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Everything posted by Magneto
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I'm afraid you'll have to make them yourself with the Lot Editor, as they never were released. The prop used to make the wall is part of the WMP docks. Use a 1x1 lot and set foundation threshold to 0 to replicate this. but you'll have to mod it somehow...
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According to the description you'll find it in this pack: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475
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All the command lines and how to add them, you can find here. Since you have NAM 31.2 your machine should already have the patch. Do you run the game in hardware or software? Also don't forget to delete the SPAM traffic controller if you haven't already. It's not compatible with the NAM controller.
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Is there anything that provokes the CTD or does it happen randomly? Do you use the command line CPUcount:1 to make the game run on a single core? Which version of NAM do you have? What is your OS? Did you installed the 4 Gb patch (included in NAM 31.2)? What exactly are your plugins? "SPEG" might be a new acronym for PEG's SPAM, but I'm just guessing here. The more you help us, the more we help you.
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It could also be related to a terrain mod. Do you remember if you used any? You could try the following: -restore your old MMPs and tree controller, with their dependencies OR -type the cheat code FloraOff (you might require the ExtraCheats plugin to do this) when you enter your city: it will remove all your flora and your MMPs (not reversible) OR -"nuke" your city (not reversible) If related to a terrain mod, grab the dependencies of the terrain mod you used and put it in your plugins. Then try to terraform.
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Although pretty close, you're wrong for the corner building. But right for the orange building, made by somy. Thanks.. Edit: It was located in the Asian City Block Pack, so you were right, my apologies. I had trouble to locate it among the others
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Fixing Cities Afflicted by Phantom Sliders
Magneto replied to z1's topic in SimCity 4 General Discussion
Very useful info here. Should be stickied. Thanks z -
Anyone knows where to find this? And this orange diagonal building in the middle: Thanks
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The only distinction to be made is whenever you kill to survive (nature scheme) or for pure profit (human scheme). Intelligence or "rarity" aren't relevant facts here. Now of which hypocrisy are we speaking, Mr. Moose? You're concerned by the fate of dolphins and whales and yet you don't seem to mind about nuclear power being used as our main energy source. Where does the toxic waste is dumped, in your opinion? How long the corroded tanks will last? This is the human paradox. We are sensitive to some causes that we really care for, but on the other hand we can't resist to material temptations that, in the name of our divine little confort. makes us loose focus on what is really essential. But at this point it doesn't matter anymore: we're doomed. In a few decades, major shortages will arise; food will become so scarce that people will no longer mind eating an indonesian shrimp or their neighbour. It will be all about surviving. Mankind, finally back to it's original nature scheme. No more hypocrisy.
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Rodent is right: it's a wall set, probably made by Mas71 Effin' sweet job Infamous! I bow down to your skills of making Maxis content good looking, which ain't easy feat Have you ever considered starting a CJ?
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BTT: Time Machine - currently patrolling 2007
Magneto replied to Benedict's topic in SC4 City Journals
Although I'm no regular CJ lurker, it's nice to see all the progress accomplished those last 10 years... Very interesting. Thanks for this time capsule! -
[2013] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to Harmanoff's topic in SC4 BAT & Lot Workshop
Try to resize the lots with reader. Lot Editor cannot modify beyond 6x6 lot size iirc. Open the lot file and edit the property "LotConfigPropertySize". First value is the width, second is the depth (in hexadecimal). When edited, don't forget to right-click and "reindex lot config" before saving. Now you should be able to open the resized lot with the Lot Editor and add anything you want. I'm not sure but I think you need to change the property "OccupantGroups" that is in the building exemplar (desc file) if you want to appear as an airport lot. Set value=1508 No idea if this quick n' dirty method would work though...- 79 Replies
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4 • Kuniguni
Magneto commented on LoonyMan's City Journal Entry in SC4 - The Republic of Takyoto (AIN)
Bangin' sweet! I like how you blend flora with urban setups. Good job with the power lines also Pic 2 & 3 are my favorites. Keep it up :thumb: -
@Matt & Zeldafan: I believe you pointed out what is possibly wrong with the mod: the GLR tracks are looking too clean (IMO) when compared to the asphalt color. I felt it somehow, but I spent so much time editing the textures that I lost focus in the process. Guess I'll have to redesign it. @RepublicMaster: Actually someone is working (or about to start doing so) on a model conversion that would separate the sidewalk of the network for the NAM puzzle piece, thus making the process of changing sidewalks much easier. Now if only I could have feedback from someone who tried the mod...
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[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
If you assigned your textures the correct IID, just drag-drop them in the PngToFSH batch window and click "save dat", this will create the .dat file with your textures. Be sure that before you do the batching, the Groupid.txt file is set to transit textures TID (1ABE787D). You'll find some in the Cosmetic Retexture Folder, near the end: they begin by 0x0400. -
Doc, I have a minor problem with your greyscale UI (1.0). Nothing big but I thought I'd let you know When I try to scroll down with the mouse pointer placed in the bottom left corner, the screen doesn't move. Could it be related to those walls of code just above our heads? I hope not... Otherwise it's all good... Will keep it until cherry blossom livery hits the STEX Cheers
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NAM 31.1 & 31.2 strange highways
Magneto replied to danuniversal's topic in SC4 Bugs & Technical Issues
There isn't any support for NAM older versions...You should consider installing version 31.2, which adresses many bugs from 31.1 & 31. In case your problem persists, please report your issue on this thread. And don't forget to uncheck the BTM mod in the NAM installer if you prefer to keep the original monorail -
I can't imagine what would the size of the controller be...
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"NotDensen.zip" will do that.
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^ On most T21 mods, trees are only to be placed on orthogonal and diagonal straights, which means there's only a handful of exemplars to modify. You could undertake that in less than a hour...
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Version 0.9.9
11,940 Downloads
The Super Light Asphalt Mod is a retexture mod designed to extend the effect of Moonlinght's Super Light Asphalt Sidewalk Mod to NAM components. It will change the default sidewalk concrete texture and replace it with an asphalt texture (a must-have for asian CJs!) Installation Detailed information in the readme file. Dependencies -Moonlinght's Super Light Asphalt Mod (optional, strongly recommended) -Moonlinght's NAM roundabout fix or equivalent (optional, recommended) -NAM 31 or higher (strongly recommended) Supported features -Elevated rail over road & avenue -Flups -GLR -NWM -Overpasses -Tram in Avenue -Tram in Road -Tram in Road textures variations -Tuleps -NAM stations & transitions -RTMT stations -Turbo roundabouts -Draggable overpasses Unsupported features -Extended draggable GLR -Rural GLR -RHW -Tram on Street -US T-RAM variant -Street & Road roundabouts UPDATE 0.9.9.9 (03/2013) Added draggable elevated networks (to be found in the update folder). UPDATE 0.9.9 (12/2013) Turbo Roundabouts & ELR Over Avenue textures have been added for NAM32 compatibility, as well as other minor fixes and additions. The update is exclusively aimed at the sandstone version; development for the concrete version is discontinued. Still, the Turbo Roundabout & the flup rail plugins can be used by both versions of the mod without any visual disruption. UPDATE 0.909 (08/2013) Another variant is available! All GLR textures, including Tram-In-Avenue & Tram-In-Road medians have been redesigned with sandstone background. To use these, install the z_Super Light Asphalt Mod (sandstone) following instructions in the readme.You don't need the older version (concrete) to make the new one (sandstone) work. In case you use the sandstone variant, please note that the mod will not change the median textures of BATs, such as Tram & Tram-In-Avenue transitions. Credits -to Moonlinght, for the sidewalk mod -to Mandelsoft, Ganaram D. & Memo for their technical assistance -to all developers, for providing the tools -to every member of the NAM team, past or present, for their contribution to the NAM -special thanks to the modding community for all the hard work that keeps the game alive and make it unique. Suggestions or Problems with this mod: report here please- 13 Comments
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Is it possible to fix this kind of BAT modeling(?) issue?
Magneto posted a topic in SC4 Modding - Open Discussion
So I have a problem with a specific BAT I grabbed the other day... It displays fine at all zoom levels and rotations, except at zoom level 4 on a specific angle. At zoom 5: At zoom 4: I was wondering, would it be possible to fix it with reader, do some substitution to replace the screwed view at zoom 4 by an underscaled zoom 5 view? I don't know if it' feasible, but I'd appreciate any input on this Thanks -
[RRT Team] Road Re-Texture Team - initiative and project plans (looking for participants)
Magneto replied to MandelSoft's topic in NAM & Transit Networks
Unfortunately, no. I think FSH menu does FSH batch extraction but you'd be lucky if your os can run it...
