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JFM Banks Revisited by Travis Description An oldie but goodie that I never got around to releasing on the STEX. A series of small banks was released by JMyers several years ago; however, he decided against using dependencies on the lots, and I personally found the lots a little lacking as such. So I went to work re-lotting them to blend in better with my other lots in a suburban environment. This package includes four ploppable landmarks with jobs. Notes from the Author: Q: Where are the trees?! A:There is a known minor bug in the game with RTK4 props (in English, props that appear and disappear based on the game calendar & clock). Usually you need to let the game clock run for a little bit for all such props to appear. Q: Why aren't there any cars in the parking lot? A: the car props used on the lots are timed props, meaning they will only appear at a certain time of day in-game; in this case, during the game daylight hours. BSC Textures Vol. 1 JMyers Small Shops Vol. 4 CP Mega Props Vol. 1 Feedback& Support Visit Travis'UCC LotShop for any questions, comments, or issues. Thank you for downloading! -
[2011] Lot Editor and Plug-in Manager - Forum Archive
Travis 5 replied to happyapple's topic in SC4 BAT & Lot Workshop
Originally posted by: A Nonny Moose There are idosyncracies in the lot editor and you have to be careful, for example, to preserve the base textures. If you remove base textures, you need to put them back. If you expand the lot you need to copy the base texttures into the new grid spaces, etc.. quote> Well actually, these aren't causes of CTDs. Granted, such things could case graphic glitches on occasion, but a CTD indicates something under the hood is messed up. Originally posted by: pilliar117 Hi! I have put base textures (JRJ Diagonal Concrete Walls V2) on a set of highway signs (Transportation Safety Project Signs) so that they will look normal on my ground highways on embankments instead of there being a grass gap whenever I place a sign. However, I have a problem of it crashing when I place it. I put base textures onto 13 signs, using 1 of the original sign lots as a start and applying the textures and props to it. Then I used the modified original and just replaced the buildings to be the other 12 different signs while maintaining the textures and props I put in. I can place the first modified lot but the other lots will cause my game to CTD when placed. Does anyone know why this happens? Also, on the set of 12 modified signs, I cannot see the grey square that represents a building in LE even though I can see the model. quote> Well I can work this out for you. I would need to see the files myself; if you can, e-mail them to me (my e-mail is in my profile ok apparently its not. PM me instead.) and I'll find the problem. Most likely a simple fix.- 133 Replies
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Version 1.0
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Originally designed by myself in 2007, for my MD at the time, "Take a Tour" , this small city park makes its second foray onto an exchange- this time with a little more TLC gone into the package. This lot makes full use of seasonal props- not only trees, but other little items as well change with the seasons- such as holiday decorations in Winter, children flying kites in Spring and Summer, and fallen leaves on the ground in Fall on into December. This certainly isn't a blockbuster release- but this park has always been one of my favorite little lot creations, thus I shall share it with the community. Notes from the Author: Q: Where are the trees?! A: There is a known minor bug in the game with RTK4 props (in English, props that appear and disappear based on the game calendar & clock). Usually you need to let the game clock run for a little bit for all such props to appear. Q: Why is the grass bright green in mid-Winter? A: Unfortunately, due to the game's limitations, there exists no method to have base textures of a lot change with the seasons. Whilst snow/bare ground could be simulated with props, such a method would cause more issues to arise: such as weird shadows, and issues with the lot when placed on slopes. Trust me, that bright green grass next to a snowman irritates me too. Q: Is this lot BSC-park compliant? A: Not at this time. For those unaware, "BSC-park compliant" is in reference to a set of parks developed by the BSC, in which the user chooses a path texture and the downloaded lots will automatically display the chosen path texture. If there is enough interest, this lot may be made compliant in the future. Lot Details & Information General Information Plop Cost $155 Bulldoze Cost $10 Lot Size 6x6 Pollution at center Air Water Garbage Radiation -2 1 0 0 Pollution radii Air Water Garbage Radiation 2 1 0 0 Power Consumed 1 Water Consumed 5 Landmark Effect Magnitude Radius 20 10 Demand Satisfied R-$ R-$$ R-$$$ 250 250 250 Menu Location Parks and Rec Monthly Cost $35 Dependencies PEG Christmas Development Kit: https://www.simtropolis.com/STEX/index.cfm?id=11097 CP MEGA Props Vol1: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Textures Vol 2: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638 Installation Simply unzip to the plugins folder. Feedback & Support Visit Travis' UCC Lot Shop for any questions, comments, or issues. Thank you for downloading! Todd wuz ==> -
Project Thread: The United Nations Building
Travis 5 replied to Cockatoo's topic in SC4 BAT & Lot Workshop
First off, I am quite excited to see the UN HQ being recreated for the game- its been sorely lacking. I could end here with the usual "keep up the good work", but for once I think I can contribute. Now, of course, not in the BATting sense- heavens, no. However, refrencing Cockatoo's post... Originally posted by: Cockatoo-210893 7. Lotting - Somebody reassembles it in the lot editor. 8. Modding - Somebody is responsible for tweaking values and getting the lot ready for the game. 9. Packaging and Release - Somebody writes a readme and gets it ready for release. quote> This is somewhere where I do have some expertise- I think these last three steps I could handle. Now, of course its not that easy (is it ever that easy? ). My job depends largely on what you guys- the BATters- decide upon. For example, the debate as to whether to split the buildings up, or render as a whole, and then the sub-debate as to render the grounds, or use textures- of course affects my part. I'll leave that decision up to the people that know what they're doing with it; I can work with it either way. Lotting the complex would be very fun, and if rendered as a whole that wouldn't be possible- but that's just my two cents. On to step #8, we have much flexibility: we can make the standard LM plop, another one with jobs, or, (if you really want to get serious ) a mega-lot growable. In addition, this is one of those buildings that's just destined to be a reward lot- IMO, I advise that I should make one of those as well. And lastly, more of an afterthought considering the effort that will go into this project, from everyone involved- the packaging. Perhaps an installer version, and a zip version (to facilitate MAC users); and of course a nice readme. Well, I know this is aways off yet- but in fact, if Cockatoo should desire, he can render the basic shape of the complex and I can put the modding framework into place right away. The only catch with this is that the scale can not deviate- as that determines the stats that PIM-X assigns it. Again, up to you guys. And of course, that's if you even require my help- but I'd be glad to put the final touches on this. What are your thoughts? -
Is it possible to convert .3ds to .gmax?
Travis 5 replied to LivingInThePast's topic in SC4 BAT & Lot Workshop
yes, easily possible: in GMAX, go to file > import. That's all you need to do. -
thanks. Hmm...what's this? where did THAT come from? Bonus shot: Rendering as we speak. Comments welcome!
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Thanks for the replies. long time no update, eh? Been doing plenty of behind the scenes work on the Suburban Set though. Hot off the presses... More is already on the way. Thoughts so far, anyone?
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Simtropolis Chat Attendance Record Breaking Attempt
Travis 5 replied to simmaster07's topic in Simtropolis Related
count me in for sure. -
Favorite European Cities
Travis 5 replied to StanislavSoltys's topic in Architecture & Urban Planning
Paris and Moscow. 'Nuff said.
