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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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Although I usually have no problems with English, I am unsure how do you call something like this... *;)

Is there any good term, or shorter version of saying "Percentage of total population contributed by each tribe"? Does it sound understandable to you? Or is there another way to put it better?

An advice from anyone with English as a native tongue will be appreciated!


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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1 hour ago, TheMurderousCricket said:

"Percentage of total population contributed by each tribe"

How about: Population percentage by tribe ?

Or are you making a table or pie chart or such? Maybe: Tribal demographics ?

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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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6 hours ago, CorinaMarie said:

How about: Population percentage by tribe ?

Only the percentage relative to the total population, so more specific than demographics as a whole. Yeah, something along these lines will do.

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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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Merry Christmas!

Sorry for this noob question.  Where can I find the most recent essential mods?  I just purchased Simcity4 through Steam and am looking forward to paying again after like 20 years.  Based on what I watched on YouTube, it seems I should look for the NAM mod but what other mods are essential in 2025?  The video I watched was 5 years old so I'm assuming a lot has changed.  Thanks!

* Update

Found the forum with all of the mods.  Things look like they are working so far.  See ya!


  Edited by Milhouse_2024  

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8 hours ago, Milhouse_2024 said:

Merry Christmas!

Sorry for this noob question.  Where can I find the most recent essential mods?  I just purchased Simcity4 through Steam and am looking forward to paying again after like 20 years.  Based on what I watched on YouTube, it seems I should look for the NAM mod but what other mods are essential in 2025?  The video I watched was 5 years old so I'm assuming a lot has changed.  Thanks!

Follow this guide

 


Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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I noticed with my recent pictures the "minimize button remover" mod has stopped working for me, what could override that? 

I guess it means another battle with my plugins folder to find the culprit, first I will stick it into the root folder as it's in a folder named "mods" right now. 

Could @hugues aroux's reskins effect this? Just thinking out loud. 

 

Edit: having the mod load last didn't work but removing the "Carbon Skin" did. I will just have to remove it for pictures as we don't want to see menus anyway, the skin is way too nice to go without. No big drama

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32 minutes ago, SneakyDeaky said:

"minimize button remover" mod has stopped working

Hi, No worries, the [minimize button remover] mod replaces the PNG of the small button with an "empty" PNG! So, yes, scoty_blue_skin or scoty_carbone_skin keeps the button's PNG, so move the [minimize button remover.dat] file from that mod... after my reskin! And there you go!

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>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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1 minute ago, hugues aroux said:

Hi, No worries, the [minimize button remover] mod replaces the PNG of the small button with an "empty" PNG! So, yes, scoty_blue_skin or scoty_carbone_skin keeps the button's PNG, so move the [minimize button remover.dat] file from that mod... after my reskin! And there you go!

Ah I replied as you replied, ok that sounds easy, many thanks!

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I'm looking for stage 4 and above I-R CAMeLots to install. I have CAM 3.0 (no SPAM) and would like to try out some bigger farming operations. I found the "Colossus Farming" mod from Ulisse Wolf's Ultimate Guide, can anyone confirm this is compatible with CAM 3.0 (it only mentions CAM 2.1)? Regardless, this mod looks (and self-proclaims) to be especially complex as far as dependents and install goes, and difficult on hardware. Is there anywhere I can go to peruse just a few lots? Anything with sc4pac capability would be ideal. I have looked on SC4Evermore with no luck. I realize I may be looking for a unicorn at this point, let me know if so, any help is greatly appreciated. Thank you.

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9 minutes ago, timhorner1 said:

I'm looking for stage 4 and above I-R CAMeLots to install. I have CAM 3.0 (no SPAM) and would like to try out some bigger farming operations. I found the "Colossus Farming" mod from Ulisse Wolf's Ultimate Guide, can anyone confirm this is compatible with CAM 3.0 (it only mentions CAM 2.1)? Regardless, this mod looks (and self-proclaims) to be especially complex as far as dependents and install goes, and difficult on hardware. Is there anywhere I can go to peruse just a few lots? Anything with sc4pac capability would be ideal. I have looked on SC4Evermore with no luck. I realize I may be looking for a unicorn at this point, let me know if so, any help is greatly appreciated. Thank you.

CAM 3.0 is compatible with Colossus Farming as it maintains the same growth system as CAM 2.1.1. However, it differs in that CAM 3.0 uses Mod DLLs and incorporates more patches than CAM 2.1.1.

If you are installing Colossus Farming through SC4pac, it becomes easier as it automatically installs dependencies without you having to do anything.

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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8 minutes ago, Ulisse Wolf said:

CAM 3.0 is compatible with Colossus Farming as it maintains the same growth system as CAM 2.1.1. However, it differs in that CAM 3.0 uses Mod DLLs and incorporates more patches than CAM 2.1.1.

If you are installing Colossus Farming through SC4pac, it becomes easier as it automatically installs dependencies without you having to do anything.

Thank you Ulisse. Are there any other I-R stage 4+ CAMeLots that you endorse, or anywhere you recommend I can go to look for some? Google and SC4Evermore have not been much help, and what links I have found point to SC4Devotion...

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46 minutes ago, timhorner1 said:

Thank you Ulisse. Are there any other I-R stage 4+ CAMeLots that you endorse, or anywhere you recommend I can go to look for some? Google and SC4Evermore have not been much help, and what links I have found point to SC4Devotion...

For now, only Colossus Farming and SPAM Base Set need to be installed manually. LEX farm content takes time to restore.

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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Could anyone remind me which parameter controls the width of the beach texture, please?


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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Another two questions... *:P

1. Could you please direct me to @CorinaMarie's trick in which she forced a development of vanilla w2w buildings by tweaking building families / building styles? I remember this resource but I am completely unable to google it... Tried several querries, to no avail.

2. Do you guys have any idea how to create elevated roads like the one below? The method I use in this picture is good up to a certain slope angle. After that, the tile cannot be leveled because it becomes "too steep". Many people don't like these walls but I actually want them this time...

elevation.jpg.646cbefe8a6ae71d41106b5b852cbde2.jpg

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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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3 hours ago, TheMurderousCricket said:

Do you guys have any idea how to create elevated roads like the one below?

Maybe this helps?

 


SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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6 hours ago, TheMurderousCricket said:

Could you please direct me to @CorinaMarie's trick in which she forced a development of vanilla w2w buildings by tweaking building families / building styles?

Maybe this? ( And, ofc, that's all handled much better by @Null 45's DLLs now. *;) )

Edit: Prolly this post specifically.

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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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5 hours ago, simmering said:

Maybe this helps?

Thank you @simmering. More lots are not entirely 100% what I was hoping for, but it does solve the slope problem, so I'll keep it!

2 hours ago, CorinaMarie said:

Maybe this? ( And, ofc, that's all handled much better by @Null 45's DLLs now. *;) )

Ehhhh... I just realized that what I'm trying to do will be pointless anyway. :lost:

My goal was to make clones of the vanilla row houses in a separate building style and adding a W2W parameter to them, so that they can appear more frequently. Unobstructed by other residential development from the default styles and reacting to the "Only W2W" checkbox.

But now I realize that it just doesn't make sense to go into trouble duplicating these buildings, then making sure they have a new IID and that they grow correctly. :lost: Adding an extra building style to the defaults for the .dll to recognize, plus one of the W2W modifiers is actually all there is to it, though I have to admit I don't like the idea of a single building having multiple building styles... Meh, silly.

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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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Currently: Viewing Topic: Advanced Lot Plop - new GUIs with DLLs
 

Is there an English read-me for the Japanese Signal Mod? I’m having trouble with the installation (the T21s only appear correctly in some intersections) and I want to experiment to see if some files are interfering with each other, but it doesn’t help that I have no idea what each file actually is.

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19 hours ago, ncamferdam said:

Is there an English read-me for the Japanese Signal Mod? I’m having trouble with the installation (the T21s only appear correctly in some intersections) and I want to experiment to see if some files are interfering with each other, but it doesn’t help that I have no idea what each file actually is.

Here is a Google Translation:

Spoiler

Japanese Signal Pack BETA Version

September 22, 2007

Thank you for downloading this mod.
I hope this mod will be of some use to you.

This mod is a BETA version. Please note that we are not responsible for any problems that may arise.

Please note that this mod is a little complicated to install.
Also, without NAM, changes other than the standard ones on main streets will not display correctly.

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

A. For those who have not installed NAM, and for those who have installed NAM but would like to change the traffic lights (main streets) while keeping them as they are.

① First, delete the folder containing the unused standard colors and designs.
If you do not do this, the two folders may interfere with each other, causing the game to crash.

② Next, open the remaining folder.
You should see seven files and folders inside. Delete everything except either the "Light Fixture Change File" or the "Design Light Fixture Change File" (depending on which folder you kept).

③ Place them in the Plugins folder. If you are using the previous "stoplightbeta" or "new-japanese stoplight" versions, please delete them. (You can keep only the new-japanese stoplight push button signal folder.)

This completes A. Thank you for your hard work.

Note: If you are using NAM and have right/left turn lanes on roads and major thoroughfares, traffic lights will be displayed misaligned.

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

B. If you are using NAM and would like to change the placement of traffic lights on roads, etc.

① First, delete the folders you are not using for standard colors and designs.
If you do not do this, the two folders may interfere with each other, causing the game to crash.

② Next, open the folder you kept.
You should now see seven files and folders.
From these, keep only the "Light Change File" or "Design Light Change File" and
the file with the name of the mode of transportation at the intersection you want to change; delete the rest.

*If you want to change the traffic lights for the NAM main street right (left) turn lane, keep the "NAM Right Turn Lane Main Street" and "Main Street Right Turn Lane Pole" as a set.

③ Place them in the Plugins folder. If you are using the previous "stoplightbeta" or "new-japanese stoplight" versions, delete them. (You can only keep the new-japanese stoplight push button signal folder.)

This completes B. Thank you for your hard work.

PS: Due to compatibility issues with NAM, there may be cases where the display does not work properly.
In that case, try adding a few "Z"s to the beginning of the title "Japanese Signal Pack",
or try going deeper into the hierarchy of the Plugins folder.
As there are many different conditions, it is difficult to say for sure that this will work.

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

 

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Currently: Viewing Topic: Advanced Lot Plop - new GUIs with DLLs
 
2 hours ago, simmering said:

Here is a Google Translation:

Thank you for the help.

Sorry, I should have been more specific about what I was dealing with. Is there a version of the download where the readme and file/folder names are in either Japanese or English? I could translate the latter as you've done here, but unfortunately the version I have from the linked website is just a mess of characters.

image.png.1dd441d576142655ac627bcee40f5af4.png

The translated readme helps, but unfortunately I'm still not sure how to proceed because none of the file names are present.

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On 1/2/2026 at 7:22 PM, ncamferdam said:

Thank you for the help.

Sorry, I should have been more specific about what I was dealing with. Is there a version of the download where the readme and file/folder names are in either Japanese or English? I could translate the latter as you've done here, but unfortunately the version I have from the linked website is just a mess of characters.

image.png.1dd441d576142655ac627bcee40f5af4.png^ Original Pic Name: image.png

The translated readme helps, but unfortunately I'm still not sure how to proceed because none of the file names are present.

I see. Well, I can only tell you how I translated the Readme:

I opened the txt file in Word but I changed the encoding to Shift-JIS, also called CP932. That showed the Japanese writing. From there I could simply translate the Japanese text with Google.

Screenshot 2026-01-02 214522.jpg

However, I do not know how to apply this approach to file names. Copying them to the .txt and then applying the same process did not work.


  Edited by simmering  

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4 hours ago, simmering said:

However, I do not know how to apply this approach to file names. Copying them to the .txt and then applying the same process did not work.

The extracted file names suffer from multiple levels of conversion loss, with the CP 932 encoding getting misinterpreted as whatever ANSI Code Page your system is using (e.g. 1252 for US English). These file name encoding issues are a known problem for ZIP files. The ZIP file specification allows UTF-8 file names as an extension, but not all programs support it. 

I wrote a C# script that reads the file names in the zip file with CP 932 encoding. Of course, it will not match the system-specific extracted file names unless you were using CP 932. My script can also extract the files with the original Japanese names (converted from CP 932 to UTF-16), but I am not aware of any ZIP programs that allow the user to override the encoding to use when extracting.

Spoiler

Japanese Signal Pack/繝・じ繧、繝ウ濶イ/NAM蜿ウ謚倥Ξ繝シ繝ウ螟ァ騾壹j.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/NAM蜿ウ謚倥Ξ繝シ繝ウ驕楢キッ.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/繝・じ繧、繝ウ轣ッ蝎ィ螟画峩繝輔ぃ繧、繝ォ/signallightcha.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/繝・じ繧、繝ウ轣ッ蝎ィ螟画峩繝輔ぃ繧、繝ォ/signalpolecha.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/荳譁ケ騾夊。・dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/荳闊ャ驕楢キッ.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/螟ァ騾壹j.dat
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/螟ァ騾壹j蜿ウ謚倥Ξ繝シ繝ウ逕ィ繝昴・繝ォ/signalpoleave-0x5ad0e817_0x2e26534a_0x2f0000.SC4Model
Japanese Signal Pack/繝・じ繧、繝ウ濶イ/螟ァ騾壹j蜿ウ謚倥Ξ繝シ繝ウ逕ィ繝昴・繝ォ/signalpoleave-0x6534284a-0x2e26534a-0xb3f41c77.SC4Desc
Japanese Signal Pack/蠢・★縺願ェュ縺ソ荳九&縺・txt
Japanese Signal Pack/騾壼クク濶イ/NAM蜿ウ謚倥Ξ繝シ繝ウ螟ァ騾壹j.dat
Japanese Signal Pack/騾壼クク濶イ/NAM蜿ウ謚倥Ξ繝シ繝ウ驕楢キッ.dat
Japanese Signal Pack/騾壼クク濶イ/荳譁ケ騾夊。・dat
Japanese Signal Pack/騾壼クク濶イ/荳闊ャ驕楢キッ.dat
Japanese Signal Pack/騾壼クク濶イ/螟ァ騾壹j.dat
Japanese Signal Pack/騾壼クク濶イ/螟ァ騾壹j蜿ウ謚倥Ξ繝シ繝ウ逕ィ繝昴・繝ォ/signalpoleave-0x5ad0e817_0x2e26534a_0x2e0000.SC4Model
Japanese Signal Pack/騾壼クク濶イ/螟ァ騾壹j蜿ウ謚倥Ξ繝シ繝ウ逕ィ繝昴・繝ォ/signalpoleave-0x6534284a-0x2e26534a-0xb3f3f98f.SC4Desc
Japanese Signal Pack/騾壼クク濶イ/轣ッ蝎ィ螟画峩繝輔ぃ繧、繝ォ/batpole3.dat
Japanese Signal Pack/騾壼クク濶イ/轣ッ蝎ィ螟画峩繝輔ぃ繧、繝ォ/signal1.dat

 

Translated to English with Google Translate:

Spoiler

Japanese Signal Pack/Japanese Signal/NAM Traffic Light Large.dat
Japanese Signal Pack/Japanese Signal/NAM Traffic Light Small.dat
Japanese Signal Pack/Japanese Signal/Japanese Traffic Light Folder/signallightcha.dat
Japanese Signal Pack/Japanese Signal/Japanese Traffic Light Folder/signalpolecha.dat
Japanese Signal Pack/Japanese Signal/Single Lane.dat
Japanese Signal Pack/Japanese Signal/Single Lane Small.dat
Japanese Signal Pack/Japanese Signal/Large.dat
Japanese Signal Pack/Japanese Signal/Large Traffic Light Folder/signalpoleave-0x5ad0e817_0x2e26534a_0x2f0000.SC4Model
Japanese Signal Pack/Japanese Signal/Large Traffic Light Folder/signalpoleave-0x6534284a-0x2e26534a-0xb3f41c77.SC4Desc
Japanese Signal Pack/蠢・★Please read this.txt
Japanese Signal Pack/Traffic Signals/NAM Traffic Light Large.dat
Japanese Signal Pack/Traffic Signals/NAM Traffic Light Small.dat
Japanese Signal Pack/Traffic Signals/Pedestrian Crossing.dat
Japanese Signal Pack/Traffic Signals/Pedestrian Signal.dat
Japanese Signal Pack/Traffic Signals/Large.dat
Japanese Signal Pack/Traffic Signals/Large Traffic Light Model/signalpoleave-0x5ad0e817_0x2e26534a_0x2e0000.SC4Model
Japanese Signal Pack/Traffic Signals/Large Traffic Light Model/signalpoleave-0x6534284a-0x2e26534a-0xb3f3f98f.SC4Desc
Japanese Signal Pack/Traffic Signals/Traffic Light Files/batpole3.dat
Japanese Signal Pack/Traffic Signals/Traffic Light Files/signal1.dat

 

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I'm sorry for such an unorthodox question but... How do I cause MORE abandonment in my cities...?:)

It seems that I just never experienced any ever since I installed NKO mod. :) Perhaps only in some exceptional cases in which I forgot to connect power or water to a zone.

So? Any help on that...? :)

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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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Could anyone please direct me to the file with UI box in which ordinance descriptions are displayed? I hope I make myself clear? :uhm:

I browsed all UI files in simcity1.dat and somehow can't find it there.


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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1 hour ago, TheMurderousCricket said:

Could anyone please direct me to the file with UI box in which ordinance descriptions are displayed? I hope I make myself clear? :uhm:

I browsed all UI files in simcity1.dat and somehow can't find it there.

It wouldn't be present in SimCity_1.dat because the game builds the UI on the C++ side.

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27 minutes ago, Null 45 said:

It wouldn't be present in SimCity_1.dat because the game builds the UI on the C++ side.

I see. Pity, I thought it could be loaded into UI Editor and adjusted for size.

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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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Hello,

I've been wondering about something for a while now, and it's been bothering me...

I would like to extend my mod for OWR-1 parking lots to other networks. Soon on the RD-4 network, but this one needs to be traced with the RD-2 network. If I build a bus stop on the RD-4, then vehicles will pass as if it were an RD-2 at the TE lot location. This is something I can't allow, because the difference in vehicle passage between RD-2 and RD-4 is too great and vehicles would be driving on the sidewalk on the TE lot for RD-4.
The easiest way to understand this is to look at the image below:

Spoiler

695ecce8654e5_BusstopSENT.jpg.737c0bb618fe88d7409d21ba6f048be6.jpg

I have the same problem with the OWR-1 network. To build it, I have to use OWR-2, which by definition creates vehicle passages for OWR-2, whereas I would like to have passages for OWR-1. This problem isn't really a problem; it's logical and normal for the game to treat TE lots this way. But I would like to get around this problem, so my question is:

Is it possible with a TE lot to create custom paths for each lot? Or do I have to resort to the puzzle pieces solution?

If I have to use the latter alternative, is it appropriate for bus/subway stations? I'm asking the question because I'm not sure, even though there are transport stations made with this method in the NAM (e.g., GLR).

I found this excellent tutorial. Is it still relevant?

 

Thank you in advance for your help!

Aka

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1 hour ago, Aka said:

Is it possible with a TE lot to create custom paths for each lot? Or do I have to resort to the puzzle pieces solution?

Of course it's possible. All the GLR stations, the HRW stations, island-type rail stations and many other network or transit enabled lots are working the same way. The SC4Tool's TE editor by default allows you to add the base networks (street-road-OWR-AVE-Rail-ElRail-MonoRail-Maxis Highway) to a lot, but if "your network" on the lot is different or goes different way as the default network, then you need to use network paths. These custom paths can be borrowed from the NAM or created from scratch (using multiple tools and programs).

From scratch is the more involved and more complex usually, here is an example:

Debussyman's Dammtor Station - these splitting paths never existed, they were made with the combination of SC4Path Creator, Reader and SC4Tool. 

DBSSY_Dammtor_Rails02-pathing05 - final RRW RHD-dummy.jpg

Your case is much simpler, though, this time. The paths that you need for OWR-1 and RD-4 are existing within the NAM and probably they were also partially used on the still in WIP RTMT V4 lots. 

The paths are represented by path IDs on the LOT (in the LOT Config).

For OWR-1 you need the 0x51030000 path ID and for the RD-4 (4 lane road), you need the 0x51130000 path ID for each tile. 

Ok, so after you added the network tile to the lot (so the lot can be dragged within or through by either OWR or Road etc...), you need to click to this network tile and right click it, then choose the Expert TE Editing from the drop down menu. You get a new pop up menu: Edit Reps (Expert). Note: the image is showing the GLR path ID in the REP 16 field, that's where you need to write your custom/NAM path ID. You need to add these path IDs for each tile, where this specific network runs on the lot. HRW-GLR ulisee99 custom Paths GLR.jpg

Bear in mind how the paths are oriented is depending on what the orientation of the lot is (North-South/vertical or West-East/horizontal; the above picture shows a horizontal lot, while the below image shows a vertical lot for reference), and what the orientation of the paths are in the sc4path file (I think both the OWR-1 and RD-4 paths are N-S/vertical paths by default).
This part is mostly trial and error.
The next image shows how to change the orientation of the path on the lot if it did not match at first (that's actually the HRW L0 path in the example).

TE-rotating custom TE path01.jpg

This is just a rough how to path a TE lot, as I'm not sure if there is a proper tutorial about it, but I hope it helps a bit.

- Tyberius06

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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.

Now I'm part of the NAM Team and the RTMT Team.
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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14 hours ago, Tyberius06 said:

The paths that you need for OWR-1 and RD-4 are existing within the NAM and probably they were also partially used on the still in WIP RTMT V4 lots. 

Where possible I have simply linked to the paths in the NAM, simplest solution without any dependencies or needless duplication. If I recall there were some exceptions that needed a custom path for specific reasons.

16 hours ago, Aka said:

I would like to extend my mod for OWR-1 parking lots to other networks. Soon on the RD-4 network, but this one needs to be traced with the RD-2 network. If I build a bus stop on the RD-4, then vehicles will pass as if it were an RD-2 at the TE lot location. This is something I can't allow, because the difference in vehicle passage between RD-2 and RD-4 is too great and vehicles would be driving on the sidewalk on the TE lot for RD-4.

Using TE Lots, you can mimic any network that exists pretty much, for example both the look and paths of RD-4. However, note that a TE Lot is not seen as an actual network by the game, it is a transit switch, even if the traffic through it is say from Car to Car. The reason I bring this up, the value of the Transit Switch Capacity property will define the capacity of traffic through the lot, that's not inherited by using RD-4 paths or the TE setup in any way.

16 hours ago, Aka said:

Is it possible with a TE lot to create custom paths for each lot? Or do I have to resort to the puzzle pieces solution?

If I have to use the latter alternative, is it appropriate for bus/subway stations? I'm asking the question because I'm not sure, even though there are transport stations made with this method in the NAM (e.g., GLR).

I found this excellent tutorial. Is it still relevant?

TE Lots or Transit Switches can not be Networks like Puzzle Pieces, so no it only works through the TE Switches/Properties.

The tutorial is about the best (possibly only) one that exists, it's mostly relevant except the NAM team have had a moratorium on PP development for a long time, as such it's utility today is limited.

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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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Thank you for your replies, @Tyberius06 and @rsc204 !

I successfully modified the path for the orthogonal station OWR-1, which now displays the correct path. However, when I modify the diagonal station OWR-1 with the path 0x51030200 (instance for the texture and path of the diagonal segment OWR-1), it no longer displays any path in the game. I tried several orientations, but still nothing, so I tried with random paths that I took from the NAM of any network just to test (GLR, OWR-2, etc.), and sometimes the path is displayed, and sometimes it is not. If I am not mistaken, this means that the problem is not with the batch, but with the path, is that right?

Based on this conclusion, I tried a new approach: I took the .path 0x51030200 file and simply modified its instance, but even this way it doesn't work... No path is displayed on the diagonal batch of the OWR-1 station. I tried comparing my batch to those of other creators or those of the NAM, but I'm really struggling!

5 hours ago, rsc204 said:

Where possible I have simply linked to the paths in the NAM, simplest solution without any dependencies or needless duplication. If I recall there were some exceptions that needed a custom path for specific reasons.

What were these exceptions? Were they comparable to my problem?

Thank you.

Aka


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Mod retexturing for European road. Visit the SENT - Support & Development page or download the mod on STEX !

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