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80 LegitimateAbout GaryReggae
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Version 1.0.0
384 Downloads
As part of our good faith efforts to restore previously uploaded files to the STEX, we present this by GaryReggae. Lock-up Garages Block Do your Sims have nowhere to park near their homes? This is a common problem with flats and older homes. However, you need worry no more as plopping one or more of these garage blocks in your residential areas will provide your Sims with lock-up garages to store their cars (or useless bits of wood and other miscellaneous junk). NOTE: This does function as a parking lot but as the game assumes all Sims have car space on thier own lot anyway, this is only 'eye candy'. Stats: Building type: Parking lot (In Transportation - Misc menu) Jobs: None Lot size: 1x2 Plop cost: £$100 Monthly cost: £5 Power/Water/Garbage: All zero. This building is merely a shell. It has no power or water supply and produced no waste. Instructions: Unzip all files to My Documents/SimCity 4/Plugins Dependencies: Chav Pack by frogface, ill_tonkso and glenni: Staff Edit: Please note... The download zip file contains another zipped file. It must also be unzipped prior to being used in the game. Otherwise, the props will not appear on the lot. - CaptCity -
Version 1.01
1,307 Downloads
This is a large industrial BAT by GaryReggae originally released in 2005 titled "Print Works." That file is unfortunately no longer accessible on the STEX. I have uploaded this file from my archives with the permission of @CorinaMarie. I've readjusted a few of the original building stats that were far too unbalanced. They should now fall in line with other industrial buildings of this size. The building grows on high density and providing I-M 850 jobs. It sits on a 6x5 plot. Dependencies There are no dependencies. - KOSC- 4 Reviews
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Just saw this response and thought I'd chime in, though I haven't really had time to mess with my "fixed" version to test the preview render issues I discussed. As I look at it now, I actually DL'd the source files from v2.5 HD rather than v4.5 as that DL seems to have been deleted from the STEX. HERE is the link to a Rapidshare DL of the v2.6 version. That DL contains the files themselves, with no installer script. I found that if I simply navigated to the location that the BAT4MAX tool was looking for (the one in red/the one that seems to be corrupted) and replaced the file itself with the older version, the problem seemed to be fixed. I imagine that there hasn't been a change in the TB2_CameraLightRig.max file iteself, so that's why the older version works. Keep in mind that I did not alter the installation of BAT4MAX v5 itself, only replaced the single .max file. Like I said, once that's done, then the basic problem of the unopen-able file seems to be fixed. Yaay, thank you very much! I put the TB2_CameraLightRig.max file from the BAT4MAX v2.6 in place of the existing one and it works now and lets me render. I'm not sure the settings are correct, though, as the render result window was about 8 times higher than it was wide, with nothing but black at the top and my model very small at the bottom (it was at the correct Camera 5 size when I zoomed in to that). I'm guessing this is a LOD issue but I haven't really had time to fiddle about with it properly yet. I copied the objects from my BAT project into a new scene and there was nothing obvious that was causing this. I will try experimenting with it and creating my own LODs but if I get stuck again I'll post here. Anyway, thanks for all your help, I'm getting there! It's much appreciated. Regards, Gary
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I'm afraid that hasn't fixed it. I have made sure that the files BAT4MAX installs in c:\gmax have been copied into D:\gmax. When I try and do a preview render, it comes up with those error messages about Unknown Class: No stand in, then the missing DLLs and then 'Can't find camera Z5'. In XRefScene, the TB2_CameraLightRig.max file is in red. I have tried opening that file itself and have exactly the same problem Rottenart did. The file location of that is c:\Program Files\Autodesk\3dsMax8\gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max Rottenart seemed to get that fixed by replacing that file with one from a previous version of BAT4MAX (4.5?) but I can only find v5 on the STEX. Either that file doesn't like my version of Max or there's still something I'm doing wrong with the file locations. What might be useful perhaps is some instructions for manually instaling BAT4MAX instead of using the script? That way, I can make sure everything is where it's supposed to be. Thanks again! Gary
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Ah thanks, I will try that later. You are definitely right that the problem is similar to Rottenart's. I thought I'd read that before I posted but somehow I missed it. Like Rottenart, I cannot open the cam light rig MAX file so if copying the BAT4MAX files to my Gmax folders doesn't work then I'll try replacing that file.
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Thanks for your reply. I've copied the contents of D:\Gmax (where I installed it to originally) to c:\Gmax but it still doesn't like something. I've looked in Scene XRef and it's pointing to C:\Program Files\Autodesk\3dsMax8\gamepacks\BAT\scenes\CamLightRigs\TB2_CameraLightRig.max. That file is there but it won't let me open it in Max (it comes up with the error messages I mentioned before). Is there anything else I can try or do I need to upgrade to a newer version of Max? Thanks again! Gary
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Yes, 'tis me! I've just got back into BAT and want to try and actually finish some stuff (although I've said that several times before so don't quote me on that!). It's been a long time but I have a few British style buildings under construction, mainly shops. I've been getting increasingly concerned about the fact that GMAX is a proprietary and legacy format and that I should consider moving to a more sustainable format, hence the move to 3DS (plus the rendering works a lot better).
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Sorry to be a pain but I'm having problems getting BAT4Max to work. I think the problem is possibly that I have a non-standard Gmax installation (D:\gmax) but reinstalling gmax is an absolute pain and I would rather not have to resort to that if at all possible. Whwn I try to get a preview render, it comes up with a Unknown Class, no stand-in: SuperID= (there follows loads of hex codes that I doubt mean much but I'll happily quote them if that helps). It then comes up with a dialogue box titled 'Missing DLLs' with the following: FileName: mentalray_plugins.dlo Class: Arch & Design (mi) SuperClass: 0xc00 FileName: ctrl.dlc Class: MasterLayerControlManager SuperClass:0x900f FileName: BitmapProxies.dlu Class: SuperClass: 0xBX0 FileName: BitmapProxies.dlu Class: SuperClass: 0x900F FileName: Built-in Class: Layer Manager SuperClass: 0x200 It then comes up with a dialogue box saying 'Couldn't find camera z5' (or whatever zoom level I try to select). Can this be resolved by installing BAT4MAX manually rather than the auto script? I'm happy to copy files to where they should be if needs be. I am using Max v8, old I know but it works fine for what I use it for and doesn't guzzle memory like the newer versions. I can do a standard render with Max fine using the default settings under Rendering > Render Scene. It's just the SC4 camlightrig that isn't in the right place (for my non-standard GMAX install) I hope. Many thanks, much appreciated! Gary
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New Rhodesia Owain Cross Underground Station
GaryReggae commented on 6underground's file in Transportation
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Hi Yayaville, 1. If the textures are posted on the STEX then generally it's OK to use them but you must not include the texture files in your upload, you must ask people to download them from the original location. 2. I'm not sure. 3. Yes, any 'textures' released to the STEX are generally base/overlay textures for Lot Editor. Once a building has been rendered, there is no way of extracting the textures as the rendered building is just a 'snapshot' of the model from different zooms/angles.
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Yes, if you're using nightlight textures there is a setting for intensity in the panel where you apply nightlights to objects. If you're using omni/spot lights then there is a setting called 'multiplier' and this changes the intensity. Also bear in mind with omni/spot lights that the lightness of the texture the light is shining on affects the intensity. If you're trying to light up a black shape then you'll need the intensity very high!
