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Magneto

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Everything posted by Magneto

  1. NAM General Support

    First make sure your elevated rail spans at least 2 tiles from each side of the bridge, then drag 2 (one on each side) perpendicular roads that crosses the elevated rail right next to the start/end of the bridge. Bulldoze the elevated rail, then the road: this will remove the eleated rail stub at the bridge extremities. You can now put the TIR pieces. Edited. Do you mean RHW-4 shows US textures while RHW-6 & 8 are in euro textures? Not sure if I understood your post, sorry
  2. Screen Resolution

    I think you should add 1366x768 too.
  3.   Such mod already exists: it's the NAM facelift by Neko Panchi which is the dependency for this mod. Check the link in the description. A much better alternative for streets is to use the draggable FAR though (included in NAM)
  4. Just run the new installer with desired options, it will automatically overwrite previous NAM installation and most likely sort out your interchange problems
  5. Update the NAM to 31.2. Get it at SC4Devotion: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851 Registration needed
  6. Doc's Greyscale UI

    Thanks for the new UI, my eyes are delighted 8)     Make cherry blossom last plz
  7. Fantastic, 2 solutions to one problem! Thanks guys.
  8. Ya I understood that you wanted a building replacement. I explained how to do it above. Can you post a proper screenshot of your building exemplar (the one in .sc4 desc), or better upload it here? It will be easier to understand what's going wrong. To change the order position in the menu, the property you need to change is "Item order". The value is in hexadecimal. If you have reader 1.4 it will convert for you otherwise you'll need a hex converter. The more this value go negative, the more it moves the item on the top of the menu.
  9. NAM: Requests - 2nd Edition

    Sweet, I didn't know it was introduced for roads! Do you mind to explain how you do that? I don't see it in the images and manuals.
  10. You could also edit the RKT1 in the Maxis building exemplar, so it points to your model instead. But I can't offer much help if you don't give more details (or provide screenshots / relevant files), sorry
  11. Post Modding Requests Here

    I see. Well, I never used those mods, but I can give it a shot for sure if you want... Let me know
  12. Post Modding Requests Here

    Yes it is. If you don't use an agricultural mod, do the following: -load simcity1.dat with reader (but do not "fill the list") -click on exemplar analyser ("Ex" button), then hit "search", then "tree" -expand the "industrial resource", then expand buildings -you have now the 7 buildings exemplars you want to change in this list; they all have the prefix "IR" (ignore the others) -for each of them, right-click and choose "sync with file?". This will put the building exemplar in the BG list -once you have all the exemplars you want to modify in the list, exit the exemplar analyser window and copy-paste the exemplars in a new dat -now you can safely modify the number of jobs. The property you want to modify is named "capacity satisfied". The number of jobs is in hexadecimal value. Once you adjusted the value, don't forget to hit the 2 "apply" buttons and to reindex lot config before saving. I'm no expert in this, but I wouldn't recommend you to go as far as removing totally the jobs from the farms. Start things easy and see how things goes before switching radical.
  13. Hey ratta, Yes, you could do that: make sure the building and the lotconfig exemplars have the same TGI as the Maxis ones, and edit the building property (the one that starts with 0x0) in the lot config exemplar so the last rep value matches the IID of the building exemplars. Hope this helps
  14. Show us your City's Details/Close-ups!

    Very nice use of overpasses!
  15. Can't find it?... Ask here!

    Moonlinght's suburban canals, get them here my friend
  16. No ground texture ?

    Sorry to hear that. Have you tried to open the files with the Lot Editor?
  17. No ground texture ?

    ^ The bldg prop files are always useful, but they won't solve your texture problems. Here's what I found in the description of your buildings: BSC Textures Vol 01.dat BSC Textures Pack CycleDog Vol 1 BSC Textures Vol 02 PEG MTP Mountain Theme Pack ...Some dependencies that will most likely sort out your troubles
  18. Can't find it?... Ask here!

    @chimp: you need bldgprop vol 01 / 02, get them here
  19. Sim city 4 Deluxe loads then Says Needs Disk in drive

    1. Create an image of your playing disc. You can do this with pretty much any good burning software. The format of image should be .iso or .bin / .cue 2. Install daemon tools, alcohol or any other virtual device manager 3. When running the program 1st time, you should be prompted to create a virtual drive. This will create a new drive letter on your computer 4. Select "mount image on drive", and point to the location of the image file you created before 5. If done correctly, as soon as the image is mounted on the drive the program should load the game. You can exit the program from now: the virtual drive will remain with the image mounted on it 6. You can create a shortcut to the new drive letter and edit the target box to add command lines if you wish.
  20. Can't find it?... Ask here!

    @ Hellken: this one? http://hide-inoki.com/bbs/archives/sc4_0856.html
  21. Member of the Month: April 2013

    Thank you everyone! I'm very touched by this And congratulations for your nomination Cyclone, the quantity of information you put in your posts is impressive You guys are truly amazing, It's a real pleasure to be a member of this community.
  22. NAM 31.1 Technical Support and Bug Report Thread

    Yeah I have both files installed too, but as they share same IID the last will overwrite the first, so they will not conflict. Btw those arrows aren't textures, but models. To circumvent the annoyance of the flashy arrows, you could remove the folder from your plugins... Of course you'll lose the TLA arrows in the process.
  23. New UI - Time for a change!

    Ain't totally kidding Cheers for the preview, will definitely try this.
  24. New UI - Time for a change!

    Pretty neat stuff doc, GJ The blue from the Maxis UI does get old indeed... Yours look better. I'd like some cherry blossom camo for my UI, what do u think?
  25. NAM 31.1 Technical Support and Bug Report Thread

    ^ Should the file not be there, you wouldn't see (bugged) arrows...
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