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Raymond7cn

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Everything posted by Raymond7cn

  1. LouvreStatues Plaza

    Version 1.0.1

    2,708 Downloads

    LouvreStatues Plaza, by Raymond. --------------------------------------- Statement : Louvre Museum Statues | All the sculpture copyrights belongs to Benjamin Bardou | Licensed under CC BY | https://sketchfab.com/3d-models/marly-louvre-museum-low-definition-864497a206024c8e832b5127e9e23f2f Some of the statues depict parts of the human anatomy which might be offensive to some people. I have received permission from Cori @CorinaMarie and CB @Cyclone Boom to post my work because it is art as long as the explicit portions require the viewer to specifically install and use these statues in their own game to see those parts. --------------------------------------- A series of 1x1 and 2x2 plazas with statue which are suitable for romantic or artistic environments. These Louvre Museum Statues was scanned by 3D tech, I just modelled their pedestals and mend some holes of themselves. These plazas were simply designed with the statues and base tile, the base tile's texture belongs to Jeronij's Sidewalk Mod, You can easily Modify them with LotEditor to create more random and artistic combination Lots. I will try my best to make them to props and 1 icon(random plop them by click) at the next version. Many thanks to Matt !! @mattb325 Without his careful guidance and kind help I couldn't create it or make it more beautiful. I'm not a artist. It's just depends on my personal preference. So If you have more better idea Please do tell me, I'll try my best to perfect it. Thank you ! -- Raymond --------------------------------------- STATS PLAZA: table, th, td { border:1px solid black; } th, td { padding:5px; } th { text-align:left; } Property Stats Lot size 1x1 (14) | 2x2 (2) Demand Satisfied R$1000, R$$1000, R$$$1000 Pollution 0 (Air) / 0 (Water) / 0 (Garbage ) / 0 (Radiation) Pollution Radius 0/0/0/0 Park Effect 5 over 10 tiles Landmark Effect 40 over 10 tiles Power Consumed 0 MWh Water Consumed 0 Gal/Month Occupant Groups Building: Civic; Building: Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: These plazas were designed for Maxis Night. --------------------------------------- DEPENDENCIES: Cori Edit: Seems the base texture dependency moved to here: JRJ Sidewalks Mod (with SCILT) Resume original text: As pictured above, the base texture for the lot I used Belongs to Jeronij's sidewalk mod ( in CP_SCILT_JRJ_MedWeath_Sidewalk.dat ), You can get it from here: Jeronij Sidewalks Mod. However, if you already use a sidewalk mod, you will see a different texture and should not install the CP_SCILT_JRJ_MedWeath_Sidewalk.dat file. The full list of sidewalk overrides can be found under the main SCILT, Maxis Default Version (v1.0) entry. If you use any one of those listed, you will not want to install the Jeronij Sidewalks Mod. The base texture you will see will depend on which SCILT you already have. If you are not using any of the SCILT sidewalk overrides, then you will need one from the SCILT, Maxis Default Version (v1.0) (same link as in the previous paragraph) so textures DDDD2560 - DDDD2564 will appear. Thank you, @Tyberius06 for clarifying this. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Then you will get all of them from your park menu, I deliberately made a version of a separate file, Just In case you could choose which one you'd prefer, E.g. Plaza Set amphitrite-i = amphitrite-i-0x5ad0e817_0xab8032f1_0x30000.SC4Model + Ray_1x1Plaza_amphitrite-i_2b86bca3.SC4Lot You could simply remove any plaza(set) if you don't want it. Thanks. -- Raymond
  2. Vertiport

    Version 1.0.0

    1,359 Downloads

    ================================= Vertiport, by Raymond and his Friends ================================= This Vertiport is acturally a Car & Passenger Ferry but can be plopped in the sea. it will provide (§ 2000 §§ 152 §§§ 17) civic Jobs and also directly increase the demand for RCI. Many thanks to Cori and CB and Terring and Barton and Jason and Alejo...!! This is another futurist Lot i made inspired by Terring's CJ. Terring just keeps encouraging me with his continuous ideas, When i ran into troubles with modeling and Lotting, Jason and Alejo and Barton helped me to solve them with their knowledge and precious experience. CoriBoom supports me as they always do, I do appreciate all of you. @CorinaMarie @Cyclone Boom @Terring @BartonThinks @Jasoncw @Barroco Hispano Vertiport STATS: ----------------- Ferry Terminal Type : Car and Passenger Plop Cost : §300 Bulldoze Cost : §10 Demand Created : § 2000 §§ 152 §§§ 17 Power & Water Consumed : 0 Occupant Group : Building: Transportation, Building: Ferry Passenger Capacity: 5000 NOTE ABOUT DARK NITE vs MAXIS NITE: ----------------------------------- This Lot is designed for Maxis Night (SD). DEPENDENCIES: ------------- To have a functional port in the sea, You need NAM's FLUPs to connect this Vertiport from land to sea. INSTALLATION: ------------- To install, simply unzip the Vertiport folder into your Plugins folder. It will then be found in your Water Transportation menu. For connecting this port to your city more easier, I modified vanilla Terrain exemplar which could make your sea transparent, Make sure it (z_____Build Vertiport Terrain Exemplar) will be loaded after your Terrain Mod. You don't need it after the connecting work. I made a simple instruction within the download link about how to use it, If you have any problems, please post your issue in my thread. Thanks. -- Raymond
  3. Dear all, I have a question when testing some railway stations which were modeled recently, Is there a way to install multiple train automata mods? For Instance, I have two or three favorite trains, Can they come up randomly at the same time without having the cars and engine's mixed, It looks unlikely by now, I tried to put two VDK trains into plugins, there was only one of them came out, I guessed they probably rewrite by each other. Hiya @CorinaMarie , I'm very sorry to beep you suddenly, May I ask that according to this tutorial you wrote for me: Is it possible to deal with my question by the same method or theory? Thank you for advance this. Yours Sincerely, -- Raymond
  4. Hiya Everybody, The main purpose of this thread is just that i need a place to organize my thoughts or new ideas, Actually I used to do that with PM, but that's really sometimes it's not that appropriate to bother others with personal purpose, So I write down those newbie's thoughts here, Maybe some of them has been given correct solutions somewhere, so Please forgive me about it since as a newbie, so much useful information buried around somewhere. Likewise, I do look forward and appreciate you could give me more and more advices or tips if you're also interested in them, Thank you! List : ① The Signs & Label Tools ② ANT-AM Mod(ANTigravity Addon Mod) ③ Terrain Mod (processing) ④ Multiple train mod ⑤ Castles ⑥ Real road surface ⑦The Simtropolis (processing) ⑧ Draggable MMP ⑨ UP ⑩ Floating Airport (finished) ①① Commute time query ①② Yellowstone (designing) ①③ Optional Historical UI: ①④ Colorful UI (finished) ①⑤ Forrest Gump ①⑥ Old Trafford ①⑦ Tractor Automata ①⑧ Tree House ①⑨ Globe (finished) ②① Batman Light etc ②② T21 Mod (learning) ②③ Winston Churchill statue (finished) ②④ TE Building ②⑤ Automata (processing) ②⑥ The Wedding ②⑦ All Creatures Great and Small
  5. Version 1.1

    2,313 Downloads

    ================================================================= Rural Depot Train Stations - Passenger and Freight, by CoriBoom™ and Raymond ================================================================= A series of Depots (AKA Rail Stations). It's a team effort! These depots were inspired by Cori and CB's rural cities, and I began to make the first one from scratch with blueprints which CB shared with me. I just thought their style is more suited to rural scenery, however you could definitely make them appear in modern places by reLotting. Many thanks to Cori and CB !! They helped me again with Lotting, And additionally, even made splendid overlay textures and proper parameters for the exemplars, The most important thing is that I've learnt a lot from their works, Thank you!! @CorinaMarie @Cyclone Boom I will bring more beautiful Depots to your cities at v2.0. DEPOT STATS: ----------------------- Lot size : 2x1(01) | 4x2(02) | 3x2(03) | 2x2(04) | 3x2(05) Plop Cost : Depot 01 §100, Depot 02 §101 ~ Depot 05 §104 Max Fire Stage : 5 Occupant Groups : Building: Transportation, Rail, Strikable, Passenger Rail, Freight Rail Passenger/Freight Capacity : 30,000 Transit : Accept pedestrians, cars, trucks coming in and passenger, freight trains going out. It's also set by Cori to allow freight trains to pass off their good to freight trucks so they can be used near a seaport and simulate the trains delivering to the seaport. Jobs (Demand Created): Depot 01: R$ 4 / R$$ 1 / R$$$ 0 Depot 02: R$ 11 / R$$ 2 / R$$$ 1 Depot 03: R$ 8 / R$$ 1 / R$$$ 0 Depot 04: R$ 4 / R$$ 1 / R$$$ 0 Depot 05: R$ 6 / R$$ 1 / R$$$ 0 NOTE ABOUT DARK NITE vs MAXIS NITE: ------------------------------------------------------------------ These Depots are designed for Maxis Night. DEPENDENCIES: -------------------------- Rural Depot 01 - Overlay Textures.dat (is included within) -Made by Cori INSTALLATION: ------------------------- To install, simply unzip the contents of this file into your Plugins folder. It will then be found in your Build Rails & Depots menu. Cori helped me to make the plop cost incremental for each successive numbered so the Depots can be made to appear in numerical order in the menu. Thanks. -- Raymond
  6. Hologram Ironman

    Version 1.0.0

    261 Downloads

    ================================= Hologram Ironman, by Raymond ================================= Actually this Hologram Ironman is just a Prop, I used Matt's Hexagon Plaza Lot for showing. The Ironman only comes out in the dark. Many thanks to Terring and Matt !! @Terring @mattb325 The Original idea was inspired by Terring's beautiful futurist CJ, And It was generous of Matt to let me used his great Lot for showing, Thank You!! Prop STATS: ----------------- Prop size : 4x3 Actual size : 51.8m x 44.8m x 158.7m Nighttime State Change : True DEPENDENCIES: ------------- If you want to use this Lot, All of the dependencies is Matt's Hexagon Plaza, make sure you had installed the Plaza's dependencies as well. INSTALLATION: ------------- To install, simply unzip the contents of this file into your Plugins folder. It will then be found in your Parks menu. If you just want to use this Prop, The only files you need are "Ironman-0x5ad0e817_0xbc5839b_0x30000.SC4Model" and "Ironman-0x6534284a-0x3b615859-0x3c45c438.SC4Desc", Furthermore, You could delete the "Nighttime State Change" property and transform the RKT4 into RKT1 from SC4Desc so that it could also appeare in the daytime. Thanks. -- Raymond
  7. Raymond's Newbie Thoughts

    Thank you @chfzdn, Sorry that I forgot to leave a note about the next plan. I was learning Python(advice from CoriBoom™), After finishing most of models for that secret project, I begun to learn it with my boy, It's his summer vocation, so we could learn and make mistakes together. It did remind me of that time when I started to learn modelling, @Cyclone Boom @mattb325 (Do you remember that, CB and Matt.) I made 5 mistakes on printing "Hello World", Ha-ha. Frankly I have tried to learn a programming language for many times before, but gave up easily, since I couldn't find out an aim that why I need to learn programming, Now, I got a good one. This Special game has inspired me in many ways, I got a feeling that I probably can succeed this time, After trying to solve those puzzles Maxis left to us, Including guessing Hardcode, I thought I could understand some theories more better than before, same thing happened on PS's mask and painting as well. Anyway, There is still a long way to get to the level of Xannepan or Lowkee's, I have written some simple code to read and edit binary file, but have some bugs and need to learn more about functions are related to GUI etc. Thank you so much Cori! It will be super helpful, Since I was just stuck in guessing what that "2 Bytes - End of Section" was in section 13 and the structure of 13.5. May I ask a question about your LUA code, you knew how random my thoughts often can be. From your The C.O.R.I. Reports and MySim Thought and Speech Balloon Dictionary(your thoughtful comments are more like a tutorial), I could see this "building_groups.????", (???? for RESIDENTIAL or BUS etc), so I presume that this is some built-in functions which can filter out certain type Buildings or Automatas by Occupant Groups in every Building's Exemplar, Is it correct? If so, I get some random thoughts about Lua and Effects(All because of you so that I knew there were possibilities), since I saw some words in tutorial and hardcode as well, (coverage_cells or cell_coverage, target_sequence, target_list, target_destroyed). Anyway, My friends, I'll be away on vocation for about two weeks with my boy, sand and beach and Fish&chips! See you soon! Yours, -- Raymond
  8. Ploppable Modern Villas

    Oh my, How could I miss this masterpiece, Dreaming have a cosy retirement in such a place, Thank you Matt!
  9. TMC's Drawing Board - plan first, build later

    It brings back some memories as I did the same thing during the class, Then my teacher took it away. Very nice draft TMC, I'm just not sure about the road between main road and the seaport or ferry. Anyway, Looking forward how it looks like when building in game. oh Wait, Is that a board underneath of my favorite chess [Go]? Sincerely, -- Raymond
  10. Raymond's Newbie Thoughts

    Learning Note about Effdir: It's not very hard (but tedious) to hex edit Effdir, We can get most of the definition as below: I used to try to modify it before, But I made a big mistake about "DWORD", Get confused with "Word", (8 bits=1 Byte, Double Word=32 bit=4 Bytes=8 hex bits, eg. 10 00 00 00), Then If we'd like to write an Effdir with a blank Section 1, We should write " 04 00 02 00 00 00 00 00 01 00 ", 04 00 = Major Version EFDIR 4 02 00 = Minor Version EFDIR 2 00 00 00 00 = DWORD (Number of Entries) -- Since we want no record in this section 01 00 = 0x0001 - End of Section -- I have no idea how to say it more precisely (In English) , But In my experience, the Long HEX value in binary is always reverse, eg. In Hex editing, a resource key "4a8b8ec5" should be written as "C5 8E 8B 4A".
  11. Raymond's Newbie Thoughts

    Hiya Alejo,@Barroco Hispano I could only find out these (a1.dat) may be related to Tank's fire or shoot effect, I hope it helps. @City_Slider Hiya Oliver, Thank you for your powerful and encouraging words, Actually, I was just learning along the step of giants (CoriBoom™) @CorinaMarie Yes Ma'am, I could understand your words very well, Especially in this case, we need to parser and figure out most of infos in Effdir, as one of alternative option which came from the tests I made today, This effect maybe useful: It's in section 13 named "stream_cut_fx_terrain", I used cheat code (CB's tea) 'effect' for a efficient test, then you can tell it seemed to only demolish the network and flora, whereas the growable lots kept the same. I couldn't figure out the mechanism within since it simply points to section 4 - 24, Anyway, It maybe useful by tweaking some arguments there. I also played a bit of disasters today, Indeed we can create more of them if the puzzle of Effdir is solved someday, Besides, I found they all have been defined in hardcode in a way, the ManagerID and item Button ID there invoke specific function of hardcode, by effect name property we can also call effects in section 13 with the same name, some of them could have some impacts on terrain as well: I wanted to add a pipe_burst disaster, but It crashed to desktop everytime.
  12. Raymond's Newbie Thoughts

    My first Effdir mod, Well, though I didn't achieve my goal, However I did learn some hex editing skills and basic structure of Effdir. It started from a request about @CorinaMarie's splendid Flora Eraser Brush. (I failed to carry out it finally @junspud) I can use Brush (OperationID=4) to active effects, Meanwhile, I have seen flora burn or demolish effects before, so I wondered if we could use some effects to burn those flora but keep the others same, But there were not enough effects in section 14 suit to this. most of them are in section 13, then after a bit digging in Wiki, I tried to write a new one. Trails and errors is the best way to solve puzzles, Especially to me, It's not that hard if writing the hex data according its special format. (No doubt that I learnt all of these from CoriBoom™) But this was just a burning effect which doesn't help on demolishing exact objects such as flora, then some other effects. whereas there were still some effects which could have some impact on the Terrain and objects, such as : @CorinaMarie Hiya Cori, Do you think there is still possibility to achieve this by assembling a new effect from other sections? If so, I want to give it a try one day after my Python course. This 'tank shot' may be excess. @Barroco Hispano Sorry Alejo for being late on this, I'll check them out tomorrow.
  13. Raymond's Newbie Thoughts

    Please do teach me this, CB, I don't know how to move it or the Label. @mattb325, Frankly, Matt, Though I haven't fully understood the importance of your finding, However, I really thought it deserves a dedicated thread. Congratulations! Thank you Cori and Barton, You were probably correct here, whereas I didn't make significant progress today, when I dragged those hidden Zones, still couldn't see the color there, I have tried many approaches to get some changes, but to no avail, How do those FSHs work is also a secret to me by now. Anyway, I will dig more deeper into hardcode someday, Here is those Hidden zones I made : HIBI.dat You could find them out from the zone residential menu if you have interested in this. @Terring @Cyclone Boom @CorinaMarie, I believe Cori's judgment and CB's conjecture about typo were reasonable, I got some clues in Effdir: I have no idea about the connection or resources of pothole and pothole rail, but the selectorls resources have been found in Simcity_2.dat, Just as Cori mentioned, (I have never experienced this while playing before, what a Newbie), About If we could have more flexible applications of them(paint the network by these Effects @Barroco Hispano), I thought it seems promising since we have CoriBoom.!
  14. Raymond's Newbie Thoughts

    @BartonThinks Hiya Barton, You reacted my post I wrote with a bad Internet (proxy), Please check it out again. @junspud Oh my old friend, Sorry that I forgot to reply you, Thank you so much for helping me with testing of those Brushes. Sincerely looking forward to your suggestions. Thank you in advance.
  15. Raymond's Newbie Thoughts

    "Low Density Residential" Item Button ID = 1 "Medium Density Residential" Item Button ID = 2 "High Density Residential" Item Button ID = 3 "Low Density Commercial" Item Button ID = 4 "Medium Density Commercial" Item Button ID = 5 "High Density Commercial" Item Button ID = 6 "Resource Industrial" Item Button ID = 7 "Light Industrial" Item Button ID = 8 "Heavy Industrial" Item Button ID = 9 "Military" Item Button ID = A "Airport" Item Button ID = B "Seaport" Item Button ID = C "Spaceport" Item Button ID = D "Landfill" Item Button ID = E "Plopped Building" Item Button ID = F @BartonThinks, Yes, Barton, it has possibilities, IMO. But I can't ensure it, since everything is possible in a Newbie's world. Anyway, Above is a list I have confirmed in hardcode (tough digging) that the whole zone types we have, as far as I can tell it seemed there wasn't any difference between them and other types existed. But I'm not 100% sure about this, Further and deep research are required. BTW, These types have been defined in Query.txt as well. Furthermore, within the same function, This seemed to be another hierarchy definition: "Residence" =1, "Services" =2, "Office" =3, "Tourism" =4, "Agriculture" =5, "Processing" =6, "Manufacturing" =7, "High Tech" =8. Besides, I dimly remembered that @Terring has metioned some hidden transit types as well, Anyway, I got this two Unknown (probably just me): Pothole_Rail Dirt_Road May I ask what's a Pothole or Pothole Rail? It's not rail or other I have seen in vanilla SC4, since I could see other names there. As for the Dirt Road, I guess that it's probably SAM, Right? I want to dig more deeper tomorrow about Decal, as @chfzdn said, I have looked forward it for a while, way back to signpost, But the Decal system in SC4 is more interesting, It can stretch along with Terrain forming, less burden to game's performance. But the only problem by now was that I couldn't save it, But today, I found that I could save this textdecal just as Labels, Meanwhile from wiki, I got the zone is also a Decal, so tomorrow I'd like to start from @CorinaMarie's Deuteranopia Zone Manager, Just a little question, Why most of those Properties in Zone Manager simulator have 16 Reps?
  16. Raymond's Newbie Thoughts

    Actually and Honestly, I have no idea what you are talking about exactly even if you speak my language. But I do remember this mod many years ago while only playing the game and knew nothing about Modding, I can still vaguely recall that it could make sims working at home and some other crazy functions. This is a posts maybe related to it though it seemed that they were talking about another version of SC. There were some Properties which didn't exist in any Exemplar, I simply split them into two parts, whether or not in hardcode(Only for private study purposes) This "Allow Joint Occupancy" mentioned by @mattb325 appears once. It's in a function as a condition for determine statements, and this function is invoked by another one. I couldn't understand the whole functions, There were only some human readable key words within as below: [Building, Item name, Wealth, Building %s has a bad wealth property, Purpose, Capacity Satisfied, Allow Joint Occupancy, Construction time, Occupant Size, Plop Cost, Static Occupant Families.] I don't think this will be helpful, and I don't have that amazing perseverance @GoaSkin mentioned to guess out the specific function. However, I'm very glad to see some Veterans talking about their good memories and experiences. Anyway, I have totally understood the Item Button ID, as its name implies, This Item (Exemplar(Brush, zone tools,etc)) invokes function (hardcode) by a Button ID, most of these IDs have been defined in UI's Button elements, some of them in Exemplars, as for the others, we have to guess such as that 4 hidden zone types (0X0F worked as well, and when if click the Seaport and Airport zone, its property panel will pop up.). This feature & wincustom & captions will be extremely useful to my UI Mod. Along with digging Puzzle X, I came across Puzzle Y again, @Cyclone Boom Hiya CB, Was this Cheat spotted before?
  17. Raymond's Newbie Thoughts

    I just couldn't help exploring these days, Everyday my head is full of Puzzle ABCDEF…, when I was digging Puzzle F, Then a new Puzzle G came out, You can guess out why there're so many Puzzles, since I'm a Newbie. Let's skip those countless tests I made, since most of them were to no avail, even as for some success tests, I found that I just followed the steps of those Giants, Nevertheless I did learnt a lot of basic principles of the game. I just could understand some of @smf_16's great works recently, Then threw some questions to him, Thank God we have Specialists on almost every areas. I tweaked Cori's code a bit to get all Exemplars which haven't used in game. I haven't gotten notable finding, However this one (exist) was interesting, Item Button ID. The agriculture and commercial and industrial and residential zone (low, Medium, high) occupied the range from 0x01 to 0x09, then landfill is oxoe, so I wondered why doesn't have 0x0a ~ 0x0d there? then I copied high industrial's Exemplar but modified the ExemplarIID and Item Button ID to 0x0a ~ 0x0d. It's Interesting, when I queried those area I dragged with these new zone types, You can tell they were : Military Base, Airport, Seaport, Spaceport. What's your thoughts about this, My friends. Besides, The Item Button ID also exists on some UDI transports and Terrain forming (erode, smooth, raise, lower, ) and even a disaster (fire) and Mayor Floras, I have tried to modified 4 flora's Item Button ID to Palm's, Then They all planted palms in game. Still couldn't figure out specific function of it. Actually, I was designing a whole new UI mod as well, Not just modifying different color themes this time, But a different layout and new icons, I know it's a big challenge to me, Especially some issue were related to hardcode, Nevertheless, I did find out some new PNGs and got some skills of UI, so… It looks promising.
  18. Villa Raymond 7 cn

    Oh Jeez! This is for me? Davide, Thank you soooo much, My friend. I'm -- I'm so flattered, Please give me some time, I will make one for you as well, An Italian house I saw from a series "Everybody Loves Raymond"
  19. Oh my Goodness, @chfzdn @Whte_rbt @smf_16 This is not a Real functional submenu!! It's just only a draft, since I was designing a new UI mod, I just got the background pic (png) and made it to transparent, Yes, I was trying to make many columns, But then unfortunately, I found that the game invoke these PNGs in hardcode, and also there was a value 0x35, decimal is 53 which is equivalent to the pixel of background. whereas @OrSpeeder 's list gave me a little hope, Well, Anyway, There is still a long way ahead, I will let you know whenever I get some improvements, Sorry for this unrealistic illusion!! ----- Thanks a million @smf_16!! it's kind of embarrassing that I couldn't understand all of your professional elaboration, (I need to learn a bit subfile first,) I can only tell the size of them are different, by @wouanagaine's tool and Reader (Thank you @Cyclone Boom for the new version), I could also see there are three files within the savegame have changed a bit on size, I copied and pasted them by Reader (before and after rain), then the city could be loaded normally but still couldn't preserve the water, I didn't know what's that supposed to mean. I have looked through some articles by Paul Pedriana, Just as @smf_16 said, First of all, This game has never been finished, They were told by Maxis or EA when they were still designing that either to publish SC4 tomorrow or never, It means we were supposed to have a SimWorld 4 without this annoying interruption. Second, Paul also metioned that the basic logic of game is … sorry I forget that word, whereas with my understanding, He wanted to say that most of information are saved into each tiles, such as when we query them, There shows unzoned land or city owned land or Terrain etc, so I presume that the tile's type did change after I spread the rain water, no matter the water itself is effect or decal or S3D, but the land has shifted to water, since we can drag bridge, the seaport and the ship can be functional there. But whenever we enter a city, Just as @smf_16 said, The game probably generates the water basing the sea level in Terrain exemplar or other settings. So, I have a little hope that we may can stop this simulator by some cheat code or Button to trigger or toggle some functions, Thanks to @smf_16 and @OrSpeeder, I want to give them one last shot. Ofc, Learn your splendid codes first, (well btw, If you're not an expert, who else I can consult when I can't understand them.) Sorry that I didn't make this purpose more clearly, Yes, I mean If I have a savegame which only contains a Lot which generated by IGLE, Can we extract it from this savegame file, I'm not sure if it has to be a sc4Lot or dat file, Anyway, If you still couldn't get my awful English, I can send this file to you, Or hope CoriBoom can help me on this, They are good at Newbie's language. @CorinaMarie @Cyclone Boom. Thanks again, Seba, I just began to learn Python with my boy couple days ago, and have learnt some basic programming from Cori before, so by now, You can only count on me for some Models and some Newbie's wild ideas. Sincerely, -- Raymond
  20. It's really knid of late to me to get on this train, since I was quite a Newbie when this thread started. What a Marvelous achievement! @smf_16, I just have readed to Page 2, However enough and valuable information I have gotten, Thank you Seba! Don't want to ruin here too much with my Newbie questions, so I will try my best to ask them as simple as I can. 1. Rain or water. I learnt some about Terrain Brush recently, The Rain Brush made me curious about the game's water, What's the essence of them? sometimes they look entirely different, but sometimes not, Anyway, I really want to know why the game couldn't keep or save the water. SaveGameAnalysing.zip There are three savegames within which belong to one city, "Original" stands for the city before applying the rain brush, "Rain" was the city I applied the rain then saved, "Again" was when I reentered again, the water has gone, then I saved. May I ask how to analyse the difference among them. If it's possible to see the info of tiles like coordinates etc, I'd like to figure out what happened on this as well. 2. IGLE, I have made tons of tests on this amazing finding by @CorinaMarie, managed to save the Lot I created in In-Game LE, but to no avail, But after reading this thread, I understand that @smf_16 can add some Lot into the savegame file, then since we can still save the Lot made by IGLE in savegame, so Is it possible to export it from savegame to a Lot? ----- Frankly, I still have many Newbie questions, For example, After got these valuable infos from @smf_16 and speeder's selfless sharing, I made some simple tests on some of them. They're the result of CreateTextDecal and ToxicSpill, The game just put them into the Up left corner, I couldn't see the text clearly due to just part of it, and the placebuilding and flora seemed work as well with some arguments. and some others are probably useful to UI modifying: kSC4MessageAdvisors_AdviceDebugCheat_DebugShowGUID = 0xEA917750; kSC4MessageAdvisors_AdviceDebugCheat_DebugRefresh = 0x8A917759; kSC4MessageAdvisors_AdviceDebugCheat_DebugTrigger = 0x4A91DD6E; kSC4MessageAdvisors_AdviceDebugCheat_DebugPrint = 0x4A92ECEF Besides, I want to make further tests on these below to see if they prevent the water in different altitude levels. kSC4MessageRedisplayTerrain = 0x870BC918; kSC4MessageTerrainDoErosion = 0x470BD214; kSC4MessageToggleTerrainGridDisplay = 0x277A9364; kSC4MessageLongTerrainOperationBegin = 0xEA3B0AF1; kSC4MessageLongTerrainOperationEnd = 0x6A3B0AFD; kSC4MessageTerrainHeightsChanged = 0x278E6003; kSC4MessageWaterHeightsChanged = 0x678E6E3A; kSC4MessageSeaLevelChanged = 0x89171496; kSC4MessageTerrainTypeChanged = 0xC922EB91; kSC4MessageTerrainReconcilation = 0xCA63D517; kSC4MessageWaterSurfaceStateChanged = 0x6AB97795; Furthermore, I really hope to see this (many columns) in game, But I must learn all of them before more wild thoughts. Sincerely, -- Raymond
  21. Hiya @deanva, In your gmax root directory, There is supposed to be a file named "gmax.log", Can you find out some "ERR" words within? and what's the latest content in that file? Sorry If it's not relevant to your issue. Sincerely, -- Raymond
  22. Ah, Silly me! Cori, I'm not with comp now, But I thought what you mean is that they're actually the IID of those UI files, so If we add a ''Query exemplar GUID" to a Lot and make it points to the IID of an UI, then this UI would pop up if we click this Lot in game, Just as its Query panel. I added UI with other methods, One approach has been mentioned by @simmaster07 as above, another one is by modifying the ID of an Button element to which has been defined by game. Thank you so much @CorinaMarie and @Cyclone Boom, Now I have some interesting thoughts of my Brushes. Yours, -- Raymond
  23. Sorry to reply or ressurect an old thread, Please correct me if it's not appropriate, @Cyclone Boom. I just could understand what you're talking about here until recently, Amazing CoriBoom as always! Hiya @simmaster07, I activated IGLE recently by accident when trying to make my new UI mod, Please ignore it if I understood your word in the wrong way. I thought you may can solve it by enlarging the scope of IGZWinGen's area so that the abandoned tool or elements would be included. @CorinaMarie Hiya Cori, I did it a wee bit differently by assigning the IID of the unused UI to the Query exemplar GUID in a ploppable lot and had no rodent trouble at all. Main example: Here's the list of unused IIDs which I've tested a wee bit along with some tentative notes: 09234182 - Lot Configuration Editor - Main Lot Editor? 49889894 - Big Empty Rectangle (To Test) 49AEE843 - File Paths of Exemplars That Have Changed, but Not Saved 49BFFBFE - Configure Columns 49D55C68 - Set Compatibilities (Network) 697CEF4C - Select Prop Families 6987B3F7 - Select Lot Textures 69C6C985 - View Selected Exemplar 6BD5521E - Breakpoints 891C9259 - Lot Configurations - Lot Scroll List - Access Lot Editor by Clicking "New" Button 89404462 - Select Flora Families 89AAD2AA - Lot Configurations - T21 Scroll List ? 8A10B4F5 - Simulator Control (Main Entry Point?) 8C1A5C9F - Empty, Invisible Box (may not be related) CB40CFD5 - Apply or Remove Label (with Text Entry) CBA2AEDC - Script Console CBA9EF16 - Script View CBD5251D - Variables E9263D01 - Select Lot Texture E9263D4C - Text Entry Box E9263D4D - Set Compatibilities - Network E9263D4E - Select Foundation or Retaining Wall E9263D4F - Select Building Families E9263DE5 - Set Lot Size E9A56248 - INGRED Itself (Large Grid with Many Buttons) E9AB008C - Lot Configuration Editor - Small - T21 Editor ? EBD5251B - Call Stack Thank you for this Query exemplar GUID magic, The only useful part of UI file is its ID, As for others, I thought they were hardcoded, so May I ask where or how did you find out these unused IIDs? I got almost same results as yours, Unfortunately we couldn't save our works there, and everyyhing I added except networks became to some Immortal things after I saved the city. Sincerely, -- Raymond
  24. Raymond's Newbie Thoughts

    Ha-Ha, Barton, It's just an argument in Terrain INI file called "Rainfallfactor", (I'm not sure now due to lying in bed ), when I set it from 0.0001 to 1, The whole Terrain (a Mountain) became to this by just one click of "Erosion", Probably it's interrelated with other arguments, since I just tweaked them one by one and didn't roll back all of them, Anyway, Still looking forward some fun tomorrow.
  25. Raymond's Newbie Thoughts

    @Cyclone Boom @CorinaMarie @BartonThinks, What can I say? I have the best friends here, How lucky I am! I realized that a Terrain Mod is not that simple as I thought before, and this word "comprehensive" is not appropriate here, As Barton mentioned, I have seen Lowkee and other Modder's ambitious goals, I also have seen even Lowkee and Xannepan had some unsolved puzzles somewhere along the line, I'm not saying their abilities are inadequate, It's just since what they want have hit that barrier, Hard coding. This barrier seems more bigger or higher to me, It means I need to learn some programming from scratch, I'd like to start it from what I desire, An Editor with Python, Well, Enough talking, Actions speaks louder. A result by tweaking Terrain INI, It may prove that some arguments work there, whereas I still couldn't figure out "Sediment" means what. Cori is right, The Lots couldn't be plopped in God Mode (Not a Cheat God Mode), And same to Bulldoze, whereas I don't know why MMP could be. @CorinaMarie @Cyclone Boom You must know this, CoriBoom, It even contains Breakpoints!
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