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Everything posted by Paulus
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Version 1.0.0
616 Downloads
This set contains various lots to build your own (sort of) realistic looking coal- and ore yards and port facilities. Included in this set are: - 2 cranes to unload coal and ore from large bulk carriers. - 2 ship loaders to transfer coal and ore to smaller vessels. - 2 bucket wheel excavators, used for transferring ore to and from temporary storage lots. - a silo used for loading ore on trains. - Large concrete silo's. - 1 large ship. - 7 lots with ore and coal heaps. - various lots with single, double, triple or quadruple conveyor belts, to transport ore and coal. - various miscellanious lots to spice up your coal yard. Most of the models sit on 1x1 lots, with parts overhanging, to make it easier to combine them and run roads or railways through them. All of these lots are eye candy only; so that means none of them are functional. The lots can be found in the Parks menu, and are grouped together. The seawalls in the pictures are not included in this set, but the cranes and ship are placed in such a way on their lots that they fit nicely with this particular set of seawalls. The ship model is offset from the center, so that it appears very close to the seawall. I am not entirely satisfied by some of the textures, especially the coal, ore and sand textures. So when (if) I manage to improve my texturing skills, I'll try to update some of the lots in this set, or add new ones. And no nightlights for now. I would suggest using some of the excellent prop sets out there to further add detail to the lots. Dependencies For the base textures on the lots: SM2 Arrow Precast textures, found in the SM2 essentials prop pack, by Simmer2. https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ The seawalls are from Nbvc's marina set: https://community.simtropolis.com/files/file/28951-marina Created by Paulus -
Thanks for your help and for this amazing mod. Somehow, after a lot of reinstalling and tinkering with this redistributable, I got the mod to work. So I am happy and will get to work now!
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Hi guys, this sounds like a great mod. Unfortunately I cannot seem to get the submenu functionality in game. I have Windows 11, run the game from Steam, and other DLL mods work properly. I have tested the mod in an otherwise empty plugins folder. I even managed to use the command line tool to make a new submenu and added a random lot to a new menu. That seemed to work fine. But the submenu won't show up in game, the lot was still found in it's original menu. So to my understanding the game should automatically place maxis lots in submenu's, is that correct? So that would mean I would be able to see some submenu's even without modding other lots. I also noticed that no .log file is created after running the game. Could this indicate some underlying problem with the functionality of the ResourceLoadingHooks DLL? I have installed the dependency (..x86 redistribute) listed for that mod, but no idea where this went on my pc or how to test it's functionality. I just barely grasp what's happening 'under the hood of these mods, but I would really like to use this mod to clean up my plugins folder disaster.. Any idea what's causing my problem, or am I just missing something obvious? Thanks in advance for any help
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Just wanted to let you know I finally uploaded this set. It's not entirely finished, but getting from 95% to 100% satisfaction with this set is proving to be very time consuming. Happy to hear your comments!
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Some BAT models won't show up in PimX, while others get replaced
Paulus posted a topic in SC4 - Custom Content
Hi Guys, so something odd is happening with a set of models that i'm trying to turn into lots in the Pimx tool. Some of these models refuse to show up in the list of models in PimX. No matter what I try. Even re exporting them with GMAX won't do the trick. Also I noticed that some models 'get mixed up' with other models: the wrong model is suddenly attached to a building exemplar, resulting in the wrong model showing up in the game. This only happens with the specific set I'm making right now. I also noticed that the 'code' in the model filename is identical in some of these models (I have no clue to what it even means of it's relevance). For example: 'Curve-0x5ad0e817_0x13175980_0x90000.SC4Model' and 'Curve mirror-0x5ad0e817_0x13175980_0x80000.SC4Model' Only the last model will show up, not the first. However, when trying again with only the first model in an otherwise empty plugins folder, the first model does show up normal. So clearly one of the other models in the set is preventing this model from showing up. Any idea what's going on or what I can do about it? Thanks al lot in advance. Paul -
Some BAT models won't show up in PimX, while others get replaced
Paulus replied to Paulus's topic in SC4 - Custom Content
Since this thread is active again; my problem disappeared after a clean installation of Sc4bat on a new pc, and new exports of the affected models. After that the IID’s seemed normal again, and no more replacing taking place. But now I’am quite sure I didn’t install the texture fix on the laptop on which my problems occurred. So that could have been related to my particular issue. -
Some BAT models won't show up in PimX, while others get replaced
Paulus replied to Paulus's topic in SC4 - Custom Content
Thanks for clarifying. I still learn new stuff about this game, even though I've been playing for over 20 years. -
Some BAT models won't show up in PimX, while others get replaced
Paulus replied to Paulus's topic in SC4 - Custom Content
Thanks for helping me! So to be sure I understand this correctly; PimX should normally give each model a unique GID number, but somehow my program messes this up… I fear the lot editor won’t be of any use, as I use Pimx to decrease the lot size to 1x1, to create large overhanging sections. Well I will try your other suggestion. I hope to be receiving my new pc soon, so then I will reinstall everything and hopefully get it to function normally again. (Of course, there’s also a chance nothing will function normally and I will have to spend the next month getting sc4 to start again…😜) -
Thanks all! 1. I'll take a look at those! 2. I think gravel will be part of the set, but not grain. I can't imagine grain being transported on belts and machinery as dirty as those in this set.. The ship is part of the set!
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Hi guys. It took a while, but I've decided to finish the coal-and-ore port set. I am still struggling with the coal and ore piles, but making some progress. It's a modular set; most models sit on a 1x1 lot with overhanging parts. This allows road and rail to pass through. I will not be making them into megalots (I am not very good at making attractive large lots). I hope to release this on the STEX any time soon. And hope you'll like it!
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Version 1.0.0
469 Downloads
A vertical lift rail bridge, loosely based on a similar bridge in Rotterdam. I have included 2 versions: one closed and one open to allow ships to sail through. The lot is completely eye candy, no traffic will go through. It is located in the park menu. Place the lot on 1x1 raised land in water. Make sure that the raised land has the same height as the shore where the end of the bridge transitions to your railway system. The end of the bridge should then have a height of 7,5 meters, making it easy to align it with a raised slope or L1 ramp. Place two lots opposite each other for the complete bridge. No dependencies. As this is my first ever upload on the STEX, please let me know if you encounter any problems with the lot. -
I will try this out! thanks Thanks! I don't have any other pictures right now, but will provide them in the next update. But that could take a while, I have very little time unfortunately. Yes, I have been looking at steel plants in Google Earth... If I ever finish this set, then maybe that's worth a try.. As for night lights; when (if) I ever figure out how they work, they will be added Thanks for the tip. I found out I actually already have all the Bat's listed in that file, somewhere in my plugins mess.
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Yes, all custom bat’s, except the seawalls ofcourse. I plan to make it sort of modular. My main issue right now is to make more realistic looking coal and ore heaps, I really haven’t mastered how to model them yet.
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Still very much a work in progress; my attempt at a coal and ore port. My main goal is to make something that comes close to the scale these facilities have in real life. But it's a loooot of work... love to hear some feedback!
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Thanks guys! Yes indeed, those marina pieces with game water. Very versatile, I use them a lot in my port. I'll upload the bridge to the STEX once I have time (and figure out how). As said it is a non functional eye candy lot. But if someone wants to turn it into something functional, I'll be happy to share the model!
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Hi guys, first time I dare show one of my bats here. I've been playing for a long time, but only started batting a few years ago. It's a vertical lift railway bridge, loosely based on a bridge over the Maas river in Rotterdam. The model itself is just half of the bridge, so 2 sides need to be placed on opposite sides. All eye candy of course. What do you think; would anyone be interested if I were to release this on te STEX?
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Hi guys, I have a quick question which can (probably) be answered easily by the more expierenced modder: I am trying to create a set of railway lots so that I can build custom railyards, using the PimX tool and built In Lot editor. However, the lots I create keep getting the 'no road connection' zot. How can I create railyard lots in the Rail menu that don't require road acces? I am sure there is some property somewhere that has to be altered, but which and where.. BTW: I use Simmer2's excellent railyard lots as a starting point to create new lots in PimX. I have by now some experience with creating my own lots with this tool, but mostly just by trial and error.. thanks! Paulus
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How to avoid 'no road connection' on custom rail lot
Paulus replied to Paulus's topic in SC4 - Custom Content
I did not know this could be done, I will certainly use this method next time. Thanks! Thanks for the advice, I'll look into it. For now, I have just downloaded the Gmax\BAT tool to create my own buildings for the first time since I started playing SC4 some 15 years ago, so that will probably keep me busy for the next year or so.. -
How to avoid 'no road connection' on custom rail lot
Paulus replied to Paulus's topic in SC4 - Custom Content
I overlooked your reply.. you are right that neutral park lots would be better suited, but my park menu is already overcrowded, hence my preference for the rail menu. Deleting the properties for jobs does not seem to have any undesired effects ( but I haven't tested thoroughly yet...) -
How to avoid 'no road connection' on custom rail lot
Paulus replied to Paulus's topic in SC4 - Custom Content
Thanks! After some testing I believe removing the properties related to jobs from the exemplar file also has the desired effect. -
Yes, thank you. Prop pox is definitely the cause of my problem. Al though I can no longer find the culprit resource file, I must surely have deleted it some time ago from my plugin folder. From what I understand after many hours of reading is that there is no real cure to fix a 'poxed' city. Unfortunate, since I spend years developing this city.. Ah well, I'll obliterate the city and try to rebuild it. Just to be on the safe side: Without the OWW resource file and with a mod that blocks all maxis buildings from growing, the prop pox should stay away right?
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I actually have the same problem since yesterday. I have been playing for many years but his particular problem never occurred before.. The issue doesn't seem to be related to particular buildings (both maxis and custom lots are affected) but more to particular parts of my city. Every time I save and exit the city en re-enter other buidlings have vanished, leaving only their footprint behind (no brown box). I'am not sure if this is relevant, but I recently cleaned up my (very large) plugin folder. The first affected lots were the new Quai de Seine lots, recently updated by Xannepan. After that more followed, although that can just be coincidence.. I'll experiment some more, maybe I can find the cause. gr.
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A quick question, just to be sure: Is there a limit to how old a city can get? I have several 'old' cities approaching the respectable age of a 1000 years. I would hate to see the game reset these cities when they reach a 1000 years, just after the fireworks.. tnx, Paul
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Is there a limit to how old a city can get?
Paulus replied to Paulus's topic in SimCity 4 General Discussion
Well no worries then, thanks for answering my question. I think it took me 3 years of playing to get two or three cities to a millennium, so it will probably take another 3 years to get them to the present date . Though most of the other cities will most likely never get to see a millennium.. -
1. What is your line speed? ADSL, speed varies between adequate and annoyingly slow 2. What is your line protocol? Are you using PPoE? Can't get inside our router(s), don't know 3. Who is your ISP? Casema (dutch) 4. What operating system are you on? Win XP prof. 2002 service pack 2 5. What browser are you using? Is it set to save files? mozilla firefox 2.0.0.4 and IE 6, both save files 6. What time of day do you download? (What is your timezone?) GMT + 1:00 (Amsterdam, Brussels..) 7. What version of the Java Run Time do you have? Java standard 6 build 1.6.0_01-b06
