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junspud

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Everything posted by junspud

  1. I was having problems with the Cache Builder only scanning a very small portion of the user Plugins folder, but it was remedied by removing the 'Read Only' attribute from the plugins folder, which I assume Windows applied by default. I have gotten some errors 'unable to load' for files not in the plugins folder, 'failed to load tulltexture.dat' and 'failed to load bike path textures.dat', but searching the plugins folder returns no results for those files, so not sure where the reference to them comes from. Unfortunately I got the error ' Error exporting lot configs: Illegal UTF-8 encoding in text string' and so the lots cbor is 0kb. Probably from some Chinese content. Currently I've just loaded advanced lot plop simultaneously, to get around the empty buildings list in advanced plop. Anyway looking forward to trying this out, thanks.
  2. IRM I-M SFBT Maschinenbau by MatheMan (SFBT)

    Sadly the link to the original is dead now and not mirrored elsewhere that I can find. By a stroke of luck though I found the original downloaded from a few years back.
  3. Show us What you're Working On

    Unfortunate z-fighting issue on a particular lot (train terminal) but ah well. A while back I saw some some screenshots on SC4D forums from earlier development of the HRW network, which seems to have included some signals. I really wanted the signals, I imagine they were T21's. I didn't want to invest the effort of doing that yet though, instead I managed to work out doing an MMP instead thanks to the tutorial by MGB. Some screenshots also include a couple nice looking additional tunnels which I haven't been able to find. Sort of a prison complex with attached industrial facilities, with hybrid rail for visitors.
  4. Been greatly appreciating this thing, it's amazing. Never thought I'd see something like this. I've been using the voodoo wrapper and the github release, haven't had a single problem, other than SC4 runs a bit more janky using the wrapper, but I haven't tried out many of the options. Somewhat ironically the only real noticeable thing is the in-game menus don't scroll as smoothly. My Logitech mouse has a special scroll wheel (it basically lets you 'coast' the scroll wheel') which has been extremely useful in navigating the in-game menus, in case anyone wasn't aware of something like that existing. But yeah, this project is extremely useful. I've found lots and buildings I wasn't even aware of.
  5. index SimCity 4 Prop and Texture Catalog

    Recently I've noticed a lot of the search results have become rather vague, with no links to the files and/or names of the prop packs, such as;
  6. Since moving from Windows 7 to Windows 10, I've had a few problems relating to Ilives reader which I haven't been able to solve, related to settings. Firstly, the settings for Ilives Reader 093 don't seem to 'stick'. For example, I'll have the 'auto-fill' checked but it never auto-fills. More importantly, I can't get the descriptive exemplar values to work for zone and wealth types and ect, it only shows the hex values. I have the properties pointed to tropod_properties.xml (have tried both original and new github versions), but since a bunch of the other settings aren't working, I'm not sure if that has something to do with it. I've tried setting the compatibility and running as administrator, ect but neither has worked. READER.INI does get created. So I've been having to use the newer versions of Reader to get the descriptive values, as it does work correctly in those versions. This is fine, but, the downside is the newer version takes a few extra seconds to launch, which gets annoying. Another strange quirk, if I use the 'open with' dialog, and point to the Reader 093 executable, it still launches the newer version. This can be avoided by using version 155 instead of the installable .msi version, but I just thought it was odd. I haven't been able to find anything on this issue, so I was wondering if anyone knew how to remedy it. Thanks.
  7. It'd be nice if it was possible to have the advantages of the El-Rail mod included in NAM (with the ground texture, fences, ect) but with the vanilla track texture. Maybe it is possible with some manual configuration? The track texture used doesn't mesh well with the GLR texture, and with the Bullet Train mod installed as well, El-Rail and Monorail end up looking almost identical in terms of track texture. While on this subject, I haven't been able to find any GHSR and/or HSR to GLR transitions, not sure if they exist? The El-Rail plugin has bit too much of an old-school innercity urban sort of look to it for specific applications of elevated rail I have in mind..
  8. I also experience the crashing once clicking 'move files'. Several versions of .Net up to version 9 are installed, directory and files not set as 'Read Only', error log is empty. Thanks.
  9. Gone FSHin'

    Since the tunnels looked identical to the FLUP tunnels I thought they'd be the same, but after a closer look at them them I see they're different in a few ways. One thing I've been confused about, sometimes when I extract textures using GoFSH, I'll use the 'save only largest' option, but I still end up with some much smaller textures. I don't know much about models and BATs and such at the moment. The draggable tunnels are an example of this; When I exact the TSR tunnels, I get the expected result of the uniform large textures, so it isn't a 1:1 replacement like I originally attempted. Is it a difference in the way they're rendered or something? Thanks.
  10. Scoty's small tinkering

    True about the cables, when I use the JPN sidewalk mod, I use the dats that disable the visible electrical wires, partly because it's a bit overwhelming like you say and partly because it has limited compatibility/coverage. On the other hand, I really like the wires that the Hybrid Rail in NAM uses. So you use Illustrator to warp and such the street textures? I'm going to have to try that out lol.
  11. Lot - Resources / Help

    Has anyone anyone had a problem adjusting the height of objects in PIM-X lot editor? When I try to adjust the height using ctrl-up/down, the lot editor window freezes. If I try to cycle through different modes, the cursor will change, but the actual editor window stays frozen and can't be interacted with. Thanks.
  12. Gone FSHin'

    Yes I think the textures ended up shifting somehow in a NAM update, I forgot to take a screen but it was just slightly not joined right anymore. I did also adjust and add a few other textures (US) to accommodate NAM updates from 48 and 49. The included X tile originally had a very subtle mismatch between the C and D, I think just because both the US and EU tiles had the same alpha but different styles, so this one has the US adapted to the EU styling instead. The 5F07230 tile just had some black jaggedish lines showing up or something (I forgot exactly what tbh) and so I just cleaned it up a little. I tried adapting the lot version of the tunnel portal into the new draggable street tunnels in NAM.DLL and slope mod, but I end up with this broken portion at this particular rotation and zoom. Not sure why, I assume it's probably something obvious I'm just unaware of. Maybe because the draggable version is a proper network tile and so contains more textures which the lot version lacks? Thanks. TSR NAM Adjustments Jhsp.zip
  13. Scoty's small tinkering

    I downloaded the Mandelsoft GLR catenaries from an attachment a long time ago, tried a quick Google search but I didn't see it anymore, also not sure if the attachment would still work. I assume it isn't a problem to re-attach it here? A newer one would definitely be nice, especially with actual wires like HRW has. I was curious, to make the WWS tunnel models, did you do something like extracting the S3D textures and manually replacing the street texture portions in an image editor by hand? Thanks.
  14. Apologies if this has already been explained somewhere, but I wasn't able to find it. The UI adds the 'No kickout lower wealth' option. Does that mean the standalone 'No kickout lower wealth' DLL is unnecessary if you have the Building Styles DLL? If you have both installed, does the standalone one override unchecking it in the UI? Thanks.
  15. Can't find it?... Ask here!

    Ah yeah, I was seriously disappointed when I found out they were corrupt lol. The closest released thing I suppose is the small wall part of Bipins concrete walls set.
  16. Can't find it?... Ask here!

    I'm probably out of luck with this as it's very old, but does anyone know if these retaining walls by 'Xyloxadoria' were ever released in some fashion, as props or models or anything? https://www.sc4devotion.com/forums/index.php?topic=3850.20 They're very nice looking. I've been looking for something like it, I've only been able to find Neko overpass lots which are nice as well. Thanks.
  17. Gone FSHin'

    Using a single all green D0 for a large group of textures was the main idea I think, but using an action like you mention works well enough. BTW I noticed the street from road roundabout textures for TSR got disfigured by NAM updates (I assume anyway, I remember them looking normal before), I ended up fixing it in PS for personal use. TSR Roundabout.7z
  18. Hybrid Railway (HRW) Subway Converter

    Very useful and nice looking. Only downside is, the one based on the MGB RRW-Subway lacks the catenaries, which get abruptly cut off. Wish I was skilled enough to do something like these lol.
  19. I've read Datpacker 2008 should work with Windows 10, and people have definitely used it on Windows 10. Does anyone know if this has changed at some point? I've installed everything I can think of to make it work (The DLL's, .Net 1.1, ect), comp modes, running as admin, ect, but I keep getting the same error, the log says; Thanks.
  20. Thanks... I downloaded all three from somewhere else, but I replaced them with these ones and it works now.
  21. Gone FSHin'

    I think the answer to this is no, but is there a possible method of 'inverting' the 'DEFC0' function? IE using a single D0 file for a set of textures, to expedite the recoloring of them? Doing it manually is fine, but if one wants to make an override for an existing set of dirt paths or such, it can be a lot of copy/pasting into all of the D0 files. Thanks...
  22. Scoty's small tinkering

    Crazy to see this mentioned as my taskbar is currently filled with a dozen of these error windows. I'm not much of a big user but I am terribly inefficient and rarely have much idea about what I actually plan on using/doing, but there is lots of stuff I'd like to do. I do have the 4GB patch applied (I applied it a long time ago also) and according to task manager it's using about 3.2GB. I had just loaded this exact Plugins folder last night and the errors/malfunctions did not manifest, despite the fact I loaded up PIM-X just now after a reboot and before doing anything else on the PC. In addition to the '.jpg already loaded' errors, there is also some 'nbr already loaded', which I'm not clear on the meaning of. I assume you're correct though. Occasionally I go through and remove some extraneous lots. Usually, removing just a handful of lot files (literally not even props/textures/models, just the lot/building exemplars and associated icons) is enough to alleviate the errors/malfunctions. I still have some 4GB of free memory which SC4PIMX didn't touch, so I think there is some other stuff going on which can trigger these malfunctions, but the fact I can ever load this many assets and maintain full functionality is probably on account of using the patch. I do know for a fact that applying the 4GB patch to Reader enables manipulating excessively large .dat files beyond what you can with it unpatched. Not actually much use for doing so, especially now that sc4pac exists. But my Plugins folder was carelessly datpacked. An unpatched Reader would load these dat files (largest some ~500+MB) but would prompt a memory error on attempting to save them. Looking forward to the SAM 6 streets, they're very nice, as are the others. And the fabrik repos are much appreciated. It's actually not difficult or time consuming (with the aid of a bulk renaming application) to convert the retextures to any other SAM slot. The majority of textures can be bulk-renamed with only a small portion (like STR textures and some SAM/SAM, and of course stuff like RTMT needs to be adapted also) needing special attention.
  23. SAM 1 Override

    Been using this for a while, I find the original texture used (which is understandably originally based off a few of the Maxis textures I think?) unpleasant, especially compared to this one. One thing I did notice, there appears to be no 'Lot Textures.dat: lot textures for overriding SAM1 - style parkings' mentioned in the description which could be nice to have.
  24. MGB Lot and Mod Shack

    At the moment, the SubMenu file appears to have died. Speaking of, do you know if it's possible to view/filter all posts with attached files?
  25. Is it weird for Jdatpacker and SC4Datpacker 2008 to have very different sizes after packing? For example, one example, Jdatpacker resulted in a 31mb .dat, while 2008 resulted in a 16mb .dat, for the exact same files/folders.
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