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CasperVg

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  1. Turn off the background terrain layer from the top toolbar. There’s a Layers menu button there. Click it, go to 3D and turn off Background picture in that submenu
  2. @Kel9509: For #1 and #2: Both the submenu list and the style/tileset lists come from new_properties.xml. You don't need to edit the one inside the program, SC4PIMX looks for a personal copy first and falls back to the built-in one, so you can just drop your own version in the user data folder (%APPDATA%\sc4pimx\new_properties.xml on Windows) Submenus: For a one-off, you don't even need the file: open the Building Submenus editor and paste the submenu's Button ID into the "manual hex" field. If you want a submenu to show up named in the list for every building, add an entry under the "Building Submenus" property. The <HELP>SubMenuROOT…</HELP> line just above it decides which category it's grouped under: <HELP>SubMenuROOTLandmarks</HELP> <OPTION Value="0xDEADBEEF" Name="My Custom Submenu"></OPTION> Building styles: The tileset selector is intentionally fixed to the four Maxis tilesets (Chicago/NY/Houston/Euro). Custom community styles are OccupantGroups I think? You can add them as <OPTION> entries under the OccupantGroups property (0xAA1DD396) and they'll appear in the Occupant Groups editor. Styles for the More Building Styles DLL (0xAA1DD400) don't have a dedicated picker yet. Need to check with @Null 45 how this should work Your personal new_properties.xml takes priority over the bundled one and survives updates, so it's the safe place to keep additions. For #3 no, you'll need to reload the application if you wish to enable/disable more folders unfortunately. For #4 that's a remainder from old PIM-X's LE, just very seldomly used. You can disable the background images via Layers -> 3D -> Background. If you want to use them and modify where your lot sits, go to Pan mode and then press shift while panning in the 3D mode to move the lot independently from the background to position it nicely. For #5 you might like this wizard (that is not available yet):
  3. The new 2026 version should be a lot more stable than the 2009 version, especially on larger Plugins folders. Hmm yeah definitely not a setup that I can easily replicate. If I understand correctly this is an Intel Mac? I could try to build a custom binary for that platform via GitHub Actions, see if it helps? I don't intend to support officially any thing other than Win x64 and Mac Arm64 though. Awesome, thanks @Andreas Roth! I've integrated your translation file as well as your ideas for independent zoom (and rotation) for each of the panes (2D and 3D) now in the new version v2026.7.7 that was uploaded to the STEX and is available here on GitHub Release v2026.7.7 · caspervg/SC4PIM-X. Features - Language selection, plus more category translation coverage (Andreas will have to update his German translation file to cover the extra categories that are now supported) - German (Deutsch) language added - Separate 2D and 3D pane controls for zooming and rotation, plus scroll wheel zooming Fixes - More fault-tolerant S3D and XML parsing (see Error reading XML for model · Issue #4 · caspervg/SC4PIM-X, thanks to TiepiNL for the GitHub report)
  4. The reverse engineering/decompilation of SC4PIM-X 2009 itself wasn't done by AI. The process was quite simple thanks to the uncompyle6 tool (since Python is fairly easy to decompile) and I described it in the GitHub repository.
  5. SC4PIM-X 2026

    Version 2026.7.7

    149 Downloads

    SC4PIM-X 2026 is a community-preserved and substantially expanded edition of @wouanagaine’s classic “better Maxis PIM and Lot Editor” for SimCity 4, originally released in 2009, also known as PIM-X or X-Tool. It can create building, prop, flora and foundation exemplars from SC4 models; create and edit growable or ploppable lots; manage building and prop families; inspect dependencies; and edit lots in an integrated 2D/3D workspace. The project began by recovering the original application from its compiled Python 2.4 bytecode. It has since grown far beyond a Python and OpenGL compatibility update. The familiar SC4PIM-X workflow remains, but its editing tools, rendering, performance and support for modern SC4 modding practices have been extensively expanded. Big changes Completely redesigned Lot Editor: The asset browser now supports searching, sorting, favorites, adjustable thumbnails and detailed hover information. Assets (props, flora, families, effects, textures, ...) can be searched by name, family member or source filename. The renewed editor also adds: Editable object position and rotation Alignment, centering, rotation and mirroring tools Configurable grid snapping Fit-to-lot and additional close-up zoom levels Layer visibility controls (i.e. temporarily turn on/off certain asset types to focus on others) Separate land and water placement constraints Better keyboard shortcuts and toolbar controls Persistent window layouts and column sizes Undo and redo in the Lot Editor: Lot editing is no longer a one-way process. Object placement, movement and other edits can be undone and redone, making complex lot work much safer and less frustrating. Timed, seasonal and animated prop previews: The Lot Editor preview system now understands more of what actually happens in-game. Date and time controls can be used to inspect timed and seasonal props, including playback and looping. Animated S3D and ATC models can be previewed and represented by animated thumbnails, while family variations can be inspected and selected directly. Day and night rendering in the Lot Editor (both Maxis night and SimFox DarkNite) Transit-enabled lot editing: The original release offered very limited support for transit-enabled lots. This edition adds a dedicated transit workflow with: Transit-object placement and inspection Edge-direction and edge-byte editing SC4Path discovery, parsing, previews and selection (i.e. the ability to assign custom paths to a TE tile) A structured Transit Switch Points editor Data-driven presets for common stations and transport combinations (thanks to @Tyberius06 for his wealth of knowledge on this!) Automatic calculation of relevant transit properties, costs and capacities Safer property / Filling Degree recomputation: Recomputing exemplar properties now opens a comparison showing what will be added, changed or removed. Individual changes can be selected before they are applied, helping preserve intentional manual overrides (i.e. OGs, etc.) and preventing unexpected bulk edits. Dedicated property editors: Several complex properties no longer have to be edited as opaque lists of numbers. Purpose-built editors are provided for areas such as: Occupant Groups and Occupant Type Transit Switch Points Building submenus Response curves Prop timing A new dependency report: The dependency dialog has been redesigned to find and clearly display all missing resources rather than stopping at an incomplete result. It understands additional resource types, and can use the SC4 Prop & Texture Catalog (thanks @nos.17 for providing this!) to provide more useful information about missing props and textures. Major loading and browsing improvements Additional improvements: Configurable SimCity 4 Plugins location High-DPI display support for crisper text and graphics for people with Retina or 4k monitors MacOS compatibility (experimental!) Numerous fixes for lot creation, exemplar values, models, textures, animations, ... Installation Extract the complete archive to a folder of your choice and run SC4PIM-X from there. On Windows, keep SC4PIMX.exe together with its accompanying _internal folder. The executable will not work correctly if it is copied out by itself. The packaged release is self-contained; users do not need to install Python separately. Settings, logs and generated caches are stored in: %APPDATA%\sc4pimx\ As with any modding utility, keep backups of files you intend to edit. This is a major reconstruction and expansion of an old application, so reproducible bug reports are welcome. Including the generated log will make problems much easier to investigate. Credits and provenance The original SC4PIM-X was created by wouanagaine in 2009. Its source was never published and was later lost. This edition was reconstructed from the surviving Python 2.4 bytecode and then modernized and expanded. The decompilation and modernization were carried out primarily using GitHub Copilot and Claude Code under human supervision and verification. Additional catalog entries and transit presets include community contributions by @Tyberius06. Thanks also go out to @Ulisse Wolf for maintaining and expanding the new_properties.xml file that SC4PIM-X relies on for accurate caclulation of property values for all kinds of buildings. This is an unofficial community preservation and continuation project. It is not affiliated with or endorsed by Electronic Arts, Maxis or the original author. Rights to the original work remain with their respective owner.
  6. SC4 Terrain Extensions DLL

    @LokinessCan you also post your SC4RenderServices.log? All the lines below in your log make me suspicious that something is still incorrectly configured with your SC4Graphics/dgVoodoo2 [2026-06-28 05:07:52.205] [SC4TerrainExtensions] [warning] DrawOverlayCallback_: AcquireD3DInterfaces failed, skipping overlay draw [2026-06-28 05:07:52.238] [SC4TerrainExtensions] [warning] DrawOverlayCallback_: AcquireD3DInterfaces failed, skipping overlay draw [2026-06-28 05:07:52.272] [SC4TerrainExtensions] [warning] DrawOverlayCallback_: AcquireD3DInterfaces failed, skipping overlay draw
  7. This line tells the whole story: “2026-06-28 16:13:24.877] [SC4RenderServices] [warning] ImGuiService: not a DirectX driver, skipping initialization” Your SC4 is not running with DirectX hardware mode, so the RenderServices that provide the window system cannot function. It does not work if the game is in software mode or OpenGL mode. Switch SC4 to directx (ideally under dgVoodoo2) and everything should work
  8. Very interesting! I had just looked at SimCity_2.dat for information on the IID system for textures, and there all textures' IIDs ended with 4 for the zoom 5 version. But I didn't check/know that most texture creators actually fill out their IID space much more densely, and therefore often also have textures with IIDs ending with for 9 or E for their zoom 5 versions Will fix! Check what SC4PlopAndPaint.log and SC4RenderServices.log say in your <MyDocuments>/SimCity 4/ directory - hopefully there's some information there. Feel free to attach it here. What is your graphics setup? I.e. what graphics card, external or internal GPU etc.
  9. Show us your Oddities!

    Quite the exciting route home for the sims working at that farm.
  10. 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.
  11. 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/
  12. 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.
  13. Show us your Rural Scenes!

    The kind of town where your backyard view is either cornfields or chemical tanks
  14. 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
  15. @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
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