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SC4PIM - Error with certain building type…?
thingfishs replied to thingfishs's topic in SC4 Modding - Open Discussion
Completely agreed. There is the issue of buildings that will never grow and perhaps even more so, the issue of weedy buildings that take over. I can't wait to have everything finished... Okay, well maybe it's a problem that has been corrected at some point. Frustratingly though, I haven't been able to find any reference to the issue at all, so I am starting to wonder if I am just misremembering. Anyway, thanks for your input and if I discover anything along the way I will post about it here. -
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SC4PIM - Error with certain building type…?
thingfishs replied to thingfishs's topic in SC4 Modding - Open Discussion
Hi again rsc204, it’s been a while. Thanks as always. On the face of it, what you’re saying seems logical. But I know Wouanagaine stopped development abruptly, and can’t shake the feeling that there’s more to it here. More to the point, I feel almost certain (factoring in the vagaries of human memory) that there was one of the RCI categories that behaved unexpectedly during the filling degree process. I know I could investigate the way that the first half of my plugins were modded versus the original download to make sense of it, but that feels laborious (and was sure that this was a thing and that someone would have the answer and avoid the need for going through that process). Maybe I’m mistaken; I’ll search some more and see what I can find. Thanks again for your reply. -
SC4PIM - Error with certain building type…?
thingfishs posted a topic in SC4 Modding - Open Discussion
Hi everyone, good to see there’s still plenty of life in these parts. When I was last playing (mid 2020) I finally started what I had been putting off for years, converting my entire plugin collection (where necessary) with SC4PIM so that stats were balanced among all the buildings. After years of collecting various plugins from various sources, there was no getting past how mismatched the growth of various buildings was in-game. I made it about half-way through when I was pulled away from the project (for the best of reasons). But even a quick test run at that stage showed a profound difference. I know there’s no going back, and now that I have some time free again, I’m keen to finish what I started. I remember there was one category of building that needed to be dealt with differently when doing the filling degree due to some kind of error, but I can’t remember which (maybe the commercial offices…?) I’ve searched for the answer but have drawn a blank, help would be appreciated (the type and the adjustment necessary), thanks. -
I think that's available here: http://gobanboshi.s25.xrea.com/ On the first page, click on the SimCity 4 link: Then download the first file (the one highlighted in purple):
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H again, you're coming along well modelling-wise, but I feel your texturing is still letting your works down a bit. Your curved mid-rise has lots of potential, but your tiling and stretched textures make it a shadow of what it could be. It would also benefit from some extra attention given to the roof section in particular - roof junk, doorways etc. But I think learning to do "whole" textures (that never repeat), would be the best skill you could learn (will make the biggest difference in quality to the finished product). Just to explain the basics of creating whole textures: Say you have a wall that's 10m long and 5m high that you want to texture. A rough rule of thumb, suggested by the tutorial I linked in my first post, is for every metre, use 20 pixels. So the whole texture you would create would be 200 pixels long X 100 pixels high (10m x 20 = 200 pix, 5m x 20 = 100 pix). I recommend (in Photoshop or GIMP etc), to create a new empty canvas of this exact dimension, then you can add your texture, which will most likely need to be manipulated, but that's for another lesson. Check out that tutorial for further info if you're interested.
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It turns out @davide1983it was talking about the gmax method of self-illuminating night windows, which, correct me if I'm wrong, 3DS doesn't do in the same way (it's been so long since I've used gmax, I don't really remember much). However, 3DS can achieve a similar, (albeit superior ), effect. However, I have to recommend having a go at using "real" lights for your setup in time - you have far more control and can achieve far greater results. But as for a method for 3DS self-illuminating textures, read this: Night Lighting using 3DS Max Nightlibraries
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Hi, looks like it could be a dll issue. For starters, do you have the four dlls specified in the documentation installed? "If you have a problem running SC4PIM: -Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder -Download the GDIPLUS.dll from http://www.dll-files.com/ and put it in SC4PIM folder -Download the MSVCP71.DLL from http://www.dll-files.com/ and put it in SC4PIM folder" Courtesy of SC4PIM creator, wouanagaine.
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Looking good. It all fits well enough scale-wise, nice lotting - I like the overall effect, I'll be interested to see how this project develops. Oh, I forgot to send you those buildings - I'll do that now. (A fellow Cohen brothers fan I assume).
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Hi, If you know how to do it in the BAT, it's not too hard. The main thing to know is that the 3DS process requires doing individual night and day renders. I'm sure there will be a more thorough guide to this out there, but in dot point form (which may be enough): 1: Add your lights (same as with BAT). 2: Don't add "nite" prefix (which you do add with BAT). 3: Do your day render. 4: Within the BAT4MAX section, open the "Let there be light" rollout, choose Maxis Nite (MN) then do the render process in the same way as the day render. The two will be combined and you should be good to go. (I should add that there is another option, Dark Nite (DN), but for now don't worry about that - one thing at a time). BTW if you're interested, I encourage you to open a BAT thread - you've clearly got enthusiasm for the game, and are coming along with your modelling, but there's room for improvement. Plus I think your texturing needs some more work in order to make them fit in visually with the SC4 colour palette. If you have any questions about any of this, just ask. (But, if you're perfectly happy with your creations as they are, which is completely fine, disregard this last paragraph).
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Thanks from me as well. I think I've heard this before but probably it wasn't relevant at the time so I didn't retain it (I have tended to spend a long time in each city). However, I am creating a replica of my home city which is a project covering many large tiles, and when it's finally time to flick the switch, I imagine I will want to jump from tile to tile so that the growth is roughly approximate across the whole city/region. So this is valuable info - is 10 a precise or ballpark figure?
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That changes things - it has been my understanding that you can't modify models and still have them linked as a dependency (but I've been away for some time and I don't want to definitively say that it technically can't be done). Ah well, then I would suggest plundering turbosquid/cgtrader etc for era appropriate models. Have you had any experience with gmax/3DS Max? (P.S: I once attempted something similar, but medieval related. Multiple HDD crashes later, the only files that I can see remaining (other than the automata modifier - which I can see you don't need) are these two houses. They may be too removed architecturally - but also may be of interest. I would make plenty of adjustments if possible, but the project files are all long gone - they are what they are...). Let me know if you want a copy.
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It sure is - mismatched scale can be frustrating. In case you weren't aware, @cogeo created an awesome tool that (among other things) allows you to adjust the size of rendered models (which can go a long way towards correcting apparent scale issues). For me it's now an essential fine tuning tool to make my cities have acceptable visual uniformity. Good luck with your project. SC4 Model Tweaker
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