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thingfishs last won the day on
May 4

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About thingfishs

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  • Location
    Adelaide, Australia
  • City-building game(s)
    SimCity 4

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  1. ING Direct

    This will fit my cities nicely - cheers Matt!
  2. Gertrude Apartments

    Love these ; similar such buildings have been popping up in Adelaide.
  3. Inshore/Shallow Water Options

    Thanks for that mgb I am surprised though; I could've sworn I'd seen some different ones somewhere... Cheers, Ryan.
  4. Harrods

    That's a pretty amazing creation there Matt ; and as has been touched upon, the length of gestation was a tad alarming!
  5. Hi, I'm aware of the regular water and beach mods out there, aided in no small part by CorinaMarie's fantastic guides: here, but when it comes to the "inshore" stretch of water (as it's defined by Rivit in his beach mod), I don't really know how to search for available options (what do you search for??). I mostly use the green inshore option from Rivit's pack: which I love, but when a situation calls for something a little different (beyond the options in Rivit's pack), I don't really know where to look... Can anyone point me in the direction of some alternatives? Cheers, Ryan.
  6. Thingfishs' BATs

    Thanks everyone for their thoughts. Matias & simcoug, you're both essentially right from what I experienced. In that, although you can get the MMP to orient to slope sort of (I adjusted that property in reader), they still at time stick out at weird angles and, just as bad, leave no trace of there having been a hill underneath it (the visual effect is of completely painting away any elevation). However, particularly with some of the colour combinations of the ones I created, I was happy with their look and speed of coverage on a flat surface. Which brings me to mgb's suggestion: now we're talking! As I've mentioned, I've been away from the game for years and have missed a lot (it would be great if there was a guide so I could peruse the best of the last 6 years) - I'd never come across that one so thank you. But let's give some credit to xannepan for their insane tool! I only played with the terrain painting part of the package, and then basically only with the white sand one but yes, that's exactly the kind of thing I was looking for: I look forward to seeing what vortext did, and maybe even having a play myself. As for my shops, I've had an error with my setup that will realistically result in me having to re-export about 40 props that I'd made - which sucks. But at least the problem is solved, and they're mostly little props so it won't take TOO long. It's more just disheartening. The number of issues that have come up, just when I see the finish line again I'm yanked back into (admittedly mostly enjoyable) frustration. But it was nice just spending a moment at the beach...
  7. Thingfishs' BATs

    Thank you greatly, CT14, rsc204 & Simcoug. (You've all given me something to think about and I will be back to finish those shops up shortly). I've been a bit tied up, brace yourselves, with actually playing the game! It's remarkable (to me), that I can still be reminded how brilliant a setup this game is/has evolved into. Post plugin overhaul, I've created a new region (using my old mate dobs' Oahu map + modifications) and wanted some sand hills like we have around here: I figured I had two choices: either an array of modeled sand hills, or terraforming in-game combined with MMP/Textures. (please inform me if there's a third way...). So, deciding on the latter option for flexibility reasons, I went hunting for appropriate sand texture props and came up against two issues: 1: the available options (as far as I could see) were quite small (requiring a length of time to apply that might make even the devoted question things...) and 2: not quite the right colour for me. So I had a play (actually some pain was involved as well) and came up with these: so there's three different shades of sand, which can be combined, for eg.: and for a size POV: the first and second are an example of @Simmer2's small and large sands: http://community.simtropolis.com/files/file/31466-sm2-sands/, followed by one of mine. It's obviously much larger (and stretched my dodgy old laptop to it's limit polygon wise, or I would've potentially made it bigger still...). I will also make a small version of each to be able to fill in the gaps. I don't know if this will appeal to anyone else, but for me, in game, these have already proven useful. EDIT: I had bit more of a play:
  8. SC4DataNode

    The appropriate words escape me - this is freaking brilliant!!! You've done some great stuff over the years Rivit (particularly from an Australian bias), but this tool is, well, exemplary. I've been away for some years and have missed a lot, but this one has been a significant highlight as I try to wrangle my old plugin folder into line (which, prior to running this, I thought was in pretty good shape...)
  9. Thingfishs' BATs

    Thanks SimCoug for your lateral thoughts and generous offer... I'm aware of this sort of setup (SimGoober & Deadwoods' retail series come to mind), but as this project has progressed, I've used the opportunity to BAT again for the first time in many years and have created some store specific props to go with some of these. For example, some table setups for my CIBO Cafe (not sure whether to go with both styles of table or just one): So I'm thinking some of the lots themselves will be too specific too allow for the prop family idea...? Plus they're well on their way to completion. After a few setbacks, gnashing of teeth and the like, I think I better understand where I'm at with this. I finally have all buildings in 1X1 & 2X2 lots actually ALL showing up in game. The textures are done and at least half the props - and that was just tonight (as my third time doing them I've picked up some speed). So I think we're heading towards the end. I think the only thing still bugging me are the cars: I'm guessing this idea ties in with the second in that you would be proposing 3 lots total, (plus building prop families)? (as opposed to 3 lots of each building with differing clusters?? Either way none of these ideas will stop BMW's and Aston Martins etc from parking their cars there. So, unless I discover that it's just too hard, I'm still leaning towards creating a new prop family from the SHK pack (minus the luxury cars) in a fashion that performs as the Maxis one does (not all or nothing). I assume in Reader there would be someway if necessary to copy & paste the attributes from it to a new family. Or load the Maxis one, point it towards different car models and give it new TGI's or whatever...? I also think it would be a handy thing for other lot makers. So... how hard will that be to achieve?
  10. Thingfishs' BATs

    Thanks for your thoughts nos.17. What you can see in the previous photos are SHK CarClusters (the 4X one). What I was hoping for was more variation. With the Maxis prop family cluster used above in the comparison photo (which has 5 slightly smaller cars), you can end up with anything from 0 to 5 cars in the lot whereas with the SHK cluster you always end up with a full lot. I guess I could use the smaller carclusters but it would be nice to have one prop that could cover all bases (plus I would still have BMW's etc where they don't belong. I'll admit I may be looking too closely at this, but that's part of the attraction to this game and the community: the level of attention to detail that is taken by some people). And as a permanent disclaimer, I might just have misunderstood what you were saying and talked a load of BS...
  11. BAT4Max v.5

    Absolutely correct, thanks mate. I couldn't get it to work by adjusting permissions but yes, it was installed in program files and now with it in the C: root folder and bat4max reinstalled, we have a fully functioning machine again. Something in the back of my head tells me this is pretty much bat4max 101, but some things just get lost...
  12. Thingfishs' BATs

    Thanks simcoug, the SHK pack for both the cars and textures is far preferable I think: It's still not quite right though. I only ever end up with a full parking lot (some half empty lots would look more realistic - I've noticed the Maxis ones do this). Also, as this is a low wealth pack, some of the cars are a little too flash, and maybe a tad over saturated, (the red sports car in the centre of the next shot as an example). Someone who drives a car like that doesn't shop at Cheap As Chips...(An Australian 99c/$2 chain): I am assuming that it order to achieve what I want that I will need to create a new prop family from these? (It's not something I've done but I know there are guides around - I can't imagine it's too tricky...) Something else that has occurred to me is the distance the buildings are set back from the road - I'll have to check with these in game against other custom content, but I wonder if there's a standard in this sort of a situation? On a darker note, today has been a rough one. I found a bunch of presumed lost files (old bat models & lots etc), and was 50mb through transferring them over when my friend's dog hit the cord connected to the HD, pulling it off a high cupboard and onto a hard surface. The case cracked open and the computer no longer recognises it. Plus there are some strange noises... I couldn't get too mad at Kit. 1: he's a puppy, 2: I'm the idiot that put the HD in such a precarious position in the first place. There was a lot more on that drive than SC4 stuff, it hurts to think about it right now. :-(
  13. Maxis Mansion Overhaul - Extension Set

    Really nice work giving these a second chance at life (collectively with the original upload). It makes sense to make use of some of the maxis models which are there anyway (not adding extra space to our plugin folders). In the case of some of the originals, as well illustrated by your re-lots, it's mostly the lotting that made them a bit cringe worthy (those before and after shots speak volumes). Oh, your initial link to the parent mod links back to this, (the one in the dependencies is correct though).
  14. BAT4Max v.5

    Hi, I've setup bat4max again (V5 with max 2012), and after a few resolved issues I come to this, a nuisance really. I can only apply materials to the editor and scene if I start max normally - but I can only export from it if I start it in administrator mode. Particularly when making small props it results in half your time waiting for max to load again. Is anyone aware of a way around this? Cheers