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Everything posted by kaos78414
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Version 1.0
757 Downloads
This is sorta like the wonder tree, similar stats, §10 a month, §500 to plop, produces 50 power. It has a transparent base texture so you can place it on any kind of terrain and plop any trees you may have on/around it so it can be more hidden if it needs to be. The purpose of this kinda lot is to allow you to have secluded areas, lots, buildings and what-have-you, without having to build another power plant. This one is more realistic IMO because a lot of people buy generators for their homes or offices or whatever. It has a rusted look about it so it will fit well with rural areas. Enjoy! No dependencies by the way. -
I was testing my mods folder by using `plopalllots` on a test map, and noticed a building missing from a lot. Went to check what it was and it turned out to be Heblem's office depot. Turns out he's using the same desc file for both the landmark and the growable, and removing the landmark caused the growable not to work (opening it in lot editor will cause a crash, or trying to lotPlop it). Seeing the same problem on his Sam's club lot, I think. Not sure what to do with this information exactly, just thought people should know in case they run into this issue.
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With those changes everything seems to be working fine, thank you to both @CorinaMarie and the anonymous modder
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I'm feeling like I'm throwing @xxdita under the bus unnecessarily, but yes that's right. I mean I can't attest to number 4 - maybe he forgot.
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@CorinaMarie Just tested the files, and I think I have all the proper dependencies installed, but with the fixes you supplied and removing the ploppables, using `buildingPlop` to plop down the growables, I'm missing textures and props. The buildings are there, though.
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Nah nobody told me to do anything with 'em I don't think, I just thought I'd point out the problem. Sorry if I caused any confusion here, that was not my intent. With @xxdita's permission I'd gladly share the files.
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No he worked on some for me before I posted this topic, he had suggested I bring this to someone's attention since it might break for someone else, that's why I created the thread. I'll test those files since they're different ones
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I should add, I use IRM and quite enjoy it! Although I forgot to adjust some of the I-D lots I had downloaded (that weren't IRM compatible out of the box) and some of them are annoyingly growing frequently in high density zones. I'm too lazy to re-dat pack everything so I'll be happy to bulldoze 'em for now.
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Wow this blew up a bit since I last logged on. Interesting discussion and it's fair to say that I know nothing about modding based on this. I probably have a ton of lots of my mod folder that probably won't grow ever, and I really don't know how to test that. Were those files from @xxdita ? If so, they sent them to me via discord and I've tested and those versions indeed fix the issue.
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Obviously an easy solution is to keep the ploppables - but why would removing the ploppable lot affect the growable?
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@Yarahi - sorry if this wasn't clear in my original post, but the issue occurs only if you remove the ploppable lot file. I tried this on a fresh install with only the dependencies mentioned - same as you I used the mega prop pack since it covers the 3 other prop packs. I tested first without removing the landmarks, everything appears fine. Using PlopAllLots shows 2 versions of each building. After removing the landmark lot file from each, as expected only one lot appears for each mod, but the building is missing, and if you tried placing those growables with buildingPlop you get a CTD. And I assume a CTD would occur if these grew naturally, or maybe they wouldn't be able to grow naturally because I'm not sure what's going on internally. Here are some screens of the result of removing the landmark lot file from each sams club and the office depot: https://imgur.com/a/fjc8wlc
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I've been dormant for awhile because I think that I need more practice with these programs before I start releasing stuff. I've been working on a lot of stuff lately, and I'm now stumped on making cloth and curtains and I have looked at many tutorials, and when I do the tutorials it comes out perfectly. (I am working in 3ds max 9) When I try to do it in my own way, the only difference in the way I do it and the tutorials way of doing it is that I use feet and inches measurements... Is there some correlation to reactor cloth not working and feet and inches? For instance, I want to create a 3 foot radius table and a 6.5 x 6.5 foot table cloth to drape over it (for practice). When I click create simulation all I get is the cloth disappearing after the first frame, or if I attach some vertices of the cloth to the table then the cloth just goes crazy during the simulation. Using cloth may not seem necessary for BATing but I was thinking of making an outdoor theatre that would have curtains so I think those minor details is what makes or breaks a model. Does anyone have an idea to what my problem might be?
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question about making curtains in 3ds max
kaos78414 replied to kaos78414's topic in SC4 BAT & Lot Workshop
Scipio could you take a close - up of the curtains? So you don't use the cloth modifier or anything ? The problem I'm having is with the cloth modifier, and the reactor cloth modifier, but I'll give that a shot also, as it will be good for the BAT purposes. I'm also trying to make an interior type of curtain, something like this: And a table cloth type material. And I really I guess am just trying to trouble shoot my problem with the cloth and reactor cloth modifiers, try to see what I'm doing wrong in the process, because in the tutorials it works fine.. -
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it looks amazing by my standards
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select everything in gmax except the camera handle thingy, and then group it, then merge the group into a new file, hit re-fit LOD's and reset lights and cameras and then try exporting it. thats how i usually fixed that problem, and for some reason that procedure has fixed many other problems too haha. (if the textures aren't showing up in the preview after you do this just go to your applied textures and double click on all the materials, then try previewing again and they should show up) im by no means an expert but thats something you could try i suppose
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you can click the edit button to edit posts, and i cant wait for that casino! =]
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I've compiled a little list of BATs/lots I would like to make. Which one of these would you want to see in-game the most? cotton farm (I-r) tobacco farm (I-r) done soybean farm (I-r) marble slab creamery (CS) gamestop (CS) done victoria's secret (CS) cigar lounge (CS) pga tour superstore (CS) art gallery (fictional) (Civic - Education museum function) hallmark store (CS) ups store (CS) guitar center (CS) Fry's electronics store (CS) oxy-brand chemicals (I-D) citgo refineries (I-D) (If any of these already exists somewhere then let me know and I won't bother) Also, I'd like to know if you would like these to contribute to reward chains (and I mean the full-on requirements kind of rewards, for example, you would need tobacco farms and multiple cigar lounges before you could obtain an upscale tobacco company like Camel or Marlboro, or you would need cotton farms to obtain a clothing manufacturer, a clothing distributor and then finally an upscale fashion design office building) All of these are just ideas in the works that I'd like to get opinions on before I begin. Let me know what you think! EDIT: Just added a few things to the list. Hookah Bar (CS) ATF Building (will function as police station) Major Tobacco Company (CO) Smokes N' More (CS)
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EDIT: I'll be spending time improving on my BAT skills in the next few months, as I am a perfectionist and after looking at some other BAT threads I feel that my material is sub-par and I should practice some more before releasing anything. I'll still post pictures to let you guys know what I've been doing, but for now there will be no new releases.
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Looking forward to the dallas buildings especially =] (I live in the north part of the metroplex) I'll be keeping up with this thread. Looks good so far
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DarkEldar: Thank you! Appreciate the feedback. Jasoncw: haha I knew something was missing! Thanks for reminding me. Your advice is always appreciated. Here's a little project me and my friend played around with last night... we have no idea what it is or what its going to be but here are some pictures of the evolution: The rail looking thing at the second floor in the front is going to be the fence surrounding the patio... unless I decide to make it into something else. There will be some lights, tables, chairs and I'm not sure what else to add. This thing started off as what was going to be a one-floor clothing shoppe, but it ended up looking kinda like a hotel, so I figured I'd make it a medium sized hotel with a resturant. I might add a big hanging buildboard to the side with lights and stuff that says "Fine Nine Feline Inn" haha. Sleep deprivation came up with that name and I think I might make a whole series with that name. (sometimes I think too far ahead.) Anyway let me know what you think.
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