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Everything posted by matias93
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Real Highway (RHW) - Development and Support
matias93 replied to qurlix's topic in NAM & Transit Networks
The general version of that centre ramp is available on the FlexRamp button on the Highway menu, look for it at the end of the tab ring when using the tool. You can override the base RHW-4 branches with RHW-6, but to be honest, I had never seen such asymmetric arrangement, and I'm not sure if the code to make it run was actually implemented. @Tarkus is the one capable to say if it was.- 3,919 Replies
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I'm creating a new city-building game with a powerful Building Creator tool
matias93 replied to pedroseabramedeiros's topic in City-Building Games
That interface is delicious! And having roads with specialised lanes from the base game on would be akin to a pipe dream for the NAM Team; I know for sure that @Lucario Boricua would enjoy it enormously.- 52 Replies
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I'm creating a new city-building game with a powerful Building Creator tool
matias93 replied to pedroseabramedeiros's topic in City-Building Games
There's a BAT for SimCity 4, which works with gMax (and was later ported to 3DSmax), but considering that all of your buildings are more or less rectangular prisms (or composites of a handful of them), they should be relatively easy to port to SimCity 4 directly as FSH images and S3D simple models. Maybe @rivit could say with more certitude.- 52 Replies
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Large residential buildings
matias93 replied to Cdominguez1900's topic in SimCity 4 General Discussion
Residential ploppables are very unusual, because before the existence of the Growify tools to prevent it, those were swiftly abandoned. You might find many big residentials looking for "CAMelots", buildings that are made to be grown using the CAM mod, which allows for higher growth stages and densities than the base game, but keep in mind, those are growables.- 3 Replies
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I'm creating a new city-building game with a powerful Building Creator tool
matias93 replied to pedroseabramedeiros's topic in City-Building Games
Those buildings are GORGEOUS! The attention to detail and the flexibility is fantastic!- 52 Replies
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Show us your... r-r-r-r-r-repetition-n-n-n-n!
matias93 replied to cromabianca's topic in SC4 Showcase
As they are meant to be, IMO. -
Hi! My intuition says that it's probably a case of your computer having enough space, but having the plugins folder in a smaller partition of your disk, so that that's the one having the issue. Alternatively, you might have a problem with RAM memory, which could arise if you're decompressing files that used a very powerful compression algorithm. Probably the best way to help you is by seeing exactly what your computer is displaying when the error occurs, including which programs are running. If you can take a screenshot when reproducing the error and post it here, it would be great!
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I think those are older props, but I'm not sure who did them. It could be on one of the Newman Inc. packs, so that they might now be on the BSC mega packs? That would be the dependency though, not the ploppable, which, if I remember correctly, is not a lot but a MMP.
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- simcity 4
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The highest version is 1.1.641, that's the right one to use.
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Those are some incredibly steep rock faces! Depending on the rock composition and the snow-rain ratio, you might even see rock slides falling to the reservoir as the water erodes the base of them.
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that's probably an ID conflict between two models, so that they are overriding the smaller ones. You should check their IDs on the Reader to see if there are any coincidences.
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Un hilo general para mostrar tu progreso en juegos de simulación de ciudad. No importa el tipo de desarrollo, si te parece interesante, ¡muéstranos qué estás haciendo! Parto con algo que ni siquiera es de dentro de un juego: estoy rediseñando mi región y reemplazando los ríos anchos y profundos por torrentes, más acordes con el entorno montañoso y de fuerte erosión. Es un trabajo básicamente artesanal y que seguramente después requerirá de muchísimos MMP para verse realista, pero creo que vale la pena. En algún punto pretendo que terminen los torrentes y desaguen a una ría (un río sumergido bajo el nivel del mar), desde donde serán navegables.
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Lo bueno es que ya tenemos los ascensores!
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Espero sepan perdonar el doble posteo. En el hilo en inglés mostré esta conexión entre tres avenidas y una autopista en el extremo sur de mi región, pero solo con las zonas demarcadas. Este es el resultado haciendo correr la simulación unos cuantos años, y debo decir que estoy muy conforme con lo que creció. Mi idea era simular el característico urbanismo caótico de ciudades portuarias en cerros, como Lisboa, Napoles o Valparaíso, con pequeñas calles sinuosas, siguiendo la forma del terreno, pobladas de edificios de media altura, a la máxima densidad posible. Esta ciudad ya estaba construida desde hace varios años, pero con la significativa reforma que hice, temí que pudiese perder su aspecto característico, lo que afortunadamente no pasó.
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As some of you might have seen over Discord, I've been fixing the weird situation of this two avenues merging into one and crossing with the orbital highway on the southern side of this region. I ended doing some extensive reforms to the neighbouring areas, mostly to fix weird slopes, and also took the chance to build a big plaza with a terminal metro station and some left-hand bus stops, to follow onto the coastal boulevard I'm planning to build further south.
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- interchanges
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An unusual close-up with graphs overlaid, but I wanted to show you that this "cascade" of stairs actually works and gets use.
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Hi! Check on your city for a lot without a building, or a cardboard box, and take a screenshot of it. That would make easier to identify what's missing.
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can you show us a image?
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
they won't conflict, but the original lots will grow without respecting IRM rules, so you can get dirty industrials in high-density industrial zones, which in the IRM are meant to have only manufacturing and hi-tech. -
What a great initiative! I wonder if @JP Schriefer would be interested on participating?
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- bat
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Those streaks look more like water intrusion and mold growth, which would happen but only on very moist environments, like tropical climates.
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You could still try with Direct3D 11, though, as the Direct3D 12 implementation of DgVoodoo2 has some bugs.
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Using iLives Reader, you need to modify these three elements on the Traffic Simulator DAT file included in your NAM installation: (In case the image doesn't load, they are called Travel strategy percent Wealth, with different amounts of money signs depending on the wealth level, and have the hex IDs 0x4953E8A4 to 0x4953E8A6). Those values are an array of three integer numbers in hexadecimal, going from 0x00 (0 in decimal) to 0x64 (100 in decimal). You can adjust the values however you like, provided that they add up to 0x64 in hexadecimal. If you're using iLives Reader 1.5.4, you can simply switch from hexadecimal to decimal to save you the hassle, but you cannot on version 0.9.3. The values, in order, correspond to the preference for Mass Transit, Driving, and whatever is Fastest. Keep in mind, as well, that the last option is more computationally heavy than the others, so you might experience some extra lagging if you raise that one very much.
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I would keep it for the ploppable lot, but for the growable it would need some extra space, specially if you want it to be usable for people without CAM.
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