsing in Google map, I came across a church in this place and Suddenly I entered that church, Wow, The Google map's street view even can go inside a building, I just know it, *:D But I lost this position when I wanted to enjoy it again. I still want to have a look of a slope trail with stairs there, and it seems that place isn't far away from the sea. Thank you in advance.*:thumb:

    Hi @Raymond7cn,

    I wish you good luck in rediscovering this location. Trying to find a particular church with breathtaking views, built seemingly on a cliff edge in Greece is like trying to find a specific piece of straw in a very large haystack, especially when taking in some of the islands. *:) 

    A couple of examples just from the island of Santorini (I admit I thought of Thera/Santorini when I saw your request):

    (links to Google Maps, not my photos! *:D)

    The Resurrection of the Lord Holy Orthodox Church

    Three Bells of Fira

    I hope you succeed in finding or remembering the location. Please let us know if and when you find it again. I'm sure it is spectacular if it caught your eye! *:thumb:

    -- 

    Dave

    • Like 6
    • Thanks 1

    --
    Dave

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    God bless you! Dave, @Henry Crun Yes That's "Thera", *:thumb: That reminds of me, Maybe a name with two lines, so the first line probably was Thera, I just Googled it and that turned out to be a name of island,*:blush: But I'm pretty sure that the second line wasn't English there, Maybe letters like onpa or ompa, well, never mind, at least I have narrowed.down the scope, Thanks again, Dave, I will definitely tell you when I get it.*:D

    Hiya Friends,

    I still don't want to get out of digging on Brush so easily, since there were still two puzzles which enchanted me. 

    1.  OperationID = 0x0000000A:

    This Property belongs to GodValleySpring Brush which was hid by Maxis, Only has three Comp1 Properties within (even doesn't has texture), I have tested it with many methods I could thought of, But it was still hovering there and I could see nothing changed.

    Today, after reading through Cori's precise Flora Eraser @CorinaMarie in @Terring's thread,

    I got an idea that I wanted to see what it would happen on Lot/Buildings, then I found that though still no changes on Terrain (checked with TerrainQuery), But some slope sensitive objects were demolished while applying this brush, such as bridge and tunnel or some big Lots on accidented groud. Nevertheless, This Spring Brush still is a mystery to me.*:???: Hope I can solve it someday.

    2.  Rain Brush:

    Frankly, I thought to say River Brush would be more understandable, since Rain is just an Effect which is invoked by Comp1IDOfEffectToPlace, But the river and water underneath is the main and the most exciting part, 

    You all have known what that means if we can have river in our cities, and I had a feeling that the water shouldn't be erased when we entered the map again, After many tests I took a deep breathe and started thinking what's the nature of water in game?

    When we use Rain tool, we couldn't see water appears until we stop holding the key, we couldn't see water there in a hill's top or slope or flat ground only if we let the Brush hover in a Valley, so What does that mean? I had a wild guess that maybe we are actually using this Brush to boost the moisture there. The game might have saved the water we created, but It just erased it when we reentered the city due to recalculation.

    By Cori's Moisture DataView, I did observe the Moisture changed with this brush, and also I found some Moisture relevant Properties in Weather tuning Exemplar, some in Terrain Exemplar, I have tested the game was crashing when entering into city after I overwrote all simulator Exemplars of Simcity_1.dat to blank, (Crazy*:blush:) so I plan to give it a last shot tomorrow. (To keep the river by tweaking Terrain and weather Exemplar)

    Appreciate any thoughts about this from you my friends, since I'm not at all sure of success now.*:blush: Thank you!

    • Like 8

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Unfortunately, I'm unfamiliar with both terrain brushes and game effects, so I don't have much helpful advice in terms of troubleshooting these brushes. As always, very impressed at what you've dug up.

    If you're playing around with rivers, rain, etc. I might suggest checking out Xannepan's development thread over on SC4D. (I know, I know! Here comes another Xannepan suggestion!) He documented the development of his weather and water mods in the thread, so there are a lot of details in there about how he got some features to work and some of the bugs he ran into along the way. There are a lot of details about how he manipulated the game's effects and some of the tricks he used in his mods. For example, I just found out from reading his thread that his ripple and snow effects were based off of lava and ash from the volcano disaster. I also learned that you can trigger individual effects in region view (who knew?). There's also some technical info about the HEX values used in the effects directory and how the directory's cross referencing system works that went a bit over my head. *:)

    As far as I can tell, most of his experiments with the effects directory start around this post from 2012: https://www.sc4devotion.com/forums/index.php?topic=2596.msg441461#msg441461

    One Xannepan trick that might help is attaching effects to plopped lots. I believe this allowed him to make certain effects "permanent," so long as the plopped lot was left in the city. Obviously, this technique is separate from terrain brushes, so it might not be useful if you need the permanent effect to be attached to the terrain brush.

    ---

    Update: I did some more reading in Xannepan's thread, and saw this post about a technique he found that can automatically trigger an effect without a lot using LUA coding. There are some limitations that he mentions in a later post, but it seems like it might be useful info: https://www.sc4devotion.com/forums/index.php?topic=2596.msg447728#msg447728

    • Like 5
    • Thanks 2

    🚜 Get well soon, Cori! 🚜

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks a million for your thoughtful and rapid tips, @BartonThinks @Barroco Hispano*:thumb:*:thumb:

    Yes, I did see @smf_16 come around with his excellent research recently, I will be nagging him through PM as soon as possible. I guess he could tell me what happened by comparing two save files.*:lol:

    Barton, Don't hesitate to bring Xannepan's infos to me, *:D I admire his amazing works though sometimes they are kind of difficult to me,*:blush: I will learn them right now and tell or consult you anything I get.

    Thank you!*:thumb:

    • Like 6

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I saw that Xannepan had a personal script he used that allowed him to edit the effect directory, which isn't possible in iLive's Reader. In his thread, he mentions that he might upload it, but I didn't find it attached to any posts. However, after a bit of additional searching, it turns out that he uploaded it in one of Lowkee33's threads:

    https://www.sc4devotion.com/forums/index.php?topic=14724.msg438672#msg438672

    Unfortunately, the script is only available for MATLAB, which is expensive to purchase if you don't have a student license...

    The rest of the thread may prove useful as well, if you're looking for information on modding effects. It's from 2012, and it has a number of users discussing what's known about the effect directory and how to mod it. Lowkee mentioned that he was able to do some minor editing of the effect dir with C++, but he did not share his scripts in the thread.

    • Like 3
    • Thanks 2

    🚜 Get well soon, Cori! 🚜

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
    Currently: Viewing Forums Index
     
    5 hours ago, BartonThinks said:

    Update: I did some more reading in Xannepan's thread, and saw this post about a technique he found that can automatically trigger an effect without a lot using LUA coding. There are some limitations that he mentions in a later post, but it seems like it might be useful info: https://www.sc4devotion.com/forums/index.php?topic=2596.msg447728#msg447728

    That's cool to see as it's the same Lua function I discovered and used in that other topic.

    • Like 3
    • Yes 1

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    20 minutes ago, CorinaMarie said:

    That's cool to see as it's the same Lua function I discovered and used in that other topic.

    I had a suspicion you might have discovered this somehow already. *:)

    • Like 3
    • Yes 2

    🚜 Get well soon, Cori! 🚜

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    2 hours ago, Raymond7cn said:

    You can tell that it didn't have z fighting issue, and kept there permanently (but disappeared after reentering) even raising or lowering the terrain, They just were sticking to the ground. and I thought it's better to the performance of game in this way due to less counting on vertexes, well, But it also brings another problem, How do we bulldoze them!*:rofl:

    Yay, permanent! But we have to figure the bulldozer, tho. Let me know if you open up the opportunity to test your mod by me (and others in general).

    • Like 2
    • Yes 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @Raymond7cn I'm glad to hear you can make sense of 50% of Xannepan's posts! I can maybe understand 20% of what he's talking about. Most of what you're saying about the effect directory in this thread is too complicated for me to understand!

    Regarding the moisture settings in the weather controller, I know that Lowkee33 did a lot of research in how moisture is controlled and distributed. One of the interesting things about moisture in the game is that it shifts from month to month, so if you ran that moisture test at different times of the year, you'd see slightly different patterns.

    If I remember correctly, when Lowkee33 made the Appalachia Terrain Mod, he originally tried to use this to make his textures fully seasonal -- e.g., having snow in the winter -- but he couldn't control the seasonal changes enough for this to work. So instead he actually reduced the amount of moisture change from one season to the next so that the textures were more consistent.

    Of course, that's a subject for another day. *:)

    In the meantime, the brushes look very promising! You're doing some very interesting stuff here, and we're lucky that we have someone who's still actively playing the game and investigating these properties!

    One final thought... I believe there's another user out there who's actively working with the effect directory. They seem to have figured out a way to mod the directory. This would be @TropicalWeatherEP, who has been working on a mod that adds tropical storms and other types of severe weather to the game.

    They have a thread on Simtropolis here, and then on SC4Devotion here. I'd encourage you to check them out -- the results are really impressive.

    They might be able to tell you how they are editing the effect directory for their mod or share other tips.

    • Like 8
    • Thanks 1

    🚜 Get well soon, Cori! 🚜

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    2 minutes ago, BartonThinks said:

    @Raymond7cn I'm glad to hear you can make sense of 50% of Xannepan's posts! I can maybe understand 20% of what he's talking about. Most of what you're saying about the effect directory in this thread is too complicated for me to understand!

    Regarding the moisture settings in the weather controller, I know that Lowkee33 did a lot of research in how moisture is controlled and distributed. One of the interesting things about moisture in the game is that it shifts from month to month, so if you ran that moisture test at different times of the year, you'd see slightly different patterns.

    If I remember correctly, when Lowkee33 made the Appalachia Terrain Mod, he originally tried to use this to make his textures fully seasonal -- e.g., having snow in the winter -- but he couldn't control the seasonal changes enough for this to work. So instead he actually reduced the amount of moisture change from one season to the next so that the textures were more consistent.

    Of course, that's a subject for another day. *:)

    In the meantime, the brushes look very promising! You're doing some very interesting stuff here, and we're lucky that we have someone who's still actively playing the game and investigating these properties!

    One final thought... I believe there's another user out there who's actively working with the effect directory. They seem to have figured out a way to mod the directory. This would be @TropicalWeatherEP, who has been working on a mod that adds tropical storms and other types of severe weather to the game.

    They have a thread on Simtropolis here, and then on SC4Devotion here. I'd encourage you to check them out -- the results are really impressive.

    They might be able to tell you how they are editing the effect directory for their mod or share other tips.

    Ah yes, @TropicalWeatherEP. Epic.

    • Like 3
    • Yes 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you my friends, @mattb325 @BartonThinks @chfzdn*:thumb:

    Yes, I have seen @TropicalWeatherEP in Xannepan's thread for many times, I presume that he is good at MATLAB as well, *:D These days I have finished reading his posts, It seemed I have to learn programming first, so I was learning Python with my boy these days.*:D

    On 7/16/2021 at 10:04 AM, BartonThinks said:

    I'm glad to hear you can make sense of 50% of Xannepan's posts! I can maybe understand 20% of what he's talking about

    I couldn't agree with you after reading through all of Xannepan's posts, Your previous tips were absolutely right there, Well, If you insist it (20%), I must confess that I just thought I understand 50% of his posts, (in fact 5%).*:D

    I readed many posts about how peeps tried to figure out adding submenu, They are all great names, @GoaSkin made one of the most notable progress close to it, IMO, Now at least I have had some vague notions about the relation between UI file and game's codes, And as GosSkin mentioned in another thread, we could achieve it by writing DLL.

    ---------- Brushes ----------

    Brushes.zip

    Hiya my friends, These are all Brushes I have made for my taste.*:blush: Hope at least one of them would be helpful to your CJ works. You can find them in your Create Fauna of God Menu.

    Patterns.zip

    Hiya Oliver @City_Slider, This zip file "Patterns" above are some Patterns (FSHs) for the Brush "Pattern" in the "Pattern" folder of Brushes.zip. (Oh my goodness,Hope you can understand.*:lol:), Please note that only put one FSH file into Pattern folder, For example, FSH3 is a CoriBoom Pattern and FSH21 is that eagle Pattern, sometimes, You may need to adjust parameters for a good result with Reader, I will tell you how to adjust them in a dedicated thread as soon as possible.:}

    • Like 7
    • Thanks 2

    What is impossible with men is possible with God…!

    5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

    I've contributed some to Simtropolis

    My Emotion

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hello Ray,

    i´m going to test it later. Now my Garden is calling my Name ;-) 10:37 AM, Sun, Blue Sky and +18°C aaaaand i´m on Holiday :-D

    • Like 4
    • Yes 1

    <<< 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 ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections