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Everything posted by rsc204
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Complaints Office for Magneto Mods
rsc204 replied to Magneto's topic in SC4 Modding - Open Discussion
Well yes and no, like any other hobby it's all about how much work you put in to get it right, if you don't want Orange then it's time to learn how to change such niggles. I've stopped playing and been going through a list of everything that bugs me "fixing" it. I am releasing everything I can back to the community which gave me so much help to make them, because it would not have been possible without all the hard work of others to document what they know. But if you are not willing to take this approach then usually you will have to live with whatever options are available, ideal or otherwise. Learning the basics of the Lot editor is a must if you really want to start making "your" cities. Think of it as the difference between making a model railway using only the parts you can buy and buying the the main parts but creating everything else yourself, the results are staggeringly different.- 45 Replies
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Also bear in mind the game likes to predict what it thinks would be best and sometimes undoes your hard work, you'll work out how to avoid this with practice. Sometimes it helps to plop Rail not roads as they tend to stay together more persistently, if you don't want the land to change at all, try plopping a PedMall piece on the next tile away from where you are going to level and it won't auto-terraform this way.
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[2014] Lot Editor and Plug-in Manager - Forum Archive
rsc204 replied to scquith's topic in SC4 BAT & Lot Workshop
The lot editor will probably work on Win7 if you enable software rendering, this requires you to add the switch -d:soft to the target line of the shortcut. As for the Anti Virus, disable it whilst installing the file, if it's the one from the SC4 Disk it is safe. However, there is an update, so probably best just to re-download from the links given above. If you get the same error, it's probably a false positive, which literally means because of how the file appears to work, the software has misrecognised it as a threat. If you trust the file, then just tell Avast to let it through, or disable it during startup if that's not an option using MSConfig. Remember to turn it back on again afterwards and perhaps (Because XP has no patches anymore) disconnect your internet whilst it's off just to be safe.- 100 Replies
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There is an easier way, albeit a little longer. Go into your PIM and create a new exemplar (park would be fine) for three of the 4 model files in the package, I'd recommend keeping the stationentrance as your station, so just redo the others. When you've your three new .sc4Desc files, create three new lots, each with one of the 3 new models, but now the new lots will no longer be transit enabled, mere eye candy. Ditch the three old lots (the ones you remade) and the sc4Desc files and replace them with your new ones, you will need to replop any lots you already have after this. (you may also want to ditch an errant .sav file in the package too, this could cause problems). Whilst you're at it, since it looks like you can use the reader, change the station lot (original one) according to this information to ensure it's up to modern NAM standards . These properties are in the building exemplar that's integrated with the lot, but you may want to change the matching .sc4desc file for the model as usually it's set there too.
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Agree with others, the Moolah cheat is the way to go for me, sometimes I just need cash to build, for example fill a city with RHW (I usually build transit first) what with all that rebuilding junctions when I screw them up (often) it costs a lot of money, and I don't see it as cheating to get round this. And I would try to take your time terraforming a region slowly, resisting the urge to build anything during this stage. When you are happy with your results, then make a plan for a whatever settlements you want to make, try to decide where some big industry or large features like ports, marinas and beaches will be and make a rough plan of how to connect them up with transit. If you have an outline then usually it helps to stop you building too much. It's always tempting to build your final vision, but SC4 is designed for that vision to be built slowly, hence you can't have skyscrapers until your demand is high enough. Stopping yourself from zoning anything but low density until you've filled a region, then upgrading parts to medium-high density is a really great way to play, although I admit I don't always have the patience either. Since it looks like you are a bit new to all of this, why not have a look at this CJ/Tutorial on SC4Devotion by SmileyMK. It's very unique in that it explains every aspect of how to get the best of the game in detailed step-by-step lessons. It might seem like you've missed a lot, but it's worth every moment of time you spend going through from the beginning, I know my game is better as a result. Which brings me to one last point, soak up as much inspiration from CJ's as possible. We won't all be able to build the creations of BadSim, Paeng, Vortext or all the other truly fantastic cities out there, but they are a great way to see what's possible.
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@ Oren: well others seem to have no problem, I've only uploaded one version, so I guess you should try again, it should contain just one .dat file and a readme. @ Urielgarcia: The ID of the texture is the Maxis white one, just simply having a custom sidewalk won't work, you need to have a sidewalk replacement mod (overrides the Maxis defaults with your personal sidewalk). If your sidewalk doesn't have one, here is a mod by Gobias that includes a generic version you can use. :edit: It appears I got this terribly wrong, sorry. To make up for it, I've written up a simple guide to explain how to make one here. @ Ln X: I'm not sure about making FAR stuff really, I love the dragable FAR because you get 2/3 tiles width to place zoning unlike diagonals which are only every single tile. I have way more problems with diagonals personally. Perhaps in the future though, though my list of things to do is already bulging right now.
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This would appear to be a hardware rendering issue rearing it's ugly head, and yes this can affect the LE but not SC4 itself for whatever reason. You need to add the switch "-d:soft" to the command line of the shortcut (to set it to software rendering) and everything should be fine . I'd heartily recommend SC4-PIM (PIM-X) too as it will make your life so much easier, just so many neat features that the Maxis LE can't do, it's worth the effort to learn if you are serious about modding, although every now and again you'll need the Maxis LE too - you can find this on the SC4Devotion LEX search under Utilities.
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Thanks for all the nice comments, again I wasn't sure if this was much use on it's own, but the download count already justifies the release as these are just the templates for adding sidewalks to the regular dragable GLR. As for not giving up, lol, I'm only just getting started Nice to see you here Girafe, I just love your trees and flora
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Depends on the road network you are crossing, if it doesn't automatically create HSRP over a particular road, go to the HSRP icon in the Rail menu and keep pressing tab and see if the piece you desire is listed. If it is make sure both networks are in place completely, then plop the piece over the gap that remains and everything will look and work fine. Usually this is needed for crossings of Diagonal HSRP, but HSRP is also one of the few networks that can adapt to all the SAM streets in this way. Note also the GHRS (Ground version) has many of the elevated over rail pieces in it's Tab-Ring, in this sense the HSRP works a little differently to most NAM items where such options are grouped in with the overpasses item or such.
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Version 1.0
4,074 Downloads
*** v1.10 Update now available *** Contents This package contains texture overrides which will modify your Rural GLR Network. Two versions are included for LHD or RHD users, road textures are the Euro Versions only currently. Load Order To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your My Documents\SimCity 4\Plugins directory without renaming it. Then remove either the LHD or RHD file keeping only the one that matches your setup. Dependencies NONE Notes: Due to the generic nature of this mod, all road/rail crossings have no sidewalks and appear transparent, this is intentional. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg. For users of either Paeng's Sandstone or Super Light Asphalt, you can use the version included in my Sandstone Euro NAM or Super Light Asphalt Add-Ons mods respectively, as these include the correct sidewalks at crossings. -
Version 1.0
2,558 Downloads
Contents This package contains texture overrides which will add Moonlight's Super Light Asphalt sidewalks to Tram in Street and a Rural GLR set compatible with Magneto's Super Light Asphalt Mod. This mod is designed to be used as an AddOn for Magneto's Super Light Asphalt Mod: Although you can use this mod as a stand-alone mod also if you prefer. The included textures are all Euro versions, both LHD/RHD options can be selected from. Load Order To ensure these files load after the NAM, please ensure you copy the dat files in the zip file into the same folder as Magneto's Super Light Asphalt Mod. For stand alone users, please check the readme for further instructions. Also note it will need to load after any mod that changes the textures of Tram in Streets. Choose only the LHD or RHD file where both exist, and again refer to the readme for more specific instructions. Dependencies NONE Notes: Just a quick thank you to Magneto for his work on bringing the Super Light Asphalt mod to so much of the NAM. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis here:- 2 Comments
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What Road Textures and Sidewalk mods are you using?
rsc204 replied to rsc204's topic in SimCity 4 General Discussion
Actually I am using Paeng's Sandstone - that's what I've created a mod for, the first part is already available for download on the STEX. In short, right now I need to create and colour adjust a single base texture, run some automated routines and I can add any sidewalk to the following items: - Turbo Roundabouts - TULEPs - NWM TULEPs I am currently at work updating the Sandstone mod for GLR and all the other stuff not currently covered by existing mods, so when I've finished I'll have templates for everything with EU textures. Since it's so easy to then make multiple sidewalk versions, I hoped to put all my work to as much use as possible and cover the most popular sidewalks so as to benefit the most people. I'm getting that the US textures seem to be more predominant, but even so it's asking a lot of someone to redo 1000's of textures to make a US variant they have no use for. However, if someone else was willing to edit the US textures (literally just remove the sidewalks so they are transparent for each texture) the rest could be done in seconds, provided it was exported in the correct fashion to work with my automation. If no one else is willing to take up this part, then I guess for the moment at least they will remain EU only. Thanks for that, I was able to find it and downloaded it, it doesn't really work for what I'm trying to do here, but certainly I can see it will come in handy for other things I have planned. -
Street End Barrier Remover - looking for it
rsc204 replied to Mymyjp's topic in SimCity 4 General Discussion
Here is the mod by Ripplejet I think you are looking for. is one Cull-De-Sac mod by Battlecat, and is another by Marsh. -
Not true. You actually can build build transportation networks under bridges, using the Underbridge lots found on some Japanese website... That's very cool, thanks for pointing out this mod to me, it would be something useful to have.
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How to configure SC4 to work with your new hardware
rsc204 replied to Morofry's topic in SC4 Bugs & Technical Issues
Just one other thought, you have used Radeon 200 series in every attempt I see above, did you try it with "AMD Radeon R9 240" or "ATI Radeon R9 240" Again with and without stars I suppose it's worth a shot if there are no better suggestions. -
How to configure SC4 to work with your new hardware
rsc204 replied to Morofry's topic in SC4 Bugs & Technical Issues
Yeah you can't edit a log (well you can but it's pointless, it's a log after all) - as I said before I wouldn't worry about it too much, unless when it does recognise the card it still shows 16MB I think it's probably related to that issue. Did you follow the tutorial the first time to copy/paste the entries from System Information, they should match up, after that try every space with a combination of spaces or stars and you should be good. That said this is a problem I don't recall hearing about before, perhaps it's due to the card being quite new, but it would be interesting to know if anyone else has a R9 series card working. Happy to send you my config files, but it won't really help since the entries I added are not relevant to your setup. If you could find a user with the same card that works, then you could probably use those config files to get it working. What we are doing here is just telling the game what your card is and that it's powerful enough to run the game, a particular problem for ATI cards because in 2003 they ran badly and without manually adding your cards details it will see at as a generic ATI card and assume it can't run the game well... that's wonderfully forward thinking coding there. Therefore my files have my NVidia and Intel graphics entries updated, but of course that's only useful if you have the exact same graphics chips on your PC too. -
How to configure SC4 to work with your new hardware
rsc204 replied to Morofry's topic in SC4 Bugs & Technical Issues
If you did I can't see it, one thing does look a little odd from the log file you posted before: Numbers ------- ... videoMemory = 16 textureMemory = 16 textureStages = 1 ... For example here are the same figures in mine: videoMemory = 1974 textureMemory = 1974 textureStages = 8 Assuming I'm reading that correctly SC4 thinks you only have 16MB of Video Memory, not that I can shed any more light on it than pointing it out, sorry. It could just be that due to the mis-recognition of the driver it's set wrong, but I figured it might be worth mentioning. -
How to configure SC4 to work with your new hardware
rsc204 replied to Morofry's topic in SC4 Bugs & Technical Issues
Try it without the stars, I have mine with spaces and it works just fine. -
Sorry to tell you but there really is no easy way out in regards to installing custom content. As mentioned above, the CAM mod does package up quite a lot of content into some CAM-Patible Mega Packs, but you'll still need to download a ton of dependencies for it to work. IRM is simply brilliant, but in essence it doesn't really have new lots, it just makes the Industry from Maxis look much more realistic, and to do this you're going to need... yup a load of dependencies. The thing is, after a few months you'll find that most dependencies are already installed and this will become less of a problem - but if you are starting out now there isn't really a way to fast forward the process with a couple of downloads. A good tip would be to download all the content of a few creators only, as most creators stick with a small group of dependencies that they like. But at some point you are going to have to decide whether to put the needed work in to get the best out of the game or have a more vanilla experience.
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I think retrofitting the NAM could be much like revisiting a city and improving it, sometimes you will tear town what seems like a lot, but often the improved results compensate for your losses. Many people for example have retrofitted RHW to replace their existing Maxis Highway, it really depends on whether you perceive it as work or play, and how willing you are to demolish and re-build parts to do it. Personally I quite enjoy the extra challenge of retrofitting stuff in existing cities as it forces you to find more creative solutions as you are always trying to use the least amount of space. When you build these networks in empty tiles, you can be much more free with it and so the results of each method can vary hugely. If you aren't so familiar with the NAM though, I'd sure recommend getting a test region or play region setup and just try all the new pieces out. It really helps to have some idea of what pieces are available when building, with all the wonderful NAM options it can take a little while to become familiar with everything.
