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Everything posted by Magneto
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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
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- NAM
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I think you should add 1366x768 too.
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obsolete Neko Panchi's NAM facelift mod OWR add-on
Magneto commented on Magneto's file in Obsolete & Legacy
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Custom Interchanges are Missing and replaced with a Red Arrow.
Magneto replied to Little Caesar24's topic in SC4 Bugs & Technical Issues
Just run the new installer with desired options, it will automatically overwrite previous NAM installation and most likely sort out your interchange problems- 11 Replies
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- interchanges
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Custom Interchanges are Missing and replaced with a Red Arrow.
Magneto replied to Little Caesar24's topic in SC4 Bugs & Technical Issues
Update the NAM to 31.2. Get it at SC4Devotion: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851 Registration needed- 11 Replies
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- interchanges
- interchange
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- user interface
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Is it possible to fix this kind of BAT modeling(?) issue?
Magneto replied to Magneto's topic in SC4 Modding - Open Discussion
Fantastic, 2 solutions to one problem! Thanks guys. -
wanted to know how to do for a building created our original replace the maxis.
Magneto replied to ratta's topic in SC4 Modding - Open Discussion
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. -
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.
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wanted to know how to do for a building created our original replace the maxis.
Magneto replied to ratta's topic in SC4 Modding - Open Discussion
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 -
I see. Well, I never used those mods, but I can give it a shot for sure if you want... Let me know
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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.
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wanted to know how to do for a building created our original replace the maxis.
Magneto replied to ratta's topic in SC4 Modding - Open Discussion
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 -
Very nice use of overpasses!
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Moonlinght's suburban canals, get them here my friend
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- simcity 4
- custom content
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Sorry to hear that. Have you tried to open the files with the Lot Editor?
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^ 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
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@chimp: you need bldgprop vol 01 / 02, get them here
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- simcity 4
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Sim city 4 Deluxe loads then Says Needs Disk in drive
Magneto replied to The Pennsylvania Turnpike's topic in SC4 Bugs & Technical Issues
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. -
@ Hellken: this one? http://hide-inoki.com/bbs/archives/sc4_0856.html
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- simcity 4
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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.
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
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.- 331 Replies
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- nam 31.1
- tech support
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Ain't totally kidding Cheers for the preview, will definitely try this.
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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?
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NAM 31.1 Technical Support and Bug Report Thread
Magneto replied to Ganaram Inukshuk's topic in NAM & Transit Networks
^ Should the file not be there, you wouldn't see (bugged) arrows...- 331 Replies
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