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Cyclone Boom

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This thread is intended for asking questions to receive short and simple solutions. *:read:

It is meant to be a place where it's easy to reply and quick to receive answers, instead of opening a new topic each time. For example, to ask about keyboard shortcuts, how to use a cheat command, or game versions like between a patched and unpatched game. Maybe even a post someone made for a gameplay tip.

That said, we very much encourage members to open a new topic for asking anything which might lead to a discussion, or a sequence of replies on the same subject. That way it allows people to find topics when searching for particular questions.

So if you're here and that applies, please consider opening a new:

Thanks! *:)

-CB & Cori

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Thank you @CaptCity I am indeed using windowed mode and flipping back and forth.

Another quick query for the SimCity gurus!

Wind turbines, I have been attempting to place them where I think they would pick up the most wind, like on hill ridges, I thought this was just for the look of the thing, but now I am wondering if there is a hidden game mechanic for wind?
I'm saying this because different placements cost slightly different sums of money.
Maybe this is to do with the cost of digging out the plot though?

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Hi there, it's me, again... Anyone knows how to create the effect (as if taken from an airplane) on the following picture on an in-game screenshot? It seems like it's simply by squeezing it's height (66%?). The picture is @SimCoug's profile current cover photo. I asked him directly, but from his "last visited" I guess I will have a quicker answer here. On the same topic, does anyone know how to easily :

  1. Take a "full-city" screenshot at any zoom?
  2. Have the side water and cutaway removed?

Update_46_-_11_NSG_overview.jpg.75d3fd67

 

Edit (2022-09-20) : I found this topic related to "full-city" screenshot, more precisely this post.

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16 minutes ago, Zasco said:

Hi there, it's me, again... Anyone knows how to create the effect (as if taken from an airplane) on the following picture on an in-game screenshot? It seems like it's simply by squeezing it's height (66%?). The picture is @SimCoug's profile current cover photo. I asked him directly, but from his "last visited" I guess I will have a quicker answer here. On the same topic, does anyone know how to easily :

  1. Take a full city screenshot at any zoom?
  2. Have the side water and cutaway removed?

 

Update_46_-_11_NSG_overview.jpg.75d3fd67

Question 1: There's an app(should be in Tools) called Region Census that allows a few pic variants.

Question 2: I use a couple of background apps that eliminate the cutaway. You can try Astral Hankey, but there are others. Experiment till you get it the way you want it.

As for the perspective, I have my own methods, but it's a trade secret! :(

Amana 192958.jpg

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On 10/09/2022 at 12:53 PM, Zasco said:

Hi there. I wondered if there was any way to prevent RCIs from landscaping (ground work / leveling) when they build / grow. Every time I zone on slightly sloped land, I end up with ugly fills / retaining walls. I use "Ctrl" while zoning, but on construction it (sometimes) still landscapes.

On 10/09/2022 at 7:22 PM, Zasco said:

Darn... I thought there would a mod for this (I remember seeing one?). The thing is, I feel like it has much less tolerance than it used to have, as if a mod I have installed had lowered it. I remember having incredibly sloped lots which I can't anymore. I'm not talking about crazy slopes, only ~3m over 2 tiles... This makes all my river sides hard to build and kept clean (as it always tends to redevelop with landscaping).

You can't really make a general mod for this, due to how the game works, you'd need to modify each lot as preferred. Assuming you don't use any 3rd Party Content, all the Maxis buildings have been given settings that determine at which angle you will see either a foundation or retaining wall. Likewise each 3rd party lot has these values, but I suspect many will just be some default value.

But ultimately, this is a 2D game masquerading as 3D (isometric), so there is never going to be a perfect solution to such problems, except maybe using completely flat land. Whilst textures can conform to the land, all models have to be anchored to a given spot, since you can't really control what grows where, there is no simple quick fix to ensure everything looks right. Sometimes the best solution is to bulldoze buildings that don't look good and hope something better appears.

Note that when using CTRL as you zone, that only preserves the slope of the transit network you are zoning against. The lot that grows still needs to conform to the terrain beside 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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Is there a way or a tool to identify dependencies that are not used by any content / plugins?

I'm sure that I have some useless stuff like this and want it out of my game.

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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Is it really possible to port SimCity 4 models to Cities Skylines and make it work properly? Because I see someone port a SimCity 4 model in Cities Skylines at the workshop.

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22 minutes ago, SC4Fanatic2004 said:

Is it really possible to port SimCity 4 models to Cities Skylines and make it work properly? Because I see someone port a SimCity 4 model in Cities Skylines at the workshop.

It's possible to port true 3D models that someone did on GMax or 3DSMax to either game, but once a model has been rendered for SimCity 4, it isn't 3D anymore, it's just a bunch of flat textures and instructions for the game to fold it, origami-like, to look like a 3D building.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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On 22.09.2022 at 8:38 AM, TheMurderousCricket said:

Is there a way or a tool to identify dependencies that are not used by any content / plugins?

I'm sure that I have some useless stuff like this and want it out of my game.

It looks like the SC4 Data Node has an option like this.

The readme says it can identify "redundancies".

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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CAM vs irm

I'd like to install both, but have read IRM isn't CAMpatible.  then I thought I saw something saying it is with a separate download?  Anyone have a definitive answer?

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39 minutes ago, jbkone said:

CAM vs irm

I'd like to install both, but have read IRM isn't CAMpatible.  then I thought I saw something saying it is with a separate download?  Anyone have a definitive answer?

On STEX there is an IRM for CAM or CAM for IRM mod which CAMify the default IRM lots, but that doesn't cover the later released IRM addons (w2w) and expansions. Maybe at one point in the future one of us will pick up the project, though the IRM expansion actually has been left abandoned and unfinished, sadly, after @T Wrecks (who developped the iRM) went MIA in the middle of 2020. I think a couple of dozen lots were never finished and/or released from the expansion. 

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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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Why are some files names as follows:
1) Cleanitol___(FileName)
2) RemoveList___ (FileName)

 

Also, what's the difference between these file types:

1) *.dat

2) *.SC4LOT Files

3) *.SC4DESC Files

4) *.SC4MODEL Files

Can someone explain to me? I've been installing a lot of CAM/NAM related add-ons, and with my plug-ins folder size reaching 5GBs, trying to make sense of it all.
Thanks.


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2 hours ago, ASV7900 said:

Why are some files names as follows:
1) Cleanitol___(FileName)
2) RemoveList___ (FileName)

 

Also, what's the difference between these file types:

1) *.dat

2) *.SC4LOT Files

3) *.SC4DESC Files

4) *.SC4MODEL Files

Can someone explain to me? I've been installing a lot of CAM/NAM related add-ons, and with my plug-ins folder size reaching 5GBs, trying to make sense of it all.
Thanks.

Both Cleanitol and RemoveList files serve the same purpose: they are a list of files that are replaced by the ones you are installing right now. You can search for those files manually on your plugins folder, or use the Cleanitol to do it automatically. It's important to do so, because remnant older files can be loaded after the newer ones, nullifying any update. Also, this avoids file duplication and makes your folder leaner and speedier to load.

Now, about the file formatting of your plugins, SimCity 4 (and basically all Maxis games) use DBPF files, so the file extensions are irrelevant, given that the file content is correct. For convenience, Maxis used the extensions SC4lot, SC4model and SC4desc to differentiate files that contain lots, building models and descriptors, and the community has tended to keep it as well. Regardless, when creating more complex plugins that combine lots, models, descriptors and other kinds of elements, it's customary to mix them all and store it with a DAT extension. This is called "DATpacking" and can also help to reduce the size of plugins by reducing redundancies, and making them easier to load in game.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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1 hour ago, matias93 said:

Both Cleanitol and RemoveList files serve the same purpose: they are a list of files that are replaced by the ones you are installing right now. You can search for those files manually on your plugins folder, or use the Cleanitol to do it automatically. It's important to do so, because remnant older files can be loaded after the newer ones, nullifying any update. Also, this avoids file duplication and makes your folder leaner and speedier to load.

Now, about the file formatting of your plugins, SimCity 4 (and basically all Maxis games) use DBPF files, so the file extensions are irrelevant, given that the file content is correct. For convenience, Maxis used the extensions SC4lot, SC4model and SC4desc to differentiate files that contain lots, building models and descriptors, and the community has tended to keep it as well. Regardless, when creating more complex plugins that combine lots, models, descriptors and other kinds of elements, it's customary to mix them all and store it with a DAT extension. This is called "DATpacking" and can also help to reduce the size of plugins by reducing redundancies, and making them easier to load in game.

Thanks for your reply. So does that mean if I run the "DATpacking" program, it will take all my multiple files in the plug-ins folder (which includes *.DAT + *.SC4LOT/MODEL/DESC, etc.), and combine it into one big mega file? I've been reading the discussions related at below links:

https://www.sc4devotion.com/forums/index.php?topic=18380.0

But it's quite technical for me to understand in simple lay-man terms, on whether or not to proceed with it yet.

Plus I'm still downloading more content from SC4Devotion + Simtropolis to boost up my CAM buildings, so I'm worried if I do it too soon, I'll have other problems to deal with later.

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6 minutes ago, ASV7900 said:

Thanks for your reply. So does that mean if I run the "DATpacking" program, it will take all my multiple files in the plug-ins folder (which includes *.DAT + *.SC4LOT/MODEL/DESC, etc.), and combine it into one big mega file? I've been reading the discussions related at below links:

https://www.sc4devotion.com/forums/index.php?topic=18380.0

But it's quite technical for me to understand in simple lay-man terms, on whether or not to proceed with it yet.

Plus I'm still downloading more content from SC4Devotion + Simtropolis to boost up my CAM buildings, so I'm worried if I do it too soon, I'll have other problems to deal with later.

Don't watch that Thread because it's old. 

DATPACKING has become mandatory if you want better gaming performance. 

There is this tutorial on how to do DATPACKING NAM 

 

 

And this video to do Datpacking in general

 

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Thank you! That's a very long video to watch. Basically a movie length. Will take a look and hopefully figure it out.

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I took an industrial lot, and in lot editor replaced the building with something small enough to not notice under props (a farm lot).  I then used a bunch of buildings, converted into props to make a new industrial lot.

 

It won't grow.

 

what am I missing?

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I am not an expert. But I think when you change the building it rewrites the exemplar file to what ever the new building is. If the building was not growable it might have changed the setting in the exemplar for the building to none growable.

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What makes a Growable different from a Ploppable is simply which Properties are present in the Buildings Exemplar. For example to be Ploppable properties relating to the Name/Description need to exist, as does a suitable PNG icon. Likewise for a growable, your Buildings Exemplar needs to have the relevant Properties which define what building it is. Note too there are also some Properties in the LotConfiguartion Exemplar that also need to be set correctly for either type.

The Maxis tools were never intended to allow you to create anything without using another existing file or template to begin with. This is a problem, because there is no work-flow for changing the actual Properties needed to convert things, essentially it leaves you messing around in Reader adding/removing properties and manually setting all the values. PIM-X has proper work flows for both types and even has an option to convert Ploppables to Growables, so my recommendation would be to use that.

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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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3 hours ago, rsc204 said:

What makes a Growable different from a Ploppable is simply which Properties are present in the Buildings Exemplar. For example to be Ploppable properties relating to the Name/Description need to exist, as does a suitable PNG icon. Likewise for a growable, your Buildings Exemplar needs to have the relevant Properties which define what building it is. Note too there are also some Properties in the LotConfiguartion Exemplar that also need to be set correctly for either type.

The Maxis tools were never intended to allow you to create anything without using another existing file or template to begin with. This is a problem, because there is no work-flow for changing the actual Properties needed to convert things, essentially it leaves you messing around in Reader adding/removing properties and manually setting all the values. PIM-X has proper work flows for both types and even has an option to convert Ploppables to Growables, so my recommendation would be to use that.

Is there a guide on that somewhere?  I have tried with PIMX today based on an online guide, but it is still not growing.

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Damn it... help people!

I think there was a way to find all posts one made in a certain topic or forum. For example - I am looking for a way to display all posts I have ever made in the "Can't find it? Ask here!" sub. How can I list those out?! :nyah:


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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6 hours ago, monkeywater said:

Is there a guide on that somewhere?  I have tried with PIMX today based on an online guide, but it is still not growing.

Take a look through the PIMX User Guide. Follow the instructions there to create a growable lot. Delete the default base textures it gives you. Open the old and new lots at the same time in PIMX and copy and paste all of the textures and props from one to the other.

Keep in mind too, that your lot could be modded completely correctly and still might not grow if the conditions in your city don't allow it to.

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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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3 hours ago, TheMurderousCricket said:

I think there was a way to find all posts one made in a certain topic or forum. For example - I am looking for a way to display all posts I have ever made in the "Can't find it? Ask here!" sub. How can I list those out?! :nyah:

Yes. Well, sort of...

With a bit of database trickery I've figured this out. I edited the search index records for your CFI thread posts, adding "search20221029" into them. This text is only visible in the search index (which is a database table that the local site search and activity feeds use). This works because it needed something to search for as the term.

So then searching for your posts inside of CFI leads to 19 posts as the result. *;)

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3 hours ago, Cyclone Boom said:

With a bit of database trickery I've figured this out. I edited the search index records for your CFI thread posts, adding "search20221029" into them.

Oh boy... Nice trick indeed, thanks! :nyah:

I was convinced that this is a page feature and I simply don't remember where it can be found! Thanks for going through this trouble for me. :nyah:

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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Random question - Is there a possibility to make the Data View tabs larger? Especially when playing larger / largest tiled cities, it can be quite small.

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I installed a couple of custom lots where I´d like to change the zoning type. Like from medium to dense.

Two questions:

1: which entry in the reader controls this?

2: Do I have to demolish the lots in my tiles before changing ?

Thx

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7 hours ago, simster007 said:

I installed a couple of custom lots where I´d like to change the zoning type. Like from medium to dense.

Two questions:

1: which entry in the reader controls this?

2: Do I have to demolish the lots in my tiles before changing ?

Thx

It should just be a Property in the LotConfig. Here 0x00 = Low, 0x01 = Mid and 0x02 = High. For high density only you only want the value 0x02.

Changing this also alters which zone types support the building, as such any existing lots would probably remain Med Density. If you wanted to alter that you’d need to bulldoze existing instances and let them regrow. That said, exactly what difference that would make in real terms, I can’t think of any off hand.

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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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5 hours ago, simster007 said:

I installed a couple of custom lots where I´d like to change the zoning type. Like from medium to dense.

Two questions:

1: which entry in the reader controls this?

2: Do I have to demolish the lots in my tiles before changing ?

Thx

First question: It's in the LotConfig exemplar. The property in question is 0x88edc793 (Uint8) LotConfigPropertyZoneTypes. The wiki lists the enumeration of possible values. Keep in mind that depending on the growth stage this property can and often does store an array of multiple values.

Second question: I would think this would only affect how the simulator chooses to grow lots, and already grown lots might be unaffected. Not sure about this though so it will definitely be worth some testing.

edit: didn't see this was already answered on the next page.


  Edited by nos.17  

double answer :|
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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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