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Everything posted by Felgard
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SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
after a quick look i believe most if not all of them has to do directly with the ui . some seems like containers for numbered values like amount coal mined per day and such and others i cant actually find at all (does not mean they don't have a meaning) anyway good catch frank- 627 Replies
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Property ID: 0x0ec367af Type: float Effect: affects spacing of guide lines Property ID: 0x0f28a5b1 Type: float Effect: sets the width of the dirt below roads
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SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
he its great to see them enjoying this and about the simulation script its something we been aware of for some time since whenever we did mod it we would end up in a roll back. but the way they say "right now" to me it sounds like they will change it sometime in the future (maybe next patch? i do hope so)- 627 Replies
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SimCity (2013) Official Mod Request Thread
Felgard replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
Been done, check out BoC in STEX did you get the car park fixed or are you still waiting on that? i should really get into the habit to read things before i ask -
[MOD Pack] Plop Outside City Box & All my others
Felgard replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
UPnP is for "Universial Plug aNd Play" WAN if for WIde Area Network so if i am to make a quick guess without thinking to hard it sound to me as your network card is having problems either its a question of drivers or hardware. don't take what i say to heart since i didn't spend any time to think about it but at least check the drivers for it -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
could you post them as a zip or something i would like to take a look. are they from the js files if so i noticed that a large number of those have already been included into the simcitypak- 627 Replies
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
well it depends on in what group each group of agents are in. check this post it contains a list of values i think i have identified. currently the only values that i found that has student agents are two groups namely "pedestrians" and "Cars & Crap". so to separate out the student agents i would first need to find the prop containing settings for the student agents... actually you got me interested i think i'll do that before i need to leave for town -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
.rar files is the second most used compression format besides .zip to uncompress a .rar "winrar" is one software to use as for install instruction. you should place ".package" files in the "..\SimCity\SimCityData\" and ".package" files that modifies files from the simcity_script packages should be placed in the "..\SimCity\SimCityUserData\Packages\" to find the folder where simcity is install to you need to start up origin and then press the label to the top left named "origin" then press "application settings" then switch to the "advance" tab now you should see two grayed out bar with a slighter gray text in them the top one contains the location of the folder you will find simcity in- 627 Replies
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[MOD Pack] Plop Outside City Box & All my others
Felgard replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
no idea but none of those files contain anything to do with lane positioning any more off topic here and i will feel bad so you can respond if you need to in my car crossover thread -
[MOD Pack] Plop Outside City Box & All my others
Felgard replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
if you use the "Crossover All roads.package" you don't need the other crossover.packages the others are for those that wish to select which particular roads the the mod should apply to by -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
this might be late but i think ProcsKalone already did that -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
First i will say that since it works for me this is hard for me to troubleshoot but i will take my best shot at it. also please post a reply here if you found a solution or if it has fixed it self If the street was built using the 1.4 version you should download the uni14.zip file since this will allow you to bulldoze those streets. secondly if its not 1.4 issue then the only thing i can think of is that you guys just claimed a new city plot if so this is a known problem and the solution is to restart the game this is most likely for any mod that that contains script packages. (files that are placed in the "\SimCityUserData\Packages\" folder) -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
1.5 and 1.7 use the same street so should be bulldozable if not make a quick check that the files are in the correct folders. also i discovered yesterday that there is a alphabetic load order to files ty renaming all mod files by adding "1_" to the beginning of its name -
This mod replaces the passenger train with a steam train. I found the model for the locomotive and its carriages in the game files and simply modified the passenger train to use those instead. Install instructions: Download the mod Unpack the zip Place the "1_SteamTrain_game.package" file in "..\SimCity\SimCityData\" Place the "1_SteamTrain_script.package" file in "..\SimCity\SimCityUserData\Packages\" DANCE!!! Conflicts: Any mod that modifies the Passenger Train Version 1.0: Initial Release
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MOD: Steam Train - v1.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
actually i already found the UFO but it has only one LOD making it unsuitable for normal use -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
it was the not saving properly so in a sense it was not misspelled but rater misplaced integers these lines EditProperty.Matrix[0] = float.Parse(txtM11.Text); EditProperty.Matrix[1] = float.Parse(txtM12.Text); EditProperty.Matrix[2] = float.Parse(txtM13.Text); EditProperty.Matrix[3] = float.Parse(txtM21.Text); EditProperty.Matrix[4] = float.Parse(txtM21.Text); EditProperty.Matrix[5] = float.Parse(txtM22.Text); EditProperty.Matrix[6] = float.Parse(txtM33.Text); EditProperty.Matrix[7] = float.Parse(txtM31.Text); EditProperty.Matrix[8] = float.Parse(txtM32.Text); EditProperty.Matrix[9] = float.Parse(txtM43.Text); EditProperty.Matrix[10] = float.Parse(txtM42.Text); EditProperty.Matrix[11] = float.Parse(txtM43.Text); notice the ordering of the "txtM##.text"- 627 Replies
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MOD: Steam Train - v1.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
well i have figured out what they mean Property ID: 0x0dbf68af Type: Float Effect: Carriages unit length Property ID: 0x0dbf68b4 Type: Float Effect: Distance between Carriages unit bogie's Property ID: 0x0dbf68c8 Type: Float Effect: Main Unit length Property ID: 0x0dbf68cb Type: Float Effect: Distance between Main Unit bogie's i tried the wagon id's as an array did not work only made all of them stack into one another the distance for the bogie's are measured from the center so 0 means the unit will have its wheels in the middle -
MOD: Steam Train - v1.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
yea i tried that actually theres four property id's i found that control the distances between each carriage (from its center) 0x0dbf68af 0x0dbf68b4 0x0dbf68c8 0x0dbf68cb playing around with them i succeeded in doing this. to this i have also tried the as arrays -
MOD: Steam Train - v1.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
well i don't own the amusement park dlc. all the files i used for this mod can be found in the default files so the dlc is not needed. so far every dlc they have released i have files for i just cant use it. I think this is so one can visit cities with dlc's one don't own edit: i wanted to add a coal hopper to it but since i couldn't find one that fit or figure out how to make the fright train coal hoper not to clip with the carriage behind it i had to give up. -
Version 1.0
2,932 Downloads
This mod replaces the passenger train with a steam train. The steam train models are from the "Amusement park dlc" but since i don't own it it should logically work for anyone Install instructions: Download the mod Unpack the zip Place the "1_SteamTrain_game.package" file in "..\SimCity\SimCityData\" Place the "1_SteamTrain_script.package" file in "..\SimCity\SimCityUserData\Packages\" DANCE!!! Conflicts:Any mod that modifies the Passenger Train -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
could have told us. anyways besides that i am having some problems with the transform properties not saving correctly and looking at it in the source code i can tell why you have misspelled some of the lines in the "private void btnSave_Click(object sender, RoutedEventArgs e)" function- 627 Replies
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[MOD Pack] Plop Outside City Box & All my others
Felgard replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
i just thought i say this but i have just realized that the game uses a load order for mods so i suggest you start all .package file with "1_" -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
i just discovered that the naming of the package files is very important for instance my "street for busses" mod its files are named "Universalstreet_Menu" and "Universalstreet_Menu". Now i have had a problem with this mod since i couldn't' get it to use the graphics i wanted. now whilst doing some experimentation i usually use random names for files and whilst trying to get it to work as i wanted i had used the name "56.package" and i finally got the graphics to work. now i renamed the file "56" to the correct name "Universalstreet menu.package" and then updated my mod post. Now just to be sure i uploaded the right i file i downloaded it and installed it and tried it out AND lo and behold.... it failed DAMN! This caused me some frustration since i know i got it to work so after some thinking i thought that it could be a loading order thing and renamed the file with a "1" at the the beginning of its file name and suddenly it worked. Summary: The filename one use can affect what the game load i recommend one start ones mod file names with a number- 627 Replies
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
basically the same folders as the main one -
X = Rotate Around X Axis Y = Rotate Around Y Axis Z = Rotate Around Z Axis
