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Everything posted by hugues aroux
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Driving... how to say that !? ... uh... energetic and a tad aggressive... "Get out of my way or I'll send you flying!" ... Apart from that, I still love your cities so much!
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
As of May 30th, ... all Scoty and WestWind files have been restored... only a few ZIP files that appeared throughout this thread remain to be reloaded... I'm waiting to see if CB can provide us with a reloading tool from "My Attachments" or some other solution...- 284 Replies
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Version 1.0.0
95 Downloads
Basetexture and overlay package distributed across 18 files for creating the following outdoor sports field surfaces: Athletics track: ortho ; javelin, shot put, hammer throw variations, etc, which can accommodate Rugby, Football, ... game markings (off-center) in its center. Rugby: ortho and dia ; plus off-center for athletics track. Football: ortho (white, yellow) and dia ; plus off-center for athletics track. Junior Football: ortho (white, yellow) ; plus off-center. American Football: ortho and dia ; plus off-center for athletics track. Australian Football: ortho. Cricket: ortho. Lacrosse: ortho, dia women’s, men’s (white, yellow) ; + off-center for athletics track. Field Hockey: ortho, dia. Baseball: ortho & dia ; 2 surface options available. Softball: ortho and dia ; 2 surface options available. Basketball: ortho, dia, half ; + centered ortho in various surfaces. Volleyball: ortho, dia in various surfaces, sand, grass. Tennis: ortho, dia and centered ortho in various surfaces. Handball: ortho, dia (white, yellow) and artificial surface. Golf: Tees, modular greens, modular fairways on a roof (with roof option). For several of these sports, I offer various grass and surfaces: 4 patterned turfs: 62 shapes (Soccer, Rugby, Baseball, Softball, Lacrosse). 5 standard turfs: 36 shapes (All sports). 1 tennis turf: ortho and dia, 10 shapes. 5 surfaces of soil, sand and clay: 20 shapes. 4 artificial surfaces: 20 shapes. Court wear: (Soccer, Tennis, etc.) 17 shapes. Some textures incorporate «SuddenValley» grass, which can be recalculated using the Fabrik. Note that many textures, such as line colors and the 9 main types of grass .. and more .. are easily modifiable in the >> Fabrik << (50+ BMPs are accessible and editable). The scale of each field is a clever compromise between its actual dimensions, its integration into the Maxis grid, and the ability to combine it with 130% scale Buildings and Props. To see what's in this package: details (Scoty_SFT_notice.pdf) are available on my drive.-
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sign up Calling All Volunteers!
hugues aroux replied to Cyclone Boom's topic in Simtropolis Recovery Project
Hi, I don't know if this will help, but here is the list of all the | +-2000 | ZIP files [.. HA_zip_List.txt ..] (with publication date) that I own - (very)old and recent files .. I opened a directory [\Files_for_STEX] on my Onedrive where I could put any files that might be useful, even for a simple version comparison, ... , to the Recovery Team. This space can also serve as temporary storage if needed...There's plenty of gigabytes available! You can contact me at the email address displayed in OneDrive or via ST!- 63 Replies
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Thanks ... @CorinaMarie @Cyclone Boom & @Dirktator. Well, it looks like I have a bit of work to do in the next few days... but I'm so glad to know ST is back on track.
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Version 1.2.0
1,226 Downloads
This plugin offers Lots of “Walls on Slopes” in 6 sets of textures: Sandstone , Granite , Brick , Concrete , Rubble and Retaining (see attached illustrations). Each set has around 35 pieces, it depends... of my mood. The textures adapt to the different shapes that the Terrain tiles can take. Lots are of several types: Straight – 1 to 3 variations, Intermediate straight (without wall, parapet or fence), Stairs - (pedestrian Transit Enable) simple and double tile ramp from MAS71, Diagonal Top - 1 to 4 variations of the ground, Diagonal Bottom - 1 to 4 var' + L|R ends of wall pieces, Inner corner, Outer corner (rare that one... isn’t it!) - with L|R ends of wall, Filler - to «close» a space or extend the parapet on the flat (or not) tiles, Transition - joining two (textures) walls, Underbridge - from the left/right for 3 terrain heights: 8, 15 and 22 m. I would like to mention here the contribution of @rsc204 which offered the small, but no less essential, Prop which made it possible to manufacture the «underbridges» quickly and easily. For your pleasure .. and mine! Speaking of Bridge, the Sandstone, Concrete and Retaining sets are «floodable», meaning that several pieces of this set can be placed on submerged Terrain tiles (Maxis water). Speaking of water, diagonal pieces (for all sets) come with either a grassy/sidewalk half or «empty»! That is to say that part of it is transparent and allows the Terrain to be seen. This implies, in a standard game situation, the appearance of the «water bug» after using the Pipes tool... Unless of course you use the solution proposed here: .. Transparent Texture (Water Bug) Fix DLL .. or .. Simtropolis <coris-partial-water-bug-fix> Topic .. You have been warned ! Installation Unzip the file to your Plugins\ directory. The 6 Sets will be in Scoty\scoty Walls Sets\ If you do not wish to keep all 6 sets, take care to always keep: MGB_UBprop_ScotyWalls.dat Use Scoty Walls sets appear in the Park\Embankment\ submenu. (without Submenu-DLL: in the "Energy - Electricity Grid" menu). The Sets and their Lots in (almost) the order in which I present them above. Each Lot has an orange arrow indicating the top of it. For so-called “Filler” Lots, this arrow indicates the interior of the zone they define (as opposed to the parapet, barrier, etc.). Like many textures of this type, the deformation beyond 12-15 m of elevation is quite strong, but the "Concrete" and "retaining" walls should support more stretching. Yes, yes, I'm a big lazy guy and a bit teasing, and you will have to rack your brains to make certain connections between textures. The ZIP contains an illustrated guide, which also shows the transition textures. Dependencies Japanese Walls Set (only JPN_Walls_Props_One-Design_mas71.dat or JPN_Walls_Props_All-Design_mas71.dat) Nams Props Pack Vol 2 BSC VIP Girafe Flora Pack .. (Daisy, Rowan, Feathers, Beeches, Bushes, Sparaxis) BSC Common Dependencies Pack .. (Grfe hedge, BSC MEGA Props - CP Vol01) SHK Parking Pack NekoPropSet03 >>> Temporary Link (02/2026) WMP Mega Props vol. 01 - Misc General Props SPOT v. 1.2 .. Submenus DLL ... and optionally Scoty Submenus & Icons Collection Many thanks to the authors of the dependencies above. -
And... for the attention of other potential users... @monicadm -- Regarding the "Scoty Modular Parking" v.1.3 plugin: the lots will appear in the [Misc Transport] submenu: [Parking...] that the DLL-Submenu installs. This applies whether or not you install this plugin (Scoty Submenus & Icons Collection) ! For my plugin [Scoty Field Paths & Hedges] - in particular - you need to install "Scoty Submenu" (**), or at worst, retrieve/keep one of the files: [ submenu-rural-fillers.dat ], and thus see this sub-submenu appear in the "Fillers" submenu installed by the DLL. I hope this answers your questions? -- Note that the "Scoty Submenus & Icons Collection" ZIP file contains a PDF showing the submenu hierarchy! The annotations and colors should be fairly self-explanatory. This makes it easy to link it to the provided [.dat] files! -- ** ... You'll see that the set of submenus offered by Scoty-Submenu — which aligns with various initiatives from other players/modders and the analysis of STEX and SC4E (ex LEX) — opens up possibilities for integrating existing plugins. I know this isn't, and never will be, a solution to the hundreds of possible variations: each player has their own perspective on the necessary "sections" and display level.
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Version 3.1.0
421 Downloads
Submenus, icons .. and more ... 1.. Basic Icons Replacements. This package provides a replacement file for the submenu icons provided by Memo's Submenus-DLL. ( 2.0.0 +) Place the [z_scoty_Submenu-DLL_IconsCover] folder in your Plugins\ directory. It can, of course, be placed directly in the directory provided by Submenus-DLL. Or accompany the scoty_submenus_gen\ dir’ described below. All replacement icons are part of the collection provided and described below. 2.. Scoty Submenus To adopt, to adapt, or simply for inspiration... The [scoty_Submenus_Gen] directory offers a set of pre-built submenus (exemplar, icon, ...) which complements and relies on those of the Subemnus-DLL. Place it in your Plugins\ folder. The proposed structure is, of course, arbitrary and may not suit everyone. It’s based on suggestions from RSC204 and other players, as well as my own analysis of years of gameplay and the content of STEX, SC4E. It attempts to cover many areas from the outset but remains a work in progress. As the attached (Scoty_Submenu_tree.pdf) tree diagram shows, I’ve integrated and offered two useful submenu groups as options, if you haven’t already installed the plugins they come from: z_opt_CAM_SbMn\ - CAM-NEON (v4+) submenus. z_opt_Airport_SbMn\ - «Ultimate Airport Pack» (SC4E) submenus. All that’s left is to « populate » them ... For an overview, see the PDF: Scoty_Submenu_tree.pdf 3.. The Scoty Icons Collection In the [Scoty_SubMenus_Collection] dir., you’ll find 186 PNGs files [176x44px] prepared as submenu icons. Identical to that of the replacement set. These icons cover all the available [scoty_submenus_gen\]. A few variations are already available, and I may add more over time, depending on my preferences and your requests. Their names are fairly self-explanatory, but they can also be used for other purposes … enjoy! You can select these files in the «Create new Submenu» section of the «sc4 cli Tool» by smf_16 (see STEX)… easy! Or by integrating them via «Reader». This collection doesn’t need to be in your SC4 Plugins folder. Drop it elsewhere! 4.. Icons Masks For your convenience, I’m providing PNGs of «Masks» to create your own submenu icons, either identical to this collection (tab01) or with one of the variants. Or just to inspire the most creative.. Icons 100% by Natural Intelligence and pixels raised in the open air!- 4 Comments
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Advanced Lot Plop - new GUIs with DLLs
hugues aroux replied to CasperVg's topic in SC4 Modding - Open Discussion
@Ernestmaxis .. oh fine !!! .. Thank you for these valuable details ; I look forward to testing (next week) the very intriguing and promising work of @CasperVg .. -
oh ! If, like me, you can't identify the species of this tree (thuja, cypress...?), the overall shape isn't jarring. On the contrary, I found this structure natural (Wednesday snapshot!) un poco de imperfección... . OK, in tonight's snapshot the 3rd one (L->R) seems to be getting a wind gust on the left!
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Advanced Lot Plop - new GUIs with DLLs
hugues aroux replied to CasperVg's topic in SC4 Modding - Open Discussion
Hi, I had previously installed the 3 files of SC4AdvancedLotPlop-v0.1.3. Should we get rid of them!? I just downloaded the zip file above. I placed the files from the directories to their destination :\app and \plugins I placed the file: RUN_CACHE_BUILDER.ps1 in my Plugins directory + right-click + run powershel... but no .cbor file appeared! What is the purpose of PropertyMapper.xml? Should it be placed in \plugins? And .. _SC4PlopAndPaintCacheBuilder.exe .. (il doit faire quoi ?) run .. But nothing happened! I didn't understand everything! -
Hi,I don't know what's bothering you about your trees, but (considering the jpg screenshot)... they look good, a tender spring green! Nice ...
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Custom Queries for Custom Buildings
hugues aroux replied to Kel9509's topic in SC4 Modding - Open Discussion
My humble opinion ... Indeed, use an en dash character (& ndash ) is more striking (Don't even talk to me about it, it's my everyday life Damned Researchers ), But removing the "=" (as long as it's possible in the output string) would be good/better.In the context of a game's "state window", this "=" is irrelevant. We don't expect it to be anything other than: "Magnitude (is worth) xxx"! Replacing the "=" with a non-breaking space (NBSP) isn't crazy!? I would be tempted to say that this is understandable in all languages and cultures!!? No? -
Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
Indeed, the game uses 9 fonts (\SimCity 4 Deluxe Edition\Fonts) available in regular, italic, bold, and the INI file specifies the font height, assignments, etc. I wanted, by creating this panel, to have a reference point: Reader - Game ; As you can see, there are some notable differences ! For an HD version of the interface, I think there are going to be some drastic choices!!- 284 Replies
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Excellent idea! And with great staging! More, more...
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
For all intents and purposes ... All fonts available in the Font selector, in IliveReader 1.5.4 .. This images and the UI file : UI_Test_Maxis-fonts.zip .. I used the Landfill-Query... If you want to check that... at home! .. H: -> for some cell, minimun height in pix of the cell in Reader 1.5.4 ; don't do it for all, because I'm a really lazy person ("grosse feignasse" !! ) ... :g -> Visual calibration! ... All cell in "leftcenter" align mode ... The "in reader 0.9.3" img, It's just a "reading", the UI file was mounted under Reader 1.5.4 ... Test performed without any modification to the INI file - Fonts ... ...come on, it's time for tea and my orange biscuits...- 284 Replies
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Road markings and decals DLL (concept)
hugues aroux replied to CasperVg's topic in SC4 Modding - Open Discussion
huuuum .. coool ... I'm thinking in particular about being able to place pedestrian crossings with more variations than we can do with standard textures!- 5 Replies
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There are a number of "blockages": such as certain Budget data tables generated by the EXE; or the size and management of submenu banners... a number of objects with fixed dimensions (hardcoded in the EXE...??!!), plus windows/queries that won't support changes in text size. And as with my "CarbonSkin," all the other UIs of existing Mods will need to be adapted. I am working, second or even third in importance among my SC4 projects, on a larger (readability) yet more compact interface (compact .. because: a limitation of the UI editor in Reader 1.5.x!), or at least, see how far I can "cheat" with fixed-size objects and partitioned images (button PNGs, etc.). It's a long job, and to be honest: really annoying... sometimes... often! So .. maybe .. A day ... (And if our SC4 coding geniuses find workarounds for these blocks... yay! )
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
Eeeeh ... Yes! That looks very good!- 284 Replies
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
..I made some slight changes to the design of the street edges between v1 and v1.7, but no, there is no other version. I added a SAM1, 6 and 8 on ST. And I have 3 or 4 other SAM projects "up my sleeve" that I may have shown about +- two years ago!- 284 Replies
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
....and my translation isn't necessarily of high quality... .. But I think, here, @EastChapel has the answers to what he can do on the one hand, and on the other hand, what I could consider in a few weeks/month !- 284 Replies
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Scoty's small tinkering
hugues aroux replied to hugues aroux's topic in SC4 Modding - Open Discussion
@CorinaMarie .. Yes, as I was saying, for one of the desired parts, we can change the IID from WWS-Detroit to another SAM. But I don't know if Flann has updated all the SAMs to apply this mapping. I haven't checked recently. Aren't the T21s from Japanese Street Mod specifically designed for "Street" use!? (not SAM ??) !!- 284 Replies
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Oh... can't be very pleasant!! Well, in any case, the containers are great!
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