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Everything posted by Magneto
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To use the SAM streets you'll have to plop a starter piece that you'll find in your roads menu. Press Tab to cycle through the different textures, lay down the starter piece and drag a street from it. Since you mentioned you use the SPAM, don't forget to delete the SPAM traffic controller if you haven't already, as it seems to interfere in a bad way with the NAM conroller.
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I like your idea! If we had a fast method to reassign buildings to a specific tileset, that would be neat. As for reading/editing a sc4lot file, Indiana mentioned PIM-X, but there's also ilive's reader, which can be downloaded on this exchange. All the best!
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I think Marteen misread your question. Your game is updated in regard of maxis official patches (638 & 640), but the I-HT patch still has to be applied (see ) Other fixes you might consider, you'll find a list
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Is there a large subway station or terminal?
Magneto replied to Patrick216's topic in SC4 Bugs & Technical Issues
You need to have your stations at 4000 % of their capacity Probably the reason you didn't see it yet... If one wish to use the GC station there's a fix for it: -
Is there a large subway station or terminal?
Magneto replied to Patrick216's topic in SC4 Bugs & Technical Issues
I do have the Grand Central Station, but I still get a box. Thanks for that recommendation, I really like the station Do you have the bldgprop vol 1 & 2 installed in your plugins? If you don't that might explain the box You can get them here :https://www.sc4devotion.com/forums/index.php?page=9 -
Best way to know if the patch is successful is to hover your mouse on the sim city 4 .exe.located in the sim city 4 deluxe folder. If you read 1.1.640, you're good
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Un véritable chef d'oeuvre!! Your textures are amazing Darknono. Good job man
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put everything in my pluggins no buildings
Magneto replied to Engholm21's topic in SimCity 4 General Discussion
A few points you have to keep in mind: -buildings have a specific lot size. Be sure to make zones with the same sizes as the buildings you installed. Hold ctrl key when you zone to control the size -buildings belong to a tileset (chicago, NY, euro, houston). Check if all tilesets have been enabled -density. Don't expect huge skyscrapers popping in small cities. Let the time do its work, they will come as population increase over time -wealth. a R§§§ (or C§§§ or I-HT) building requires good conditions such as clean air, low commute times, educated workforce (which takes some time), etc. -
The seawalls are Marrast's embankment set: For the water...very hard to tell, the pic has been photoshopped.and there's so many I'll give a shot at brigantine HD although it could be from Lowkee's starter set https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2752 or maybe another one, anyway those 2 are good, try with different depths to see the full spectrum
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Can't tell you exactly where the option is, but it is there. Expand the submenus by clicking on the cross, you'll find it eventually.- 331 Replies
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Modify probabilities of a building to appear?
Magneto posted a topic in SC4 Modding - Open Discussion
In my plugins I have a specific R§§ custom BAT that grows on 2x2 and 3x3 lots, which I admit are very common lot sizes. The "problem" is that building is spreading outrageously in my cities, despite the fact I have maybe 10 other custom BATs that will grow on the same lot sizes. I was wondering, is there one property that let you have some control on the probability of a building to appear? I found some interesting properties that could impact on desirability (trip length effect, school effect, park effect, etc), has anyone fiddled a bit with these? THanks for any info on this -
Where are the official patches (Simcity4 Deluxe)?
Magneto replied to dg1290a's topic in SimCity 4 General Discussion
Yup, Europe will do for LHD too -
I made some T21s with seasonal flora, for road and street roundabouts. The roundabout worked instantly: And I tried to replicate it for streets roundabouts, but unfortunately, it's not working... I used the pattern A, F, A, F to show only the guardrail and the roadsign and the pattern 5, 0, 5, 0 to show the rail, the sign and the flora so I could alleviate the problem of flora repeating on all squares. The road roundabout proves that was the thing to do. Now the street roundabouts work a bit differently, as the textures are mirrored. so I created additional exemplars for the mirrored patterns, with flip properties set accordingly. It is somehow working as you can see the roadsign is displaying properly, even in "mirrored" situations. -creation of additional exemplars for the flipped counterparts: check -network placement patterns: check -zone & wealth types: check -network piece ID: check -flips allowed: check -used props have their RKT1xm property enabled: check -exemplars using different IIDs: check ... So yeah, I'm running out of ideas here. If anyone is willing to delve in this, I attached the exemplars (both street and road). Thanks!
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Bullseye, Marteen. I forgot that one. Much obliged.
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Nice! T21s are very labour-intensive but you can make great things with them. With your taste for urban art, I'm sure you gonna nail it.
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Oh yeah that one... I was searching in the middle like an idiot Let's sum it up. There are 4 configurations: street, curved street, road, curved road; all of which are mirrored, making 8 exemplars. Those 8 exemplars contain nothing but the roundabout sign and their pattern are set to A F A F Another 8 exemplars which are copies also contains the roundabout sign but additionally they have flora props, those are with the pattern set to 5 0 5 0 All have different IIDs, and if they share the same network id then they differ in the network patterns. so I don't understand why there is conflict...
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Bipin, I saw on one of your pics some beautifully crafted guard rails, and I was wondering if you intended to release them as props... those would fit perfectly. for a T21 based urban enhancement mod What do you think?
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Damn, you're right man, there's a conflict lying somewhere. Thing is, I can't put my finger on it. I could make it partially work... without touching anything. You said you spotted a roundabout sign on the roundabout itself, but I can't see any... Where's that?
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Those textures are gorgeous.
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
That's weird. Originally the retexture mod was in a "zzz_folder" inside the z_NAM subfolder, I moved it in the z_NAM/Road Textures folder and it solved the problem. Don't understand what happened here. Thanks for the replies, and sorry for the trouble.- 331 Replies
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
Is something changed in the maxis interchanges since NAM31? Samerton's MHW Total retexture mod (l) was fully compatible with 31 but now all textures are reverting to US I- 331 Replies
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^ Most probably related to seasonal trees. I see you have CP (cycledogg) trees and Pegasus MMPs as well... Did you update your prop packs? https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790
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You may need to offset the prop, which is done either by rerendering the prop in Gmax/3dsmax, or with model tweaker (easier method).
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extract Sim City 4 textures into image files
Magneto replied to ReshiramLover's topic in SimCity 4 General Discussion
You need ilive's reader (l) to extract the textures in .fsh files and FSHMan (l) to convert them to png. This tutorial will help: https://www.sc4devotion.com/forums/index.php?topic=4140.0 Note that this tutorial is for transit textures, but it is the same method for base and overlay textures. The only difference is where you find them: base and overlay are located in the simcity2.dat (original maxis textures) and of course in texture packs such as the BSC ones. If you have any questions don't hesitate. Good luck!
