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monkeywater

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Everything posted by monkeywater

  1. Got a quick SC4 question?... Ask here!

    I've been out of the game a couple years and want to come back. What happened with SC4D LEX? Is everything there still available in some manner?
  2. TCC Maps - Lhasa, Tibet, China

    Hey I hope you don't mind the question being asked a year later Any possibility of doing this?
  3. Terrain and trees mod

    Version 1.0.0

    932 Downloads

    This is my 3rd tree controller mod, but I also included a HD terrain mod to go with it. low elevations are entirely treed and grass based. There are rocky beaches. Higher elevations leads to higher ratios of conifer, and less grass. Kinda arid med style but plant choice is not accurate to the med, I just went with what I liked. Dependencies same as my previous tree controllers + this new one:
  4. TCC Maps - Lhasa, Tibet, China

    This is awesome! I don't know if you take requests but if you do, could you extend this map to be 20x16? 2 more large tiles to the west and east of the current one to capture that geography.
  5. Do you even humid tropical rainforest bro?
  6. Version 1.0.0

    1,035 Downloads

    This is my first upload ever. It is a tree controller, that makes very high density old growth forests at mid and low levels. At low levels it is rainforesty coniferous with a few birches. When you bulldoze a forested area, birches show up on the edges, much like how new tree types show up on the edge of clearcuts. The final image uploaded shows this At medium levels the deciduous content is replaced with more coniferous, mimicking the transition to alpine. A few patches of deciduous show at both levels if the moisture is right, which helped break up the banding. At high levels, you have either meadows without bushes(second 2 images) or lots of bushes(first 2 images). Everyone has their own preference regarding how they like that area landscaped. Two controllers are included and named as such, pick your favorite based on the images above. Include the 3rd file in your plugins regardless. It is not a seasonal controller, as I like my trees to stay green. It has the following dependencies: CP_PropPack_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=631 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2758 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2620 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 only summer versions are needed for all the above. Any issues let me know. I think I have all the dependencies sorted. Oh and Flora blast works with it. 'flora blast 3000 3000 3000' generated all images above
  7. Can't find it?... Ask here!

    What are those vertical stone walls with the brick top texture?
  8. I broke something, and it coincidentally started with my first uses of SC4PIM. Also when downloading paeng minstral jaune, when I opened it in LE I saw white textures where industrial were supposed to be. I changed them to something acceptable and went on my day. Maxis lots are missing tons of overlay textures, as well as props. Custom lots sometimes behave weird when they dilapidate: note the presence of rail textures where it was supposed to be dirty grass I don't know where to start in looking for a solution to this.
  9. Missing lot texture issues

    AAAND that solved it! I had set some of these to low as I have like a billion trees per tile and wanted to speed things up. Thank you!
  10. Missing lot texture issues

    Another comparison between custom stuff (top) and maxis (mostly, other than a peg utopian park) below
  11. Missing lot texture issues

    Thanks for the assistance! I had a little time to look into this tonight, and the texture listed that shows as white is 0xf5f842ca I checked in lot editor to see what is going on and I do not have a texture by this number. As for the props and overlay textures This is what mayor house looks like in editor I can go into the lot editor overlay texture list, and it is there and looks fine. Here is what it looks like in game. Note that the surrounding lots have props and overlay textures just fine, but the mayor house, and numerous other maxis lots, all lose both props and base texture. So I don't think I have a texture conflict causing this and I am not sure why only some lots lose overlay and props, it only seems to be maxis stuff. the custom content appears fine.
  12. Education strategy

    I just use universities and libraries. You can get top eq, but slower this way without the crowding and cost issues of schools.
  13. Show us What you're Working On

    Which windmill and canal set are those? Aweomse work!
  14. Can't find it?... Ask here!

    I am looking for props or lots containing props that are 'rock and dirt' pile. Anything that could be at home as mine tailings I have SM2s gravel pile, but is there others out there?
  15. Settlements at main river delta

    As the initial settlers explored the mostly uncharted region, they realized that their river delta was quite small, and it quickly progressed into very steep mountains. To the north, they found a much larger river delta, essentially uncharted, and began to settle at its mouth in order to explore further upstream. They knew that to control the region, they needed to control access to its drainage basin, given the dependency of their transit methods on waterways. A new walled settlement began to be constructed, at the south most part of the larger delta It was initially rather chaotic, with no formal government to speak of, people built small farms and houses very near the first dock that was established. However the settlers were only just beginning to learn of the regions fertility. Large farms for unique crops were quickly established including peaches, grapes, and agave, and individual farmers quickly took over the land just outside the wall that had been cleared for its construction. It began to get chaotic, and the settlers established a government to end the free for all within the town walls. They created a town square with town hall and multiple churches. Large farms for staple crops like wheat were also established, with wind mills to turn it into flour. The overall town began to look respectable, and with the resources being discovered in the mountains and forests nearby, would serve as a good gateway to the region
  16. Show us What you're Working On

    Holy #$&T! I did it. I took ploppable industry (from landmark menu) And converted it to transit-enabled growable. Using only Maxis PIM (to make the model an industry) And then lot editor and ilive reader. Figuring out transit enabling in ilive was simpler than getting sc4tool working on my computer. I still gotta do simple stuff, like props. But can someone who knows making buildings well double check this to make sure its a decent building? Nothing incorrectly done on it? this is the first time I successfully attempted something like this. I wanted freight to go direct from industry to rail, and not go on roads.
  17. So I have finally gone full addict on this game. I am not happy with custom content that does not grow, as I don't want to harm the demand or the simulation, and I want the trees in my region to all match, and not be mismatched on lots. I also am avoiding plopping industry, as I don't want to lose freight. As such, I am getting more into the lot editor, and encountering issues. 1) I am creating a custom CS$ growable. I have the lot/props look from a plop lot, and I have brought them over to a new growable lot. I did this by starting with a growable lot, modded the way I desired, and then brought over all the chosen textures and props. The only problem is the growable lot has a building. I cannot seem to delete it, and make this growable lot solely based around props. What am I missing here? For now I chose one with a tiny building and allowed a larger prop building to hide it. 2) How do I edit the building name as it pops up when clicked in the game? I know it can be done manually, but how in the reader? I don't need my 100 year old European style lot to show 'jiffy lube' when clicked. 3)lots over 6x6. I have a 6x15 TE growable industrial lot that I like. I am wanting to slightly reduce its size to 5x15 to place new props on it for a different industrial complex. However when it is opened in lot editor, it cannot allow a size greater than 6x6, anything other than not touching this leads to reduction in size to 6x6. thanks!
  18. BAT Request Thread

    A better view
  19. BAT Request Thread

    I know this is pretty dead and its unlikely anyone will actually bat this, but how about a polysilicon factory?
  20. Settlements at main river delta

    Walls are these: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3020 Medievel port is PEGs OWW with a building swap on the ferry and base texture edits
  21. Some lot editor modding questions

    Responding in order: Thank you BTW for the in depth! a) Thanks! I have lots to learn I guess, I thought all that info was in the lot, and that swapping buildings was the simple part. b) does this work for functional things? Like growable R,C,I? Or just for things like 1x1 parks? c) Thanks! I'm going to try that next! d) I understand it can be hard, but I have a 6x15 lot that grows very well for me regularly, the "gusslov foundry", and it is transit enabled for rail when it grows, so I wanted to use this lot as a base, because its already TE so I don't have to use SC4tool, which I could never get working on my windows 10 laptop. But what about the freight issue for ploppable industry? I don't have issue plopping C, because it does not have anything come out, but I thought excessive industry plops would cause issues with the simulator? e) I don't think I understand this part of your response. I found another guide somewhere that said 'drag the model in PIM to the prop folder'. Which seems to have worked. I think my issue in understanding is you are really advanced at this, but what I need is a 'for idiots' instruction. Unfortunately, dragging a plop landmark lot to the growable industry folder does not seem to work. f) THANK YOU SO MUCH, i think this will make my life easier. g) I was having issues with PIMX. I would download it, but it would never open after installing. So I have the PIM (but it freezes often) ilive, and the lot editor.
  22. Can't find it?... Ask here!

    This file is locked on sc4d, is it available anywhere else? Like even a knockoff on SimCity.cn if its there
  23. The first settlements

    The time is the 1500s, and this region, somewhere on the shorelines of the Mediterranean has all but been overlooked by history. The rugged terrain and treacherous waters have meant that those looking to settle looked to easier pastures. But finally, some brave settlers landed at a couple points along the river delta and set up a few initial settlements, cutting their new towns right into the lush jungle on the rocky shores. However very quickly after landing, they realized the amount of resources in the region, the finest hardwoods and many minerals. There were also numerous wild animals in the lush forests, including bears and tigers, and a few bands of misfits that roamed the forests nomadically, hassling the settlers. These local dangers, as well as realizing their newfound resources would be of interest to the surrounding kings, so they began to fortify their settlements. The first two settlements are a short boat ride apart, the thick jungle has meant water travel remains the most efficient between the settlements, and the two fortified towns are just a short boat ride apart. Between the two small towns, almost 6000 people have arrived in the region.
  24. Got a quick SC4 question?... Ask here!

    Is there a guide on that somewhere? I have tried with PIMX today based on an online guide, but it is still not growing.
  25. Got a quick SC4 question?... Ask here!

    Thanks! If this is not the way, what is the way to create growables from ploppables?
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