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Cyclone Boom

  Please Note

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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Where can I go to learn how to plopp?  I've spent some time trying to figure this out and have gotten nowhere.  I am not a computer programming expert in fact about as far away from that as could be.  Any help showing where to go to learn would be appreciated. Thanks!

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2 hours ago, Taz the Mystic said:

Where can I go to learn how to plopp?  I've spent some time trying to figure this out and have gotten nowhere.  I am not a computer programming expert in fact about as far away from that as could be.  Any help showing where to go to learn would be appreciated. Thanks!

What do you mean by "lean how to plopp?"

If it's about creating plopable lots, this tutorial here is a good starting point:

But if it's literally how to plop a lot on the map, then you go to the menu where the lot is, select it, and just click on the tile :D

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I play SimCity 4 and make videos of it.

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Abandoned Eye Candy?

I have been using @Simmer2's SM2 DIY Oil Storage. But for some reason, the lots look abandoned after a short while despite being eye candy:

8.jpg.18373ffa6c8f53487b810aa9332aa3b2.jpg

The tank on the right was just plopped. After a while it will look like the one in the middle. The left one is grown and works without a problem.

I have looked at the readme and the description on STEX but cannot find anything. There is ample demand for dirty industry though it should not matter. The lots have road connections, power and water, though they do not require the latter.

Does anybody know why they are being abandoned? They are eye candy, so they shouldn't, right?


SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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3 hours ago, simmering said:

Does anybody know why they are being abandoned?

That is cool looking grunge if intended. *:P

I'm guessing you've already queried it and there wasn't any message saying: Abandoned due to ....

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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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37 minutes ago, CorinaMarie said:

I'm guessing you've already queried it and there wasn't any message saying: Abandoned due to ....

Indeed, it just lists the monthly cost.

But still, I solved it, with your hint and a bit of luck. You were quite right pointing out that the distressed look is quite good. So I tested it with a clean plugin folder (i.e. nothing but patches and some basics like NAM). It turns out they turn like that when there is not enough power. However, back in my city, there was a lot of power from a solar tower, which use at the design stage. I no longer needed it and removed it. That's when everything turned bright. Somehow the solar tower affected the lots, starving them of power. Only, I cannot recreate the effect. Putting the tower back in does not turn the grunge look back on.

Anyway, Thanks, @Corrie for your response and inspiration.

 

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SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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20 hours ago, bhmantan said:

What do you mean by "lean how to plopp?"

If it's about creating plopable lots, this tutorial here is a good starting point:

But if it's literally how to plop a lot on the map, then you go to the menu where the lot is, select it, and just click on the tile :D

Thanks, this was a misunderstanding in my brain.  I thought plopping was something more than you state above.  I have started to really dig into all the information available on this site and others and it is sometimes a lot to obsorb for novice.  I'm learning though and the game is becoming more intriging.

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@Bobelboy Ok I loaded this into my test city just now and I had forgotten how i did the rail connection.

Sorry for the confusion. I did use HSR textures on the lot.

After plopping the airport or in your case it is all ready plopped.

put a section of HSR as close to the building as possible with out it turning red.

Then use the draggable mono rail to connect it to the airport lot.

If the Mono Rail piece shows up outside the building just erase it and lay a new HSR rail section over the blank tile.

hsr.jpg.72c06aaac88579858934fad1183447ba.jpg

I tried to upload a 1.78kb picture but it will not let me. upload failed.

I answered you here thinking the PM was the picture problem but it is not working in either spot.

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3 hours ago, atsf189 said:

I tried to upload a 1.78kb picture but it will not let me. upload failed.

See if you can edit the picture into your post now. (CB added some more whack to the server. It was out of 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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I got a pressing issue: How do I keep up with all the uploads over the last few days!? It seems the SC4 exchange is busier than ever here! I almost feel ashamed I haven't got anything of my own to contribute... :blush:

Please give me some examples of how many times I should press f5 in a day here!? 

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6 hours ago, CorinaMarie said:

See if you can edit the picture into your post now.

Thank You CorinaMarie it works now.

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Hi people!

In the past, I saw in somewhere for here that would be possible remove "NetworkAddonMod_Controller.dat", 349MB, RHD_4GB_Full version, after had built all networks and ways of the city. This action become faster starting of the game (from 5 to 2 minutos), so, I'm thinking create a script to do this automaticaly when open the SC4, with parameter when to need use the NAM or not. *:yes:

My question is: if I don't change any network, the removal this file is safe to grow up the city? *:???:
(yes, always doing backups... *;) )

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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2 minutes ago, carlosmarcelo said:

Hi people!

In the past, I saw in somewhere for here that would be possible remove "NetworkAddonMod_Controller.dat", 349MB, RHD_4GB_Full version, after had built all network and ways of the city. This action become faster starting of the game (from 5 to 2 minutos), so, I'm thinking create a script to do this automaticaly when open the SC4. *:yes:

My question is: if I don't change any network, the removal this file is safe to grow up the city? *:???:
(yes, always doing backups... *;) )

No

NetworkAddonMod_Controller.dat is the dat file that contains all the RUL code that allows NAM to run.

If you remove the file you restore the original RUL code from Maxis losing support for running NAM

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11 hours ago, carlosmarcelo said:

This action become faster starting of the game (from 5 to 2 minutos),

Of course it'd be faster. You're literally killing the NAM. In terms of network textures etc, it should be safe. But for anything functionally related, nah. Almost everything, including pseudonetworks, are tied in that .dat. There's a reason why you can't add more networks more than the NAM shipped with, without tinkering with that .dat. If you want to do this completely functionally, for whatever reason, the best way is to replace the controller with the NAM Lite one. This way, you can get faster loading without compromising with the functionalities. Tho word of warning, do not plop any networks that's not covered with the NAM Lite ever in every single tile of the city, if you want keeping the functionally intact after doing that. Cause those networks are effectively killed when you do that thing.

Tho per @rsc204, you can indeed remove NAM controller if you already built the network. I learned something new this time.

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1 hour ago, carlosmarcelo said:

My question is: if I don't change any network, the removal this file is safe to grow up the city? *:???:
(yes, always doing backups... *;) )

Contrary to what some others have said, actually there is some merit in what you are trying to do.

The controller contains all the RUL code which is needed to build networks. Removing it will revert to the original Maxis code, no problem if no networks change, but don’t forget that certain actions have cascading effects that will cause networks to be re-drawn or update. This means there is a real possibility that things get broken and can’t be fixed without restoring the NAM Controller file.

As such, I wouldn’t recommend removing the NAM controller entirely, it is bound to be more hassle than it’s worth. But, switching between the Full RHW controller and the non-RHW controller is far more viable, in fact I do this all the time. Since RHWs code is larger than the rest of the NAM put together, it will give significantly faster loading times. Plus you simply need to avoid touching RHW without the Full Controller present, which is much more manageable practically speaking. 

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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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Thanks, guys! *:thumb:

I understood that have risk because even after created network roads, actions can be happen where NAM's RUL are necessaries, for exsmple, in zonning RCI.

But, I believe can:

1. remove NAM Controller after all the city are ready and I just open to see it;

2. substitute by no-RHW Controller after built all RHW network (this would be much more safe).

If these are correct, I will create a script with this conditionals and I will need just select what I will do. *:)

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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Hello y'all, is there a way to rename cities other than using the "where r u from " cheat code ?

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28 minutes ago, paulmc said:

Hello y'all, is there a way to rename cities other than using the "where r u from " cheat code ?

It might be possible thru Hex Editing of the save file, but I wouldn't count on that too much. Some things are ok that way and others trigger its internal checksum thinger.

Why can't you use whererufrom ?


Edit: I've tested hex editing in both locations in the save file with the exact same length data and yet that doesn't change its name at the region screen and then when trying to load the city it just crashes to the desktop.

So, if it can be done any other way, it's out of my league.

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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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I really like Prima's guide for Simcity4 (Deluxe edition) , but while a lot of info are correct, I saw a couple time where the info are incorrect (like initial R$ demand cap being 20k instead of 50k).

I'm just wondering if there is a list somewhere where incorrect or missing information are listed.

Doesn't probably exist but I ask anyway JUST IN CASE :)
 

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2 minutes ago, DangPhuong said:

I try, but nothing happen

As the site uses HTTP instead of HTTPS, maybe your web browser blocks the download at first and you need to unblock it to download.

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3 hours ago, DangPhuong said:

I try, but nothing happen

FWIW, using Win10 and Firefox, I was able to get it with no trouble at all. (I don't recall if I previously set any settings to tell FF to be nice or not.)


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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I created an Automata File with a model file that is not mine and get no response from the author about using their file for an upload.

I have some questions regarding this.

If a person downloads my automata file and then downloads the model file from author will this cause an issue with the game if the author also has a automata type file with the same model IIDs? What if the downloader tries to use both files?

My exemplar and LUA have different IIDs.

I also created a skin for a model file that is not mine. How would i upload that so that there would not be a conflict with someone using the same model file with the original skin? I know how to change the model files IIDs for the new skin but then i can not include these in the upload.

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Why dose my plane look pixelized compared to the fedex plane.

What did i do wrong?

I exported a .3ds file into gmax bat from blender and textured it

i then had to rescale it in model tweaker

Untitled-2.jpg.8702f0c483e4ddae0ef40c410b454183.jpg

 

 

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4 hours ago, atsf189 said:

Why dose my plane look pixelized compared to the fedex plane.

What did i do wrong?

I exported a .3ds file into gmax bat from blender and textured it

i then had to rescale it in model tweaker

Just curious, if you had the gmax file why would you rescale it in model tweaker vs the BAT?

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13 minutes ago, jestarr said:

Just curious

Comparing the two planes and not knowing that the 727 is way smaller then the 787 i thought it needed to be bigger.

after research i now know i do not need to rescale it. the original version plane is still not as sharp as the textures on the fedex for some reason.

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1 hour ago, atsf189 said:

the original version plane is still not as sharp as the textures on the fedex for some reason.

I am wondering if the two props are using FSH files with different formats. If the 787 prop is using uncompressed FSH files and the 727 is using DXT1 or DXT3 compressed FSH files, that could explain the difference in quality. DXT1 and DXT3 have been known to degrade the quality of small details such as text and logos on automata, which is the main reason that FSHWrite for BAT4Max supports exporting FSH images as uncompressed.

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50 minutes ago, Null 45 said:

727 is using DXT1 or DXT3 compressed FSH files

I used Sc4 bat gmax 1.2 to render the 727.

Is there a better way?

The texture file is very clear in photoshop. I used a .png file for export

Where do you get the bat4max 2kedition v4.5 download

I guess this will not work anyway I used blender.

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