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Everything posted by gtaki
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Version 1.0
9,904 Downloads
20101230 Thanks everyone for your downloads and comments About the request for a 8m version, I can't say yes or no now, but I am going to check the possibility first. And I forgot to say the current model can be used in a minimum height 10m, hope this helps. Hi everybody, this is my first upload to STEX. When I was building my city I got problem making a HSR overpass T-RAMs. After some test I decided to make this piece. It gives a neat solution for my problem. Now I would like to share it. release v1.0 (20101229) 1x .SC4Lot and 2x .SC4Model files. The two models represent maxisnite and simfox darknite model seperately. Both are TruNite models. A building tutorial is also included in the readme. How this works This LOT works like a bus stop, but is designed to use with NAM FLUPs. For details please read the readme. Installation unzip and delete the unwanted version of the models. Please read the readme for full steps. SPEC Cost: Plop $50 / Bulldoze $40 / Monthly $5 Capacity: 80000 ###UDI not supported### more details in readme Dependency No but the Network Addon Mod. Feel free to ask any questions about this release in comment or PM, if you read the readme and still got messed up Enjoy! -
Current machine: board : GA-MA69GM-S2H cpu : Althon64 X2 4600+ 2.4G vga : radeon X1950 ram : DDR800 1GB x4 OS : win7 x86 I render buildings in turtle speed using this machine. Now I am going to build a new: board: Gigabyte LGA1155 P67(B3) one. Seems it is somthing like GA-XXXXX-UD3 I forgot cpu : i5-2400 ram : DDR1333 2GB x2 OS : win7 x86 (just want a smooth upgrade) But I have not decided the graphic card yet. I want a radeon 5800 but it seems no stock here. Any ideas on which graphic card should I choose?
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Hi all This is my small attempt at city network building. I think some mayors may have this problem as me: We cant build an Tram-in-Avenue underpass a HSR track directly. but we have another method: Use FLUPs. Yeah. Great. But I think it is not neat enough. So I started making this: Please tell me your what do you think.
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ok back again with a functional keyboard Biriali : Thanks! I am now working on the pre-release process ie readme. I think I can release it soon, hope you may enjoy it
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Hi guys I am back finally I have setup my VXP and got gmax work. Then I have done some fine tuning on LODs and fixed some visual glitches. Here's the ingame test picture... The LOT is not UDI-ed. I will ask for help.
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Tarkus : Thanks. My piece is designed to be used in 10m slope at minimum, similar to that street FLUPs portal. Hope I can see this is added into the NAM lineup. But some not good news here. I have finished the LODs, and exported it to a 3DS file, but my gmax suddenly started not work probably. I saw two process - gmax.exe & gmax12.exe - initiated, they took up almost all my CPU usage, made my pc response slowly. I could only forced log off to terminate them. I am using win7, so I think XP mode may solve it. but no time to install it in the coming several days orz
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Hi all. Me again WiltonWarrior5 , Vlasky : Thank you new progress see below diamonddog_74 : Yeah I need to show this to them, as I need help for UDI this. Tonnakin : That's my original idea: The entrance is built like this. functionality is already proved, but not know much about UDI. Using this with EHSR is visually possible, with addition of some overhang props cover the space under HSR tracks. like this. Here's in night in my home city So the nitelite comes. click to enlarge. Anything else need to add? I mean details etc.
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BAT - Troubleshooting & General Discussion
gtaki replied to Jasoncw's topic in SC4 BAT & Lot Workshop
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BAT - Troubleshooting & General Discussion
gtaki replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Gn_Leugim: I have mentioned this issue too. It happens after I installed gmaxHD. If you really need to change IID then you need to: 0. SHUT DOWN GMAX. 1. open the gmax script ModelNames.ms by any text editor, it is in gmax/gamepacks/BAT/scripts Back it up as well. 2. search for 00030000. Only one entry here 3. edit this to what you want, BUT BE CAREFUL. There's an article about the format of models' IID at SC4D 4. start gmax again and render your models. the group ID can be edited by reader. after you export the model. I have used this method to do a group of offset sidewalk props. But you need to do this EVERYTIME you want a different IID...lol -
I have a question about the "Export LODs" button I have pressed the button, then it says "LODs exported". But I cant find the outcome .3ds in neither gmax 3dsmax nor plugins folder. Actually where would it be? Mine is max8 installed in {ROOT}:/Autodesk/3dsMax8/ gmax : {ROOT}:/Program Files/gmax/
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BAT - Troubleshooting & General Discussion
gtaki replied to Jasoncw's topic in SC4 BAT & Lot Workshop
hi all I am a newbie in the BAT field (though i have some private BATs ingame...) I have a small question about the scale of models. So we know we can scale our models by 133% for better harmony to maxis buildings. But actually WHEN do you scale your buildings? I scale them when I build up my models, and texture them with a scaled UVW parameters. But now I doubt whether there're any other better method. -
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3ds Max - Troubleshooting & General Discussion
gtaki replied to Jasoncw's topic in SC4 BAT & Lot Workshop
(Sorry for double post if my 1st post is back) Hi all. I have got a error code 2 when I try to export my model with any lights exist on or night-library loaded into the scene. There dont have any problem when I only do a day view export. How can I fix this issue? I use MAX8 with BAT4MAX 2.5 + jasoncw lightRig, Mental Ray ADDITION : so I have found the error 2 occurs only when there are lights with night-lighting prefix or night library on the scene. Lights that turn on ALL THE DAY will not crash my export. And using a simple box LOD CANNOT solve the problem. -
Hi Glenni just these days i have downloaded your lovely norwegian house 2, i want to relot them so i open the lots in LE, and then i saw this: do you have any idea about this?
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Hello all I have a question bothered me for a long time. I am using the SMP Sidewalk Mod and the SFBT Rail Texture Mod, and I got something like this: Rural sidewalk texture appears at the railway across OWR piece. I still got the problem when I took the two mods away. Is this a known bug of SC4 and is there any methods to fix/prevent it? My SC4 is RH ver1.1.640.0 with NAM2008. thx.
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Thanks CaptCity and ebina. I am going to try to edit the textures in swamper77's mod. But I need to know something before. What is wealth dependent textures? Are they have any special functions or special IIDs? well actually I am getting confused since there're some textures in the SMP sidewalk mod file, but I dont know where they are used. I just found it when I modded the rural texture in past few days.
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I am using SMP sandstone sidewalk. Its lovely. (well i love the white tile too) But I know the NAM road roundabout is fixed using the white tiles as sidewalk. It is outstanding in my towns. I want to mod it myself to make it has sandstone sidewalk. And then I just want to confirm one thing. Am I only need to make a dat which contains EDITED texture files from the NetworkAddonMod_Roundabouts_Roads_Plugin.dat ? This is just the frist step, actually I want to mod the GLR to sandstone too But I need motivation & time...
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Hm... Well, and then I made a test. I played my game with NO PLUGINS. (no sidewalk mod no NAM none of anything) Clearly the RailxOWR tiles still appear with rural sidewalk (or say rail dirt texture). And then I have made some other connections: Those rail X road/street/ave are no problem. Sorry I have not test for the diagonal crossing pieces. So I think its actually a bug. It may be a well known bug with well known fixes. Or it may be a well known bug but cant be fixed. Or it just makes sense in real world? Well I never see in HK , so I dont know much. Um it seems very few posts are talking about issues like this...
