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Everything posted by nathkel
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Maybe (assuming all this can be done as you think) we can reach some community consensus on the order of the view buttons. I have never liked how illogical the list was, and if all goes well, we can put them in a more sensible order.
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Now that sounds like a useful tool! Quick question: are the vanilla trees considered flora for this special dozing?
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Let's write our own SC4 Building Styles
nathkel replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
I would love to be able to see either a mixing of styles, as you would have in any large city, as well as a sequential set of styles, so that as the city evolves the style of the buildings changes ever so slightly. That way you could go from primitive to futuristic over a few hundred — or maybe a few thousand — years. Would it then be possible to have two separate exemplars depending upon the type of style appearance you want to see (mixed or sequential)? -
My Real Fix for Eternal Commute Loop problem
nathkel replied to Kel9509's topic in SimCity 4 General Discussion
I'm wondering now if the ECL is what's preventing my hub city from building in NYC-style downtown. I cant get the skyscrapers to blossom!- 13 Replies
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- eternal commuter
- simcity 4
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So im guessing the residents in this neighborhood are seagulls and goats? 😆
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De-signalization of Road Intersections I only recently found out I could put a OWR1 tile in the middle of a Road intersection and it automatically builds an intersection with small turn lanes. This tells me the technology exists for something else I would like to see: Road intersections without signals. This vould be useful for residential blocks and country roads. I can do two-way stops at Road intersections but I need a four-way stop. Perhaps inserting a single Street tile into a Road intersection can accomplish this. Or is there another way already?
- 1,636 Replies
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- NAM
- network addon mod
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Exemplar standardization in the age of SC4 DLLs
nathkel posted a topic in SC4 Modding - Open Discussion
This discussion was started in the submenu dll thread and was branched off to this thread for continuing discussion. My original thought stemmed from the difficulty that I and other modders as well as the DLL creator has when updating the exemplars of old, archived, but still usable lots for SC4. What I was proposing is that a team should take up the task of providing standard exemplars (not standard values) for those old lots. This would make it easier for future DLL functionality, but how the exemplars should be standardized is up for debate, which is what this thread is for. I have my own proposals, but first want to get the perspective from other lot creators and modders. For example, many lots do not have the ability to custom rename them in-game (such as schools or parks), but perhaps these fields should be included in all lots. Another example is the mis-classification of some lots, such as church lots being classified as municipal buildings.The exemplar was obviously copied from another and therefore uses the wrong fields. This is the kind of standardization I'm referring to. -
Exemplar standardization in the age of SC4 DLLs
nathkel replied to nathkel's topic in SC4 Modding - Open Discussion
Thats okay. I wanted to see if there was any consensus on standardization esp. because of the difficulties of grouping lots for the submenu DLL. My thinking is that many other games, esp. those set up for modding, use templates for each type of asset. In the case of SC4, our templates would be agreed-upon exemplars with agreed-upon fields. You would think this would be standard practice, but if you've tried to mod someone else's lot, you would find this isn't true. We all have borrowed exemplars and lots from existing assets, and changed the values or pointers for our own lots. But I'm hoping to see is something of a repository for these template exemplars that lot builders and modders can draw from, but also be used by the team that will standardize the old previous lots. I think current lot builders wouldn't have a problem adjusting as long as the standard template was universally accepted and functional for the kind of lot they want to do. -
In order not to hijack this thread with the discussion of standardization, i have started a thread here.
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The different mods can of course have their own standard. I think it would be best, however, if we had what you might call a Vanilla standard, or perhaps Vanilla + NAM. All custom lots that do not require one of the mods would be the ones included in the standard or vanilla canon. If we start standardization from the vanilla/NAM mod, then the exemplar standards can be kept separate for the other mods, and assembled at their own time by their own teams.
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I have a feeling this new DLL will soon become an integral mod in the same way NAM has become. And I'm wondering if this would be the best motivation and time to standardize our thousands of user-created Lots so that this and other future DLLs can easily accommodate older lots and ploppables. What if we started a "task force" to apply standard exemplars to old lots to bring them up to date, as well as provide standardized instructions for modders of new lots to follow so that this and future DLLs can easily include all types of custom material? If this sounds good in principle, then i suggest we start a new thread to debate what the lot standards should be if the author wants them included 8n the "canon," if you will.
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No, i found it... I cant have the KEYCFG file open in iLives when playing! Im hoping we can someday use this dll to assign key strokes to cheat codes. For example one key press to toggle drawpaths and hidepaths. Is that possible with this dll?
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This DLL is worth the DL just for the draggable streets alone! No more looking for the right puzzle piece! I did have a problem with editing the KEYCFG sheet though. I opened it in iLives 1.54, commented out the shortcuts i wanted to get rid of and changed a couple of others. I saved it but it didnt take when i went to play. Is there something more i have to do?
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Very sleek design and excellent choice in the main font! The reorganization doesnt get me lost, and im digging the 3d buttons! A couple of minor criticisms for your consideration: 1. The font size for both the Data View/Graphs and the "cheat box" is awfully small for its color (white on light gray?) I would suggest giving the text in the dashboard a dark color or increasing the size about 25%. The cheat box font size, even though its black, is almost invisible, and the a's look like o's. Dont know if you can do anything about this as it was bad enough without the new skin. 2. Might i suggest changing the pause button to a bright red? Since you removed the pause outline, which is fine, it makes it more difficult to see if ive stopped the engine. One day i hope we'll have a GUI Ray Charles can see! 😀 I love the new look and im not going back. I hope youre inspired to do more skins with different vibes.
- 19 Comments
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- ui mod
- user interface
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Often when i have water lines that cross creeks or ravines, it doesn't seem very realistic that SC4 dips the water pipe down below the depression then back up again on the other side. What i'd like to have is a pipe that crosses these dips, complete with concrete footings and outlet casings, so that i can create the eye candy of the water pipe crossing the ravine. Perhaps there can be more than one crossing depth, say, shallow, moderate, and deep, and different sizes of pipe. Attached are some examples of what i'm talking about, although i couldn't find any pictures of short ones. These are actually kind of extreme examples.
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Is there a list of supported and unsupported NAM intersections?
nathkel posted a topic in NAM & Transit Networks
Im back a few versions of NAM, and im having trouble intersecting a diagonal RD-4. Im willing to upgrade but only if my issues have been addressed. And i dont want to waste a few hours looking thru the version histories to see if if this particular issue has been solved. So i was wondering if someone maintains a list of what isn't supported (at least as far as intersections). If not, would that be viable? -
Is there a list of supported and unsupported NAM intersections?
nathkel replied to nathkel's topic in NAM & Transit Networks
You rokk @Flann! Exactly what i need! -
I have my Texture IIDs assigned to me but i don't know how to import my textures (already created) for use with either LotEditor or Reader. What tool do i use? Can someone provide links for such an endeavor? I'm having a hard time using SC4Devotion's search field to find any help or tutorials... Any help you can give on using your own textures with your lots will help. Thanks in advance...
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How do I Import Textures for Use by SC4?
nathkel replied to nathkel's topic in SC4 BAT & Lot Workshop
Okay, i'll try this first. Thanks for the help, and i'll let you know how it goes... -
Downloaded and used in a game. Works perfect. I would consider renaming the transitions title to Transitions or Addon, instead of Turbulences, as that applies to the "Volume 1" lots. It can be confusing if someone is looking for paeng's Stream to Pond to Tahoe transition pieces. Thanks so much for you guys's hard work and bringing it back from the grave!
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Yes @tariely, that's it. I didn't find these in PEG's Streams 205 or 206. Are those that you have available for DL elsewhere?
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Need tutorials on creating overhanging textures
nathkel posted a topic in SC4 Modding - Open Discussion
I'm sure there are some nifty sets of instructions on creating lots with overhanging textures. I can't seem to find any here or at sc4devotion. Or i'm using the wrong search terms. Please provide links. I'm especially interested in overhanging diagonal extensions much like MGB's many varieties.- 2 Replies
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- simcity 4
- overhanging
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Need tutorials on creating overhanging textures
nathkel replied to nathkel's topic in SC4 Modding - Open Discussion
Ok, thanks! I'll work with your post to see what i can do. I'm just hoping it's easy and fluid, because there is a lot to do. (Get it? a LOT to do! ) UPDATE: Your instructions left out a lot of details, and it took me a while to find the right DAT — in this case, "...\SimCity 4\Plugins\Diagonal Filler Lots\Filler Set\MGB S3D Props.dat." I opened and found what you were talking about, some templates, if you will, of various overhangs and fillers. I had to click on Wireframe view to find the right one. It took me a minute to figure out which exemplar went to which S3D file, by matching the TGI (in the Entries list) of the S3D with the exemplar which showed the same TGI in its Resource Key Type 0 (RKT0). Then i followed your instructions for generating new Grp & Inst values for both files, renaming the new Exemplar, and matching the RKT0 numbers to that of the newly-generated TGI for the corresponding S3D. Now i'm stuck. The GID of the texture i want to use (which have not been imported into a DAT file — they still exist as PNG files in my project folder), how are these made and used? That is, how do i bring in textures to be called from the S3D Materials section? I have received a texture ID range from SC4devotion; does this come into play now? I'm also noticing the accompanying Exemplar does not have the usual Icon placement properties. What all do i need to add to make it selectable in-game?- 2 Replies
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- simcity 4
- overhanging
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Looking for PEG Streams addons - please refer to this post on another thread at this site.
- 21,160 Replies
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- simcity 4
- custom content
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Thanks to you both for trying. No i have the Turbulences and that's not what i was talking about. I seem to remember it was an add-on to PEG's streams and they may have been constructed by someone else. But basically it was PEG Streams with rapids instead of just calm water. And there were some larger lots that transitioned to Tahoe and PEG's Ponds. Please anyone, keep looking. If you have it on your system, consider sharing it.
