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Everything posted by CasperVg
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Hey everyone, my first post in a long time I've been working on a new DLL mod that makes finding and plopping lots a lot easier. Here's what it does: Features: In-game UI window with searchable lot browser Filter by zone type (R/C/I/Ag/Plopped/Other), wealth level, lot size and if necessary Occupant Group as well Search by building name or description Shows building icons and details before you plop (if they exist) Should works with all custom content and growable buildings Hotkey to toggle the window (customizable, currently uses O which is not mapped to anything else in the base game) Why: Instead of scrolling through endless menus (though the Submenu DLL has already improved this a lot, thanks memo :D) or trying to navigate the awful builtin LotPlop or BuildingPlop dialogs, you can just search "police" or filter for "2x3 commercial $$" and see everything that matches. The tool interfaces directly with the game's placement system, so plopping works exactly like using the normal (sub)menus to plop something. Video of the advanced lot plop tool in action here (on Streamable) Note: The mod uses Dear ImGui for the interface and hooks into the game's DirectX renderer. It does need DirectX11, which means it will only work for people running SC4 in DX11 mode via dgVoodoo (or potentially other DirectX wrappers). First release: A first release is now available on GitHub: https://github.com/caspervg/sc4-imgui-advanced-lotplop/releases/tag/v0.1.1 This is very much a "works on my machine" kind of release. My machine in this case means Windows 11 25H2, SimCity 4 Deluxe Edition (Digital from GOG) and dgVoodoo3 set to DX11 mode. But you might be lucky with some other configurations too, definitely let me know! Some screenshots are attached Suggestions and comments appreciated!
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Version v0.9.1
156 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 -
SC4PIM-X 2026 & New Properties Update Out Now!
CasperVg replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
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 -
SC4PIM-X 2026 & New Properties Update Out Now!
CasperVg replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
@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): -
SC4PIM-X 2026 & New Properties Update Out Now!
CasperVg replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
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) -
SC4PIM-X 2026 & New Properties Update Out Now!
CasperVg replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
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. -
Version 2026.7.7
142 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. -
Version v0.1.0
175 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. -
@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
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Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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 -
Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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. -
Quite the exciting route home for the sims working at that farm.
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Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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. -
@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/
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Version v0.6.3
185 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- 2 Comments
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On Education in SC4: A Detailed Deep Dive with Simulation Data and Recommended Modification
CasperVg replied to xBlaze89x's topic in SimCity 4 General Discussion
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. -
The kind of town where your backyard view is either cornfields or chemical tanks
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Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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 -
Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
@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 -
Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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- 156 Replies
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Version v0.2.0
70 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 -
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
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[sc4pac] Let's write our own package manager
CasperVg replied to memo's topic in SC4 Modding - Open Discussion
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 -
Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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.- 156 Replies
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Advanced Lot Plop - new GUIs with DLLs
CasperVg replied to CasperVg's topic in SC4 Modding - Open Discussion
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
