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Trigger_tre

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    A long, long time ago...

Everything posted by Trigger_tre

  1. Triggers BAT Ventures

    Update to the Police HQ..... RearView FrontView NightView-Front Making minor mods to this via Ilive. I made this 5x2 on top of an avenue and able to have a Road pass through the middle if you so desire. This is a shot of the road-top Medical Center version. Still alot of BATting to do here. This is the entrance view, emergency vehicle as well as sims will have immediate access to avenue. The large circle on top will be the overhanging Helipad This is the backside of the Medical Center. Mostly balconies, eating/smoking areas will occupy this side I designed this avenue based Medical Center to also be 5x2 and it will allow either avenue, road, street, or a rail intersection to pass directly underneath the Medical center complex Let me know what you think -trigger -------------------------
  2. Question about SIGs!

    Thank you Superstar I didnt realize the sigs can actually eat-up bandwidth if too big. I corrected my sig so it is now in the 300x50 pxl limits again thank you for correcting me, every little bit that helps keep Simtropolis running at optimal speed I giv a to it every time -trigger
  3. Question about SIGs!

    Superstar: Could you possibly link me to the rules section, I cannot find it. I knew that many aspects of the new Simtropolis have changed, and wasnt aware of a sig img pixel maximum I guess I just assumed that it wasnt too overly large compared to other sigs and its hosted offsite. thanks, -trigger Cool I just realized I am now a "Local Yokel"
  4. Question about SIGs!

    I believe I tried that earlier The result was just the text "*IMG]" gets hyperlinked (without the "*" things) Yea the limited HTML in sigs is a downfall, but I guess its necessary to get rid of huge sigs that are larger than the topic replies I can still write HTML in the message though at least -trigger
  5. Carriage return / enter not working

    Yes it is possible its FF. I have Windows Media Center 2005 AMD 64, SP2, Firefox 1.5, and if you check any of my latest posts they are ALL jumbled into one giant paragraph instead of seperate paragraph. I am about to press "enter" 5xs to see if it still doesnt work......(comencing test now) (test done). Wonder if it works? -trigger Oh well didnt work lets try HTML Cool HTML I guess is the solution for Firefox users at the moment. See it works I can have seperate spaces now so much easier to read things now I kinda like writing in HTML code so this isnt so bad lets test some more HTML code Is this sentence BIGGER? Is this sentence small? This color is GREEN and this one is BLUE Is this sentence centered? OK, thats enough for now -trigger
  6. Simtropolis Site Bugs

    Ok I noticed this when altering my avatar/author icon. Whenever I "update profile" for just my author icon it also messes with my html in the "signature" category. If I create a signature link say to my bat thread on the forums it works fine. However if I later update my profile in other categories (NOT the Signature category), then the hmtl text gets all messed up and you get what you currently see in my signature right now. I am thinking that when you update it just adds whats currently in the sig box to what was in it before.
  7. Simtropolis Site Bugs

    Jcabassa: You can still add pictures to threads. When you click "reply" or "new topic" and that new windows opens it is the link that is 4th from the left. You have the "bold" icon, then the "italics" icon, then the "underline" icon, then the little square window frame is the tool for adding pics. Here Ill show you by adding a pic Here is the button you press to add a pic....(highlighted in RED) Just host the pic offsite, ( i use imageshack) copy the last http: line "Direct link to image" and copy it into the sub-window that pops up when you select the little square box indicated in the image above. -trigger
  8. Some Big Problems with simtropolis

    Change = Hard Sometimes but Change = Good & Necessary Most of the Time Personally I had just gotten used to 4.0 but the new 5.0 is growing on me quickly. Most noticeably is the Speed, Speed, and more Speed. Actually, I really like this new designed its very "Sleek, Professional, & Detailed". Yea the pm's are gone which I wish I still had some but I think that is minor. Just a little note to Dirk, I noticed this when I was pm'ing a link to someone. The COLOR of the words that are the hyperlink are almost identical to the color of the normal text in messages. If I am correct, 4.0 automatically highlighted a hyperlink word(s) as blue. This made it very easy to recognize the hyperlinks in a post. Other then that I want to congratulate you and all the other admins on your hard work building 5.0. i remember building a web page for a CSCI class about a year ago in college. It was a daunting task and was no where close to the Sleek Scheme you have designed thus far. I cant wait till you get the rest of the site working.....namely the STEX (I have a BAT I would like to upload) so cheers to the new SIMTROPOLIS, -trigger
  9. I actually messed around with transparent/TE base-textures before abandoning it on my first BAT (the road tunnels). HERE is the link to the topic I started awhile back and Swamper77 was able to give me advice on it. I had a transparent base AND it was transit enabled for PED, CAR, BUS, FRIEGHT. At one point it was also transit-switch capable for all but Frieght. I however abandoned this in my final version I uploaded to the STEX. The problem, like JayStimson mentioned, was that when running roads or one-ways through the transparent-base the new roads wouldnt show through. When I got this to work I had actually already TE'd the lot in SC4TOOL then just followed PEG's Tutorial last. P!: A picture of your current LOT would be helpful to better explain what your doing and why your having the problem. -trigger -trigger -----------------------
  10. Trigger Filtering Tunnels

    Yes both 3x1 & 2x1 are overhanging lots. TE Lots can only connect to networks and not to other TE Lots. The overhang gives the appearance of a continuous tunnel. Also I have now had more then one guess of "TERMINATOR". Its an Arnold movie but not Terminator(HINT..HINT).
  11. Triggers BAT Ventures

    Here is an update... NOTE: no textures have been added just the object colors I altered to give an idea of a possible color scheme. This is a picture of the side ground entrance. Still working on how I might build the doorway. Any suggestions that might go with the flow of the BAT are welcome. -trigger Your constructive cristicism is always welcome! Advice, questions, and/or comments help me to make you better lots! -------------------------
  12. Looking for icon tabbing advice..

    Thats unfortunate that the extra sub-menu's are not possible (well not impossible, just not figured out yet because I am sure its possible since the game uses it already). Either way I look forward to what you both come up with. -trigger -------------------------
  13. Looking for icon tabbing advice..

    I would be VERY interested to see what the two of you (daeley/Andreas Roth) can come up with. I think this could be an extremely useful tool/add-on/modd.....whatever it would be. Personally I think a great solution that would still conform to the current game aesthetics is basically just the ability for a user to create an additional sub-menu list for those lots that have large numbers of individual pieces. Example: Deadwoods Raised Park Sets are wonderful but can add a huge amount of icons all in a row and if something your looking for is at the end of that sub-menu list then your out of luck. For instance when you select the ingame Transportation Tools icon a sub-menu of 7 or 8 icons open for Mass Transit, Rail, Airports, Seaports, etc. If you select the Miscellaneous Transit icon then another sub-menu opens with the entire list of LOTs. What if....instead of that long list of Raised Parks itermingled with all the other parks you simply had 1 (yes one) icon named Raised Park Series then when you selected it the entire list of lots for the Raised Park Series would display in its own sub-menu. Of course this could either be further sub-divided/categorized or not. I dont know. I am not very modd-literate and cannot even concieve a way of how to even begin this. In case the above jargon doesnt sink in. I created a simplified picture of how it could possible look ingame. It would be great if these extra sub-menu's could be created via Ilive, Datgen, or SC4Tool(wink...wink). Perhaps the addition of an Exemplar Property that can simply be added to the building exemplar list and just be given the TGI codes for the lots that will be included in that extra sub-menu. I think something like this would be very efffective and could possible inhance gameplay when you think about the tedious task of slowing scrolling through looooooong lists for just the right piece to complete that Raised Park puzzle. Just my thoughts, and something I think more than just I would find useful. -trigger -------------------------
  14. C16_BAT_showcase

    Good work so far. When you get closer to finishing the outside, be sure to put a good bit of detail on the inside, (like a nice tiled floor, seats, pictures, etc.) those details will make the lot much more realistic and appealing to look at. -trigger -------------------------
  15. Trigger Filtering Tunnels

    SUPERBEBER: Yes this LOT is UDI-enabled, automata enabled. CARE198475: Well in the real world tunnels are underground. But all tunnels (even in real life) vent air or the cars traveling through them would suffocate. This is same concept just above ground.
  16. Triggers BAT Ventures

    This is an avenue based Police station I am currently working on. It is far from finished. There are no textures and the road and green base are just there to give me a better perspective. Preview From view -trigger Your constructive cristicism is always welcome! Advice, questions, and/or comments help me to make you better lots! -------------------------
  17. ROAD TOP MASS TRANSIT

    Just realized I never voted. 10/10! The level of flawless modding on this and detail is superb. Great job Cogeo.
  18. Trigger Filtering Tunnels

    Duke87: I didnt want a "radical" lot. If you remove pollution from air then where does it go? It cant just magically disappear, right? The best solution was to have it go in the water. Water is much easier to clean than air.
  19. Trigger Filtering Tunnels

    The first person to give the name of the movie in the highlighted poster will get to add an image of their choice to my next STEX upload. JDRCRASH: Yes an avenue is in the works, as well as many other add-ons. xmenkool: Very close guess, but sorry it is incorrect.
  20. Trigger Filtering Tunnels

    I downloaded this from the STEX and tested in-game. Everything is working fine so download, enjoy, and don't forget to vote.
  21. Trigger Filtering Tunnels

    Version 1.0

    4,676 Downloads

    BIG, BIG, thanks to...COGEO. Without his time, effort, and expertise spent in reviewing my LOTs, my venture into the world of BATting & Modding would never have become a reality. Are you tired of creating a pristine city only to find that the air you try so hard to cleanse remains heavily polluted along roads & one-way streets? Well, ere is the solution to your problems. DESCRIPTION: These Lots are designed to provide thru-traffic for all VEHICLES. Filtering vents in each corner manipulate the exhaust released from heavy traffic, purifying the surrounding air. This set includes a 2x1 & 3x1 ROAD Filtering Tunnel as well as a 2x1 & 3x1 ONE-WAy Filtering Tunnel. The LOTs icons are located under Transportation Tools>Miscellaneous Transit in-game. LOT STATS: 2x1 Tunnel(RED) / 3x1 Tunnel(BLUE) -Plop Cost: 1,000 / 1,250 -Bulldoze Cost: 200 / 250 -Monthly Cost: 10 / 15 -Power Consumption: 40 / 50 -Water Consumption: 20 / 25 -Air Pollution: -15 over 3 tiles / -15 over 3 tiles -Water Pollution: +5 over 1 tile / +5 over 1 tile -Garbage Pollution: +1 over 1 tile / +1 over 1 tile -Traffic Capacity: 25,000 / 25,000 -Jobs: 2-$,1-$$ / 1-$, 2-$$ -Park Effect: +15 over 5 tiles / +15 over 5 tiles -LandMark Effect: +10 over 5 tiles / +10 over 5 tiles SPECIAL FEATURES: -Custom Query SoundFX -Custom Plop SoundFX -Custom Icons -Transit-Enabled -Lot Overlapping (for odd-sized roads/oneways) -Custom LODs (designed to accommodate various transit add-ons such as NAM, Zebra Crossing, etc.) FILES: This download includes the following four files necessary for proper in-game function (ALL files are needed). -(2x1)_FilteringTunnel.sc4Model -(3x1)_FilteringTunnel.sc4Model -FilteringTunnel_LOTS.dat -FilteringTunnel_SFX_PNG_LTEXT.dat Simply download all these files and place them in either ...\SimCity 4\Plugins folder. ReadMe: None. For complicated LOTs these are necessary to make sure all the correct files and/or dependencies are downloaded. However I like to keep my plugins folder as neat as possible and the extra space is a plus. To make up for the lack of a README file, I provided a detailed description here on the STEX as well as on the in-game description. Simply hover your cursor over the "Item Icon" in-game for all the necessary information. AIR REDUCTION: The main purpo
  22. Anyone who can guide me a little on this thank you. Though this is gear toward Andreas Roth since you have been helpful in this area thus far. First the break down. I created 2 BATs and have 4 seperate .sc4lot files using those two models. I created a seperate .dat file for Sound, PNG files, and Text. I would now like to compile the 4 seperate .sc4lot files into a single .dat file. I looked at some other lots from the STEX for guidance and would like to check here to make sure I am taking the right steps. Below is a picture of the 4 seperate .sc4lot files(I just copy/pasted them to MSPaint for easy display)... I know I need to merge both the LOT Exemplar & BUILDING Exemplar into a blank .dat file but what about the LD file & the DIR file. I am pretty sure a new DIR file will be created when I make a new .dat file but I am a little confused about the LD file. I noticed some .dat files with NO LD file, some others with 1 LD file, but I didnt find any with multiple LD files. So my questions are...Do I need just 1 LD file in the new .dat file? Do I need at least 1 LD file? Or do I even need the LD files at all? Also would it be better to leave the 4 seperate .sc4lot files as they are(4 seperate .sc4lot files), rather then compiling them into one .dat file? Hopefully the wording isnt toooo confusing. -trigger
  23. I need to compile these to one .dat file

    Thank you all. I will proceed with the merge then and give it a final overview. Hopefully these things will make it to the STEX before the end of today. -trigger
  24. ? regarding multiple .sc4lot per .sc4model

    thank you Andreas Roth, Once again you have been most helpful. The xfer to .dat was actually very easy and by merging them to the seperate .dat file I wont have to worry about LOTEditor messing up the PNG,WAV, & TRK files. Amazing how much space the .dat files can save. I will basically shaved off about 270kb just from the 3 less query sounds & 3 less plop sound files. Add that to the LTEXT files I will eventually merge and that is a noticeable amount of space saved. -trigger
  25. ? regarding multiple .sc4lot per .sc4model

    Yes, I usually try to save the sound & png files for last. However I had Cogeo look my final product and he made a few suggestions to improve my LOT. I guess using the LOTEditor would probably save me from future errors/headaches. I just did not want to have to redo all the WAV,PNG,TRK files since those get messed up every time you save in LOTEditor. A side note...the Query sounds and Plop sounds are all the same for each .sc4lot file. The PNG files are all different for each .sc4lot file. There is a problem though, by using LOTEditor I would have to re-insert the WAV,PNG,TRK files. For some reason I am getting access denied errors on my png files(outside of the reader) for some reason Microsoft Picture It 10 is locking those images I used for the ICONs in the reader. So at the moment I wont be able to re-insert those images. I might have to resort to MSPaint In the meantime I will educate myself on .dat files...SOOOO much to learn. I also have a question about one of the PNG File entries. I know the smaller one with 4 pictures is needed for the item ICON to display properly ingame. However is the other PNG File necessary? It doesnt seem to affect anything regardless of its size so can I delete this as well? It just seems like a waste of valuable space. -trigger
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