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Everything posted by smf_16
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Simtropolis x sc4pac: a new way to install plugins
smf_16 posted a topic in SimCity 4 General Discussion
In October 2023, @memo released sc4pac: a package manager for SimCity 4 that makes it easy to install plugins. Instead of verifying that you have the needed dependencies and hunting them down across various websites, you can have the package manager take care of this for you. All you have to do is specify what plugin to install. Today, we can proudly announce that Simtropolis gets an official sc4pac integration. In concrete terms, this means that compatible plugins - more information on this below - get an additional button on the download page that can be used to directly install the plugin with sc4pac. You can see it in action for example here. If you click the button - which is only visible if you are logged in - then the browser will ask you what application you want to open it with. If you have installed the sc4pac GUI desktop application and have already opened it before, then the browser will automatically open the sc4pac GUI and give you the option to install the package. For more information on sc4pac and the GUI itself, you can visit the official website and the official support thread. Now, what conditions need to be met for this button to appear next to (your) plugins? Without going into details, a plugin can only be installed with sc4pac if it has some additional information associated with it, called metadata, which is stored in so called channels. Metadata has to be written manually, and so it always took some time before someone has written metadata for a plugin that appeared on the STEX. This changes with the official Simtropolis sc4pac integration. We realized that most of the required metadata can actually be automatically generated from the information on the STEX. So, every new upload on the STEX is processed by the @STEX bot, and if the plugin is compatible, then the metadata for it will be generated automatically, which will in turn show the black "Install with sc4pac" button. If you are a creator, we highly encourage you to make your plugins compatible. Most of the common scenarios are supported out of the box and require very little effort from the creator. The most important part is specifying the dependencies in a format that sc4pac can understand. You can find the full documentation on GitHub. Make sure to give it a read, and if you have any questions, feel free to post them in this topic and we'll be happy to help you out! Apart from making new plugins compatible, creators can also make their existing plugins compatible by including a metadata.yaml file. However, given the sheer amount of custom content available on the STEX, it is not realistic to expect that creators make all of their existing content compatible, especially not from creators that are no longer active. That's why we have also manually made a lot of content compatible. At the moment of writing, there are more than 2,000 existing plugins from the STEX that are compatible, including the complete collection of famous BATers such as @mattb325, @Jasoncw, @Simmer2, @RRetail, @pclark06, @Diego Del Llano, @Aaron Graham, and many more. Most of the content of Indiana Joe's Quest for the Ultimate Plugin folder is available as well, and more content is constantly being added. In short: there is more than sufficient content available to build a high-quality, modern plugins folder by just clicking a few buttons. We hope that this new way of installing plugins will make your life easier and will attract new and old players to SimCity 4. One of the biggest entry barriers for new or returning players, is the amount of work it takes to set up your plugins folder. With this integration between Simtropolis and sc4pac, we hope to lift this barrier. Last, but not least, a big thank you to everyone who made this possible: @memo, @smf_16, @Zasco, @nos.17, @Flann and of course @CorinaMarie, @Cyclone Boom and @Dirktator.- 73 Replies
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Allow More Building Styles - DLL Plugin
smf_16 replied to Null 45's topic in SC4 Modding - Open Discussion
If you want, I can send you the city in a state where all you have to do to get it to grow is press unpause, together with my sc4pac-plugins.json file so you should be able to reproduce my plugins folder exactly. It was a test city in an empty region without neighbours anyway, so I think that should work. It would sure be a nice to have, because in that case you can choose when to demolish the abandoned buildings and hence control the building style of the replacement buildings. If you don't pay attention now, you can end up with an ugly mix if the replacement buildings were of the wrong building style, though this can be solved by manually deleting the replacement buildings of course. I would call it something like "Disable Automatic Redevelopment". -
Simtropolis x sc4pac: a new way to install plugins
smf_16 replied to smf_16's topic in SimCity 4 General Discussion
Speaking of not too many people using the feature yet, I'd like to understand what's holding most modders back. I understand it can be a bit daunting at first, but for 90% of the mods all that needs to be done is add a metadata file that lists the dependencies in sc4pac format. Any modders than can give some insight here? -
Version 1.0
157 Downloads
I really like the concept of @pclark06's Regional Distribution Centers, but unfortunately they come as landmarks without jobs. This is a bit annoying, because they take up a lot of space in your industrial districts and hence you lose valuable land with no jobs. To solve this, I created this mod which gives all of the regional distribution centers 320 I-M jobs. I did not modify the original lots, but instead created an entirely new set, so if you have already used the original landmark versions in your city, they will remain unaltered. Dependencies Obviously this mod needs the original distribution centers as dependency: pclark06:regional-distribution-centers-a-j pclark06:regional-distribution-centers-k-z pclark06:regional-distribution-centers-retail-1 You also need all dependencies of the original files, so do yourself a favor and install this mod with sc4pac, which handles all of the dependencies for you. If you don't plan to use the landmark versions and you haven't already used them in your cities, you can get rid of the /Lots folders in the original distribution centers, but YOU MUST keep the /Buildings and /Props folders, otherwise you will get brown boxes. Submenu support The new lots will, just like the original ones, appear in the landmarks menu, but again, do yourself a favor and use this with memo's Submenus DLL, after which both the I-M lots and the original ones will appear in the I-M submenu. Acknowledgements Many thanks go to @pclark06 for making the fantastic original lots. -
Allow More Building Styles - DLL Plugin
smf_16 replied to Null 45's topic in SC4 Modding - Open Discussion
I can pretty reliably reproduce it and have included the log below and a screenshot of the situation at that point. You can see where it goes wrong with the R$$$ lot towards the end of the log where it performs an aggregation, even though I've triple checked that I have disabled Lot Aggregation. I've also noticed that it's redeveloping some other lots, even though every single building is marked as historical. It could be that they got abandoned though, so I imagine this allows them to be redeveloped. -
Allow More Building Styles - DLL Plugin
smf_16 replied to Null 45's topic in SC4 Modding - Open Discussion
Hi @Null 45, Im not sure if I'm overseeing something, but it looks like in some cases the "Disable Lot Aggregation" option does not work. It worked fine for a while, but @mattb325 Modern Villa 3 seems to be bypassing it. I only recently added it to the building style I was using. Could it be that there's some property missing in the building exemplar of that lot that allows it to bypass the Disable Lot Aggregation option. I'm happy to file an issue on GitHub if you think this truly is a bug. -
Ah, I always had a soft spot for those NYC housing project lots. Gorgeous! They were made by marcszar I think, but are currently nowhere to be found since the LEX got nuked it seems. Below is a suburb that I built recently. Building something like this is so easy nowadays with all the new tools available, such as the building styles dll, the submenus dll, sc4pac, ... I've not actually played the game for a long time, but with all of this, it is now actually fun again instead.
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Version 2.0.2
290 Downloads
Seasonal flora looks great, but they come with a few drawbacks. For example, most flora needs to be planted on a specific date (often September 1st). If you don't do this, you will get a mix of various seasons. Also, even though a lot of content is available with seasonal flora, as are seasonal tree controllers, you often still end up with a mix of both, which can look a bit awkward. This mod takes a different approach, inspired by @T Wrecks' Non-Seasonal Cycledogg Trees and the Central European Tree Controller. Instead of seasonally changing flora, it ensures that all of the supported flora - both seasonal and evergreen - becomes static and matches the season you picked during installation. As @11241036 said: "After all, we do only need seasonally changing trees for good looks and screenshots." I've decided to call this approach *everseasonal flora*. With this mod you can change seasons independently of the game date. For example, if you're making a fall-themed CJ entry, use the fall version and then change back to summer later on. You could also follow real-life seasons if you want: just change the fall version in September, winter version in December and so on. That way your game matches the true seasons, which can really give a new dynamic to playing the game! Currently, this mod supports the flora & props from the following packages. If there are any other packages that have seasonal flora or props, you can send me a message to make me aware of it. All of Girafe's flora mgb204:mmp-pack-vol2, which makes some of Girafe's trees that were only available as props also available as flora. t-wrecks:maxis-tree-hd-replacement-mod orange:fagus orange:aesculus bsc:mega-props-cp-vol01 bsc:mega-props-cp-vol02 vip:rural-pack 11241036:vip-trees-as-props 11241036:central-european-tree-controller Note that these packages are no hard dependencies, except for t-wrecks:maxis-tree-hd-replacement-mod (see below). "Compatible" means that this mod will affect the appearance of the trees in those packages, but you're free to leave out the ones you don't want or need. Also note that the Central European Tree Controller already has its own way of changing seasons. However, you usually want to change seasons in one pass, so it's undesirable to have to change both the season for this mod and the CETC. Therefore, since v2 of this mod, all you have to do is change seasons with this mod, and then the CETC is automatically affected too. Remember though, if you use the seasonal variant of the CETC, then your trees are under the hood still seasonal, even though they appear static, so as for the other packages, you will still need to plant your trees at September 1st if you intend to disable this mod again! Below is a screenshot of the mod in action on @RRetail Roadside Rest Area, which uses evergreen trees: Installation I strongly recommend installing this mod with the sc4pac Mod Manager. Not only does sc4pac make installation easy, it also makes it easy to switch season by resetting the smf16:everseasonal-flora:season variant. You can do this by going to "Dashboard" > "Variants" If you choose to install this mod manually, then you have to pick ONLY ONE of the five folders. Choose the one labeled for the season of your liking. If you want to change seasons, remove the old folder again, and replace it with the season of your liking. Due to the exemplar patching, there is no requirement to have the mod load after all other mods, so you can put it anywhere you want in your plugins folder. Dependencies This mod uses exemplar patching, which is why it needs null-45:sc4-resource-loading-hooks to work. This is the only hard dependency: you don't need to have all of the flora listed above, the mod will only change what you have installed. However, if you happen to not have t-wrecks:maxis-tree-hd-replacement-mod, then you need to remove the t-wrecks.maxis-tree-hd-replacement-mod.dat file from your chosen season, as otherwise you might have brown boxes. IMPORTANT Please note that this mod DOES NOT convert evergreen props into functioning seasonal props. It will change the appearance of evergreen props, but they will still remain static and stay the same throughout the year. This is because of how seasonal props work: a seasonal prop is just a timed prop, so if you need a seasonal prop for all seasons, you actually have to add 4 timed props to the lot. It also means that, under the hood, seasonal flora is still seasonal, even though it doesn't look like it. This means that if you intend to ever disable this mod again, then you still need to make sure to plant seasonal flora at the required start date! Acknowledgements Many thanks go to @Girafe and @VIP Team for creating the gorgeous trees in the first place, @11241036 for inspiring me to make this mod, and @memo for making exemplar patching possible, which avoids hard dependencies on the flora.- 2 Comments
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Hi, I'd like to request 16 public and 16 private styles. User: @smf_16 Number of styles: 16
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Make sure you have the null45's resource loading hooks DLL mod, otherwise it won't work. This mod enables the examplar patching functionality, which used to be in @memo's submenus mod, but it has since been moved to the resource loading hooks DLL mod. Also, you need to make sure that your game supports DLL mods. This is not the case for all versions - see this thread for more info.
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Version 1.0.3
244 Downloads
Sea level mods have been around for a long time (for example here). However, the downside is that they typically don't work with terrain mods because either the terrain mod will override the sea level mod file, or the sea level mod will override the terrain mod file, depending on the load order of the files. The solution is to manually edit your terrain mod in the Reader, but this is cumbersome, especially if you just need to temporarily lower the sea level to shape your coastline. There is also the SetSeaLevel cheat, but this one does not allow you to set the sea level above 250, and it will destroy stuff like power lines or bridges, so I'd stay away from it. This mod solves this by leveraging exemplar patching. This allows the mod to override only a single property from your terrain mod file, without needing to override all other properties in it. This means that this sea level mod is (or at least should be) compatible with all terrain mods, as well as Maxis vanilla terrain. I included 7 different heights: 0m, 250m (the default game water level, useful if you're using a terrain mod that alters the sea level and you don't want this), 500m, 750m, 1000m, 1500m and 2000m. Choose only one of them, obviously. If you have a good reason to have another height, you can send me a request to add it, or you can just open the .dat file in the Reader and update the "Sea Level" property. Do yourself a favor and install this with sc4pac. This allows you to quickly switch heights by resetting the smf-16:universal-sea-level-mod:height variant. Within less than a minute you can be back in the game with the modified sea level. It also adds a specific "off" variant to disable the mod, but keep it in your sc4pac configuration. I recommend this instead of uninstalling it because it makes it easier to reset the sea level to 0 temporarily. Dependencies: null-45:sc4-resource-loading-hooks (this is needed for the exemplar functionality to work). -
Simtropolis x sc4pac: a new way to install plugins
smf_16 replied to smf_16's topic in SimCity 4 General Discussion
@Jasoncw the issue has been resolved, the install button should appear in a few minutes (if it hasn't already). Don't worry, you did nothing wrong. Turns out that the Node.js runtime for the actions was an older version that did not support yet certain features the code relied on. It's fixed now. -
Hmmm. For starters, it should never take longer than a minute or 2, even for plugin folders containing gigabytes worth of files. First of all, I would make sure to have the latest version, because I remember @nos.17 having a similar problem as well, which was actually a bug that I fixed afterwards. If that doesn't solve the issue, I think there might be a circular reference somewhere, where a submenu's children contains one of its parents. That can mess up the tree-structure that is being built up while scanning and can result in an infinite loop.
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Version 0.2.24
341 Downloads
This upload contains my sc4 cli tool. While already available on GitHub, I decided to upload it on the STEX as well to give it a bit more visibility. I initially developed the tool for a proof of concept that savegames could be modified, but in the meantime it has grown into a general purpose modding tool that can be used for various modding tasks. Documentation can be found on GitHub. The most important thing is that the tool can be used in two modes: By default, when opening the binary, it will launch in interactive mode. It will prompt you what you want to do, such as growifying a city, creating a new submenu, ... You can also drag & drop files - such as an .sc4 savegame for savegame operations - on the binary to perform operations on that file. You can also use it as a cli tool, meaning you interact with it using commands. There are various commands available for modding tasks, such as tracking dependencies with sc4 plugins track plopping all lots in a folder with sc4 city plop or extracting the contents of a dbpf file with sc4 dbpf extract Run sc4 --help to get an overview of all available commands. I plan to update the STEX upload only when there are significant changes. If you want all the latest features, I advice you to download it from GitHub instead. IMPORTANT INFORMATION As specified in the license, the tool is provided "as is", meaning that it is your own responsibility to have sufficient backups of any files you want to modify, especially when modifying savegames. I am not liable for any of the consequences if your files become corrupted due to a bug in the tool. -
[sc4pac] Let's write our own package manager
smf_16 replied to memo's topic in SC4 Modding - Open Discussion
This is how it works indeed. The channel is simply built from the main branch of the git repo, so whatever's in there, ends up in the channel. This means that if a package was added manually, but the author then makes their package compatible by adding a metadata.yaml, it overrides what was in the repo. However, you can then still file a manual PR to propose further changes, but then the creator can override those again by updating their metadata.yaml. Simply put, last come wins. The scope of both approaches is different though. The idea is that creators make their packages compatible by including a metadata.yaml file as creators often don't know the ins and outs of git & GitHub, plus it has the benefit that a metadata.yaml can be simply empty and everything will be filled in automatically, which doesn't work if you just file a PR with an empty .yaml file obviously. -
discovery Modifying .sc4 savegames: It IS possible!
smf_16 posted a topic in SC4 Modding - Open Discussion
Hello SimCity 4 modders, After a hiatus of a year or two, I picked up SimCity again a few weeks ago and decided to start fresh with an entire new region and try to build it as realistic as possible. One thing that always bugged me is that this always involves a lot of clicking "Make Historical". After all, if you've finally managed to grow the building you wanted, you don't want to see it disappear by some R§§§ mansions. Most of the time I spent 15 minutes zoning, and then 3 hours clicking "Make Historical" until I couldn't feel my wrist anymore. Given that I have some programming capabilities, back in the days I've always played with the idea to create a script that would mark all buildings within a city historical. I did some research on this topic, but all resources I could find told me that it was possible to read savegames, but impossible to modify .sc4 savegames. This was due to the CRC checksum that is added in .sc4 files, whose algorithm was apparently unknown. Seems like this discussion was closed. However, by picking SC4 up again I also noticed the work that @simmaster07 did with the Prop Pox fix. Although I never suffered from Prop Pox myself, it is without a doubt one of the most important modding achievements ever. The importance and brilliance of his work cannot be underestimated. Being a programmer myself, I got interested in the technical details behind this masterpiece and I stumbled upon this piece of code. It basically is an override of how entries in the Prop Subfile are saved. I noticed the presence of a function called xcrc32 which carried out the CRC checksum of the entry. I don't know how @simmaster07 did it, but this turned out to be the "missing CRC checksum" algorithm. I immediately hacked some stuff together and noticed that it was indeed this CRC checksum function that was also used in the Lot Subfile. I was shaking. This couldn't mean that it would make modifying savegames possible, right? Well turns out it does! I put some code together and managed to read in an .sc4 savegame, parse all entries of the Lot Subfile and turned on the bit mask that identifies a lot as historical. I saved the file again, re-calculating the CRC checksums for each lot and opened up the file in SC4. I couldn't believe my eyes. I was expecting crashes, but all lots in my entire city were marked as historical and I could continue playing the game as normal. I then did some cycles of growing new lots and running my script aftewards and everything still worked. While having limited my test case to flipping 1 bit per lot subfile, I think this shows that it is possible to modify .sc4 savegames. Another result of @simmaster07's magnificent work. I'm already thinking of what could be possible. I'm thinking for instance of plopping residential lots using the LotPlop extra cheat and then running a script that modifies them as if they were grown so that the pathfinder could work on these lots. This would be a great help for CJ builders! The options are endless, you could basically program your entire city! In order to show that this worked, I've created a small command-line utility that can be used to make all buildings within a city historical. It is available on github here: https://github.com/sebamarynissen/sc4 where I also added installation instructions. It requires some effort to set up, however if you're familiar with node.js everything should be quite straightforward. I'm also willing to offer some help with those having troubles to install. Once you've installed the tool, you should be able to run the command sc4 historical path/to/your/city.sc4 from a command prompt. By default this will not override the input city, but create another city named HISTORICAL-[city name].sc4. If you want to override, run sc4 historical --force path/to/your/city.sc4 but MAKE SURE TO ALWAYS HAVE A BACKUP. Note that this tool is merely a proof of concept that it is actually possible to modify .sc4 savegames. This tool is not meant for public use, so I can't stress enough TO ALWAYS HAVE A BACKUP OF YOUR ENTIRE REGION. I AM NOT LIABLE FOR ANY OF THE CONSEQUENCES IF SOMETHING GOES WRONG. Anyway, it would really help me if some people were able to test this and report any issues if they found one - preferrably in the Github Repository. Let me know what you guys think. I hope that this opens up new possibilities for SimCity 4 and how we can build more amazing cities than ever! - Seba EDIT: I've published a version with prebuilt C++ libraries on npm. You should be able to install it using npm install -g sc4 if you have node 12 or higher without the need to compile the C++ libraries.- 229 Replies
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Hi all, I already briefly touched this in the main Submenus DLL thread, but I think this deserves its own topic. I have created a repository on GitHub that allows me to easily generate submenus and add menu items to them in bulk. Basically all I have to do to add items to a submenu is copy/paste the lots in the repo and run a script. Creating menu buttons is easy too: I just take a screenshot and write a very minimal _menu.yaml file and then run the build script again. It's basically the same flow as in my cli tool, but on steroids. With all of this in place, I've used today to create submenus for my entire plugins folder (that I'm building from scratch with sc4pac). I'm really, really happy with how clean this one turned out, so I decided to create this thread. Attached to this post you will find all the submenus I have created (together with @JoelMk2's airport submenus from this post). It covers a good amount of common plugins that often come with a lot of menu items. Now, it's a bit challenging for me to know what other common plugins are around, and that's why I would like to make this a community project. I invite you to put the submenus from the attachment somewhere in your plugins folder - preferrably after the submenu DLL - and then have a look in the game which items you would like to see moved into a submenu. If you know Node.js, you can directly contribute on GitHub, but if not, you can simply post a reply in this topic. I will need the following things: A link to where the plugin can be downloaded. Ideally I'd like to focus on plugins that are available on sc4pac as that makes it easy for me to install & test the plugins. A clear description to which menu button the lots need to be added to. For example: Landmarks/Entertainment/Stadiums & arenas If a new menu button needs to be created, I need the name of the menu and a square image (size doesn't really matter, but the icon will be 44x44 in the end) that will be used as menu icon. Alternatively, if you have already created submenus with my sc4 cli tool, then you can also attach the generated files to your post, as I have scripts in place that can read in the generated files and add them to the submenu collection. While creating the submenus, I've noticed that it's not always immediately clear what the best fit for a lot is. I've basically gone with my intuition, so if you ask for a plugin to be added to a submenu, but I feel that it would be a better fit somewhere else, we can discuss it here as well. If you prefer a different layout of your submenus, you can clone the GitHub repo and reorder the .txt files inside the src folder as you see fit. Please note: do NOT take this file and upload it on the STEX. It is in a very preliminary state, and I'm looking for feedback to polish it further and to over as many common plugins as possible, before releasing it as production ready on the STEX. You will be able to find the latest releases on GitHub, but beware that things might change quickly (i.e. items moving to different menus, based on how I see fit). Let's finally clean up the in-game menus and make the game enjoyable to play with tons of custom content! 🔥Below you'll find some screenshots of my new in-game menus to brighten up this post a bit: submenus.zip
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index SimCity 4 Prop and Texture Catalog
smf_16 replied to STEX Custodian's topic in SC4 - Custom Content
Awesome. I just wanted to add that the dependency tracking script is also integrated in my sc4 cli tool, both in interactive mode (by simply clicking the sc4.exe), or by using it from the command line as sc4 plugins track, so it should be straightforward for everyone (especially creators) to easily generate a list of (missing) dependencies.- 64 Replies
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I think that memo's list is hardcoded, so I would have to update it. However, the tool also has a command that scans your plugins folder for any submenus and then makes them available for use. It should discover the additional submenus as long as they are somewhere in your plugins folder, so you should be able to use that until I've had the possibility to update the hardcoded list.
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Simtropolis x sc4pac: a new way to install plugins
smf_16 replied to smf_16's topic in SimCity 4 General Discussion
@Popme That's because the BSC Common dependencies are all distributed inside a single zip. sc4pac has no other choice than downloading this entire .zip, but then only extracts the packages it needs from it. It keeps the downloaded zip in its cache though, so if you need other dependencies from it later on, it won't be downloaded again. You could manually delete the .zip from the cache again to free up disk storage space, but the next time you need a BSC dependency, then it will need to download the entire 1.7GB again. Perhaps @memo can shed some more light on this. -
[sc4pac] Let's write our own package manager
smf_16 replied to memo's topic in SC4 Modding - Open Discussion
As for me, I don't need it any longer for testing, so it can be moved back to its original category. -
Can you verify that you have the latest version of my tool? MMP's did not work in earlier versions, so make sure you are using the latest one.
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As @Andreas Roth said, the exemplar patches (which is what my sc4 cli tool generates, it does not edit the original files) just tell the game: "hey, before you read this building exemplar, add the "Building Submenus" property to it", which means there is a way to modify exemplars without actually overriding them. This is why you need to keep both the original files and the patches in your plugins folder. It is also possible to directly add the "Building Submenus" property to the exemplars with the Reader, but this is very cumbersome. Exemplar patching is a also a really clever solution to a classic override problem. Say you have two plugins that override a builtin maxis exemplar: one that adds a property A, and another that adds property B. Due to how the game loads plugins, the "final" exemplar it sees will either only contain property A or B, depending on which override is later in the load order. Exemplar patching circumvents this in a clever way, and you can use it for other things than submenus too. Have a look for example at my Universal Sea Level Mod. Typically, the sea level is set in your terrain mod as it is part of the terrain exemplar, but by leveraging exemplar patching it becomes possible to override the sea level for any terrain mod.
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Crazy terrain holes plague custom made lots
smf_16 replied to TheMurderousCricket's topic in SC4 Modding - Open Discussion
I was wondering recently what was causing this as well when playing around with some golf courts. I can't really remember which ones, but they were very large lots as well. I'm inclined to say that this is something hard coded in the exe, which hence might need a DLL mod in order to get it fixed. However, you say that the lots are completely empty, but as I recall, a lot always needs at least a building. Those kinds of empty lots just have an invisible building, but perhaps that the building is interfering somehow with the terrain. I suggest playing around a little with the building exemplar of the building on the lot, and see if you can find something in its properties that might be causing it. Another thing that might be causing it is the "Elevation Change" as shown in your picture from the lot editor. The LotMax is set to 90m, but from you in-game screenshots it looks like the terrain might actually be higher than 90m (or at least the difference in height across the lot is more than 90m). Could you perhaps check if it changes something?- 5 Replies
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