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0 Clean SlateAbout Mr._Chuckles
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Howdy, Anyone know of whether or not it is possible to build bridges side by side? Is there a transit mod that does this? I've got this rural hwy with one space inbetween for glr, and I need them to cross a river together. Any help would be hot. Thanks, -Chuck
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Originally posted by: Za I used to have mass transit 'stations' that one could plop on road/street, etc intersections. They somehow got deleted and I can't seem to remember where I got them. Any help would be great. quote> Za, I've used a number of these. My favourite is Roadtop Mass Transit V3 by Cogeo.. https://www.simtropolis.com/stex/details.cfm?id=17670&v=1 It has a bit of a lengthy install process - you have to pick and choose the props you want to use - but I'm definatly happy with them all around!
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I'm looking for the parking set seen here... I have SAM (street add-on mod) and the parking lots that are transit enabled and look like these, but they don't have anyone parking on them! This looks great. Thank you in advance, -Chuck
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Andreas you're my hero! I located the values in the exemplar file and noticed the data tyep for the WaterMinAlpha was a Uint8. I switched it to a float32 and changed the value to 0 and voila! Thanks so much for everyones help!
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I'm using my awesome phenominal powers to resurrect this thread from the dead! Anyways, Cycledogg, I'm a long time user of your awesome columbus terrain mod and tree mod. I've run into a problem with my water that seems to be upset by the file CP_ColumbusPlayTerrainParametersForUseWithCPT_No7TreeController.dat It appears that this file messes with the transparency of water (see attached) When removed, my regular water transparency comes back. Now, I've downloaded and played around with iLive's reader, but I don't have any clue where the alpha settings are for the water... I've found this code: ; Minimum amount water flow needed for a border vertex to be considered as lying ; in a river MinWaterFlowInVisibleRiver=30.0 ;Maximum river depth at border vertices. RiverDepthAtBorder=60.0 ;How muddy the water looks at a spot is determined by the alpha value assigned to ;the "mud color" at that spot. The alpha value is computed as ; alpha for mud color = sediment per unit volume of water * SedimentInfluenceOnWaterColor ; ;However, the alpha value won't be allowed to become more than the value of ;"MaxSedimentAlpha" parameter below. SedimentInfluenceOnWaterColor=0.1 ;Maximum alpha corresponding to sediment. Higher this number, more influence does ;sediment have in determining the color of water MaxSedimentAlpha=0.5 ;red component of sediment color [0-255] SedimentColorRed=116 ;green component of sediment color [0-255] SedimentColorGreen=108 ;blue component of sediment color [0-255] SedimentColorBlue=85 I've tried messing with some values - But... Now I'm stuck... I've also tried other water mods, and removing water mods alltogether - no effect. Anyone please assist.
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NP - Thanks for your help. Good news, I seem to have found where th eproblem is coming from. I'm also using Cycledoggs tree mod, and there is a file ( CP_ColumbusPlayTerrainParametersForUseWithCPT_No7TreeController.dat ) that - I guess from the long winded name - makes the two mods mesh. Once I remove it, the transparency corrects, but I lose all my terrain... I'm gonna try and find a thread about the trees where I can post.
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The two shots look different because in my shot I'm zoomed closer, while in the PEG shot it is farther out. I am %100 certain there are no other water mods other than PEG Crystal Lagoon. I've tested removing the Columbus Terrain mod and the water reverts to its correct transparency - but of course at the cost of the awesome terrain. I've narrowed down the culprit to being the CP_Terrain Textures_No1.dat But I don't know how to edit these files...
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Hi, I've noticed that my PEG water does not have a transparency... I've attached an image that shows the proper transparency with mine... Does anyone have any idea as to why this woudl occur? I've got the colombus terrain mod, and I've removed the old water mod completely. Please assist. Thanks! -Chuck
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Howdy folks! Long time lurker who just recently got back into SC4. Love the community, love the site. I'm wondering if anyone knows of a mod, or how to create one, that creates more dense forests with the terrain tool' tree brush. Placing trees manually looks way better, but obviously takes 20X longer to do... Thanks, Chuck
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Sim City Aviation Group: REQUESTS
Mr._Chuckles replied to pilotdaryl's topic in SC4 Modding - Open Discussion
Months ago, I remember reading somewhere about how Airports effects do not cross regions, and that someone was planning on making a fix for that by basically making a 1x1 statue, or park, that mimicked airports effects so you could put them in neighbouring regions... Has this been done? It wouold be outstanding! -
Hey, I've got a region all ready to go in SC4TF but there are two things I need some help with. 1) The colours The region has about 70 cities, so going through each one at a time and loading and saving is definitly not going to happen... If there a way I can export the map out of SC4 to a greyscale img so that I can re-import it with it's own colours? Failing that, is there a way I can export the map out of SC4TF as greyscale heightmap used by SC4? That way I can import it regularly and have the default colours. 2) When I load it up, despite not having touched anything, it tells me that I have to reconcile the edges... When I go ahead and do it, it sinks all the edges of my map down to 0 and makes every city its own little tile... How do I get around that?
