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Everything posted by miguelkuk
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Share with us what your hometown has of most beautiful. By hometown, I mean the first place you called home (not necessarily the place you were born, or the place you now live). Each user must name the place and post 1 and only 1 picture of this place. Please don't post over-sized pictures. I am from Porto, Portugal.
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Real Highway (RHW) - Development and Support
miguelkuk replied to qurlix's topic in NAM & Transit Networks
Oops, I may need more caffeine today. Just found it right at the bottom of the Roads Menu- 3,919 Replies
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Real Highway (RHW) - Development and Support
miguelkuk replied to qurlix's topic in NAM & Transit Networks
Somehow the problem solved itself by restarting the game. Odd. Anyway, does someone know if there is a way to get an Avenue go over an RHW 8S? I can't find a way to have Avenues go over RHW. Maybe I'm missing something? Thanks in advance- 3,919 Replies
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Real Highway (RHW) - Development and Support
miguelkuk replied to qurlix's topic in NAM & Transit Networks
This is actually NAM 32 that I have installed and use the Maxis default textures. I should have mentioned it in my original post.- 3,919 Replies
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Real Highway (RHW) - Development and Support
miguelkuk replied to qurlix's topic in NAM & Transit Networks
I am having issues with the textures of RHW. As seen on the screen capture here, they all seem off at the exit points. Any idea what's causing this? Thanks in advance- 3,919 Replies
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Version 1.0
10,952 Downloads
I have taken a very long hiatus from BATting and focused mainly on playing the game whenever I had some free time. There came a point when I needed a couple of corner buildings that would fit nicely at the intersection of avenues, which looked good at night too. So I went back to BATting for the first time in years, and just managed to finish these tonight. There are two twin buildings (not identical though ), and their respective bases. I chose to make the pavements separately from the buildings in case any of you decide to use them on corners with different shapes. The lots are landmarks and will appear on the Landmark Menu. I hope you enjoy these Lot size: 4x4 (plus corner overhang) Plop cost: §180,000 Bulldoze cost: §8,500 Monthly cost: §250 Air pollution: 18 over 5 tiles Water pollution: 18 over 6 tiles Garbage pollution: 18 over 1 tile Radiation pollution: 0 over 0 tiles Flammability: 45 Power consumed: 125 Mw/month Water consumed: 1.250 L/month Landmark effect: +70 over 50 tiles Park effect: +25 over 40 tiles No dependencies! -
Thanks guys! I really appreciate it. Haha yeah I did take a very very long break. Life got in the way, and then I was hesitant to get reacquainted with BATting after so long. But I guess my first BAT after 7 years didn't turn out too bad. Brace yourself now as I have just laid down the plans for a rather ambitious BAT project. Could take a couple of months at the very least. We'll see how it goes :) I always try my best to make stuff free of dependencies now. I know first hand how a long list of dependencies can put you off :lol:
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I agree that there is need for more corner and narrow corner buildings. I originally made these just for personal use, so I didn't get too frantic about perfection, but I decided to share it here in case some of you find it useful. I might come back to it at some point and polish it further if I have patience :D
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BAB - Bitmap Animation Builder
miguelkuk replied to Toothless Stitch's topic in SC4 BAT & Lot Workshop
You could always use Adobe Premiere or other video editors to export the original video at the frame rate you want to use. Even Photoshop can do this with smaller videos by importing them into video frames first and exporting it to video with whatever frame rate you choose. -
BAB - Bitmap Animation Builder
miguelkuk replied to Toothless Stitch's topic in SC4 BAT & Lot Workshop
Thank you so much! I didn't know about the Modifier bit. It works perfectly now -
BAB - Bitmap Animation Builder
miguelkuk replied to Toothless Stitch's topic in SC4 BAT & Lot Workshop
Thanks for taking the time to help me, guys. @Jasoncw: I kind of understood all you said. Kind of lol. But I still must be missing something. I have the screen created. Applied it a multi-material created with each frame image as a distinct sub-material. Each has its own ID. On Frame 0 I see the first material on the screen (ID 1). I pressed the Animate button and moved the slider to Frame 1. I then applied the sub-material with ID 2 to the screen, and stopped the animation. Now when I go back to Frame 0, the original ID 1 texture is no longer applied. Would you mind being more specific about which steps to take? I'm pretty used to animation on Premiere and After Effects, but this bit with textures and materials is confusing me a bit. -
BAB - Bitmap Animation Builder
miguelkuk replied to Toothless Stitch's topic in SC4 BAT & Lot Workshop
Hi there. I just came across this excellent tool a couple of days ago and am really excited about it. I have, however, been trying to create an animated advertising screen, but can't figure out how to do it on Gmax. How do I animate the screen? This is what I've tried: With Photoshop, I have exported the animation into separate image frames. Then on Gmax, I created the screen and tried to assign it a material with each animation image on each frame. But it only ends up showing the last applied material on the screen, instead of changing the materials as the animation plays. Is it not possible to change an object's material on each frame, or am I simply going about it the wrong way? Thanks in advance -
I used to BAT quite a lot, but I haven't BATted in many years, so I forgot some of the stuff. I feel a little silly asking this, but I've modelled a simple sign on GMAX with the appropriate spot light for night lighting (named niteliteSpot01). I can see the desired night effect, both on preview and as it exports. I also checked the FSH of the exported model on the Reader and the night lighting overlays are all there as intended. I have also not forgotten to switch "light" to TRUE when creating the prop from the model, on the Plugin Manager. And yet, there are no night lights when I get ingame. Am I missing something? Thanks in advance.
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I hadn't actually noticed it as I play nearly always at daylight. But I am also finding a few random inconsistencies with how the game handles night lighting now that I started noticing.
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Well, oddly enough, I have just found out that by switching back and forth between daylight and night ingame, made all the lights work again. Weird....
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Hmm now that you mention it, I am not seeing night lighting on buildings I used to see lit. And yes, it's all powered up lol. Which update is it?
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I see! Well, now I'll know from now on
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I found it! Turns out there wasn't any other file overriding it. It was still the PEG-SPAM_TEXTURES_RESOURCE_b200.dat, but the overrides occur on instances 25d60000 to 25d60004, and not just on 25d60000. Many thanks for the help!
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Since I only have SPAR installed, I have removed the instance on its texture file that was 25d60000. It didn't make any difference, and the difference in textures is still there in-game. I have also checked whether AC MEGA Textures Vol01.dat had any instances of 25d60000, but it didn't. So I am guessing some other file must be overriding the original texture. I didn't prefix the folder containing the AC files with "z_" because I wasn't sure if it will affect the DAMN menu. Perhaps you know whether it will or not? How can I check which file, or files, are overriding the original 25d60000 instance? I know it can be done with the SC4DataNode, but there are soooo many files that it would be impossible for me to scroll down the whole list looking for overrides. Is there a way to search for the instance? Thanks in advance for your help!
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Oh I see! I did actually download PEG's SPAR, which is part of the SPAM. Is there a way to resolve the issue or do I need to delete SPAM? By the way, I have just used SC4DataNode to check for overrides and what actually is overriding the airport's textures is the AC MEGA Textures Vol01.dat file. Any ideas on a solution?
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Hi everyone. I hope this topic isn't dead. I have been having problems with some of the RMIP-2 textures. Specifically the grass textures. As the below image shows, some pieces have a lighter shade of green grass than others when I play the game. Yet when I view them in the Lot Editor, and compare the base textures' grass colour, I find that they match. I have made sure I have all the files by downloading the 4 volumes of RMIP-2 again, and the problem persists. Any idea what the issue might be? Thanks in advance.
