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Everything posted by Tonnakin
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The extra lane in the middle is quite epic! It's a bit off that the cars can't drive on that extra lane, though, but the eyecandy that it could handle more traffic is already good enough. I like the motorway and the diagonal avenue too!
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Please delete a few comments, weather12, as you posted 8 exacly the same comments.
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Is there a way to edit the image of a landmark?
Tonnakin replied to WeBuiltThisCityOnSimCity's topic in SC4 Modding - Open Discussion
Well, I had the same thing with a building, of which the model file was included in Sim Mars (Beta 2). It was a reward lot, and it was a high rise building that is called the Prepo Inn. It had this ugly "underground park" next to it, which didn't allign with any road, yet it came along with the building (as it came from the same model). So, one story short, I have the same thing as you, randomuser2349. To answer your question as far I know, the model file is, in what I see when I open such file with Ilive's Reader, a collection of so called ".fsh files". I know, it doesn't answer your question, but if someone could explain how (if even possible) to change such file, he could help you (and me, for that matter) with changing the appearance of the building. -
Thank you for the link for the sand textures, Daan300! I now can remove the coastal mod ImVhOzzi linked, so I can also have the standart Columbus Terrain Mod beaches in areas I don't need coastal development.
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Ground Light Rail Not Showing In Any Folder.
Tonnakin replied to Slowpoke's topic in NAM & Transit Networks
Textures of the Garbage Truck not showing up correctly has nothing to do with the NAM, it is the truck itself. Did you download a reskin of the garbage truck? If so, maybe you should give the name of the upload (or even better, create a link to it). -
NEED HELP!! Sudden explosion of massive pollution in city
Tonnakin replied to caddman74's topic in SimCity 4 General Discussion
As Nonny Moose just stated, the lots could clean all polution and bug when you delete them, so this doesn't need to be a lot that produces all that polution in the first place. This happend to me once, but it was in an unimportant industrial sector where I was far for done building High-Tech. The only thing I thought I could do was to place a few of polution eaters back (the one I deleted earlier, that caused this problem). Luckily, that "solved" my problem, but I just had to keep them in the city, or it would rise up again. That was in an old region, which is deleted long ago. However, I should keep the method JeeKTan pointed out in my mind, for whenever I find another polution eater catching dust in my plugin folder. Just try to find out which lot is causing all this, and try JeeKTan's method, as I think that should solve it. Also, if you need another polution reducer, here is one from the LEX. You need a LEX account to download it, and I use that one in my cities, because this one doesn't cause polution to kill your city after you delete it. -
Strange happens after I switched to Windows 7 64 bit
Tonnakin replied to cos267's topic in SC4 Bugs & Technical Issues
The problem is what both Moose and selles just said. Tell us your current resolution, and enter and save the cities in a different resolution and see if your problem is solved. Also, what terrain mod are you using? It's greener then Vanilla, but a different green then the Columbus Terrain Mod. -
I would like to tell you how I've done it. What I've done, was simply renaming "UKEnglsh" to "Russian", and put the settings with registry editor so, that it would read the Simcitylocale.dat file in that folder. Why would I want my game to read Russian? In the tutorial is said that the translations for Greek, Czech, Hebrew and Russian weren't complete when the game released. So, the only .dat file I could use, was the english one, so I still had the english language for the game. Why not simply renaming the "UKEnglsh" folder to "English"? Simply because I didn't like the clock (The hour, followed by am or pm, instead of a digital clock) and the date (Month/Day/Year instead of Day/Month/Year) shown when I renamed the folder to "English". With the file in the "Russian" folder, I got everyone driving right, aswell as the clock and the date as I prefer it. You might take a look at the below link "Changing the Language and Driving Side" . Here you could find a few hexadecimal numbers for each language, including the four languages that weren't finished, if you would like to try out what I did.
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The underpass would look quite silly if an elevated HSR is build, but surely would be a great addition if the HSR is build on the ground. In any way, the tunnel you made looks realistic!
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The last picture shows a fail house. lol
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As I can see in your pictures (especially the large ones you linked), you use the SAM. The only thing I would like you to try is this. With it, you can manually stop SAM streets, and continue with either the original Maxis street, or place another stopper and continue with another SAM street! The reason I would like you to use it, is that the SAM texture you use actually only "fits" in agriculteral zones. In the city, you shouldn't use dirt roads. Also try this and this. With these mods, you can have trees in your agriculteral zones, and it will make them more realistic.
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Keeping the rich seperated from the poor.
Tonnakin replied to bowserchomp's topic in SimCity 4 General Discussion
Although the mod is commonly known as the "No Mansions Mod", the uploader simply named the upload "Stop Maxis Mansions from growing". The mod erbush referred to is here: "https://www.simtropolis.com/stex/details.cfm?id=23125" One thing to keep in mind about the mod, is that it only prevents the mansions with large portions of land (with a 3x4 or a 4x5 sized lot) from growing, and will still allow smaller mansions (on a 2x2 lot) to grow. -
Here is my opinion: I'm up for governmental involvement. The only thing you need is a government who knows how to effectively solve an issue, not one that comes up with banning something related to the problem, but not something that is the cause of the problem. Banning the toys could be a good idea, but I fear it will only have a slight effect. "Slight" shouldn't be a word to describe your progress with. Banning the fastfood itself, however, is a great option. We don't need it anyway, and we need less animals for the burgers, meat etc and less farmland to keep them on. Blaming the parents on this issue (and quite much everything that a parent should do for their children, but most likely don't, for that matter) is a good point of view. Really, I entirely agree when someone visits the doctor for their child, the doctors discovers overweight/obesity, that this should be solved in a way where the parents are actively trying to help their kid. There is no thing worse you could do to your own child then abuse, and this kind of neglect is also an abuse. Also, when talking about cigarettes, this is 1: A different story. 2: Another thing that could lead to serious hearth and vein problems, so cigarettes aren't on their own to cause such things, and 3: The government should also do something about.
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This mod: https://www.simtropolis.com/stex/details.cfm?id=12397 is one I use myself. It increases capacity (for hospitals and schools), production (for power plants and water towers), and cost (to hold the "cost per patient/student/power/water", so it won't unbalance the game). I know, it doesn't cover the entire city, but it does have more reasonable capacities. To be honest with you, you don't even need such range since very urban cities always need alot of schools and hospitals (even with this mod installed), thus placing a few buildings a little bit away from the centre should cover the entire city. Also, before you get some serious problems, delete all power plants, water towers, schools and hospitals etc. and save the city. If you drag and drop the files in the Plugin folder and fire up the game immediatly, you will get the sliders bug.
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The only thing I noticed of Halloween are all those witch hats on our avatars, which don't even fit that good.
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Interesting how you removed the landfill and made a city on it, alandpatrik! You can, however, rename the city. Use Control + V to open the cheat bar, and type "Whererufrom (city name)" (without quotations). You can't name your city two sepperate words, e.g. if you want to name your city "High Hills", and type in the cheat bar "Whererufrom High Hills", your city will be named "High". Also, you can hide the User Interface with either the box near the bottom, or pressing Num Lock, so people don't notice your city named "Hell Hole"
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Nice one, ImvhOzzi! It's quite original, and worth making one of my own.
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Nice one, ImvhOzzi! It's quite original, and worth making one of my own.
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There is a transition between MAVE-6 and the original Maxis avenue, so you don't have to build 2 one way road bridges, but just one bridge with an avenue.
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It's not bad for a first upload, and nice to use with the MAPP, indeed. Is it a 4x2 lot or is it a 2x2? It's obvious if you say 4x2, because you see that many tiles covered in the picture, but it could also be 2 2x2 plopped next to eachother. I couldn't get that one out of the description, so could you tell us what size the lot is? No further constructive criticism needed. :)
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Do any of U people use the cheats?
Tonnakin replied to joshriddle's topic in SimCity 4 General Discussion
My own usage of "cheats". Setsealevel, to create "polders" and gain some new land to build on (mostly for Industry, Power Plants or Landfills), or a snowy landscape under the minimal height (which is 450 metres above sea level with the "Lower Snowcapped" Columbus Terrain Mod). I would like to have a mod that removes the water entirely, but haven't found one that is compatible with other terrain mods (mine is the Columbus Terrain Mod, as mentioned earlier), so until that time I use that cheat. For anything that doesn't affect the terrain, I use the BSC Funding Mod, which has the option to freeze your budget, and is placed in the News window. I also use the BSC Budget Tool, which has the option to add/remove money, as well as reseting the budget to an earlier point of time or reset the budget to a certain amount. It is also placed in the News window, but only after plopping a building, and clicking on it with the Query tool. So, in short, I only use cheats for the terrain and for the budget. -
Nice BAT skills you have there. The "roofjunk" is detailed, the windows too. The sunshades will bring some realism to the game. You also spend some time in a few props for the lot, so it wouldn't be a blank pavement, yet it doesn't contain any custom props so no dependancies are needed. I would like to ask one thing: Could you make a darknite version of this building?
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