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Everything posted by Magneto
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SC4 (+all mods and patches): XP --> Windows 7. How?
Magneto replied to darste's topic in SC4 Bugs & Technical Issues
If you mean "by copying all the stuff" your whole plugins folder, sure it will, the regions too if you wish. But you'll have to reinstall the game and repatch it to ver 1.1.638 (at least) and consider 1.1.640 for the nightlights. Also consider the latest NAM out there, a lot of mods depend on the NAM so better stay updated with that. For the driving side, there is indeed a registry key to edit in case you want to change the game driving side, but this shouldn't take you more than 2 minutes, and is very easy to do. Follow the discussion here for more details. Welcome back to the game -
NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Cosmetic issue not seen on github Kwanyoni & Dusktrooper's road bridges don't show euro textures; there's also a slight misalignment in the US textures- 331 Replies
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- nam 31.1
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Here it is: http://hide-inoki.com/bbs/archives/sc4_0856.html Be sure to get the Neko props 1-1 & 1-2 on the same page, you'll also need the vol 3: http://hide-inoki.com/bbs/archives/sc4_0837.html The other dependencies are linked in the readme; the NotDensen.zip is an optional file to remove the wires
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Street Addon Mod, how to make corners and how to contain it?
Magneto replied to wrongemail's topic in SC4 - Custom Content
To use SAM streets: 1. Choose the starter piece you wish to use by pressing Tab 2; Lay it down 3. With the street tool, starting from the starter piece, you drag your streets like you would for a regular street. You can make corners, roundabouts...just like with any other street Now to prevent SAM streets to convert regular streets, there are 2 options: -use the SAM stoppers (l) -lay down a 2 tiles long road between your SAM streets and/or regular streets, then use the street tool to join the road Hope this helps -
Then it's time to take action my friend. There are a bunch of gorgeous BATs waiting for you to reassign them in CS$$ or whatever you see fit
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How about retexturing SAM transitions Of course to make it work in all situations the textures have to potentially match every SAM set, so it's necessary to stay as generic as possible. I plan to redo all the transitions of SAM sets I use (3,4,7,10) to make them as smooth as possible, if someone is interested I might do another set BUT in any case I won't do the hi wealth textures. For Moose
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^ I randomly tried 3 links, they work. Click on the topleft icon when on yahoo page
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- simcity 4
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Personally I prefer to use a road stub to join 2 different SAM streets. Doesn't clutter the menu or your plugins, and is slope friendly.
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Check this pack: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1652
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Here you go: Lot editor BAT for Gmax Gmax Install & register (free but mandatory) Gmax before installing BAT for Gmax. Alternatively if you're a student you can have a free license to use 3ds Max, which is also compatible with the BAT. I think nowadays BATters tend to use more 3ds max as it gives better and more reliable results. All the best.
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Hi Kaalakiota, I highly doubt there is a mod out there that can do that. You could add props protections with a T21 mod, the problem would be to have some control...unless you want all roads covered Your best bet could be creating transit-enabled lots with props, but those aren't slope friendly and it's not recommended to place them adjacently... Nice avatar btw... Cheers
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Does NAM team publishes technical changelogs somewhere? I mean, not a list with new features added but more like which dat files were changed between 2 versions. I'm asking, because I have an increasing number of NAM components that I remodded to my likings and since NAM chose the monolithic approach, each new NAM installation is a slow process if I don't want to screw my modifications. So yeah, if it would be possible to just publish a list mentioning the updated dats when a new release is due , that would be very helpful. Thanks- 331 Replies
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- nam 31.1
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I'd like to make the lot size of some RTMT stations smaller, is this possible to do without having any knowledge on network node properties? When I try to reduce the lot footprint in LE, I have 2 transparent red squares with arrows than I can't delete, preventing me from reducing the lot size... I guess those are the 0x7 properties? I thought I could simply scrap them with reader, but something tells me this is a stupid idea, so yeah...I'll take any advice Also I have a side question, is it possible to have a path file that will affect bus only? I fiddled a bit with daeley's path creator but apparently cars & buses can't be separated. Thank you
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Job done. Thanks a ton for the help z!
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It's perfect for all cities! Thanks for the sexy BAT darknono
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For the record, it does work but the 0x7 properties are sitting on half squares when I downsize the lot, thus extending beyond the bounds of the lot. Saving under LE is impossible. Thanks for the suggestion though. Edit: the SC4 tool might be able to remove the 0x7 actually... But I don't know which config I should use. I see the TIA stations on 2x2 lots are using OWR but the directions are somewhat weird (opposed): And here, the 2x1 stations. No arrows, no network type. Is this supposed to be like this? So if I want to downsize the lot footprint from 2x2 to 2x1, do I have to set it similar to the 2x1 setup above? Any input appreciated, thanks
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Health funding sliders keep resetting themselves?
Magneto replied to Textilemonster's topic in SC4 Bugs & Technical Issues
A really easy way: -
I still don't see the prop in the LE but it displays perfectly in the game, thanks z
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- NAM
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Thanks for the answer! I have the file in my z_NAM folder but when I select item 0xC0FFF517 in the LE, it doesn't show me the prop. Is this normal? I don't see that option for elevated rail. If I turn off the alternate implementation, I also lose the rail skin, right?
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Partial problem with region install
Magneto replied to larry459714's topic in SC4 Bugs & Technical Issues
Check all access points with the drawpaths cheats (you need the extracheats dll). If you're positive that the road layout isn't the culprit, dezone your industry, let the simulator run a few months and rezone. -
Some good parkings: http://hide-inoki.com/bbs/archives/sc4_0860.html
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