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Bobbo662

Bobbo662s BAT Thread

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    Originally posted by: st louis dude Can you do toysrus or border's?quote>
     

    Well, Simgoober already did those - but I'll think about after I get back out of the hospital, ok?

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    oh man your chron's disease(right?) that sucks....

    i read it was sort of rare and heridtary right?

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    Originally posted by: hamsterTK oh man your chron's disease(right?) that sucks....

    i read it was sort of rare and heridtary right?quote>

     

    No, I have an infection in my right foot bone, I already had 3 toes amputated on my right foot, and the infection came back, but from what the doctor can see it's a mild one, so I have to go into the hospital and get stronger antiboitics dripped into my system by I-V for about a week or 2.  

    I'm finished with the H-E-B Grocery Store.  They are both 7x8 lots with 250 jobs.  The growable is called "H-E-B Grocery Store- G (G=meaning Grow) and the plop is called "H-E-B Grocery Store" they are in 2 separate file folders so if you want one and not the other, you can delete it yourself.

    Here are the grow shots:  The lay out is different from the plop version.

    growinghebbe8.jpg

    growlotdq7.jpg

    I will be uploading this today.  I hope you will enjoy - Robert

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    Originally posted by: F18bkr The building isnt showing up for me, its just the lot.quote>
     

    Thanks for letting me know - It's been fixed.

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    I thought I would go ahead and post these two gas stations onto the STEX - one is a remake of a Retro Mobil - but this one is slightly different .  The other is a Retro Texaco Service Station.  Both lots are growables and plops 2x2 with 10 jobs each.

    Here are the screen shots:

    retrotexacouh3.jpg

    retrotexaco02fg0.jpg

    mobnitela5.jpg

    mobdayeq2.jpg

    texniteqw2.jpg

    texdayxa7.jpg

    There's another sign that is included in the Texaco lot that is in a different position - but same style sign.

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    Wow, the coke machine and the newspaper despensers add a very nice and nostalgic touch. Nice work, Bobbo.

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    I thought I would post what I've been working on and off for alittle while.  The Red Roof Inn - though there are many styles out there in the real world - I thought I would do something sort of a "take over" of sorts.  Here's my version.

    redroofinnuy5.jpg

    rrinn02fg3.jpg

    rrinnback03wc7.jpg

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    Nice!

    we certianly need more motels of this variety. I beleive the only thing besides this one out is the super 8 goober made

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    I thought I would post a night view of the Red Roof Inn

    rrinitefu7.jpg

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    hi there i was browsing the STEX and i noticed a very popular california resteraunt was missing! IN N OUT!!!! and the only fast food i can stomach, so i was wondering if you would like to BAT it

    heres some pictures to help

    Salinas-CA-15jun04-91-300d-in-n-out.jpg

    IN-N-OUT%20Logo.gif

    121_-_Documenting_Sarah_B's_first_In-n-O

    Thank you and happy holidays

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    I've tested and completed the Red Roof Inn - and will be posted tonight.  Here are the ingame shots of a 6x6 plop and growable lot  - that holds 50 jobs.

    rridayog1.jpg

    rriniteuu2.jpg

    I hope you all will have a wonderful holidays!

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    Another stunning building, Bobbo!

    However:

    Originally posted by: F18bkr The building isnt showing up for me, its just the lot.quote>

    The reason to F18bkr's problem and other reported ones is that you are still using RalphaelNinja's old Blank RCI Lot for your ploppable versions.

    May I humble recommend taking a look at this thread.

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    Originally posted by: RippleJet Another stunning building, Bobbo!

    However:

    Originally posted by: F18bkr The building isnt showing up for me, its just the lot.quote>

    The reason to F18bkr's problem and other reported ones is that you are still using RalphaelNinja's old Blank RCI Lot for your ploppable versions.

    May I humble recommend taking a look at this thread.quote>

     

    I'm gonna be locking down my BATs to fix the problems that was pointed out to me - and redo them and then resubmit them again.  I'm sorry for the problems that has cause problems within your gaming experience.

    Merry Christmas.

    ************UPDATE***************

    Update:  I have now fixed the parent cohort problem and the new file has been reuploaded as Version 2  (V-2).  If you had downloaded the old version - you must delete it out of your plugin file in order for the new one to work.

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    Originally posted by: fantnet Hey BOBBO662 why is this happen to most of the bats i download of yours, it happens with simrico, and heb store and the red roof end. I have all of the parking overlays. Is it a conflicting texture pack? Thanks!quote>
     

    Sorry that you are having this problem - are you using this link https://www.simtropolis.com/stex/index.cfm?id=15354 for the overlay textures??

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    That is definitely a texture conflict.

    According to the last published BSC Texture Index, sc4jeeks has been assigned textures 0xFF09???? by geoffhaw.

    However, in his packages, sc4jeeks has used the following textures:

       0xFF009??? (plottextures2.dat, plottextures3.dat and plottextures4.dat)

       0xFC782??? (plottextures0.dat, plottextures5.dat, plottextures7.dat and plottextures9.dat)

    The conflict probably comes from the latter ones, since textures 0xFC?????? were reserved for SimMars through pmiller19574 in october 2005.

    I think 0xFC78 is the texture familiy which SC4Tool suggests, unless you enter your own range, so there might be more "wild" textures than these conflicting with SimMars.

    I would refrain from using sc4jeek's textures until he has settled this issue with geoffhaw.

    Bobbo662, I would suggest using other texture packs than these in the future. We'll talk more about it over e-mail 2.gif

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    Originally posted by: RippleJet That is definitely a texture conflict.

    According to the last published BSC Texture Index, sc4jeeks has been assigned textures 0xFF09???? by geoffhaw.

    However, in his packages, sc4jeeks has used the following textures:

       0xFF009??? (plottextures2.dat, plottextures3.dat and plottextures4.dat)

       0xFC782??? (plottextures0.dat, plottextures5.dat, plottextures7.dat and plottextures9.dat)

    The conflict probably comes from the latter ones, since textures 0xFC?????? were reserved for SimMars through pmiller19574 in october 2005.

    I think 0xFC78 is the texture familiy which SC4Tool suggests, unless you enter your own range, so there might be more "wild" textures than these conflicting with SimMars.

    I would refrain from using sc4jeek's textures until he has settled this issue with geoffhaw.

    Bobbo662, I would suggest using other texture packs than these in the future. We'll talk more about it over e-mail 2.gifquote>

     

    Thank you for your help RippleJet - I'll go back to the other overlay textures until this conflict gets straightened out.

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    I just sent sc4jeeks a PM. Hope he'll be able to take a look at the problem. 2.gif

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    Hey there Bobbo662!

    Miss ya!...lol

    Haven't been on here in a great while!

    But I have got to say.

    I sure did LOVE YOUR BAT Creations!

    I loved when you were making gas stations like crazy. You made me build gas stations at every corner! HAHAHA

    I got much love for ya!

    YOU keep going strong!

    Have your self a great new years!

    Michael~

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    I was pretty new to the whole numbering system when making those textures and I guess I made a mistake. 43.gif

    There is a problem, though. I haven't done any modding, or let alone played SC4 in a good long time, nor do I even have the time to in my very busy schedule. Would it be possible for somebody else, if it's not too much trouble, to fix the numbers of the textures and then possibly send the .zip to me, and I can update the STEX listing?

    I'm sorry for the trouble.

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    Hello sc4jeeks!

    Would it be possible for somebody else, if it's not too much trouble, to fix the numbers of the textures and then possibly send the .zip to me, and I can update the STEX listing?quote>

    I renumbered all your textures accordingly: 0xFF090NNZ, where:

       FF09 is the texture family assigned to you

          0 is the wealth level marker (0 = none)

         NN is a sequential number from 00 to 1E (31 textures)

          Z is the zoom level (0...4)

    I have included all your textures into one mega file, sc4jeeks_textures.dat.

    I have not tested any of these textures in Lot Editor.

    I would ask you (or Bobby662) to do that first, before uploading them.

    When uploading, replace your latest one (the one you called "Shopping Center Parking Pack 4 And More") with this one. You should also lock all your previous textures and provide a link to your latest upload.

    Since I haven't got your e-mail address and since I won't be available for the next 18 hours or so, I am enclosing the textures to this post (in order to speed things up). Thus, Bobbo662 can download and use them too 2.gif

    EDIT:

    Sc4jeeks, once you update your textures, you also need to point out to anyone who has used your textures that they need to update their lots. Otherwise, people will be complaining about missing textures and about the "Water Graphics Bug" appearing.

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  • Original Poster
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    Originally posted by: RippleJet Hello sc4jeeks!

    Would it be possible for somebody else, if it's not too much trouble, to fix the numbers of the textures and then possibly send the .zip to me, and I can update the STEX listing?quote>

    I renumbered all your textures accordingly: 0xFF090NNZ, where:

       FF09 is the texture family assigned to you

          0 is the wealth level marker (0 = none)

         NN is a sequential number from 00 to 1E (31 textures)

          Z is the zoom level (0...4)

    I have included all your textures into one mega file, sc4jeeks_textures.dat.

    I have not tested any of these textures in Lot Editor.

    I would ask you (or Bobby662) to do that first, before uploading them.

    When uploading, replace your latest one (the one you called "Shopping Center Parking Pack 4 And More") with this one. You should also lock all your previous textures and provide a link to your latest upload.

    Since I haven't got your e-mail address and since I won't be available for the next 18 hours or so, I am enclosing the textures to this post (in order to speed things up). Thus, Bobbo662 can download and use them too 2.gif

    EDIT:

    Sc4jeeks, once you update your textures, you also need to point out to anyone who has used your textures that they need to update their lots. Otherwise, people will be complaining about missing textures and about the "Water Graphics Bug" appearing.quote>

     

    RippleJet - Thank You!   44.gif I'll go ahead and test them out while I'm redoing my lots.

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    I'm gonna be locking down my BATs to fix the problems that was pointed out to me - and redo them and then resubmit them again.  I'm sorry for the problems that has cause problems within your gaming experience.

    quote>

    I am so glad to hear this. I love your work, but I've been having many problems with your BATs showing up as blank lots. I felt so strongly about this that I checked your BAT Thread to see if anyone else had mentioned it. This is also my first post in the forums. Shows how much I like your work and don't want to delete it!

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    Originally posted by: CPBelt
    I'm gonna be locking down my BATs to fix the problems that was pointed out to me - and redo them and then resubmit them again.  I'm sorry for the problems that has cause problems within your gaming experience.

    quote>

    I am so glad to hear this. I love your work, but I've been having many problems with your BATs showing up as blank lots. I felt so strongly about this that I checked your BAT Thread to see if anyone else had mentioned it. This is also my first post in the forums. Shows how much I like your work and don't want to delete it!quote>

     

    I appreciate that CPBelt - I have to thank RippleJet for pointing out to me on the  little things that were missing, that are in his thread (see above) - plus I really liked sc4jeeks overlay textures, I had no idea about the mis-numbering that would cause waterbugs in the game - but when I tested them in my game, the overlay textures seemd to work fine, but there was a conflict of numbers with pmiller's number system, and I don't think I have some of pmiller's overlay textures that would cause the conflict (so sc4jeeks overlay textures worked in  my game).

    I'm debating of having Dirk just delete all my files off STEX and just start over again.  I'm revamping everything, rebatting the older stuff, fixing the light leeks, and retexturing as well downsizing some of the lots that used to be 10x12 to no larger than 6x6.  So this is a huge overhaul for me plus I got my Gmax Bible and The Gmax Handbook in the mail today so this will definately help out as well.

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