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Apparently, this still has all of its pride. I'm not sure how much "all of" it amounts to, though..... A few constructive criticisms for the poster: 1> The dirt road terminates off into nowhere, and doesn't terminate to an edge which would allow people to get to and from the houses from your traffic network. I'm not a super stickler for realism, but some things are just too unrealistic to make any sense at all. 2> Lots of empty space. Big lot, not much going on in it. Not enough props in varied places to make it interesting. 3> Way too big to be really useful.
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[2011] Lot Editor and Plug-in Manager - Forum Archive
mdhsc4 replied to happyapple's topic in SC4 BAT & Lot Workshop
PgUp/PgDown work for me in the loteditor. Home/End rotate stuff in-game.- 133 Replies
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- docrorlach
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Do you have the microsoft dependency installed? Try downloading and installing this: http://www.microsoft.com/download/en/details.aspx?id=5582 Then try re-installing and running the reader. That's the most likely issue.
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It's already showing up in the right menu location under airports. I'm familiar with using the reader, but I'm not sure specifically what's necessary to turn it into a functional airport, and can't find any good documentation that explains it.
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So I guess what I'm looking for now is some information on how to turn it into a functional airport and how to add some I-HT jobs if the latter is possible given the former. The functional airport thing is more important, of course. Thanks guys!
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I'm looking to do the functional airport thing. The reason I mentioned the FD strip was that I'm using some of its textures (for the runway itself) and my airport lot is the size of one (4x15 tiles). I noticed Buggi's, but judging by the description it seemed a bit more drastic. I may play with it to tweak it to where it feels right for me. I'm not using CAM right now.
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Also, I'd like to set the jobs level. Seems there should be some work at an airport. Again, not sure where this would be set. Got my pollution settled pretty easily via the reader. And one other thing, I also added it to the bus stops occupant group. Seems likely that a bus would stop at an airport, independent of a separate bus stop, and I'd like to add workers so this would be useful.
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OK, so I've got a nice looking lot at this point. It has two dependencies which are pretty common ones, probably for base textures. A couple of questions... When mouse-overing the airport, it says it's an airport and shows the correct name. Half (2.5/5) of the airplanes are greyed out showing some level of usage which is cool. I plopped it in a random functional city to test it. However when I click on it, it says it's a plaza that costs ten bucks a month with a green bar (mouse-over has the correct pinkish airport color bar.) Any ideas how to rectify this, and where I'd specify the maximum capacity? I couldn't find the obvious location for it in the reader either. Using your guide, I made some modifications to the instructions, one of which was to put the tiny cube in the Airports menu (in the PIM) rather than in the parks menu. I guess this wasn't enough; it's half of an airport but not a whole airport.... or something! One other thing I did was to change the occupancy of it in the reader after completing the lotting. Is there a way to upside-down flip base textures in loteditor? I know how to spin them via PgUp/PgDown. Seems like an upside-down flip is necessary to get the right base texture for two of the corners of the air strip. Might be wrong here, will check on this by examining how the fire landing strip does it later. Once this is Good Enough I'll upload to the STEX. A first upload.... always fun. Another thing I was thinking about was a mod to ratchet down crime a bit. It seems like piling up very-high-density residential near very-high-density industrial leads to unstoppable crime which makes commercial growth in the area scarce, but this strikes me as unrealistic. I've seen some "drastic" crime removal/lessening mods, but I'm thinking something that just eases the burden to where you don't see a situation like a dozen Deluxe PD's overlapping and still RED on the crime map... Thanks guys!
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I have a city with several 20k+ resident blocks alongside some very dense I-M... and let me tell you, no amount of police stations has fixed those crime problems. Will be trying this to even the odds a bit and make it sane. Seriously, with a large police station every 4-8 tiles and still RED on the crime map in between them causing I-HT lots to run for the hills and the residences to remain ghettorific... bleugh.
