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Ok, I need some help. First, the "zero sealevel.dat" file referenced in the SC4D post doesn't show up. I figure I need to register in order to see it, so I fill out the registration. It throws out a generic "An error has occurred" page. I've tried like 5 times to register and it's just not letting me. I've been looking all over the site for an email address so I can ping the admin for help, but the only way to get site support is to.....you guessed it.....register on the forum. Aggh!
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The only problem is that when I start Simcity 4 and load that region first of all it shows up in the Terraformer colours and when I click on it the loading picture shows that city in normal simcity colours. quote> This was back in Ollo's post (pg 10), and I don't think you addressed it. I'm having the same kind of problem. Loading the city and re-saving it fixes the colors, but I've got a huge map with over 300 city tiles of various sizes, so you can see why loading each one is kind of a pain to fix. Any ideas?
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I'm in the same boat. I donated $30 the Saturday that ST went down for the upgrade (about 3 weeks ago?). I don't mind the wait (much) because I've already downloaded most of what I expect to be on it. However, it would be nice to know that the CDs are still going out, instead of my (and many others) order being forgotten/misplaced/etc in the upgrade chaos.
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Thanks for asking these questions. I've had some of them for a while now but for one reason or another never asked the folks here. I've got one that's somewhat related to your last question. How does intercity demand work? For instance, I've noticed that I'll build one city, then start another one in the tile next to it. At first, the majority of new residents commute to the first city; they find jobs outside the 2nd city. But at some point, they stop looking for jobs outside the city and instead, when they can't find jobs, they start popping up NJZs everywhere. Why does that happen? Does the game keep track of demand in adjacent cities?
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Awesome pics, fredval! Are you using Cycledogg's terrain in the last pic? It looks like you're using the snowcap mod as well, but I've read that they're incompatible. How'd you get them to work together?
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Is this mod still incompatible with the Snowcapped terrain mod? If so, are there any plans to fixing it, or can it be fixed?
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Show us your most unique and creative transportation network!
broken replied to Dr. Neitchskrimfrauwnmoya's topic in SC4 Showcase
Date: 9/9/2005 7:52:00 PM Author: barnatom broken: Hmm... I have them in my 'Avenue puzzle piece menu'. And I have the July NAM as well. It is one of the last pieces, so you could press 'tab' while cycling through the menu to reverse the cycling order to get to it faster. Anyone else doesn't have the 'avenue on-slope' pieces? As far as I know they were added with the last NAM update.quote> Just checked SC4 again to make sure. No onslope avenue pieces in it. I counted 21 total avenue puzzle pieces. Just to make sure, I pulled all BATs, lots, mods, etc, out of MyDocs Plugins folder and the ProgFiles Plugins folder, leaving only the NAM, and started the game up again. Still on OS Avenue pieces. I downloaded the NAM from the Mods section, filename is NetworkAddonMod_Beta_072505.zip. NAM is in SimCity4/Plugins/Network Addon. Here are the file details: 06/05/2005 03:53 PM Modfiles 07/26/2005 02:52 PM 17,383,274 NetworkAddonMod.dat 07/14/2005 06:26 AM 1,604,687 NetworkAddonMod_ANT_Plugin_Beta.dat 05/09/2004 09:26 AM 1,100 NetworkAddonMod_Automata_Plugin_Automata24.dat 06/30/2004 06:47 AM 3,466 NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat 07/14/2005 03:58 AM 15,499 NetworkAddonMod_Diagonal_Streets_Plugin_Beta.dat 06/21/2005 11:20 PM 32,638 NetworkAddonMod_Roundabouts_Plugin_Beta.dat 08/14/2004 11:39 AM 1,003 NetworkAddonMod_Traffic_Plugin_BetterPathfinding_5xCapacity_1 0xSpeeds_10xCommute.dat In SimCity4/Plugins/Network Addon/Modfiles/ 03/20/2005 08:20 PM 6,710 GLR-Textures 5 is 4.dat 03/20/2005 08:25 PM 7,496 GLR-Textures.dat 06/05/2005 03:50 PM Tram_Vehicle_MOD 03/20/2005 05:57 PM 738,208 ZGLR.dat In SimCity4\Plugins\Network Addon\Modfiles\Tram_Vehicle_MOD 04/28/2005 04:13 PM 22,139 TVM.dat I hate to threadjack with this, so any mods/admins feel free to move this to another thread. -
Show us your most unique and creative transportation network!
broken replied to Dr. Neitchskrimfrauwnmoya's topic in SC4 Showcase
barnatom, I love the pics, but a question: where are the Avenue on-slope pieces? I've got the latest NAM (I know since I reinstalled it last week) and there are no onslope avenue (or one-way) pieces in it at all. I scanned the forums a month or so ago and last I heard, there had been some minor problems with the OS avenue pieces and the OS freeway pieces so they weren't included in the last release. The latest release IS the July one, right? -
Here's a little something I threw together about 2 months ago to get rid of the blank terrain under some of the roads. It doesn't completely match, but it's definitely usable and looks a heck of a lot better.
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Well, here's the next one. It's not much, just some grass extenders to run under highways. I really don't like the default grass texture the game uses, and I hate leaving land undeveloped which is why in all my cities there's a LOT of parks that are nothing more than grass. Just a little nit-picking thing that I've done since SC2k. The textures obviously don't match exactly. For one, it's brighter than the adjacent plopped textures, which I tried accouting for by using an darkened texture. That worked a little but I didn't fiddle around with the brightness settings long enough to get an exact level. Second, the textures on the prop are more stark and less evened out than the plopped textures. I'm guessing that's because of SC4 anti-aliasing the plopped textures but not the ones on the prop. Either that or it's gmax or SC4 stretching or squishing the textures in a different way than the other. Either way, I'm still working on this BAT stuff. I've got several other things in the works. Comments and suggestions are greatly appreciated. BTW, a question: does Simtropolis have some kind of texture tracker? Something (or someone) who assigns texture ID sets so that one person's textures don't conflict with another persons?
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Question: Let's say I'm doing some BATting and while in the game, I find a pre-existing texture that would look PERFECT on my model. How do I go about exporting textures from the game (ie, show up in the base or overlay textures in the LE) into a BMP file so I can use it on a model? I've searched and searched these forums but can't find an answer.
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Date: 6/9/2005 5:15:35 PM Author: ILL Tonkso Ooh, Zurich house!quote> Yep, that's your Zurich House. I thought it'd make an excellent administration building. I didn't want some monster skyscraper, but something small yet impressive for a government building. That reminds me: Zurich House, along with a few other buildings, don't hold their names between sessions. I change the name, save the city, then exit out and come back in and it's reset the name. I've never seen any lot or building do this. Anybody know what would cause that? Thanks for the comments. If anybody has any tips for aging the BAT, texturing, etc, please offer them up.
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Hopefully this will be the first in a large number of posts containing my BATs. After finally committing myself to learning this 3d modeling stuff I fiddled with gmax for a bit and decided a current city I'm working on could use a little extra eye-candy. Here's what took me about 2 hours to do last night. I spent most of the last 2-3 days reading tutorials, fiddling with the model to make it better, etc. Tell me what you think. It may be extremely simplistic but it suits the purposes I wanted it for. This city is meant to be more of a research park on a military base, modeled on NASA's Marshall Space Flight Center (where I work) whick is located on the Army's Redstone Arsenal. The BATs themselves are meant to be exhaust tubes for the rockets above. There are some problems I noticed but couldn't figure out how to fix. The texture on the tube's front is smeared, and the brick texture on the foundation doesn't line up correctly. I haven't figured out how to put and line up textures on individual faces yet but that's the next thing I'm hoping to learn. Also the lighting overall isn't correct. Finally, I haven't figured out how to age the model to give it a less clean, more rugged look. Anything else?
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Date: 4/27/2005 1:45:17 AM Author: Tunafish Date: 4/26/2005 11:20:53 PM Author: broken I'll take ANY football stadium at this point.  As long as it's a *true* football stadium, not one of those baseball-football combo stadiums (sorry Candlestick )quote> Caddlestick as in SF. The Giants play at SBCquote> Yes but they used to play at Candlestick, which was originally built as a multi-purpose field.
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I'll take ANY football stadium at this point. As long as it's a *true* football stadium, not one of those baseball-football combo stadiums (sorry Candlestick )
