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CasperVg

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  1. Cool! Plop-and-Paint actually just emits a game message with the Lot ID. But this method that allows to specify both the building & lot ID would be more suitable I will investigate further! --- For people suffering from crashes, it's advisable to install SC4 Graphics Options DLL and to ensure dgVoodoo2 is properly installed. For most configurations this helps a ton! --- @Ernestmaxis: I did try lot texture removal and got a proof of concept working (via the cSC4LotBaseTextureOccupant class and its texture specifications), but sadly this method did not persist in savegames. It seems like the lot texture occupants (both overlay and base, don't be confused by the name of the Occupant class) are regenerated on each load by the actual lot configurations. See the video below. However in this state I don't consider it to be very useful - hence why the stripper can only remove decal textures you've added yourself.
  2. SC4 Render Services DLL

    @pepsi38 Definitely try to also install DgVoodoo2 and the SC4 Graphics Options DLL for BorderlessFullscreen option if you often alt-tab in and out of the game. Should improve the SC4RenderServices/SC4PlopAndPaint experience! DgVoodoo 2 - SimCity 4 Edition - Graphical Mods - Simtropolis https://community.simtropolis.com/files/file/36091-sc4-graphics-options/
  3. PIM-X is quite data-driven, but I don’t handle the maintenance of new_properties.xml, that’s mostly done by @Ulisse Wolf and @Tyberius06 nowadays. I’d prefer having both “default/vanilla” categories and CAM v4.0 categories (at least for Civics) so the tool can be easily used by modders interested in either CAM v4.0-style calculations or vanilla calculations. Both CAM and vanilla-style mods (and players) deserve solid property values and accurate modding, which is exactly what PIM-X is designed for. Personal changes to the new_properties.xml are always possible, by overriding the default one by placing a new version in %APPDATA%/sc4pimx/new_properties.xml, which will take precedence.
  4. Show us your Rural Scenes!

    The kind of town where your backyard view is either cornfields or chemical tanks
  5. Nope everything is a-ok with the building styles tool/DLL and with the external parser. It's just that there's no really good support atm in Plop-and-Paint for building families. As @rsc204 said, those four buildings (New York, Chicago, Houston, Euro) aren't four separate lots, they're one growable lot that points at a Maxis building family rather than a single building. At growth time, the game picks one member of that family based on your active tile sets. The four variants are all members of the same family, each tagged with its tile-set group. When the Plop-and-Paint cache tool builds its catalogue, it reads each lot and resolves which building sits on it. When a lot references a family, it currently keeps only the first member of that family and discards the rest. That's the "bug", and it's also why the picker reports "Chicago" while the placed structure is actually "Houston": the Plop-and-Paint cache only ever kept one variant, so it can't tell them apart in-game later. I'll need to think whether a solution to this is worth the extra code it would take to maintain the different variants somehow
  6. @bladeberkman: Lazarou and rsc204 are mostly correct. It's not so much a bug in Plop-and-Paint per se, more of a lack of support for the sometimes very complex building family & parent cohorts that Maxis set up. Meanwhile I added some code to at least add filters for the lot/building painter on Building Styles and W2W, using the APIs provided by @Null 45's great Building Styles DLL. The Plop-and-Paint cache builder will cache all the typical Building Styles & W2W properties that were added by the DLL, and show their name & allow filtering by it if the DLL itself is installed. In this picture I have the DLL installed but don't actually use any custom styles, so it shows only the ones that are there by default (i.e. the vanilla styles). Thoughts or ideas on how to do this better? Allow More Building Styles - DLL Plugin - DLL Mods - Simtropolis
  7. For those who had missed it, I (re)released a bunch of DLLs over the weekend.. check them out if you haven't yet! And an example of one very simple way to quickly use the decal painter to fill in an awkward gap left by a NAM diagonal on-slope SC4RenderServices v0.6.3 - Dependency SC4PlopAndPaint v0.9.1 - With texture/decal painting and better seasonal prop support SC4SeasonJumper v0.1.0 - A season view fix + ability to quickly fast forward to the next season start SC4TerrainExtensions v0.1.0 - All kinds of new terrain tools, flattening tools, grading tools, and bridge building tools
  8. New Modern 3D Camera Plugin

    I think the idea is fairly similar to the extension to memo's 3D camera DLL that I toyed with a few months ago. It was mostly for experimental reasons so I never really tied it in to the middle mouse movement, just a cheat code to open a dialog where all the view angles and zoom/magnification could be tweaked with sliders. But perhaps there's code here that you could re-use/integrate in your work. https://github.com/caspervg/sc4-render-services/tree/main/src/sample/camera-view-input
  9. SC4Plop-and-Paint and SC4RenderServices are now available again on the STEX (with new IDs) alongside some other DLLs that were unreleased at the time ST went dark. @Ulisse Wolfsaid he would take care of the metadata
  10. SC4 Terrain Extensions DLL

    Version v0.1.0

    139 Downloads

    SC4 Terrain Extensions is a DLL plugin for SimCity 4 that adds in-game terrain editing and visualization tools. It lets you flatten terrain, create constant-grade paths, build bridge approaches, preview terrain changes, save and restore terrain snapshots (experimental), and display contour and slope overlays while working in a city. The plugin is aimed at players who do detailed terrain prep for roads, rails, bridges, canals, waterfronts, slopes, sunken networks, and city-detailing scenes. It is especially useful for diagonal work: the flatten tool includes a line-mask mode for diagonal cuts and ramps, while the constant-grade tool can create straight sloped paths between two dragged points. The GitHub release v0.1.0 with SHA256 checksums is available at: https://github.com/caspervg/sc4-terrain-extensions/releases/tag/v0.1.0 Main features In-game terrain menu buttons for Flatten, Constant Grade, and Bridge Approach tools Interactive drag-based terrain editing with live previews Diagonal and fractional flattening using line-mask mode Constant-grade paths for smooth ramps, roads, rails, canals, and terrain cuts Rectangle flattening for more precise terrain leveling Flatten modes for reference average, delta, explicit height, selected-area average, minimum, and maximum Bridge Approach tool for grading one or both ends of a bridge span, with adjustable bridge height, maximum grade, approach side, and approach width Terrain snapshot panel opened with the terrainsnap cheat (experimental). Allows to save, preview, restore, delete, and region-restore terrain snapshots Contour overlay with configurable interval, opacity, thickness, and major-line behavior Slope heatmap overlay with configurable slope mode, opacity, minimum grade, and color thresholds Dependency SC4 Terrain Extensions requires SC4RenderServices v0.6.2 or newer, which can be found at the GitHub link or from the STEX: Usage instructions Open a city and use the new terrain menu buttons. The instructions below might seem daunting at first but once you get used to it it becomes a blast to be able to detail terrain so accurately! Flatten Constant Grade Bridge Approach Flatten tool: Drag a rectangle to flatten an area. Press D to toggle between rectangle mode and diagonal/fractional angle mode. Press Tab or Shift+Tab to cycle height modes. In reference mode, press H to pick or repick the source tile. Use Alt+Scroll to adjust explicit height or delta height. Use Shift+Scroll to adjust line-mask thickness. Release the mouse to apply the preview. Press Esc to cancel. Constant Grade tool: Drag from the start tile to the end tile to create a straight sloped path. Drag sideways to widen the affected path. Use Alt+Scroll to adjust the target grade from downhill to uphill. Use Ctrl+Scroll to toggle side smoothing. Release the mouse to apply the grade. Press Esc to cancel. Bridge Approach tool: Drag along the bridge direction to set the bridge span. Drag sideways to set the approach width. Use Alt+Scroll to adjust bridge height. Use Shift+Scroll to adjust maximum grade. Use Ctrl+Scroll to cycle approach side: both, start, end, or none. Release the mouse to place the approaches. Press Esc to cancel. Cheat commands are also available: earthbender bridgebuilder terrainsnap (experimental) contour slope (experimental) Project page: https://github.com/caspervg/sc4-terrain-extensions System Requirements SimCity 4 version 1.1.641.x Windows 10 or later SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 DirectX/hardware rendering mode recommended for overlay previews, contours, and slope heatmaps Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Terrain Extensions installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Let the installer verify the SC4RenderServices dependency. Start SimCity 4 and load a city. Open the Terrain menu and use the new terrain tools. The installer places SC4TerrainExtensions.dll and SC4TerrainExtensions.dat in your Plugins folder. It also installs README.txt and the uninstaller under Documents\SimCity 4\SC4TerrainExtensions.
  11. SC4 Season Jumper DLL

    Version v0.2.0

    59 Downloads

    SC4 Season Jumper is a DLL plugin for SimCity 4 that fast-forwards the city simulation to the start of a target season, then pauses the city automatically. It is designed for seasonal-flora workflows, consistent region-view screenshots, and other date-sensitive city-building tasks where you want the simulator to advance normally instead of forcing the date with the SC4ExtraCheatsDLL SimDate cheat (which can introduce bugs in the city statistics). The plugin is mainly aimed at players who use seasonal flora, seasonal props, detailed MMP scenes, or region-view presentation workflows. By letting the game run at its fastest speed until the target date, SC4 Season Jumper avoids the historical-stat issues that can happen when the date is changed directly. It also includes an enabled-by-default fix for a vanilla SimCity 4 bug where seasonal props created during their active season can stay invisible until the next time their start date comes around. The GitHub release v0.2.0 is available at: https://github.com/caspervg/sc4-season-jumper/releases/tag/v0.2.0 Project page: https://github.com/caspervg/sc4-season-jumper Main features Ctrl+F9 hotkey for jumping to the next useful seasonal date From January through August, Ctrl+F9 jumps to September 1 From September through December, Ctrl+F9 jumps to June 1 of the next year Automatically pauses the city when the target date is reached Press Ctrl+F9 again while a jump is running to cancel and pause immediately Cheat commands for jumping to specific seasons Fixes the seasonal prop visibility bug: covers painted props (from SC4Plop-and-Paint), plopped or grown lot props, and 3D prop previews Dependency No dependencies. System Requirements SimCity 4 version 1.1.641.x Windows version of SimCity 4 Microsoft Visual C++ 2015-2022 Redistributable x86 Installation Close SimCity 4. Copy the included files into your SimCity 4 Plugins root folder: SC4SeasonJumper.dll SC4SeasonJumper.ini SC4SeasonJumper.dat Start SimCity 4 and load a city. Press Ctrl+F9 to start a seasonal jump. Usage instructions Ctrl+F9: jump to the next fall start if the current date is January through August, or to the next summer start if the current date is September through December. Ctrl+F9 while jumping: cancel the jump and pause immediately. Cheat codes are available through the normal cheat dialog: jumpseason: same behavior as Ctrl+F9 jumpspring: jump to the next March 1 jumpsummer: jump to the next June 1 jumpfall: jump to the next September 1 jumpwinter: jump to the next December 1 Configuration The plugin reads settings from SC4SeasonJumper.ini in your Plugins folder. [SC4SeasonJumper] LogLevel=info LogToFile=true ; Fix the vanilla bug where seasonal props placed mid-season stay invisible ; until the next time their start date comes around (set to false to disable). FixSeasonalPropVisibility=true Most players can leave the defaults unchanged. Set FixSeasonalPropVisibility=false only if you specifically want to disable the seasonal prop visibility patch. 3rd party code gzcom-dll - GNU LGPL v2.1 spdlog - MIT License {fmt} - MIT License mINI / pulzed-mini - MIT License Windows Implementation Library - MIT License
  12. SC4 Plop And Paint DLL

    Version v0.9.1

    116 Downloads

    SC4 Plop and Paint is a DLL plugin for SimCity 4 that adds an in-game Advanced Plopping & Painting panel. It lets you browse your installed lots, plop lots directly, paint props and flora, create reusable weighted prop families, paint terrain decals, and quickly build detailed scenes without repeatedly hunting through menus or hand-placing every item. The plugin is aimed at players with large Plugins folders, city-detailing workflows, MMP-style flora work, prop-heavy scenes, and lot-testing setups. It includes a cache builder that scans your SC4 installation and Plugins folders, reads exemplar/cohort data, and generates searchable lot, prop, flora, decal, thumbnail, and family data for the in-game DLL. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! It now comes with prop/lot/flora picking functionality, better support for seasonal props AND texture painting! The GitHub release v0.9.1 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-plop-and-paint/releases/tag/v0.9.1 Main features In-game Advanced Plopping & Painting window, opened with O by default Buildings & Lots browser for finding and plopping lots, including growables Props browser with thumbnails, favorites, scene picking, and paint mode Prop Families tab for built-in families and custom weighted random prop palettes Flora browser and Flora Collections for painting single flora, families, and multi-stage chains Decals tab for painting texture decals on terrain and lot surfaces Direct paint, line paint, and polygon fill modes Grid overlay, snapping, rotation, spacing, density, density variation, and preview controls Pending placement workflow with undo before committing Prop strip mode for removing placed city, lot, and street props Favorites and recent paint history for faster repeat workflows Seasonal thumbnails where supported by the source content Dependency SC4 Plop and Paint requires SC4RenderServices v0.6.2 or newer. You can download it from the GitHub releases at this link or from the STEX page below: Usage instructions Full player guide, including screenshots, tab-by-tab controls, paint hotkeys, strip mode, decal options, and example workflows: https://github.com/caspervg/sc4-advanced-plop/blob/main/docs/USAGE.md Project page: https://github.com/caspervg/sc4-advanced-plop Demo video: System Requirements SimCity 4 version 1.1.641.x 64-bit Windows for the bundled cache builder SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 Microsoft Visual C++ 2015-2022 Redistributable x64 DirectX/hardware rendering mode recommended for overlay previews and decal rendering Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Plop and Paint installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Choose the thumbnail/cache settings. Let the installer build the cache, or run Rebuild-Cache.cmd later. Start SimCity 4, load a city, and press O to open the panel. The installer places SC4PlopAndPaint.dll, SC4PlopAndPaint.dat, and SC4PlopAndPaint.ini in your Plugins folder. It also installs _SC4PlopAndPaintCacheBuilder.exe and Rebuild-Cache.cmd under Documents\SimCity 4\SC4PlopAndPaint\. Rebuild the cache whenever you add, remove, or change plugins. Or when upgrade or install SC4PlopAndPaint. Configuration The plugin reads settings from SC4PlopAndPaint.ini in your Plugins folder. [SC4PlopAndPaint] ; Logging verbosity: trace, debug, info, warn, error, critical, off LogLevel=info ; Write SC4PlopAndPaint.log in the directory above your Plugins folder. Disable if you don't want log files. LogToFile=true ; Disable this if you want prop painting without the draw-service overlay preview. EnableDrawOverlay=true ; Direct-mode preview default: outline, full, combined DefaultPropPreviewMode=combined ; Default paint popup values DefaultShowGridOverlay=true DefaultSnapPointsToGrid=false DefaultSnapPlacementsToGrid=false DefaultGridStepMeters=16.0 ; Thumbnail display size in the UI (22-176, default 44) ThumbnailDisplaySize=44 ; Thumbnail slot colors shown behind transparent thumbnails in the UI. ; Accepts RRGGBB or RRGGBBAA. ; Set either option to an empty value to make it transparent. ; Defaults: background=425066, border=5B6B84 ;ThumbnailBackgroundColor=425066 ;ThumbnailBorderColor=5B6B84 ;ThumbnailBackgroundColor= ;ThumbnailBorderColor= ; Recent paint quick-swap overlay and history EnableRecentPaints=true ; Maximum number of recent paint entries to keep (1-16, default 8). ; Only the first 8 previous entries get number-key shortcuts; later ones stay click-only. RecentPaintMaxItems=8 ; What to do with uncommitted placements when switching paint targets: ; discard = remove uncommitted placed items before switching ; commit = keep placed items and finalize them before switching ; keep = leave uncommitted placed items in place when switching PaintSwitchPolicy=keep Most players can leave the defaults unchanged. ThumbnailDisplaySize may be useful on high-resolution displays. 3rd party code SC4RenderServices - GNU LGPL v2.1 gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License reflect-cpp - MIT License spdlog - MIT License {fmt} - MIT License args - MIT License pugixml - MIT License yyjson - MIT License stb - MIT / Public Domain Windows Implementation Library - MIT License libsquish - MIT License mio - MIT License jsoncons - Boost Software License 1.0 utfcpp - Boost Software License 1.0 ctre - Apache License 2.0 with LLVM Exceptions raylib - zlib/libpng GLFW - zlib/libpng Fira Mono - SIL Open Font License 1.1
  13. SC4 Render Services DLL

    Version v0.6.3

    134 Downloads

    SC4 Render Services is a DLL plugin framework for SimCity 4 that adds shared rendering services for other DLL mods. It provides Dear ImGui UI support, DirectX 7 draw callbacks, S3D camera/world projection helpers, and terrain decal rendering APIs. Most players only need this if another DLL mod lists SC4RenderServices as a dependency. Modders can use it to add in-game tools, overlays, custom UI panels, terrain decals, and render-pass hooks without each mod needing to implement its own DirectX/ImGui integration. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! The GitHub release v0.6.3 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-render-services/releases/tag/v0.6.3 System Requirements SimCity 4 version 1.1.641 (Digital Deluxe) Windows 10 or later DirectX/hardware rendering mode The plugin may work on older Windows versions with the Microsoft Visual C++ 2022 x86 Redistributable installed, but that has not been tested and is unsupported. Installation Close SimCity 4. Run the included installer. Select your SimCity 4 installation folder, the folder containing Apps. Select your SimCity 4 Plugins folder. Start SimCity 4. The installer places imgui.dll in the SimCity 4 Apps folder and SC4RenderServices.dll in your Plugins folder. If SC4RenderServices.ini does not already exist, a default copy is installed. Configuration The plugin reads optional settings from SC4RenderServices.ini in the same folder as SC4RenderServices.dll. Example: [SC4RenderServices] LogLevel=info Theme=dark UIScale=1.0 ShowDemoPanel=false EnableImGuiService=true EnableS3DCameraService=true EnableDrawService=true EnableTerrainDecalService=true EnableCustomTerrainDecalRenderer=true Most users can leave the default configuration unchanged. UIScale can be interesting for people running on high resolution monitors. 3rd party code gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License mINI - MIT License spdlog - MIT License {fmt} - MIT License D3D7Imgui - see upstream repository for license details
  14. Been at work trying to improve the Plop-and-Paint DLL further with some extra functionalities. -> Ability to pick existing lots to easily find them in the dialog -> Ability to pick existing props to easily find them in the dialog -> Ability to paint also textures as terrain decals -> Ability to pick textures from lots and from previously painted terrain decals -> Better support for seasonal props (automatically merged into seasonal sets if their naming scheme makes sense) + these sets are painted together -> Improved file loading in the cache builder, so it should now follow the game logic for file loading better, which should hopefully lead to less plugins not being represented in the lot/prop/flora pickers.
  15. Since the installation and cache building was clearly still quite a burden to everyone, I've now set up an NSIS installer that guides you through the process See the attached file below. Just unzip and run SC4PlopAndPaint-0.0.6-alpha-Setup.exe inside. The installer will also generate a directory in the parent directory of your Plugins folder (SC4PlopAndPaint) that contains an uninstaller, the log files of the last cache build, and a mini script to rerun the cache build when you update your plugins) Enjoy! SC4PlopAndPaint-0.0.6-alpha-Setup.zip
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