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Everything posted by rsc204
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Game crashes to desktop when I try to load a certain city, please help
rsc204 replied to The Happy Bomber's topic in SC4 Bugs & Technical Issues
Sorry I think you've just repeated exactly what I said, when I say "create a new region" I clearly explained to do it by copying the very same files. You can not import (or move) a region where the folder is not currently in the My Documents regions folder, it will not let you browse any location elsewhere to import a city. If you somehow managed to move the file from the Program Files folder, you'd probably need to re-install the game to recover them, they are stored as a backup copy there so SC4 can recover the default regions (including the tutorial) and should under no circumstances be modified, edited or changed. -
How to stop traffic from disappearing?
rsc204 replied to Bullsfan23's topic in SC4 Bugs & Technical Issues
Yes the persistant Automata mod does increase the number of cars you will see, but they still disappear pretty quickly, Father Teds recent Automata mod does a better job here, you just see far less traffic overall as a result. -
Can I add my own custom text to a STEX mod?
rsc204 replied to gviper's topic in SC4 Modding - Open Discussion
I think the confusion has come about because you can rename them, only you have to pick a name and stick to it for every instance of the same item. To clarify you can rename an item via the Item Name (or similar) property, but this is permanent, there is to my knowledge no way to name individual versions of the same item uniquely in this manner. The game stores the information of the name in the exemplars, but unless it had multiple fields tied to a given city (and then what if you had two of the same with different names in one tile) there is simply no place for this information to be stored. Not to mention the game doesn't write back to DATs, Lots, Models etc, it only reads from them so again there is just no place to store any of this unless some mechanism was in place with the main save file. One possible work-around (I don't really think it would be worth the effort) could be to make a new unique lot for each newly named fountain, amongst the many drawbacks is an every-lengthening list of duplicated items and much mucking around in the LE/Reader every time you plop a new one. If you really want to name them, perhaps use a sign from the Maxis flora menu, at least you can toggle to show/hide all such labels and you'd still have some reference that never got reset unless you removed it. -
How to stop traffic from disappearing?
rsc204 replied to Bullsfan23's topic in SC4 Bugs & Technical Issues
I'm not sure there is anything much you can do about this, it's just the way the game is programmed since automata such as cars are mere eye candy, partially there to show where congestion appears in your cities. It's not like any of these vehicles are going from one place to another, they spawn, travel for a bit and then disappear as a result. There is a mod by FatherTed to make the number of tiles they appear for longer, but I find the reduction in vehicle numbers to be undesirable. -
Game crashes to desktop when I try to load a certain city, please help
rsc204 replied to The Happy Bomber's topic in SC4 Bugs & Technical Issues
So long as you didn't do too much terraforming, especially around the tile edges then you should find replacing the one tile and keeping everything else is not too troublesome. Before you start, make sure you take a backup of your region so you can recover just in case something goes wrong. Firstly create a new region, being a Maxis map, we can copy the backup files from the SC4 install directory "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Regions". Copy the folder Berlin from here into the SC4 Regions folder in My Documents. If the old region's folder name is also Berlin you will have to rename this folder before copying it, if you're old region had the name Berlin, you need to edit the Region Name in the Region.ini file - Both of these should match. Start SC4 and you should now have both the new and old regions available. Now in the old region open every city tile that bordered the broken city, delete any neighbour connections you have and cancel all neighbour deals then save and exit. This step is very important, so that the old cities are not linked to a city that is soon to cease to exist which can cause undesirable effects. One you've done this, highlight the old broken city and select the option Import City, browse to the same city in the newly created region and let SC4 do it's thing. After all this your old region will have at least the terrain of the old city back and you can start to rebuild. -
Can I add my own custom text to a STEX mod?
rsc204 replied to gviper's topic in SC4 Modding - Open Discussion
Well I don't understand where your problem lies, because I changed the lots you are referring to before answering to confirm which exemplars would and wouldn't affect the change. If you change the Item Name then it will correctly display whatever you call it in both the Menu List and for the hover query/query. SC4 has many ways to mod such information. For example the property User Visible Name Key will be linked to an ID that references a separate LTEXT file which should be in the same dat or somewhere with the files it came with. If this property exists, simply find the related LTEXT and edit the file to your liking and don't forget to click apply and save. However I've looked at these files and you need to edit the Item Name field in the building exemplar of the SC4Lot file (you can't change it from the .Desc file), I don't understand why your results would differ if you've followed the instructions correctly. -
Can I add my own custom text to a STEX mod?
rsc204 replied to gviper's topic in SC4 Modding - Open Discussion
Firstly you need to open each .SC4Lot file in the reader that you wish to modify, find the buildings exemplar (not the lot exemplar) and look for the property "Item Name", change this to whatever you like and save the file. When you change this property the query (and the name in the menu) will be changed. -
Gascooker did this sort of thing with the garages/backyards and it really helps to keep rows of them looking varied. I really wish more batters would work in such a modular fashion, as all these pieces can be reused on other lots too.
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Thanks for uploading, I personally have no problems with the lotting, if you use a Maxis tree replacer (why wouldn't you) then the use of Maxis trees is perfect for me, I get the trees I want without having to relot them :D. I think it's a little unfair to say the lots are boring, sure the props are Maxis ones, but they have been used really well and they fit with most of the other UK content by creators like Gascooker, RP200x/Zero7, IllTonkso and Frogface for example.
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If the texture you select in the LE does not appear on your lots then one of two things is happening, either the texture is being overridden by another that loads later in your full plugins or it is a multi-wealth texture. For example the original Maxis Sidewalk textures are multi-wealth and this means they will adapt to show the wealth that matches the wealth/density of it's surroundings. This behavior can be controlled by copying the texture to a new TGI (ID) and making sure this replacement is not multi-wealth. There are already mods for the rail, are you using the RRW yet?, if so install RVT's RUM for RRW package and use the base texture file "A0 - Transparent Earth". Actually RUM is great for all RRW users, I'd highly recommend it. Otherwise you can use PEG's 205 Rail Mod, this also removes all the sidewalk textures. Do note that the same texture used under rail is also used as the "sidewalk" next to farms, so when you install such a mod you will have transparency next to farms also.
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Severe plugin problems! Dependencies refusing to show on Mac even though I've installed in both locations
rsc204 replied to 1131989's topic in SC4 Bugs & Technical Issues
It's pretty hard to explain the buildings as flora, assuming no other bug was affecting it that would suggest there are R buildings somehow with ID's of trees or something? Given the dat packing operation, I'd have to conclude that something has badly corrupted during the operation. Did you keep the original files as a backup somewhere? Best bet would be to delete all the DAT Packed stuff and revert to a previously working plugins folder backup. If you don't have this option, then worst case you may need to rebuild your plugins folder unless you can work out which file/files in your plugins folder are causing the error. -
A mod request. Matching lot grass with world grass.
rsc204 replied to Anthracite's topic in SimCity 4 General Discussion
Doesn't sound right to me, most transit networks are designed in such a way that where there is transparency they will show a sidewalk texture, so basically you'd either end up with sidewalks everywhere or nowhere (if you had a transparent texture with the sidewalk TGI assigned) with no in between. Not to mention every time there was an overlay texture you'd trigger the water bug. This sort of thing is possible for puzzle pieces and I think also model-based networks as they can show transparency but that excludes the regular Streets, Roads, OWRs, Avenues and much more besides from any such mod. -
If you can use the LE, open up the airport lots you are struggling with and see how big the bounding boxes for props (yellow) and buildings (blue) are, do they pretty much cover the entire space of the lot or tile you'd like to MMP? If so that's a system in the game making sure props/buildings don't collide with each other like for example letting you place a plane that is half sticking out of a building. However, sometimes for optimal use of MMPs the occupant sizes of buildings and props need some adjustment to ensure place is there for MMPs. MMPs also have a number of similar settings that define if the game thinks there is space for an item to fit in a given spot. Somewhere between the Building/Props on the lot and the MMP settings will likely be your problem.
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A mod request. Matching lot grass with world grass.
rsc204 replied to Anthracite's topic in SimCity 4 General Discussion
The closest you can get is to try and make the textures match your terrain mod. This is not ideal as terrain mods have many varying textures and so you will never get completely invisible bases. I'm working my way towards making such a mod for the Gobias SV terrain mod at some point, I made a start with some FLUP's pieces and the results so far are acceptable. Don't hold your breath though it may be a while and I won't be making any US textures either. -
In case you are struggling with the end of Page 4 being cut off as far as I can work out this is what you need to do: Apply the UVW Map to the Window, giving it a new name. Copy this new set of window shapes (after attaching them together) to all the other windows. All the information to clone items in this way, including rotating them can be gleaned from the rest of the guide. Once you've got all the windows in, named them appropriately and ensured each one has both a UVW Map and a Mesh modifier applied you should be good to start part 2. I'll try and update something more complete if I can get far enough.
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A mod request. Matching lot grass with world grass.
rsc204 replied to Anthracite's topic in SimCity 4 General Discussion
Try SHK's Reworking of PEG's Brigantine Water, this blends seamlessly with Ppond water. -
No, exporting is for other things, you need to do the following: 1 Open SC4 Mapper 2 Click "Create Region" 3 Select the option "SC4M" 4 Find where you have the map located highlight it and click "Open" * At this point a basic version of your region should appear. Now you can click on "Save Region". It will ask you to name the new region - you can call it anything you like, but don't use a region name that is already in use or you can accidentally overwrite it. *Note: A Zip file is an archive containing compressed files, I know of very few programs that can read files within this format. So you need to point SC4 Mapper in step 4 to the extracted files NOT the zip file itself.
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If you've never encountered account verification that's a little unusual, I was not trying to be snidey, I was simply flabbergasted to find someone who was unfamiliar with the concept. We're all new to things at one time or another, if my intention was negative I wouldn't be trying to help. Depending on the map files in the download, you probably will need to have either SC4 Terraformer or SC4 Mapper installed to create the region files in a format that SimCity 4 can read. In fact... as noted in the download description (and no doubt the readme too): As for the error, I'm guess you might need an updated .DLL file if you are using Win7/8, although as this is from memory I can't be sure which one it was again, your best bet is the support forums for SC4 Terraformer as this problem is not uncommon you should be able to find the solution there.
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The station is likely to be a different issue, the immortal lot syndrome is caused by an error in the modding of a lot and in almost all circumstances can be removed (sometimes with much patience) using the Immortal Lot Remover. However, if this problem occurs with props, such as these fences, I would imagine the Occupant Size has been set really low, if you go too small unremovable props can occur just like you have now. I know it might not be of much help anymore, but if you notice this and get the chance simply exit your game without saving and remove/fix the offending content. One tip that wasn't mentioned here: plop something really big over them, like a staduim or large building (larger the footprint the better) and when you delete it you may find the prop disappears. However sometimes they are real stubborn and if you've saved since they were plopped then they are there to stay.
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Wow, you must be pretty new to the internet, welcome aboard... When you register an account with many sites on the internet they want to verify that you are not providing a fake e-mail address. In this case an e-mail will be sent to the address you provided as part of the registration process, once you have received this e-mail, there is a link that you must click, then follow the instructions from there, if any. Once you have performed this task, your account activation will be complete and you can download files from (educated guess) the LEX.
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Need help to edit a Catenary Mod
rsc204 replied to Spitzkligger's topic in SC4 Modding - Open Discussion
Easiest solution to your problem would be to make a prop override rather than editing each individual T21 file to use another prop. The downside of this approach is that the old props would never appear even on lots, only the new ones will - I suspect in a case like this that won't be an issue, but its worth knowing all the same. The other thing you'll need to watch for is that the new props are in the same orientation as the old ones by default, if they were not this could be modified using the model tweaker or you could resort to editing all those T21s. To make them you'll need to be able to use the Reader. Firstly you need to open the original cantenary props and find out what TGI's correspond to each prop used and make a note of them. Then open the new props you wish to use as replacements, make a copy of the prop exemplars (one for each of the props you will replace) and paste these into a new blank dat. Edit the TGI of each exemplar so that it matches the corresponding prop you wish to replace. Save this file and ensure it loads after the original mod and your new props will now show instead. I think an example might help here: Say I have new bus shelter and bench props I wish to replace others in-game, the old bus shelter prop has the imaginary TGI 0x00000000,0x00000000,0x00000000 and the bench is 0x11111111,0x11111111,0x11111111. So I take a copy of the prop exemplars of both my new bus shelter and bench and in a new file change the TGIs to 0x00000000,0x00000000,0x00000000 for the bus shelter and 0x11111111,0x11111111,0x11111111 for the bench. If the file loads after the old props it will override them provided we use the same TGI.- 1 Reply
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I'm a little confused, the TULEPs aren't really for making slip lanes onto motorways, these are for expanding the number of lanes at a junction so there are dedicated lanes for turning traffic. I don't understand how the video got labeled as out of date as everything I see there is correct, have you tried following it? All of the networks you requested help for are covered in the NAM documentation which is installed by default into the following folder "my documents\SimCity 4\NAM Auxillary Files\Documentation". Check the sections "Puzzle Pieces" and also "TULEPs". As for interfacing RHW and other networks, a bit of trial and error will help you to see how the two will come together. Usually when you are interfacing between the two you will be using the RHW-4 or MIS networks, these can be dragged into or through (in some cases) Road, Avenue and One-Way roads. Of course there are many other possibilities, but take it one step at a time, follow through the documentation and tutorials and build a few test netowrks. Once the process of using puzzle pieces and other networks becomes more familiar it won't seem so daunting.
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I have problems with bridge over RHW
rsc204 replied to SheikhBeard's topic in NAM & Transit Networks
I think it's important to first establish which overpasses you are trying to use here, these look like the Draggable Elevated Road Viaducts, but please confirm this. One thing to bear in mind here, all these menu options feature a TAB-Ring, this means there is more than once piece which you can cycle through either forwards or backwards using TAB or SHIFT+TAB respectively. When you select the overpasses you get the elevated road piece like you have placed in the screenshot. If you are using the draggable versions you will need the extra tile of space on both sides of the RHW as previously mentioned. Place two of these straight sections, ensuring you use the correct height versions (either 7.5 or 15m pieces are available) on either side of the highway (edit: you'll probably need to delete the RHW and replace it afterwards to do this). Next drag a road over the highway between these two pieces, but do not drag the roads through the starter pieces towards the embankments. Then use the TAB-Ring to find the correct Flexible on-slope pieces (L1 is 7.5m, L2 is 15m) and place these on the embankments so they fit next to the existing elevated road. Again at no point drag roads through these on-slopes or you'll have to start again. -
Sidewalks on fractional angled streets and curves and cul de sac drag
rsc204 replied to johnnybnjp's topic in SC4 Bugs & Technical Issues
I think you should check the NAM documentation as a lot of the techniques to create NAM pieces are explained there. The cull-de-sacs can be selected as part of the NAM install, otherwise there are mods that add this. To make street curves you have to place a pattern, so for a nice roundabout drag a street into a 2x2 circle, upon connecting the last piece you will see it transforms into a roundabout, which is the same for roads. Drawing a larger 3x3 circle (with OWR) makes a One Way Road roundabout. In similar ways you can drag patterns to make 45 and 90 degree turns for Streets, Roads and OWR, all of the possibilities are in the documentation. The NAM is in transition from older style puzzle pieces to newer dragable types, these pieces offer many advantages, one of which is that they can include multiple-wealth textures. It's those that allow your sidewalk (or a combination with different wealth grasses) to appear just as they do with regular networks. If you are using the FAR/WRC pieces from the roads menu then these do not have sidewalks, although mods do exist to add sidewalks to them. Dragable FAR takes a bit of getting used to, but the patterns are in the NAM user guide and once you've learnt them all the system is actually much better. Bear in mind there is a lot of work within the NAM team with the goal of removing all puzzle pieces that can be replaced with dragable networks, so it's probably best to bite the bullet and ditch the puzzle pieces sooner rather than later. For those networks with no dragable functionality right now like Avenue Curves and FAR, you'll need a mod. Check out this guide which explains all about the Japanese NAM FaceLift mod, it will add sidewalks to many pieces and it will match any sidewalk mod you have installed too. It's a bit of work to set it up, but I wrote that guide to try and make it as simple as possible. -
Until June I was frustrated with sidewalk mods, I liked all the different options out there but alas they have varying levels of uniformity depending on the mods available. I have a personal hatred of every pixel of Maxis white that invades my monitor. Therefore I decided to do something about it, the simple fact is that with the Japanese NAM facelift mod and the basic texture replacer a good chunk of the NAM can be made to fit any sidewalk, here's hoping the choices for users can be improved moving forwards. I have a number of sidewalk additions planned along the lines of my Sandstone Euro NAM mod. That's something I will consider, right now I need to edit the tutorial for online use and I figured since the included resources were necessary it's just easier to keep the tutorial and files together.
