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Everything posted by Magneto
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There is; see attachment at end of this post
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I'm new to this game, how do you build a big city?
Magneto replied to John2098's topic in SimCity 4 General Discussion
Also having neighbours is always good, make connections to stimulate growth. -
@Simrico: SC4 BAT SC4 PIM A preferrable alternative for the PlugInManager is to use PIM-X though (link); if you use Win 7 + SP1 you'll also need the fix attached to this post (login needed)
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Assuming they are timed props, I guess you could either reverse engineer them to regular props (RKT4 to RKT1) or modify/delete their time-related property (night time change, prop time of day, simulator start date + duration + interval) in such a way that they would display anytime but as you guess that'd require some work for each prop...Can quickly become tedious if you have a lot of props to do Not sure but I don't think there's another way..
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Weird terrain problem in custom region
Magneto replied to Sum Ting Wong's topic in SimCity 4 General Discussion
Perhaps not the fastest method, but you could create a new folder in your Regions directory, and install the map again in that folder. Enter the square that corresponds to Roseburg, create the city, save and exit. This will give you the .SC4 file with appropriate height that can replace the city square you're having problems with. Replace the old sc4 file by the new one, enter the square again (buut this time, from your grown-up region) and save to update the region view. -
Black Texture on FLUP rail crossings
Magneto replied to UndercoverNinja12's topic in SC4 Bugs & Technical Issues
It's a mistake from the modder, who left the edges transparent...The game turn the transparency into black thus producing this disgraceful result. You can use the file attached to this post to solve the issue; just make sure it loads after the alternate railway mod. Use it only if you have PEG alternate railway addon and the default maxis sidewalks or it will look awkward -
What Info need to build custom content?
Magneto replied to feeroz123's topic in SimCity 4 General Discussion
Pictures and dimensions, the more the better yes... But that probably will not suffice. On you can ask for BAT requests, but do not put high expectations on it... if you really want the building to be done you'd better do it yourself -
Problem with SFBT Parks Set (Low Wealth)
Magneto replied to Infamous Blob's topic in SC4 Bugs & Technical Issues
Good news is, SC4 devotion has the same park set, updated to avoid that rail texture problem: link -
I could also argue that roads are useless in Sim City because a 4x4 km surface ain't very big: we could easily walk that distance instead of driving it. But we like to build roads, just as we like to have different options of mass transit too... If those are useless, what is the point of building them, aesthetics put aside? It is therefore necessary to "bend" some rules to make those choices useful and desirable. The "reality" has to be scaled that way to make the simulation work.
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can the city carry the power to side city without power line?
Magneto replied to value123's topic in SimCity 4 General Discussion
Attached to this post is a mod that will make the pylons and the powerlines invisible. You will still see the support base; there's nothing to be done about it as I believe it is hard-coded. You can also download to make neighbour connections invisibles.- 1 Reply
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- power line
- carry the power
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Have you tried to open the lots with the Lot Editor, to see if they use the same textures?
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Xannepan's quais de seine Thanks Constanta
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Lost realist, note that some pieces of viaduct (switches, short curves) and puzzle pieces aren't supported yet by RRW... If you ticked smooth curves and viaducts for rail + the RRW option then you have it all
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Data node is good to perform an audit, but obviously you need more than that to solve your various plugins problems. If I were you I wouldn't bother with file management programs. Takes lot of time, ends with poor results. Start fresh and rebuild eveything from scratch. You'd be surprised how fast you can tackle that task... even moreso when you're familiarized with the various exchanges sites and know what you're looking for
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1. Search for the Model Tweaker, a tool developed by cogeo: not sure but I think it has the ability of mirroring models. Otherwise yes they have to be rerendered 2. Agreed, but would require models to be rerendered... 3. You'd need SC4 PlugIn Manager to do that, or even better the PIM-X (+ fix for Win7 SP1 users). The user's guide will answer most of your questions and provides step-by-step instructions to help you achieve what you want Not possible I'm afraid
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I'm looking for this SAMSUNG building : Thanks!
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SFBT S-Bahn stations Xannepan's Car rental shops
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Do you have this problem with all the lots or only one (or a few)? Usually, game crashing when you plop a lot is triggered by absence of the building exemplar that is referenced by the lot exemplar, or a possible conflict of 2 building exemplars sharing the same IID. Have you tried with nothing else than the canalside mills in your plugins folder? Knowing that the mod works would be a good start and ensure that the building exemplars are not missing. As for detecting possible conflicts, the quicker method is to do the binary search method. If you find a conflict, you'll have to check with reader that the IDs are different. If not, you'll have to generate a new one.
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Buddybud's underpass lots. Good luck getting them... does that
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If you're familiarized with reader, just take any BTM / HSR (or any skin you like) and: -open it with reader -click on the exemplar entry -locate the OccupantGroups property and edit it by right clicking on it -modify the 3rd rep to 4215 and apply the change.
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Natrual grass foot path street mod? Does it exist?
Magneto replied to ^NaTaS^'s topic in SimCity 4 General Discussion
Not really hard, but certainly time consuming... A complete SAM street set has about 200 textures, but maybe you can cut it down to 50-100 textures or even less to satisfy your needs depending on what you want to achieve... For creating transit textures have a look at Only way to put props on a transit network is to create T21s. Here's a tutorial.
