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Everything posted by xxdita
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In this case, linking as a dependency is not an option. These specific overlay textures have never existed before. The original texture images have been put into a photo-editing software and manipulated in order to create a wider variety of overlay textures, then were put back into appropriate game format to be used for future lotting endeavors. The rules are meant to prevent something like this. Somy has given his permission to NDEX and BSC (at different times) to upload his work for the English-speaking community, as he was quite familiar with the quality standards of both teams. Even though STEX staff did credit Somy for the model, after the fact, there was never any permission for this model to be uploaded with this lot. Somy never would have given his blessing to someone so unproven at the time. (The same uploader has another Somy work as well) For point of reference, BSC was given custodian authorities in Spring 2007, this file was uploaded a year later. Equinox is still free to upload Somy works to the STEX. But no one else has ever been granted permission by Somy himself, nor have BSC or NDEX custodians ever granted such permission. Even though a search of the word Somy on the STEX gives a shocking number of similar results. I'd be interested in your long term staff member's opinion on that. So if it were determined that MTP texture #17 had simply been removed from the pack and then redistributed, well then that would serve no purpose. Proper dependency protocols would apply. But that is absolutely not the case in this matter. Asking permission for this project is a sign of respect, which is greatly appreciated, but was never required.
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Either way is possible, though it will depend on the props themselves. If you're making the models yourself, you can do whatever you like. Otherwise, you'll need to work with what's available in prop packs, unless a batter is willing to work on it for you.
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PIMX doesn't handle that sort of transit enabling. I think you have a ton of options though, but they'll all have different levels of difficulty. The easiest, I think, would be to use an overhanging prop, with a lot you would place on one side of the street, or both, depending on how you do it. Or you could simply start from scratch and design a complete neighborhood, as a gated community. I'm gonna defer to an actual lotter and batter on this one though. @mattb325 any suggestions?
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Limited to the specific content that has been discussed, for this project, yes.
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Do you have a link to the MTP textures?
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You can find out the NAM version you're using by opening the highway menu and scrolling down to the very bottom. You'll see a NAM logo icon. Hover your cursor on that and it will give you the release date of the NAM controller.
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@11241036 You have the full blessing of BSC, and my blessing to upload the texture pack to the LEX. You have followed every requirement of the community standards set long ago. There is absolutely no valid reason to forbid you being able to upload your textures. I do appreciate you asking permission though. I'm anxious to see them in your future creations.
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Confused about both "Maxis building block" mods
xxdita replied to nickvon's topic in SC4 Modding - Open Discussion
It is definitely a lack of custom content to replace the Maxis options. The BSC LEX Superior Collections (link below) can help with that. The major difference between the Dusktrooper and BSC Maxis blockers is that the BSC No Maxis will work with both vanilla SC4 and all versions of CAM, without any issues. -
Keep all non-SC4 files out of your Plugins. You can use BSC Cleanitol with the text file I've posted in this post at SC4D. Also, I cannot recommend running DataNode enough. It will help you find unnecessary and duplicate or overriding files so fast.
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Updating my siggy is a tad slow, but I have finished typing out a thread at SC4D with everything we know so far. I will try to keep this updated as we can confirm and resolve other issues.
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I appreciate your eagerness to handle it on your own, but please understand, these issues won't just affect you, but every MAC player old and new. As such, whenever a BSC file is reported, we strive to have it corrected and updated on the exchanges within 24hours. These are the standards we impose on ourselves, in order to provide the highest level of quality with each and every upload, for all SC4 players. Not everyone else is going to provide the same level of tech support though, so learning the problems and how to fix them will become a necessity, I fear. It would still be extremely helpful if you could report problematic files as you find them. Because unless these files are corrected on the exchanges, then future MAC players will suffer too, and anyone trying to provide tech support will be chasing their tails. At this point, the information is scattered in multiple threads, some of which are several pages long. I've been part of pretty much every conversation on the matter since the 64bit version was released, have fixed a number of files personally, and have investigated each and every file reported, as well as any attempted fixes for them, whether verified to work or still problematic. I have successfully talked a few people through making the necessary corrections. I will try to put together a thread to summarize what we know so far, including the bugs we've confirmed, how to detect them, and how to correct them. Then speculation, testing, bug reports and other topics can continue normally where ever they may occur, and i can keep that thread factually correct. I'll add a link in my signature when it's done and post back here when I finish typing it out.
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All plopable lots should have the building desc embedded within the lot file. That is standard for Maxis tools as well as PIMX. Ideally, growable building desc's would be manually embedded into their corresponding lot files by the uploader as well, as this prevents removal of one without the other, while reducing the number of total plugins. There isn't a real consensus on this, so you may find many sc4desc files floating in your plugins. It is also worth noting that sometimes an sc4desc is a prop desc file that may or may not be used by the lot in question. If a blank model is used as the actual building desc, then the model desc should be used as a prop. This is also necessary when using multiple building models on a single lot, since you can only have one real building desc in use. Oh geez. I forgot about sav files. Instead of going one by one trying to figure out which file types are safe to remove or not, I strongly encourage all Windows users to let BSC Cleanitol do it for you automatically, using the text file attached to this SC4D post. (You must be a registered user to access attachments, I think.) By moving files that have no function to the game safely outside of your Plugins, extensive testing has proven that you can increase loading times, often drastically.
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Nobody said check your taxes?
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Thank you CB. This whole thing is a lot. New and returning players are coming in and have no idea what's going on at all, or why things don't work like they did, because the Steam version is apparently updating on its own randomly. So I do seriously expect more tech support threads coming than we've already seen. So if staff could corral known MAC threads to the proper area, that would also make life much easier on all of us, I think. It would also show new members that there even is a MAC area.
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Thanks. You're moving faster than I am tonight. Checking the LEX account under the same name, I see that your Terminus pack has been updated since they've downloaded last. All LEX users can view every file they've downloaded, as well as those that have been updated since they last installed it by viewing their Download History.
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Let's tag the man himself, @mattb325. He does all his own stunts.
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We do have NAM issues being reported with the 64bit version. For future reference, you should probably post any NAM-specific issues in their area of the forum, so that they can see it. Hopefully a member of staff can move your post to the appropriate section. Unless it is building/lot related, most of us are not even remotely qualified to help.
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Community standards totally allow for existing custom content to be altered and repurposed for new uploads, with the single absolute exception of model files, but even then there can be extenuating circumstances that have to be considered case by case. It is required that you properly credit the original creators for their works though. I'm not big on photo-editing lingo, but basically, you've cropped the existing textures in order to make new overlays that did not exist before, right? If that's the case, then I see absolutely no issue. This is well within community guidelines.
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I'm sorry, I misunderstood. I was thinking that you had done more intense graphics work, to change the overall looks of the textures. So your textures would be an extension of what's already available, providing lotters with options they don't have now? And so this would compliment existing textures, allowing for designs that have not been available before? Am I understanding now?
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As far as I'm concerned, you said the magic words with "new instances". No existing content will be affected, and lotters will be able to choose between your textures and the originals as they please. I will still need to consult with my teammates, but I don't see a problem. I am a hardcore enforcer of community standards and you've already won me over, but I can't make a judgment call for STEX content. I would like to see the new textures compared to the originals in-game, to see just how much of a difference there really is. It may be helpful for Cori & CB to see the same with PEG's stuff as well, so they can make an informed decision on the matter. You're either going to wow us all, or leave us wondering what's the point. No pressure.
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I'm BSC Custodian, but I will need to confer with my active teammates on the matter before I can give approval. I do have one important question though. Will this be an override that will effect all existing custom content already using the original textures, or are these new instances from your own texture range? If new instances, then I don't see any problems at all. If it is an override, can you show me before and after pictures in-game?
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Having taken another look at the SM2 file reported, along with the attachments to fix it, I don't believe further testing is necessary. PIMX works exactly as it should. Maxis tools work exactly as they should. But when using the two together, there seem to be problems. That SM2 station was created in PIMX, but then lotted in LE, as opposed to LE-X. This changed the LRK rep count to 0, creating a break in the station's functionality, even after the MAC transit bugs were fixed in Reader. This tells me that there is more at play than we understand yet. Meaning that LRK rep count is important for other reasons.
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PIMX works just fine as it is. In fact, updating any file in PIMX has proven to correct all MAC compatibility issues without exception.
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Maxis tools seem to set the LRK rep count at 0, PIMX sets it at 1. All Maxis stations have the LRK rep count of 0. Honestly, I think we're borrowing trouble that isn't ours putting too much time into this at the moment. We have real problems reported and unresolved that are more worthy of attention. Like a certain PEG seaport that I'm not touching with a ten foot pole. The BSC versions have already been updated though.
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You're preaching to the choir on that one. I do believe that since we know we have a working version, it may be worthwhile to test a version with the LRK rep count set to 0, as that would be different.
