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Everything posted by Magneto
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I guess those can be found in the simcity1.dat that's in your SC4 Deluxe directory. A word of warning though: before any attempt at modifying this file, it is strongly advised you make a backup. Better be on the safe side. Also it would be probably better to copy the building exemplars from the dat and paste them in a new file, and modify those exemplars instead of the exemplars from the simcity1.dat. So in the unlikely case you want your icons back, it is still possible That said, I found a mod in my menu that remove the icons properties of a bunch of Maxis stuff...I cleaned it up so that only the Landmarks icons are removed. That should solve your menu clutter issues
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Actually there are trees as flora in the T21s. If it counts as flora (not as props), I believe they help with pollution...
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How to make Bridges High enough for Ferries
Magneto replied to Cougar2004's topic in SimCity 4 General Discussion
If the terraforming cut your ferry route then I'll assume either your river is pretty narrow (and not very deep), or there's too much height difference between the edges, or you use a strict slope mod. Rail is stiffer than road, hence the more significative terraforming. But that doesn't come from the NAM: even in the Vanilla game, the terrain adapts to the network. -
Most probably from a japanese/chinese site... But definitely not functional, precisely because there are lots sitting under them. Look how conveniently the junction with the roudabout is masked by a road sign... Nice jedi mind trick
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How to make Bridges High enough for Ferries
Magneto replied to Cougar2004's topic in SimCity 4 General Discussion
Indeed that's the y value, reading the height in meters. Usually, sea level is at 250 m. So aim for min. 280 m for the bridges if you want the ferries to pass. Anyway the BHM isn't the cause, it's just about height. -
How to make Bridges High enough for Ferries
Magneto replied to Cougar2004's topic in SimCity 4 General Discussion
Iirc the bridge minimal height for ferries has to be 30 meters above sea level. To make sure you have at least 30 m on your bridge edges, use the TerrainQuery command and query the tiles. The second value should be the tile's height. -
Do you have the bldg prop vol 01 & 02 installed? Those are often required for older lots but rarely mentioned as dependencies... You can get an updated version of these files
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Can't get simcity 4 to work on Virtual machine.
Magneto replied to Antares1's topic in SC4 Bugs & Technical Issues
It shouldn't be a problem to run the game under Win 7, there's no need for a virtual machine unless I'm missing something... Have you installed the 4 Gb patch? It's a must-have for 64-bit OS. You can get it here: http://ttcshelbyville.wordpress.com/2012/02/28/make-32bit-applications-use-4gb-of-ram/ If you still experience problems, then you might have to tinker with your graphic card settings.... -
On your C drive the mods won't load. Apparently it is possible to install some mods in the plugins folder that is located under C: /Program Files/ SC4 Deluxe, but I don't think it's recommended. Better stick to the usual My docs/ Plugins folder...
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Nice journal, and very different from what I see usually! I like the story background too. Couldn't you "merge" the pictures featuring the fading cities to make them animated? That would be neat.
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Elevated rail for me. Nothing wrong with subways, just that I prefer to have visible forms of transportation.
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The SFBT lots also have a MML file, but it's stored in another directory... Look after the folder named "zz BSC MML mod" in your plugins, it should be there. Yes I saw it, glad you got it to work!
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Bored? Certainly not. But I can understand your concern about that, I like my menus organized and as light as possible.It will take less than 2 min. to do, no big deal. Attach the MML files to this post if you wish (you might have to zip them). Also let me know which item position you want to keep/remove Thought you did, probably because you asked for the japanese mod the other day... Nvm
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Oh yeah, MML lots. Well I don't think the how-to would be much different, excepted the quantity of exemplars entries as you mentioned. If you have trouble I'll look into the files. Do you play with the RTMT in asian-themed cities by any chance?
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Here's Nob download page: http://hide-inoki.com/~nob/ You can use a translator to make things easier
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Are there self-installing (exe) mods for SC4? Looking for amusement parks...
Magneto replied to heyjoojoo's topic in SC4 Modding - Open Discussion
It might sound complicated and confusing at first, but once you get more familiar with the terminology it all becomes clear, trust me! It took me some time too when I discovered all the various exchanges... The more you're hooked to the game the faster you'll learn There is certainly some amusement parks mods, here is but not sure if it comes with an installer...About that, may I ask why you want the mod to be with an installer? Usually it's the other way around...You'll surely find many more by searching with appropriate key words on the STEX or other Sim City exchanges. Totally free! -
Sure it's possible, and it just happens you already did half the way to accomplish that task So open any file you suspect to be adding icons with your new favorite program, and locate the building exemplar. Watch those properties: -Item Name: the name that is displayed in your game menu -Item description: the description displayed in your game menu -Item icon references the png file used as icon -Item order: property that governs the position in the menu. The value can vary on a range from -10000 to + 10000 iirc,. By default, it's set at 0 just like every Maxis content. A negative value will make the icon appear before Maxis stuff (on top of the menu), a positive value will obviously do the opposite. In case 2 items are tied with the same item order, the item costing the less § in game will pass on top. If still tied, the lot size will be the the tiebreaker. The value must be entered in hexadecimal -OccupantGroups: defines in which category the building belongs, as well as where it appears in your menu: rail, civics, parks, etc The property occupantgroups must be observed carefully: this is where most likely you'll have to remove some values which defines the category where the building appears. To determine which lines you'll need to remove, this list will probably be useful: link. Once you determined the value(s) causing the icon to appear in a category you don't want, you'll have to check if there are sub-categories tied to the main category (ie passenger rail with rail, toll booth with misc transit, etc) and delete all values from the main category and from the subcategories. This is done by right-clicking on the Occupantgroups property, choose "edit property" A window will pop, displaying all values: Either highlight the rows containing the values to delete and press remove, or delete it from the bottom box, it's up to you. Be careful each value is separated as a comma. Once done press Apply (1) then press Apply (2) to exit the window. Last step before saving: right-click anywhere on the right pane and select "Reindex LotConfig", or the changes won't be effective and in-game oddities may occur. No problem, and happy menu-streamlining!
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Just curious about what are your favourite SAM textures, if you have any. Thanks for participating!
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[2013] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to Harmanoff's topic in SC4 BAT & Lot Workshop
As SimMavGER stated, there's a mod that does that: the city hall package. I can't find the link now but I'm sure someone will For your lot editor problem, it sounds like you correctly edited your lot, but you forgot to move the new file: when you save a lot under the LE, it automatically places the file in the root of your plugins folder. This means that your new lot loads first, and is overriden by the older lot (the game always loads in alphabetical order, starting by the files in the plugins), To prevent this, you can either remove the old lot file from your plugins, or place the new lot file in such a way that it loads after the old lot (i.e. place it in the same folder but with a "z" at the beginning of the file name)- 79 Replies
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Slight confusion, I don't mean to replace sidewalks with grass Unlike other streets, SAM 10 streets doesn't have the $/$$/$$$ grass that appears along the sidewalks in low density zones. The question could translate to "would you like low density textures for SAM 10?"
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Look closely at the name of the .sc4lot + .sc4desc files. If the file name begins by LM or Plop then it's a landmark or ploppable, you can delete it. If it begins with R/C/I followed by $/$$/$$$ followed by a number (growth stage) then it's probably a growable Whenever file names aren't ringing a bell, or that they are are merged in a .dat, your best examination tool is ilive's reader (get it ) The program is pretty straightforward to use, here's a breakdown on how to do it: 1. Open the file 2. Click "filters", "uncheck all", then check "Exemplars", then hit "refresh" 3. You should now see entries named exemplars on the left pane. 4. To find the good exemplar, you'll have to click on them. This will make appear informations on the right pane.The one you're looking for is the building exemplar. It should look close to this Some properties may differ a bit though, but essentially this is it. Once you located the buildings exemplar, look after the property OccupantGroups. You'll see "Landmark" if it's one. If it's agrowable, it will be somewhat similar to the example above. You can also look at other properties that hints you this a plop/LM: Item Icon and Item order for example are specific to ploppable buildings. For your second question, I think there's a mod that does that, but not totally sure. If I can find the link I'll let you know. Anyway, I recommend you get familiar with reader as it will tremendously help you to tweak the game to your likings, such as removing icons from the menu
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Thanks for the correction Ganaram. Never cease to learn...
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^ Moose is right. We could make wider textures, but the paths would be totally messed up... I like the idea though Due to the seemingly lack of interest so far, I might do a Tulep first
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So I have this lil'itching idea of developping a workaround to the problem occurring when 2 different SAM sets meets each other. Possibilities I considered: -use of transit-enabled lots, such as this -use a 2 tiles long road as stopper and retexture the SAM transitions to road in a generic fashion -(use a 2 tiles long road as stopper), retexture the SAM transitions individually depending of their interaction with other sets and create a RUL code that enables the display of most, if not all transitions TE'd lots doesn't appeal me, for many reasons: menu clutter, inconsistencies between transit & lot textures, slope unfriendly, etc. Generic retexturing of SAM transitions can eventually lead to decent results but the main issue here is the network width. For example, rural streets have globally the same width as the roads, hence the transitions to a narrower set is fine. However, when 2 narrow sets are placed back to back, it produces a somewhat undesirable "reversed bottleneck" effect pic to illustrate this: Maybe this could be circumvented by redesigning the textures to make the width transition smoother, but there's a risk it looks weird. It would take amazing texture skills to make it work nice in all situations. This lead me to option 3, which is both beyond the scope of my modding skills and my authority: use the RUL 1002 codes to override the textures, so every SAM could have it's own texture depending on their relation with the other sets. By far the best of all, but will require a lot of work for textures and the creation of RUL code. I fiddled a bit with them; I only have a basic idea how they work, so this is just experimenting. Here I use rural street transition to road + road end to create the T3 texture, which is looking the same as the 5E54A300 but with different ID, it's used as memory 0x5E54A300,1,0,0x00000300,1,0=T3,1,0,0x00000300,1,0 0x5E54A300,1,0,0x00000300,3,0=T3,1,0,0x00000300,3,0 And the same with gravel textures to create T4: 0x5E54A400,1,0,0x00000300,1,0=T4,1,0,0x00000300,1,0 0x5E54A400,1,0,0x00000300,3,0=T4,1,0,0x00000300,3,0 Now to the part where the T3 & T4 are used to create T34, which is a unique transition from rural to gravel (on the rural side) and T43, which it's counterpart on the gravel side T3,1,0,T4,3,0=T34,1,0,T43,3,0 T4,1,0,T3,3,0=T43,1,0,T34,3,0 This is where it fails. The T3 & T4 textures are showing up (I used watermarked textures for that case) but when I place them back to back, the sequence breaks and the normal textures are displayed instead. It is totally possible the probem is I picked the wrong network IDs, I just chose those that I thought were appropriated according to my interpretation of the RULs... Although it is brute code, there are differnt ways to look at it... Now to the policy stuff,. I won't spend my time making 36 unique textures if NAM refuses to include the RUL code in the controller, so I'd like to know from whoever has the authority in that matter.
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Thanks for the answer Marteen, I'll ask on SC4Dev then...
