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Everything posted by Magneto
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Although you obviously can control prop placement by tweaking the reps with reader, this is a tedious method. Reps 4, 5 & 6 are respectively for X, Y, Z axis. A much easier and intuitive method is to use Lot Editor. If you want to add a prop to a T21: - start the LE, choose a 1x1 lot with invisible building (Pz 1x1 grass is my favourite for this task) - add a road texture on it to mimic the network you wish to put the T21 on (use a street texture for street T21, etc.). Do not rotate the texture, it must be laid exactly as it appears in the LE (provided the texture is oriented the same way as it would be by the transit texture you want the T21 on- refer to Mandelsoft database or check for yourself in the simcity/NAM dats with your tool of choice). Personally I always directly use the textures from the database and change the GID to 0986135E so it appears under LE - this method is foolproof. - refer to screenshot for prop placement. Red arrow points toward the imaginary road and show the direction. So if you want for example to put a signal on a RHD road, you would put it on your right when you're facing that imaginary road. - save the lot when prop is placed and open it with reader - find the LotConfigPropertyLotObjectData property and paste it in your T21. Reindex Lot Config and save. To modify an existing T21: - create a simple lot with LE - open T21 with reader, select all the LotConfigPropertyLotObjectData properties there and paste them on the lot, then reidex lot config - open the lot in the LE. From there you should now how to roll on things! Exceptions When transit textures are mirrored, the above method will only work on the non-mirrored texture. The mirrored texture will require an alternative prop placement, so you'll have to create 2 exemplars: one for non mirrored placement with property FlipsAllowed set to 0x01 and the other for mirrored placement, property Flips to 0x00. Luckily this not happen very often. Hope that was clear enough
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Version 1.1
5,320 Downloads
Have you grown tired of those Maxis textures on your lots? Here's another little mod - a texture replacement actually - that will replace every occurence of these too much seen parking textures with newer textures. The mod is separated in 2 parts, one for the $ wealth level and the other for $$-$$$. Also, as can be seen in the mosaic, dimensional changes were kept to a minimum to avoid misplaced props issues, so things should run smooth on that side too. Installation To use this, simply toss the folder in your plugins. I'm unaware of other texture mods of this kind so anywhere in your folder should be fine, but note that a few textures are from the BSC texture packs, so if you use them ensure the mod loads after. More! Now that the textures are updated, how about updating the Maxis cars that sits on them? I strongly recommend you to get the Car Automata Pack 1.0 or any of mikeseith's car replacements available here on the STEX. Goodbye outdated Maxis parkings No dependencies Credits - thanks to Jim for the amazing textures which have been used as a base for $$ & $$$ parking replacement. - thanks to Shy Dude for suggesting shaded textures Suggestions or Problems with this mod: report here please -
Sounds like you're using one of the latest versions of ilive's reader - possibly V1.4? If that's the case consider getting which is by far more stable and less prone to odd glitches.
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To the 37 1st downloaders: please re-download the mod as there's a small texture that has to be corrected on the cross piece. I also forgot to include textures for high density zones. Thank you! @KonstantinII: if you need some help I'd be happy to provide assistance. Please create a new thread in the modding subforum and try to be as specific as possible. Thanks!
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@CarlosRahneVeloza: it does have a sandstone version, albeit slightly different from paeng's. @zimmie: that is a neat idea, I'll see if I can implement it given the specific design and nature of those parkings @Titanicbuff: is the ground in the lot surroundings perfectly flat? That might be the cause. Could you post a pic? @All: thanks for the kind comments!
- 31 Comments
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rivit's Street and Rail Mods - Support Thread
Magneto replied to rivit's topic in NAM & Transit Networks
At first I was a bit reluctant to use GoFSH (mainly because Fshman and PngFsh2Batch did the job) but once I started to use it more frequently it quickly became my favourite tool as it does all of the above softwares and has some nifty advantages. I use it mostly for batch transit texturing. Tried once the BAT texture feature but got an error message - the image was too small to be halved aS it didn't met the minimal requirement of 16 (pixels?) IIRC. Indeed it was some small object. Anyway I plan to give it another spin, as I'm totally ignorant into batting the possibility of tweaking models by just retexturing them sounds very appealing. Many thanks for creating and sharing this great tool rivit! Cheers -
Version 1.01
6,809 Downloads
The long awaited parkings with overhang are finally arrived! Thanks to the RKT0 model technology, creating those handy structures is now within reach of unskilled batters like me Those parkings will tremendously help you dealing with those nasty diagonals in your quest of grid busting. UPDATE 1.01 The lots were initially supposed to generate a 5 $ monthly income, not a expense. This has been adressed. Also new textures have been added for further customisation. What's in the package? - 4 lots with 2 distinct shapes and their mirrored counterparts - 6 different textures design, to blend seamlessly with your favourite sidewalk mod (choose one, delete the other) - 4 offset car models in HD, an original creation from Girafe. Lots Stats TRIANGLE Plop/doze: 0/0 Electricity/Water: 0/0 Pollution air/water/garbage: 0/0/1 Jobs provided: 2 $ Capacity: 2000 Monthly income: 5 $ COMBO Plop/doze: 0/0 Electricity/Water: 0/0 Pollution air/water/garbage: 0/0/1 Jobs provided: 2 $ Capacity: 1500 Monthly income: 5 $ WARNING those lots have zero tolerance to slopes. Use on perfectly flat ground only. Dependencies BSC - VIP girafe carpack vol. 1 & 2 (v1.0) Crazy credits - thanks to infamousjbe for the original idea - thanks to Girafe for kindly allowing me to use his beautiful models in this pack - special thanks goes to cogeo for sharing his RKT0 technology knowledge and invaluable help in debugging. Suggestions or Problems with this mod: report here please- 31 Comments
- 44 Reviews
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Version 0.9
2,040 Downloads
Here is a little T21 mod that will add seasonal flora (mostly trees) on your street and road roundabouts. Flora will show only when the roundabout is zoned, and if it was built prior to the present mod installation, you'll have to click with the street tool to trigger flora. Note that there are 4 different instances of trees for Residential & Commercial §§-§§§ and 2 different instances of flora for Industrial and Low-wealth R & C. You can "cycle" through the various instances by clicking on the street tool, but the selection will be totally random. Please allow some time for the flora to appear, as it's seasonal. Res & Com §§-§§§: chestnut, maple, ash, aesculus Ind & Low wealth Res Com: bushes (2 slightly different types). Installation Anywhere in your plugins, but the mod must load after the NAM as some exemplars share the same ID. Uninstallation Remove the mod from the plugins folder and click on the roundabouts where there's flora with the street tool to revert. Dependencies BSC - VIP girafe ashes (only the LE file is needed) BSC - VIP girafe chestnuts (v1.0) VIP orange aesculus BSC - VIP girafe maples v2 (v1.0) (only the LE file is needed) BSC - VIP girafe bushes (v1.0) This mod is still in beta stage Suggestions or Problems with this mod: report here please -
Yes that is totally possible. That would require 2 things: -create 5 new textures for the roundabout + interaction with different road-based networks. -insert new RUL 1002 code to trigger the texture override. Both are quite easy to achieve: the textures and the code already exists, they just need some lght editing. However the problem is to include the code in the controller: it is explicitly forbidden to release publicly new RUL code without the NAM team approval. Since more code entails a heavier controller (which consequently increase loading times), there's little chance to see the concept of a 3x3 street roundabout implemented. The team has put a lot of efforts trimming down the controller to make it as light and efficient as possible and your idea sound a bit counterproductive in that regard. However. If the reason that leads you to wish for a 3x3 street RA is the ability to place some piece of decoration in it's middle, I'm about to release a T21 mod aimed at streets and roads roundabouts. Basically the mod would add trees and other flora on such roundabouts. If all goes well it might be finished tonight or tomorrow. Nothing spectacular though, don't set your expectations too high
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Pardon me if I sound pedantic here but to clear things out, props are various little objects that can be found in the game: lamp posts, garbage cans, vending machines, fences, trees, etc. To create props you need a 3D modeling program, such as 3DSmax or Gmax and then the Building Architect Tool (BAT) to export the model into a file supported by the game. However, it seems obvious this isn't what you're after. You want props to appear along streets and roads (or any other network), not create them (which is very different process). To have props along a network is referred as T21, or T21 exemplars (as it was labelled by the developers of SC4: a network lot). To create T21s, you need 2 tools: the Lot Editor and the reader. The lot editor is mainly used to help you with prop placement, and everything else is done with reader. The LE is pretty straight forward to use, and everything that need to be done with reader to create T21s is far from being complicated, it's essentially basic file manipulation (copy-pastes and a bit of editing). What is slightly trickier though is to understand how the T21 works in the game. Fortunately there's a good article that explains how to create T21s on the omnibus: link. It has all the information needed to succesfully create your 1st T21 file. Once you get the hang of it, you realise it's nothing overly difficult (although some situations are tougher to handle but they are rare). Don't hesitate to read and re-read the tutorial several times; I had to do so many times before being able to assimilate everything and have a good grasp on what I was doing. Should you have any questions about T21 modding, don't hesitate. If you wish, I can provide some T21 templates for you to get started. Happy reading
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Ufff.. This CJ made my jaw drop
Magneto replied to mayorgreener's topic in SimCity 4 General Discussion
As streets, not as parkings. -
Weeds, rabbits... what makes some bats multiply so much ?
Magneto replied to Cool_Z's topic in SC4 - Custom Content
The opposite, actually. A lower capacity translates to a higher probability for the building to spawn. Also, lot size doesn't have any impact on it. What defines the density is the growth stage. You can't have a building with different density, as that would entail different growth stages. Growth Stage 1 to 3 -> Low density Growth Stage 4 to 6 -> Med density Growth Stage 7 to 8 -> High density -
It's impossible to delete buildings with the LE, you'd need the reader to do that. Unzip the attached file and put it in your plugins folder, open the maxis parking and replace the building with this one, it's an invisible parking (simply labeled as "parking" in the list)
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How about creating a thread here at ST that would keep record of all members that were outcasted and the reason why they were banned? I think it could be instructive, informative and even humorous... I mean, I'm pretty sure a majority of people never read forum rules (I rarely do...using common sense is often sufficient to stay out of troubles...). A ban log could serve the purpose of "educating" forumers and provide an entertaining read at the same time, depending on how it is written. The point being not to make the fun or to mock at the banished member, but rather to state the reason leading to the ban in a lyrical or humorous way. I've seen such a thread existing on another board and think it worked pretty well...
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- 20 Comments
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NCD released 2 identical texture packs but with different IDs; you'll need if you already have and vice-versa
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- 26 Comments
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Can I change the size of a downloaded regions config map?
Magneto replied to DustyLee23's topic in SimCity 4 General Discussion
Well if the region comes with a grayscale jpeg you could try to edit and overscale it with a good image editor, but you have to set the right number of pixels, IIRC it goes like this: size in km x 64+1= number of pixels If the file is .SC4M then I don't think it's possible to change the size, but I might be wrong... -
Make sure the mod loads after the NAM, and after your Road textures folder that is inside z___NAM folder.
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Legitimately patch valid copy of SC4 to 1.1.640 and play without CD?
Magneto replied to ImAGreatMagician's topic in SimCity 4 General Discussion
Or try to create the image with CloneCD, as Cyclone suggested. This will generate .img .ccd and .sub files. Create virtual device if you haven't yet then mount with Alcohol 52/120 (or Daemon Tools but I personally prefer Alcohol). Works like a charm. -
Problem Connecting main railway station
Magneto replied to Xander Dax's topic in SC4 Bugs & Technical Issues
It was initially intended for heavy rail viaduct, so there's no possibility (yet) of dragging transit through it... Better wait for z's update -
Problem Connecting main railway station
Magneto replied to Xander Dax's topic in SC4 Bugs & Technical Issues
Hey, some of us are enjoying modding more than gaming actually... z if I read you right the new RTMT is to be released very soon then? And, will you post the tutorial on the boards? -
Only growables, and yes you can have it alone, the files aren't merged !
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It's the walkup tower, last in the list
