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Gernot66

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About Gernot66

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  1. Hi, I want to pick up playing and modding SimCity 3000 again, could you maybe post instructions on how to install the mods? Because I see several ways, the plugin folder and bld files? Hopefully you can help me out

  2. Hi, I recreated the Aston Martin Lagonda factory to go with your cars, however many of the cars and symbols etc. do not work.  I press on them, but instead of illuminating, say, the cntre spot and the 3x3 squares where it is supposed to go, it simply illuminates a single dot and will not add the prop to the construction.  Some work, but many do not.

  3. By the way, any chance of a large cylinder, like one of those used at gas stations for gas?  

    This could be so useful for industrial buildings.

    1. Quelquechosedautre

      Quelquechosedautre

      I was particularly thinking about one that is laying horizontally.

  4. Landmarks & Custom SFX

    Version 1.0.0

    43 Downloads

    This is a rather experimental upload, it adds 46 sound effects to "sound\sfx\user" of which a few will be used by the landmarks in this upload. It's meant as example how to add custom sfx to landmarks and how to use custom sfx for std. events or buildings. It's hard to make a screenshot of a soundeffect In the zip is a short readme and in the audio.ini you will need as well to play the new files back is a longer explanation how to hack a landmark (it's easy).
  5. Show us what you are working on in SimCity 3000!

    That looks very interesting.
  6. Show us what you are working on in SimCity 3000!

    Llamas are quite popular, hm? They are welcome as shepherds (their size). I'm working on the roofing ridge you asked forand for this i used the BAT lighting, but i already expected this the result i get in blender isn't what it turns to in the bat, neither for the final rendering or the display in the bat. It needs some tweking even if i'm now pretty close to it. Excerpt bat.ini [Lights] ; There are six lights in the 3DS scene Ocean set up for 3K buildings. ; All lights are "free directional." ; ; 1) pointing in the +Y direction, RGB 98,98,133, multiplier=1.3 ; 2) pointing in the -Y direction, RGB 98,98,133, multiplier=1.3 ; 3) pointing in the +X direction, RGB 255,249,232, multiplier=1.3 ; 4) pointing in the -X direction, RGB 255,249,232, multiplier=1.3 ; 5) pointing downward ~15 degrees off of vertical in the -Y,+X direction; RGB 198,198,198, multiplier=0.75 ; 6) pointing downward ~15 degrees off of vertical in the +Y,-X direction; RGB 198,198,198, multiplier=0.75 ; These lights are only used in construct mode ConstructNorth=164,164,164 ConstructWest=72,72,72 ConstructSouth=164,164,164 ConstructEast=72,72,72 ConstructTop=141,141,141 ; These lights are only used in paint / detail / placement modes TextureNorth=190,174,164 TextureWest=71,71,91 TextureSouth=190,174,164 TextureEast=71,71,91 TextureTop=141,141,141 ; These lights are used in file mode, and ; to preview and render the result for SimCity. PreviewNorth=190,174,164 PreviewWest=71,71,91 PreviewSouth=190,174,164 PreviewEast=71,71,91 PreviewTop=141,141,141 What i use now is something in between the rendering lighting setup and the colors for the paint mode. Indeed it's already pretty close - but not close enough for a fabrics technician One set i will make using the roof textures of the bat another i started using own textures they must not fit in lighting setup but it won't harm them. A third which i need the lighting setup for is a blank object one can apply a texture and when blending it using a multiply mode the artificial shading will be as close as possible. like this (lighting as the original ocean scene), below the ridge using an own texture, exists already in red and orange and more different textured will follow.
  7. Version 1.0.0

    58 Downloads

    All cars to be found in Streets of SimCity except for the Mercury lookalike. player: Northtown J57 (quasi GT40) Azzaroni (quasi Ferrari) Sedan (quasi Charger) Streetrat (quasi KDF Wagen) Utility Van (quasi?) Traffic: Cop Gangster Mobile Pick-Up Volvo SimCow (not driveable)
  8. Show us what you are working on in SimCity 3000!

    I guess you will like this new addition, A smaller sized is planned but recently i need a break from chimneys, i'm not sure how i will solve it for a smaller size, the copper edging is alright but if the chimney is smaller i need a different idea. The shading isn't ideal the reason is the small size of the object (32 pixels wide) everything bleeds into the other and a slightly darker area easy looks like wrong lightened. Of course the other rooftop objects are ready as well and are now textured (and branded a.t.d).. If you use a temporary pole of bricks and work from top down you can stack up the tubes, but i guess the hats are more useful as the tubes. The neon hangsign is a leftover from the "neon glyphs" i made, this one i made first using only a paint program and a suitable font (since it's "unreadable" it won't matter so much if it appears several times in the city). The aircondition block(s) can be combined as well. Since these are mostly rooftop objects i dropped them all into one zipped folder "rooftop1". Looks like i like to create "LEGO" bricks, it seems to be in my venes daddy worked as engineer for a injection machine factory which elaborated the standard bricks, it took some time until they reached the needed precision that's why i had standard bricks en masse (either to loose or to heavy bound) and if i would still own them they would be absolute rarities (pink and blue melange, semi transparent and whatever was at hand) since i've read LEGO doesn't likes reject to be spread and this makes them quite rare, but who cared back then for such? No one liked them one could say, they wasn't "original". --- Looks like i forgot to post this - never mind you will have noticed the new rooftop props. I revisited all cars and added a few more color variations plus a new set of cars. I also sorted them new though that all vehicles from Streets of SimCity are in an own zipped folder. Mainly i did this to have a uniform scale by using a groundplate in the size of the bounding box, the same method as i already use for the other props. Streets vehicles are to handle seperate since they have a non metrical scale and also vary in scale (i.e. the "traffic mercury" (unused sine i have a better mercury) is far to small compared to the "Streetrat" (beetle), the "Sedan" (a sort of dodge charger i assume) is a giant even compared to the "Northtown J57", it seems each has a different scale, dunno why perhaps to make it harder for the faster cars (as wider as harder to take the turns). Most of all the dummy helps me to position the object already when rendering. Before i can post the new set and the revisited old i have to make sure they work fine, it will take until tomorrow. But i have an appetizer for you, i've read that the farms look very "U.S." (indeed they do), further if you click on a field you hear a clear "muhhh", quite strange crops which make such a sound. Streets has a cow model (just as target, it counts how many times you shot a cow while it has no influence on the game but one could use it as a condition in a scenario) thus i thought, "let's get the streets cow into sc3k". Overall i made four variations, the "original" dark brown black-spotted, a "holsteiner" (white with black spots) and a browns (Swiss) plus a calf which is simply 2/3 of the brown. Of course i already planned to make european (swiss) style farm buildings. It's a bit to crowded but it's just a test. Since this is only a prop you can assemble your own cattle or use them otherwise. What could suit better as SimCars? To the cars i added almost all Streets models (with exclusion of the mercury). for some i used the minimal textures they have, for some i revisited the ones i made for the game or used them as they are, the "Azzaroni" (prob. a Ferrari GTO, it's not to clear for this one) has a complete new texture based on what i made for Streets (i removed the artificial shading on the texture because it looks better without, resp. when i leave it up to the raytracing). volvo pickup cop cow northtown j57 gangster azzaroni kraft durch freude sedan utility The Beetle, Sedan was until present in "vehicles1", the Utility Van (orig. blue) in "utility vehicles". Therefore i added a couple of new cars to "vehicles1", they are from the same low-poly set as the ones which i already used in "vehicles 1", corolla civic riviera (pops: "a baroque church instead of a radiator grille", it must be a buick) mercury, i hope it's not completely wrong since the colored skin for this model is very lousy and it was not to figure out where the enamel ends and the chrome or woodgrain-imitate starts, since i have no web at home it's based on what i remeber and a brief appearance in a crime story i watched not to long ago. The Stretch Limo is now in scale and one cell shorter To the utility vehicles i added the cube van (truck) But as i said i need a day to make sure that everything is as expected, "vehicles 1" is broken in the version in uploaded it, some .met files have errors in it (wrong listing). The cars are still somewhat larger as the standard ones, but i oriented myself on the buildings and the sims (compare the mercury in the BAT to a Sim, you would have to fold a person to have enough space in it, while if you compare my schoolbus to the schoolbus in background it's quite good in scale). However, even if a pixel or two larger they are as well a little smaller in scale as the sims or the buildings, it's a compromise.
  9. Your work on SimCity 30000 is awesome.


    Is there any way that you could develop the following:-

    - A yellow JCB backhoe

    - A paller of sacks

    - A conical pile of sand and ine if gravel

    - Chain-link fence

    - White vinyl siding

    A single brick roofing ridge tile so roofs no longer have to be an even number of bricks across

     

    ????????????????????????????????????????????????????????????????????????????????????????

    -

    Spoiler

    vinyl siding.jpg

    JCB.jpg

    pallet of sacks.jpg

    pile of sand.jpg

     

    1. Show previous comments  3 more
    2. Quelquechosedautre

      Quelquechosedautre

      The cone shaped pile would also be very well received

    3. Quelquechosedautre

      Quelquechosedautre

      Camp[bells Bay Cement,,,  all possibvle EXCEPT for the JCB

      Campbells Bay Cement (most of ot ).JPG

    4. Gernot66

      Gernot66

      It will take a little while because i like to build it from scratch.

  10. Version 1.0.0

    25 Downloads

    Rooftop 1 A collection of rooftop props (mostly). "Chimney", does need no explanation it's a chimney - for tilted roofs just leave one brick open for the chimney, both angles are supported. "Floodlight", a large spot rather meant for industry and whatever else needs to be flooded with light. "Horn", a megaphone or siren. "Monobloc", an aircondition "mono bloc" (all in one) in three sizes, it's possible to join them to a larger object or combine them with other "thingies". "Neon", a neon hangsign it doesn't really belongs to this set but i made it in the meantime i made the other ones, it was the basic idea for the "glyphs" details first i made this hangsign directly from a font (letters "SC3KU"). "Thingy 1", mainly inspired by the sc2k "industrial thingy". A turbine of some sort. "Thingy 2", to be honest neither i know the purpose of it. It's a sci-fi fantasy object i use in "phoenix", guess of a covered dish or the opposite a field projector. The same tripod just much smaller i used for the sc3k version of "large apartment 1" as a barbecue or steamer, it can be a lot. "Tube", some tubes and endpieces for air condition, they are stackable if you work from top down. Build a temporary pole of bricks position the prop on the topmost brick and remove depending on the size of the tube piece either one or two bricks and position the next lower. But i guess the endpieces are more of interest as to stack up tubes. Overall it can be a difficult thing to work with many props since they can easy "erase" each other (overlapping masks) and also can be easy erased with the bricks resp. their removal. This all looks so little in count to me now but it took quite some effort which is to see by the number of sprites. The chimney needed most time of all because of the three color variations of four different types (five, but the smaller one for a flat roof is identical to the larger one). The monobloc and tubes i had to restart several times because i wasn't satisfied with them, they didn't matched in position and at start i planned them untextured. Perhaps a smaller chimney (similar as the small one for flat roofs) for tilted roofs will follow but recently i have seen enough chimneys. It will be a bit more difficult to close the gap, resp. it will be a quite large piece of copper or i need another idea. Unfortunately you can't "paint" it and it would be on the other hand make no sense to create dozends of variations to cover dozends of rooftop paints - in three color variations. I thought of a mask to texture this section by need with the texture you need. "By need" is anyway a good i idea as i found out (use only the custom paints, details & props you need this gives you more freedom to alter them and keeping the name and same template files. Stash the altered stuff to a project folder named as your building). Gernot In general, pleasy notify me if something isn't as expected, errors in the .met files can happen easy (as easy as this typing error-y).
  11. Grabbag (props details, ea maxis custom)

    At least one set of details is doubled, "baroque" is identical to "german1" another doubled i didn't found.
  12. Version 1.0.0

    32 Downloads

    The screenshot isn't typical for the content but shows what i added lately to it - a set of neon glyphs, it's easy to colorize them just shift the cyan to any color you like you can also invert it if you like a black border around them. When you (mask &) shear the images by 16 (or 32) pixels you can create a hangsign prop out of them. Two are fantasy fonts (aurabesh, interkosmo) one is a human readable neon font. Most is old stuff i downloaded back in the day, a load of cars & trucks of which i forgot that i still have them, some maxis props (hedges, more domes), the details i already linked and a lot more custom details mostly adverts. Hint: if a detail set has a layout (.plt) it's of advantage to put them into the "...\Res\BA\DETAILS\..." directory since the presence of the layout in the custom details directory forces the bat to add the same images to the list when you open the "details" tab (each time once more). Assumed the EA and Maxis props/details are already in circulation then at least the glyphs are new.
  13. Show us what you are working on in SimCity 3000!

    I started to render some more of by my already used properties which i made for my buildings. An aircondition unit (3 different sized, all in one aircondition "monobloc"), a floodlight (or large spot, two sizes), a thingy and another thingy (sorta turbine inspired by the industrial thingy of sc2k and a tripod of which i have no idea what it is but i looks cool i used it in a smaller version in opposite colorizing as smoker or barbecue, it's anything you imagine) and a speaker/horn to put on a policestation, railroadstation or similar. Latter is a very tiny object and it might not be much left of it in the game, also i expect that the lamella of the monobloc will vanish. I will derive some more before i upload them, they are all more or less untextured because it allowed me to use for some only 4 sprites instead of eight, i.e a texture on the monobloc would need 8 sprites because of the texture which will be rotated by 180° if you look at the object from back. Perhaps the "hairdryer" (a rooftop object from simcopter, what about a classic analogue tv antenna? it looks so "historical", fun fact when i was about 5 in '71 i drawed many pictures with parabolic antennas on buildings and even cars and ppl asked me what i think will be the use of - even this is now history since quite a while). Perhaps something "stupid" like a stackable tube for whatever purpose, i still have some rooftop objects which i can use i.e. hats or caps (dunno how you name them) for aircondition tubes, the typical ones which cover usually the top of a tube to hinder the rain from dropping into the tube, some cover them completely and have slots on the underside usually a cap for a cylindrical tube others cover a quadric tube in the opposite manner with a funnel larger in diameter as the tube. Of course dishes. The "monobloc" is maybe useless especially the large one (it's only three cubes long, i stacked one on the other) since this would be to reach by use of the bat, texture and details for the lamella. --- Unrelated to props. I noticed a weird behave of the bat when you add details which use a .plt file, if you put such in your custom details folder they will be reaload each time you select "details", means each time it adds the same images, to avoid this such should placed in "..res/BA/Details/..". If you leave the .plt away it's no problem but it's stupid to leave it away for to a building arranged details. Somehow sad that the .plt is disregarded resp. leads to a wrong behave in the custom folder. The advantage might be that you can move details and the directory will be refreshed each time you select it (unlike for props). Some i collected back then, i can't tell if you already own them if not upload them to the stex. As far as i can judge three are EA/Maxis and one is a custom made house. Most probably you own them already. baroque_federal_brute3_haus1.zip
  14. Show us what you are working on in SimCity 3000!

    "Burn Baby Burn" Whole SimCity 3000 has no fire escapes thus i made one. Something was messed up, never mind i assume you will have noticed already the fireescape in in the STEX (i forgot to submit my last post and made a new one, as it looks the above post turned to a mix of both, that's most probably why the image links didn't worked and the posts was messed up). STEX: Fire Escape OhKeh, that's a little extra (a left over from the full comment, find out yourself what it is) parking_fields.zip
  15. Fire Escape

    Version 1.0.0

    28 Downloads

    "burn baby burn" - the fire escape. You can stack one element on the other if you point on a wall when placing it. The maximum space it needs is 5x3 blocks the minimum 4x2, that means it can/will cut out a previousely created geometry (wall) when you use the minimum spacing since the bounding box will leap in length (y) into the the wall and this will cut out one block. You can erase this leaping in section simply by erasing a guessed wall (row of blocks) in front of the existing one. Take care not to erase to much since you can erase any property (part of) in this manner. The reason for this is that i have to position the object that the center will be "in the wall" though you can stack it up along a wall. I could have centered it but this would need some extra effort by placing cubes each 6th cube in height to stack them up on this helping cubes, i haven't tried and i also assume the erasing of the helping cubes can/will erase parts of the object, at least there is a danger and it complicates the constructing useless. In the zip you find a second version which reaches over two cubes per floor, but a comparison in the bat showed me that it needs three cubes per floor, if not well at least there is one sized shorter). The "three cubes per floor version" has three color variants, steel blue, green and rusty. It cut's a tiny little bit of the object below out when stacked on it, but would you jave noticed it when i wouldn't have stated it?
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