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Everything posted by Trigger_tre
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? regarding multiple .sc4lot per .sc4model
Trigger_tre replied to Trigger_tre's topic in SC4 Modding - Open Discussion
I have a question regarding the use of multiple .sc4lot files for one .sc4model file. Take note that this is still my first BAT am trying to perfect it as best I can. I also dont know how to create .dat files so this is my baby step in that direction. I created a 3x1 & 2x1 BAT model. Using one .sc4lot file I basically copied the .sc4lot file four times and changed its file name, exemplar name, etc. I changed the instance IDs for all the custom sound and png files for each of the 4 .sc4lot files. However, even though they all have different file names, lot exemplar names, and building exemplar names,....I still only get 1 icon ingame. I am about 98% sure this is because the instance ID for certain entries are the same. I know how to change them I just dont know EXACTLY which ones to change. Below is a picture of two different .sc4lot files with the same instance ID. The 50d056af instance ID is the same in all the .sc4lot files . I know I need to change these but do I change ALL the similar 50d056af values for properties such as the PluginPackID property in the building exemplar, as well as the item Icon, lot resorce key, (are there more I need to change?) I also have another question which is not as important. The XML file between the LOT&BUILDING exemplars (what is its purpose?) I have not altered that file at all since I first made the .sc4lot file and almost all of the values in it have changed so none of the values in the building exemplar match it anymore. I have not notice any problems with ingame testing and is this XML File even needed? I looked at many different LOTs from the STEX to give me an idea but I would like to double check here before I venture down a dead end road. thanks in advance, and yes I have searched unsuccesfully. -trigger -
? regarding multiple .sc4lot per .sc4model
Trigger_tre replied to Trigger_tre's topic in SC4 Modding - Open Discussion
Well considering I have already added custom png, wav, & trk files I would hate to have to go back to LOTEditor. Doing so would reset all 6 entry values for each lot so 24 entry values total. This wouldnt be impossible to fix just a hassle and I thought there would be an easier way. I am almost certain I could remedy this by changing specified instance IDs I just am not certain which ones EXACTLY. Ooops, I just realized I posted this in the Modding-Research & Development forum. This should rather be in the Modding-Open Discussion forum I believe. If a handy moderator could move this topic I would appreciate it. -trigger -
I need to delete base texture properly....
Trigger_tre posted a topic in SC4 Modding - Open Discussion
Okay I have a 2x1 lot that only occupies a 1x1 tile. Because of this I am able to have one end of the lot show the correct ground textures beneath it. However, the other end has a base texture which occasionally does not match-up to the underlying ground texture. I would like both ends of my lot to look like this when certain network mods are used ingame.....For some reason my images are broken so I had to create a link...... http://img96.imageshack.us/my.php?image=tunnel50ha.png I found a post by Swamper77 but his picture links are broken so I could not follow what to do. I am confident in using Ilive and changing/altering any properties and/or values. Here is what I need.... 1.) The properties in either the LOT exemplar or the BUILDING exemplar that needs to be modified. 2.) The HEX value I should enter to achieve a non-existing base texture. I know about the dumb building file on the STEX however I have heard of bugs/issues with it. Also I have added custom Images and sound and I am affraid LOTEditor will override the work I have done with the crappy pics it uses. thanks in advance, and yes I searched before posting, -trigger -
I need to delete base texture properly....
Trigger_tre replied to Trigger_tre's topic in SC4 Modding - Open Discussion
thank you for your help Swamper77, I was really wanting this 1st lot to be able handing different ROAD types like since there are so many road addons like..... 1.)Normal maxi ROAD 2.)Modified ROADs with turning lanes 3.)Modified ROAD crossings (zebra crossing) ...I was wanting a more flawless transition. I think my easiest solution is to recreate this in BAT and extend it to be a 3x1 lot but have it only occupy a 1x1 tile and have that tile in the middle of the BAT. This should allow me not to need base textures at all on the outer tiles. thank you very much Swamper77, -trigger -
I need to delete base texture properly....
Trigger_tre replied to Trigger_tre's topic in SC4 Modding - Open Discussion
Okay followed the link, It worked to a point. When I tested ingame it removed the base texture completely so the underlying ground (grass) could be seen. However when I connected a road through it the grass now shows on top of the road. here is a pic... I mean link. http://img26.imageshack.us/my.php?image=inlandempiremar54211382527115z.png I not sure why this is I will continue testing.. -trigger -
I need to delete base texture properly....
Trigger_tre replied to Trigger_tre's topic in SC4 Modding - Open Discussion
Thank you swamper77 for your prompt response, I will check the link a.s.a.p. Oddly enough I am experiencing the same problem with pics and I use imageshack all the time. however tonight they are all broken so I have had to link my images. I also have another question though which might be answered in your link....I attempted to find the base texture I used without success. Is it possible that it is an overlay texture that is causing this problem. Again I havent check the link yet so I might answer my own question. Here is a pic of my lot when I turn the ends around and the textures are on top of the underlying road. OMG again my pics are broken when I preview them. Here is another link to the picture. http://img89.imageshack.us/my.php?image=inlandempirejun14211382509956b.png thanks Swamper77, -trigger -
I recently did a system restore on my pc and saved my region to a cd. Of course I lost most of my STEX files. I thought I had written the important ones down but I forgot one and have been unable to relocate it on the STEX. It is a 6x4 ploppable and I believe it acted like a multi-functional Hospital, Fire Dept., & Police Dept. I have looked through all 700 or so civic buildings on the STEX and seemed to overlook it. If anyone knows what lot this is and can give me its STEX name I would appreciate it. Here are some pics of its base tectures that still show-up in game even though it is none functional without the .sc4LOT file. thanks, -trigger
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Does anyone know what STEX lot this is?
Trigger_tre replied to Trigger_tre's topic in SC4 - Custom Content
The query tool only gives the info on the base structures from the original simcity_1.dat file. so the only info I get with the query is garage, city-owned land, flowers, trees, etc. The sections of the lot that are the actual BAT that was made are the city-owned land....however this is the only info it gives. -trigger Edit: okay I found it on the EA site. Was the National Disaster Emergency Center. thanks all -
Does anyone know what STEX lot this is?
Trigger_tre replied to Trigger_tre's topic in SC4 - Custom Content
I am about 75% sure I didnt download it from the original EA site. I usually dont download from their but its possible. I looked their before but it is harder to locate and see certain lots on that site. I will try there again though. -trigger -
Okay I posted a pic below to help with my ? I have almost finished my first BAT. In the pic below the #1 is of the actual BAT model using gmax. #3 is of a preview night render. #4 is of a preview day render. In all three of those examples the BLUE tinted windows all show up the way that I want them too. However when I export and open plop the Lot in-game the windows dont show-up. Pic below FYI I used a face-extrude to simulate the windows, this was easier for me when doing the curves. I dont know if that makes a difference or not. thanks, -trigger
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Ok I am close to finishing my first BAT. I would like my BAT to also have the function of being a Noise Barrier/Reducer as well as its other function as a pullution filter. I modified the air pollution, but....I have been unable to locate the option to modify Noise in the plugin manager. How do I go about adding this function to my BAT? your advice and/or links are helpful. thanks, -trigger
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It is. But it isnt a finished product yet. I've added automatic doors and widows so it looks better now then the picture I posted. I just need to find out how to make it a continuous tunnel and add some night lighting and I am done. -trigger
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Well in my experiments I have a freshly built city. It is in a new large map however I have only used a small portion of it roughly 80x60 tiles so far and have a population of about 140k. I placed 5 different types of air reducers around my city and hardly notice a difference with these.... 2xPatagonia (tall skinny tower) 1xNew Hope Ionizer 1xAir Purication Plant(not sure its name) 1xMega air purifying plant(not sure its name) *My only pollution in my city is along roads (this might be why all those Purifying lots are semi-useless). The only noticeable reduction I noticed was in the far corner of my map were I have a Delta Turbine power plant(provides power as well as reduces air pollution) and 13xBlack hole water towers(provides water and reduces air pollution). This is why I started to build my own bat to counter the effects of air pollution. A. I cant afford to waste so much land on numerous purifiers b. They seem (at least in my city) to be useless in reducing pollution from roads unless stacked in numbers. My result from my bat (which I can place directly at the source HINT-HINT) is that all the pollution is nullified while only using a -10 to air pollution over a 3 tile radius. So from my what I can see...the mass of air pollution and air reduction MUST deminish as it gets further from the source. My bat is about 80% done so ill leave it up to you guys whether or not it works when I release it on the STEX. thanks for your insights, -trigger
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The air pollution problem is...well...not a problem. Its gone. When I get a chance later Ill post a picture of my test render object and the effects it had on my little city. I placed my BAT right down a strip of yellow pollution/high traffic road and its allllll gone. Also I only used a -10 over a 3 tile radius = no yellow The effects of pollution reduction might get blocked by other objects in the city like high rises for instance (not sure). I tried to test about 5 different so called air pollution BATs from the STEX and they seemed rather useless when they were blocked from the source of pollution. Its possible it has something to do with other buildings. I am still curious about the Noise Barrier thing though....How come I see them on the STEX listed under Noise Barrier for the sides of highways if they dont really act as noise barriers? How is that possible? If someone could clarifiy this I would be much abliged. thanks, -trigger
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Ok I thought I might just throw my 2-cents in. I am still working on my first BAT(so that will tell you how I know) I rendered a 1x1 6,706 poly count tunnel in 96 secs on high quality. I then added 4 directional spotlights.... The poly count was still 6,706 but the render time took 126 secs with the added lights on high quality. (30 secs longer with lights) I then added 5 large spheres and 1 large box... The poly count was 10558 with the added images and the directional lights and the render time was 228 secs on high quality(98 secs longer with the added shapes). So just my thought is that render time has to do with poly counts, lights, size, etc. (multiple factors for render times). Maybe that will help answer a few questions>? -trigger I also testing the effect of web-surfing while rendering the latter 10558 poly counter image. By surfing the web during the render it added 7 secs to the total time so 235 secs. I guess I should start shutting down the Firewall, Antivir, and the 5 other safeguard programs I have running in the background. Im curious how much time it would shave off>?
