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Everything posted by ncamferdam
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I'm looking for a specific type of security fence. I currently have these two types from Pegasus: I prefer the style from the second picture with the curled barbed wire. Unfortunately, I also need security fencing that can be placed diagonally. Obviously the first design has diagonal pieces, but as far as I've been able to find the second design does not. Is anyone aware of security fencing that looks similar to the second design but with diagonal pieces? I suppose alternatively (and this probably merits a separate thread), I'm wondering if there's a way to create 45 degree versions of existing props. Thanks again. EDIT: To clarify, the first set of fences come from here, and the second set of fences can be picked up in this thread.
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Thanks a ton @gwada971, those Cessna props are the exact kind of thing I was looking for.
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This is a larger bus stop that I've used before, if this is the kind of thing you're after: If you've you're looking for something really big, Paeng's Regional Bus Terminal is also good: For my own question, I'm trying to track down small, private aircraft. Pretty much anything smaller than a CR9 would do, but small propeller aircraft especially. If anyone has any general advice on where to find them it would be greatly appreciated. In addition, can anyone identify these five planes from this post? Thanks again.
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Alright, the 48m (3 tile) runway set is complete (excluding all the mistakes that will probably be found in the future).
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Ok, I swear this is the last one before I'm actually done. I'm just happy because it took a long time before the texturing actually looked right on this one. 3x3 intersection: I think I've got everything done, except a 4x3 intersection and an intersection with a diagonal runway. Once that and some work on overlay textures is done (you can see some slight coloration difference on the stop line), I just need to make the actual lots. ...and figure out how to make icons so that the lots actually look good in the menu. One step at a time I suppose.
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Finally managed to get my own custom textures into the game for the first time. 3-tyle runways are looking good. Most credit goes to @rsc204 and @Kloudkicker who helped me through the majority of the process. And obviously @Voltaire who provided the original textures in the first place. Still a ways to go, but I've at least proven that the textures should match the existing RMIP-2 custom airport content. This way, there can be three cohesive runway widths to mix and match, which should hopefully allow for some nice variety in airport sizes/appearances. Here's a comparison with a 2-tile RMIP-2 runway on the right and the 4-tile runway by Bripizza on the left. Need to thicken up the center lines a little bit now that I'm looking at it. As I said, a work in progress.
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Hello, I'm working on creating my own set of custom base textures. I think I understand the overall process, and have been using Inkscape to create new 128x128 PNG files. So now I have this set of PNG files, and I think the next step is to use SC4Tool to pack all of these into an empty dat file and it's ready to go. However, I am hung up on the issue of IIDs. As I understand it, these should not be generated by SC4Tool, but should be picked out and entered in manually. I believe I'm supposed to request available IIDs? However, I'm unclear where to go for this or what information I need to provide. I found this tutorial that has links to where I can supposedly get my own IIDs, but the links are all dead. Most other tutorials I can find all seem to be concerned with creating "transit textures". I'm not entirely sure what these are, but I don't think that's what I'm doing. I'm just trying to create some simple base textures for some ploppable eye candy lots. As such, I get confused following the instructions related to IIDs from these tutorials, and in any case it's never clear to me where exactly they come from. Any help would be much appreciated, thanks.
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Sorry for the slow response on this. This is exactly what the problem was. Thanks again for the assistance.
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Thank you very much for creating that spreadsheet. That's going to be extremely helpful. Unfortunately, now I'm struggling at the stage of actually creating usable texture. I started by trying to use the SC4Tool Texture Creator. I named one of my 128x128 px PNG files 0xF92C4004, and tried to open it using the TC. However, I got this error: I couldn't figure out how to get around this, so I moved on to trying GoFSH as the tool to create the texture DAT file. As I was starting with a PNG file, I first used the BMP x PNG tool to convert it to a .bmp file, checking G=0986135E along the way. I then had these files: Next, I converted the .bmp file to a FSH, using this setup and clicking GoFSH: This produced this collection of files as expected: Next I went to the FSH x DAT tool, and clicked Create .dat from LoadList. I selected that second text file, and created a new DAT file for the FSH files to be added to. Checking the file in SC4Tool, it looks like everything is there. All five sizes show up: However, when I try to find the texture in LotEditor or with PIM-X, the textures are nowhere to be found. I attempted the same process again, with two textures instead of just one. This time, of the ten textures (F92C4000 to F92C4009) now placed in the DAT file, only the smallest size of the second texture (F92C4005) was available in the lot editors. The rest remain missing. I'm sure I'm doing something wrong here. The process is all so new to me. But I'm really having trouble figuring out how to troubleshoot this. As usual, any advice would be greatly appreciated. Thanks again everyone for spending time on this with me.
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As far as I've been able to find, there isn't an asphalt version of the 3 tile-wide (48m) runway for custom airports. I'm trying to create one that will be visually compatible with existing custom airport content. As such, I'm building off of the RMIP runways produced by @Voltaire. Currently busy creating all the necessary textures:
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Ok, I just got the ID range from Tarkus over on SC4Devotion. It's F92C0000-F92FFFFF. Thank you again @Kloudkicker I'm going off of this post by @rsc204. If I understand correctly, F92C is my texture family, so that should be constant for all of the textures that I make (assuming I don't make more than 768). I want to avoid texture wealth groups, so my fifth digit should start at 4. Since I'm trying to just make the largest size, I should first cycle the eighth digit through 4, 9, and E. Nested within that, I should cycle the seventh digit from 0 to F, and nested within that do the same for the sixth digit and finally the fifth digit. Does that all check out? Entering this into SC4Tool, it should automatically fill out the remaining zoom levels, correct?
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Perfect, this is exactly what I was looking for. Just made a request post there. Thanks a lot for the help.
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Is anyone familiar with lots that can be used to extend jetway bridges in custom airports? For example, if a jetway lot and terminal lot are misaligned in such a way that the bridge doesn't intersect with the side of the terminal, a piece could be added to extend the connection. This could also be in the form of a prop, added to to either the terminal or jetway lot. In any case, I'm just looking for something to allow more flexibility in positioning. Here is an example of what I'm looking for:
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Alright, I'm back for more. I'm still working with the custom airport lots, and what I'm trying to do is create the illusion of a two-story airport terminal. I think I can do this by creating a single lot-wide 7.5m hill, and then placing large 3x2 concourse pieces on them so that they overhang. Then, I can just plac e addition pieces on ground level abutting the overhang, and there you have it: The problem is that the end pieces for the large concourse are 3x1, so there's no overhang on each end, and no way to bring the ground level terminal pieces flush against the edge of the elevated concourse. So what I tried doing, was creating a new 3x2 end piece, adding in small 1x1 concourse pieces as props. However, this did not solve my problem. As I probably should have realized, props do not act as a cohesive body, and instead conform to whatever the underlying topography is. Rather than an overhang, I got this: You can see each of the individual concourse pieces I added in there, falling down the slope and forming a staircase. My question then, is what is the best way to combine these props into a singular model, one that will overhang in the same way that the existing 3x2 concourse lots do? It seems like SC4 BAT is the best bet, but the learning curve on that seems kind of intimidating for a relatively simple goal. Is this something that can be accomplished in PIM-X or the Lot Editor? Put simply, what is the best way to combine a set of individual props into one single prop/model? Thanks again. EDIT: This just occurred to me, but perhaps this is more appropriate for the BAT thread
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Ok, I apologize for clogging up this thread. I figured out how to correct the Save As issue in the Lot Editor. You just need to edit the LotEditor.ini file under Program Files\Maxis\SimCity 4 Deluxe\Apps. This thread over on SC4Devotion explains how to do it. @Kloudkicker Thank you again for the help. It looks like your instructions are going to work, which is going to save me an ungodly amount of time.
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Not a problem. One other question though. Do you know if the Lot Editor on PIM-X has a similar Save As function? Thanks again.
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I appreciate the response, but unfortunately this is as far as I got into your instructions. The "Save As" button is grayed out for these airport lots. I looked it up, and according to the manual, Save As can't be used for reward lots? I don't think this is a reward lot but maybe there is a similar issue. Are you familiar with this? EDIT: To clarify, it's not grayed out for other lots, so the problem seems to be specific to these
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I've been downloading a large amount of custom content for custom airports, and now that I have a decent-sized plugin folder of lots, I wanted to start making some cosmetic changes to give everything a (relatively) uniform appearance so that I can put it all together seamlessly. The most common base texture ended up being the one you see in this 747 gate lot: Most of my aircraft and tarmac lots look like that and fit with that style (overlays, props, etc.), so my plan was to go through and make all of my remaining aircraft lots consistent with that. So, for example, I want to take the A380 lot you see below, increase it's footprint to add in a similar spread of overlay textures and props, and change its base texture to match the one above. Now, I know that I can accomplish this using the PIM-X tool and its lot editor. I would just grab the A380 model, use it to create a new, properly-sized lot, and then add in all the desired textures, overlays, and props by hand. However, this would be fairly time-consuming, considering the level of detail and the number of lots involved. So what I want to try instead is taking one of the existing jetway lots, duplicating it, and then saving it as a new file. That way, I'd only have to swap out the plane model each time. However, now I also have to make changes to the lot exemplar, which is something I'm a lot less comfortable with. I used iLive Reader to open up the original 747 lot, and clicked "add to patch", and then saved that under a new name in my plugins folder. I then changed the exemplar name, clicked "generate new group and instance", and saved the file. Going into the game, the new lot did not appear on the menu (expected, as I'll get to in a minute), but was available using the LotPlop cheat. Both lots appeared identical, and displayed the same query information when hovered over or clicked, but I assume that I am free to start modifying one without impact on the other. That said, I still have some questions: What (if anything) do I need to do about the IID? Right now, both lots have the same IID under LotConfigPropertyLotObject. I'm unclear whether or not I should change one or leave them as is, assuming I want to use both lots in the game. And in any case, I'm unclear how to change the IID even if I needed to. I know how to change properties with the Reader, but I don't know what new IID I would put. Is there a way to make my new file appear in the Airport menu like the existing 747 lot? Creating a patch only produces an Exemplar File and DIR File. I assume I would also need a PNG file for the display image, and two LTEXT Files for the hover and description text? There's also an additional Exemplar file that seems to control menu placement, so would I be able to copy all of this over and just modify the properties necessary to differentiate the two? Or might this cause more problems than it solves? In general, is this a good way to go about doing this? I basically just want to recreate that first 747 lot but with the model swapped out, while keeping the original lot available in the game. Is there an easier way than either recreating the lot from scratch with PIM-X or going through all this duplicating and exemplar editing? Worst case scenario, I can just use the LotPlop cheat to place the new lot. Like I said, it looks like I at least was able to duplicate the model in-game. Just wondering if this will cause problems down the line, if there is a more elegant way to do it, and if there is way to make the file more accessible in-game. Thanks again.
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Hello again. I'm currently filling out my custom airport plugins, and I've been trying to track down a quality model of the Concorde passenger jet. I've found these props, but unfortunately it doesn't match with most of the other SCAG aircraft I've been downloading. I've seen some models like the one below from @Scaley McSlither's CJ, but I assume these are just their own work and not for public distribution. Does anyone know of any models like this that are available for download? Regardless, thanks for the time.
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Hello, I'm getting a minor visual bug with the animated crane props used on the default Maxis seaport, as well as any other custom dock. Basically, the arm of the crane and whatever container it is "carrying" are split apart and floating. It all moves together in the fixed relative positions you see below. I assume it's caused by some download I've made, but unfortunately I only just started plopping seaports, so I have no idea how long this has been going on and what download the glitch may have coincided with. Is this something anyone has seen before? Thanks.
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As I'm planning out my region, the city that I built my original interchange in is turning into something of a central transportation hub. A lot of regional highways converge there. I was having trouble figuring out how to connect an eight lane highway with the existing network, without taking up a whole lot of additional space with a completely new interchange. So I figured, why not just merge that highway into the existing interchange that I posted last week. I hopefully would have been able to take advantage of some empty space that was already fenced off from development by the existing overpasses. I ended up just having the new highway dead-end in this city, so the final result is a five-way interchange between two ten lane highways and one eight lane highway. Not gonna lie, I may have gone a little overboard with this one... At the very least, I certainly wouldn't want to have to navigate this every day
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Just finished my first RHW interchange, a 5x5. Fairly happy with it, though I'm sure I'm not using space as efficiently as I can.
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Oh, wait... This is embarrassing. I just found it
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Hello. I've been trying to track down the building on the left in this image (of the three really tall models). I can find the other two, but not this one. The picture is from here: https://www.yuhisa.com/simboard-archives/simboard-35/ Also, thanks in advance to everyone on this thread. You've already helped me track down quite a few things
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Hi @Raymond7cn Those buildings were all built (I think) as part of the Chinese Cultural Renaissance Movement in Taiwan in the 1970s and 1980s. In any case, the architecture is Chinese in origin. All three of them are in Taipei. The bottom two are the National Theater and the National Concert Hall, and the top one is the Sun Yat-sen Memorial Hall. All lots by @William. I kind of just tried to rebuild Liberty Square in Taipei based on my own memory. It's not very close, and obviously I couldn't find a model of the Chiang Kai-shek Memorial Hall, but that's where the outline comes from.
