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matias93

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Everything posted by matias93

  1. Can't find it?... Ask here!

    Could it be T Wrecks' Industrial Revolution Mod? (this is one of several required downloads)
  2. Can't find it?... Ask here!

    No, all Pegasus terrain mods are SD
  3. Annoying sound loops

    the easy solution is just to deactivate the game sounds. the hard solution is to find exactly which lot is producing those sounds, and modifying it with the Reader to remove the sound. Or just to bulldoze it.
  4. I've noticed the same with several different lots with park effect, but I'm not sure if it's a game bug or some error on the lots' modding that could be corrected somehow.
  5. NAM General Support

    The NAM versions from 38 to the current 45 use a different type of installer, that doesn't create a custom controller by default, as some previous versions did. Instead, it installs the full controller. If you use the RHW, the full controller serves you well, but for players with older computers, it makes sense to use a reduced controller and to omit the RHW.
  6. Show us your Oddities!

    That's a coincidence due to the new-ish implementation of FLUP tunnels based on the subway tool. In this case, you only need to change the pattern to one that doesn't match the A type ramp (one tile to the outside and two to the front) to fix it. I'm not sure if this would compromise the functionality, but just to be sure I would say that's better if you don't get any highways on your subways, or viceversa.
  7. NAM: Requests - 2nd Edition

    It's a great idea, but the canal elements included with the NAM are only a few, and located on the misc. transportation menu. Moving the canal pieces would be responsibility of their original creators, or the custodians in charge of their work. Given the shrinking of the active modders' numbers on the last years, it might be possible that some of the people in charge are also in the NAM, but it's not a NAM thing per se.
  8. What's that green glowing glow?

    The mod doesn't act on its own, it needs to have the cheat entered to remove the radiation. But that certainly isn't the point if you are getting those sparkles on empty cities. In that case, it might be that TGI conflict is making them appear in the place of something else, like a flora prop. It's strange that such replacements make a Maxis element be the one overriding, but it's maybe a copy included on some custom content.
  9. What's that green glowing glow?

    That animation is linked to high radiation levels. In game, it's meant to appear very closely around the original research institute and massively after nuclear plant explosions. Some custom buildings, usually by accident, can also produce radiation footprints, that last even after bulldozing them. Using this DLL mod, you can use the cheat code SievertBeGone to remove all radiation from a city instantaneously.
  10. Show us What you're Working On

    Neat! Are you thinking on releasing this? I guess you might want to add a couple of passenger and freight stations too, which might add some BATting work if something similar doesn't exist for the canal set already. But that's not really necessary, just fancier.
  11. Got a quick SC4 question?... Ask here!

    It's possible to port true 3D models that someone did on GMax or 3DSMax to either game, but once a model has been rendered for SimCity 4, it isn't 3D anymore, it's just a bunch of flat textures and instructions for the game to fold it, origami-like, to look like a 3D building.
  12. "Save and Exit to Region"

    It is known that the risk of file corruption is higher when saving and exiting at once, specially when closing the game completely. It's more recommended to just save.
  13. Why should the person above you be banned? V2

    Banned for creepy profile image
  14. That Unused Moisture Data View

    It was meant to affect water pumping efficiency, but that wasn't implemented. Moisture, as implemented, only affects terrain textures and flora growth.
  15. Show us What you're Working On

    I had never noticed it before, but you might have some issues with that map, because both lakes are lowered to sea level to allow them to be filled with water, causing their coastline to be replaced with cliffs 50 and 240 metres tall for Llanquihue and Chapo, respectively. You might want to either fill them back to their original height and use ploppable water or canals, or to terraform their shores into a more soft slope.
  16. Show us Your Interchanges!

    Improvising something with a bypass highway
  17. Given the size of that region, it would be more convenient to not use the direct import from the grayscale file, but rather to use SC4Mapper. Big grayscale files can take dozens of minutes importing directly. You can get SC4Mapper here: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2880 You'll also need to add this file to the same folder the SC4Mapper executable is installed: https://www.dll-files.com/msvcp71.dll.html In SC4Mapper, use the Create Region button to select the source files; if you use the grayscale file, select both it and the config.bmp file. Alternatively, you can use this other Auckland map, which is already formatted for use with SC4Mapper:
  18. Hi Liz! Please show us the folder on which you saved the files, it might be that you missed a step to make them work.
  19. Show us What you're Working On

    This would work so much better if the model had the size to fit on a 1x1 tile. And with just a few more variants (corner, tee and cross), you could also have completely covered pedestrian malls, basically galleries. * * * In other news, I finally finished my hospital + cemetery block:
  20. That's been dubbed the "sinkhole to China", even if actually it only goes as deep as 250 metres under sea level in game, and shouldn't be happening, so it would be useful if you could try to replicate it and show us exactly which pieces and patterns are causing it. Luckily, the hole is quite easy to fix. You probably noticed it cannot be recovered by using a network tool; that's because it goes underwater, but as it is too small, it's not enough to allow the game to create a bridge that would make that evident.You can use the levelling tool to raise it back to the surrounding terrain level. If you want to save some money on the process, you can press Control + Alt + Shift while clicking on the God Mode button to use the free terraforming tools available when starting a city, and to make them work only on the sinkhole, you can press a number between 1-7 with the tool active to change its area of effect.
  21. Grayscale issue: Only coastlines are rendered!

    That looks like a compression issue at first. Did you use JPEG images? Try with BMP.
  22. Why should the person above you be banned? V2

    Banned for keeping the same post count while posting profusely.
  23. Show us What you're Working On

    I've seen thinner towers in many places, but according to your numbers, the scaling factor in use is 1.65:1, which is significantly more than the typical 1.33:1. Maybe trying with that could give you a more comfortable middle point.
  24. SC4Terraformer: Not Enough RAM?

    I would try with the 4Gb patch included with the NAM, as IIRC, SC4Terraformer is a 32-bit executable.
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