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Magneto

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Everything posted by Magneto

  1. NAM: Requests - 2nd Edition

    This would be functionally useless, since there are no 3.75m networks. All of the current height levels differ by 7.5m factors. L1 is 7.5m, L2 is 15m, L3 is 22.5m, and L4 is 30m. The closest approach would be 7.5m, and a 3.75m onslope transition would just result in an unsightly bump as the network corrected itself to the standard height. The way I understand sargeant cm request: imagine you need to make 2 networks cross at separate grades but you want to minimize the height variation for each of them. Instead of increasing (or decreasing) one network height of 7.5 to make them intersect, one would gain 3.75 while the other lose 3.75 hence making slope changes at its minimal.
  2. From R$$$ to Landmark

    Reader isn't the most suitable tool for such a task, besides there's no guarantee that it will work, even if all properties are changed accordingly. PIM-X is what you need. 1. Before starting PIM-X, ensure that the file containing the model(s) is in your root plugins; in your example the file you put in the root is Al Burj Models and Props.dat 2. Launch PIM-X. The program will ask which files has to be loaded: choose only your plugins folder 3. In the top right pane, you have a list with all the models that are in the .dat. It is preferable to pick the one that was used as the main building by it's creator; in this example Part A was used (to find out, I had to look at the ResourceKeyType property that you can see in the building exemplar (your 2nd screenshot), then open the dat with reader and rearrange file by their group IDs). Usually it's much easier to find but here the building has 5 different parts. 4. Select the model used as building and drag it on the window on the left side where all different categories are; you want to drop it in the landmarks type (note that you have quite some to choose: eye-candy, CO jobs, CS jobs, etc). When dropped, the program will create a .desc file: that is the building exemplar. 5. Right-click anywhere in the list of properties below and choose "Recompute properties as...". This will bring a popup window asking you to give an estimate of the filling degree which translates to how much does the building fills the yellow (LOD) box (left bottom screen). By default it is at 0.5 (50%). If you change it, don't forget to hit save (bottom window). In this example, I estimated the filling degree at 0.7; the higher the value is, the more you have jobs/residents/pollution etc. You can set it over 1 if needed: since this building comes in 5 different parts each part should theorically add to the filling degree so it reflects the job or resident capacity more accurately. 6. You can now create the lot. Right click again and choose "create ploppable lot". This will create the Lot Config exemplar (your first screenshot). 7. At this point you already have a functional landmark, but the lot generated by PIM-X is pretty basic: it's merely some base textures that covers the lot and the building. Now time to shut down PIM-X and fire Reader. 8. Open the file containing the lot exemplar (in your example, R$$$15_5x5_Al Burj_b7342cd3.SC4Lot) and copy all the LotConfigPropertyLotObject entries. Then open the newly created lot file, delete all the LotConfigPropertyLotObject of it and paste the properties from the R$$$ lot. 9. Highlight the LotConfigPropertyLotObject entry starting by 0x00000000, right click on it and choose edit property. A window with 13 values (reps) will pop. You need to modify the last rep so it matches the instance ID (IID) of the building exemplar (see below, red square). The last rep is a direct reference to the IID of the building exemplar, so they have to be identical. Entries beginning with 0x00000000 are the main building (you can only have one, and it's mandatory) Entries beginning with 0x00000001 are for props Entries beginning with 0x00000002 are for textures (base and overlay) Entries beginning with 0x00000004 are for flora Entries beginning with 0x00000007 are for transit-enabled tiles To modify the rep, you can either fiddle with the add/remove tabs or directly edit it in the Value as text box at the bottom. The reps must be separated by a comma, check the syntax. Once done click on Apply tab (1) then click on Apply tab (2). 10. Check that the lot size of the new lot is the same as the older lot (LotConfigPropertySize property). If not, change it accordingly. 11. Right click anywhere on the right pane and choose "Reindex Lot Config". This is necessary to make all lot changes effective. 11. Save, and you're done. Although it might look like a long and tedious procedure, it isn't: with a bit of practice it takes less than 2 minutes to perform that task. Don't hesitate if you have any problem with the steps described above, I'll do my best to explain better (tutorials are not my forte...) Attached to the post there's the converted Burj as a Landmark with CO$$$ jobs to show you the final result. You can edit the Item description to something more suitable, same goes for Item order and OccupantGroups if you want to change its position in the menu.
  3. New NAM 32 question

    Not sure but based on your description, it sounds like your problem is related to the NAM controller, which is compiled when you run the installer. Something might have gone wrong there...
  4. Can't find it?... Ask here!

    Could this be what you're looking for?
  5. Road tunnel bug

    On your screenshot you still have the Maxis Tunnel, not Rivit's... Do you have the RVT Road Tunnel 7.5m - Concrete.dat in that folder? It seems to be missing.
  6. NAM General Support

    I have similar problem; starters don't trigger any override when dragged through (tried SAM, draggable elevated roads & GLR). Partial custom install btw
  7. Problem with Sunken Highways

    Is it a problem with RHW or Maxis Highways? A screenshot of your problem would be very helpful.
  8. Keillor Tower

    Very nice, but growth stage being at 9 makes it impossible to grow unless you have CAM
  9. Show us your Ghettos

    It's creator designed it as a low wealth residence but that doesn't mean it look like a low wealth building... To me it's more suburban than ghetto
  10. Droric's BATs

    To change menu placement, you have to edit the OccupantGroups property that you'll find in the building exemplar (=desc file). In your case, set it to 0x1300 (rail menu). Here you find the occupantgroups values. To change title of thread, I think you can do it by editing your OP and choose "use Full Editor" option, that should let you edit the title
  11. Street textures

    JRJ sidewalk mod is the one you're looking for
  12. Files/Folders Management question

    Although you can use both, it's probably better to stick with only one folder location for clarity's sake. I believe most players use the Plugins under /My Documents as it's easier to reach but all in all it doesn't make any difference. As for plugins organization, what I like to do is separate type of content into large folders and I put a number at beginning of their name so I have easy control on the loading sequence. I don't have much main folders but each of them have quite some subfolders: 000 Dependencies (props, textures) 100 Mods (terrain mod, tree controller, game fixes, MMPs...) 200 Infrastructure (civic buildings, transport mods & stations) 300 Eye Candy (parks, walls, seawalls, fillers...) 400 RCI (residential $ $$ $$$, commercial $ $$ $$$, industrial $ $$ $$$) 500 NAM 600 Last to load (z___NAM, all mods that must load at the end) Of course this is only a suggestion but that works for me. Everyone to its own preferences...
  13. Hi Scquith, Very simple just hold Ctrl key down while using up/down arrows to move props upward/downward. For each press on the key arrows you'll increase/decrease height by 0.1 meter. Note that you can't go below ground level
  14. Replacing Road Texture Mod

    That's weird, most of the textures from the database already have transparency...What is the texture ID you used? In any case don't remove alpha channel, you need to keep it or the texture will lose transparency.
  15. Well I think you made all the necessary changes to convert the building wealth, but it was a bit redundant to recompute properties with PIM... It probably modified capacity satisfied and pollution/electricity/water values a bit but you had the conversion already done... Personally, when I want to convert the building wealth (or change its type) I do the following: -put the file containing the model directly in the plugins folder (no subfolder) -fire PIM -drag the model to the desired category (in your example,R$$); this will create the desc (building exemplar) -recompute properties as R$$ with your personal estimate of the filling degree of the LOD (by default its 0.5 -> 50%) -save the desc to save the modification -create a growable lot. Note that you can't change the lot size; the growth stage can only be modified by 1 level max (up or down) -open the old lot file with reader and copy all the "LotConfigPropertyLotObjectData" properties bare the one that starts by 0x00000000 (it's the building) -openthe newly created lot file and delete all properties bare the one that starts by 0x00000000, then paste the properties you copied before -if the lot size is different, you'll have to edit the property so it matches lot size of the old lot -right click anywhere on right pane and choose reindex lot config -save the lot and exit, you're done. This technique might look long and tedious but in reality it isn't, with a bit of practice it doesn't take more than 1 minute to make all the changes. Hope this helps, if you have other questions don't hesitate!
  16. Replacing Road Texture Mod

    Well yeah I never used Paint for that task as it isn't very flexible for transparency... I suggest you get a more advanced image editor such as Photoshop or GIMP; the latter is freeware and quite easy to use
  17. Replacing Road Texture Mod

    Superb! I lThey both look realistic and have that "maxis feel" that I like a lot. As for your sidewalk problems, did you set transparency for the textures (alpha channel)? The part where the sidewalks should appear have to remain transparent...
  18. Can't find it?... Ask here!

    Does someone knows where I can find those tennis courts on the left edge of this pic? Only reader can do this. Tutorial here
  19. Can't find it?... Ask here!

    @dossenaandrea: the textures used for maxis terrain are in simcity2.dat but under group id #891b0e1a when you use lot editor you can only see textures under group id #0986135e With reader you can open the dat, locate the textures you want to have in the lot editor, copy/paste them in a new dat and change their group id with the TGI editor. But be warned that 2 identical textures may not render identically in game if they are used differently (one for lot texture, one for terrain mod) so you'll have to fiddle with hue, brightness and probably other parameters if you want a perfect match
  20. bullet train

    Try a search with "automata", that should yield some results... Also on SC4 devotion check vester's creations, he released many of those (link)
  21. Can't find it?... Ask here!

    @Schriefer: looks like Moonlinght's El Rail mod to me. The mod has been included with the NAM since version 31. You should remove the mod and reinstall it with your current version of NAM by selecting El rail alternate implementation option
  22. Mods "USSR/Russia"

    Try SimFox & Motokloss BATs, some might be what you're looking for Also on SC4 devotion do a power search by creator and look after Andreas from SFBT Team
  23. A sidewalk mod will always have limited options as it's a single image that is repeated over and over - hence the need of a rather simple texture that can blend seamlessly with itself. At most you can have one different for each wealth level, but it's better to have them all use the same texture for an uniform look. Creating a sidewalk mod is quite easy to do, especially if you already have the texture. That said, you use mods I've never heard of and a quick search on some of the most notorious SC4 exchanges didn't return any results for either "PUG" or "Peg unified texture mod", so helping you with such little information is rather difficult. Could you provide links to those mods or post screenshots?
  24. Very good job, if it replaced the maxis one it would be even better! Small bug with occupant size property, 2 reps missing but works fine ingame though
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