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plan9

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About plan9

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  1. many thanks T_Wrecks! I guess the only files i can safely delete without investigating further than a quick search with windows explorer, are the ones with identical names, sizes and creation dates.
  2. My plugin- folder looks like this at the moment: That's 3,11GB - 14596 files in 3293 folders ... and that's only the MyDocs one. Needless to say, the game takes about 20-25 minutes to load up to the region view on my 2GHz / 1GB RAM. And once in building mode, it takes about 10-15 seconds for a menu to open up (don't get me started on scrolling through it). So, like already stated, the question is rather how long you're willing to wait for the game to load . Now I havent had much time to root out duplicate files yet, and I have a couple of questions about that: Am I right in assuming that there can only be one file of any unique name? To clarify: if i have 3 files named "ftexture.dat", all of different sizes and all created on different dates, will the game simply load the ftexture.dat that is located last in the load order and forget about the other ones? Or, will all of them be loaded simultaneously? If it is like I suspect, there really should be a tool that will search your plugin folders for duplicate files and either delete them autmatically, or give you a list of them for you to delete yourself.
  3. Any Suggestions?

    MarcosMX: The graphics look off cause it's not textured yet. Those are the colors from gmax. And the white base is just something i use to help not go outside the intended lot. Jason: Yes, it's a theater. But a really small one at that. just big enough to fit a 2x2 lot.
  4. Any Suggestions?

    Or maybe I should just finish this one: I can't remember what problem I ran into that made me stop it, so it might be worth having a second look at.
  5. Any Suggestions?

    I had this hotel from syntagma square in athens, greece in mind. It's a lot bigger than the pictures suggest. Each of those arched windows on the ground floor are at least 4m wide. I'll be spending wednesday & thursday in athens so who knows what i may stumble across. There are a lot of beautiful buildings in the centre, so lack of inspiration won't be a problem. The bad news is I'll be without internet access for at least the next few months... but there are always internet cafes.
  6. Any Suggestions?

    It's up !!! https://www.simtropolis.com/stex/index.cfm?id=15590
  7. P9 Aalesund Hospital

    Version 1.0

    44,707 Downloads

    Aalesund Hospital is an extra large medical center designed to cover an entire large map. Loosely based on the hospital in my home town of Aalesund, Norway. It is often referred to as the "SSMR", an abbreviation of "Sentralsjukehuset i More & Romsdal" (The Central Hospital of More & Romsdal Region). This is my first attempt at BAT, and there are lot of things I would have done differently from the start if I had the knowledge I have now after finishing it. The Lot is transit enabled for roads. Just drag a road from the edge of the lot to the parking garage. It's pretty self explanatory where it goes. ----------------------------------------------------- Stats Lot SIze 10x8 Coverage 4096m Monthly Cost 5000 Doctors 1000 Ambulance Patient Capacity 20000 Jobs Created 150 $ 350 $$ 100 $$$ HQ Boost 11.520 Plop Cost 20000 Bulldoze Cost 2000 Flammability 36 Max Fire Stage 4 Pollution 8 / 8 / 75 / 0 Pollution Radii 5 / 5/ 0 / 0 Power Cons. 750 Water Cons. 1500 Wealth Medium Dependencies:BSC MEGA Props SG Vol 01 https://www.simtropolis.com/STEX/index.cfm?id=15287 BSC Texture Pack Cycledogg V01 https://www.simtropolis.com/STEX/index.cfm?id=15322 Shopping Center Parking Pack 4 And More https://www.simtropolis.com/STEX/index.cfm?id=15354 vehicle_props-V3.dat (optional) Available at SimCity 4 Mods http://gizmo.lunarpages.com/ ---------------------------------------------------- To install simply put the P9 - Aalesund Hospital.dat and the P9 - Aalesund Hospital.SC4Lot files in your plugins folder ----------------------------------------------------- Many thanks to Jasoncw without whom I would have given up on several occations had it not been for his help and to T_Wrecks for his insights on modding. -Plan9
  8. Any Suggestions?

    It's supposed to be an underground parking. I didn't want to get into underground modelling so I just left it simple.
  9. Any Suggestions?

    Many thanx for your insight T Wrecks... this really helps a lot! Now... a couple of observations: The Maxis Lg Medical Center costs 1000 for 3000 patients ... If i multiply the patient cap by almost 7, the cost should be no higher than 7000 IMO. And of course I would think it to be logical to decrease the cost for doctors the bigger the hospital is, what with centralization and all... So... 5000 for doctors should be sufficient. I agree the ambulance funding might be a bit low at 1000 a month. But, again compared to maxis, you can cover most of a lg map with 5 of the maxis lg medical centers. In other news... the 10 hour export I did last night failed to add a couple of textures to the roof junk on the main building. The other building came out just fine, with the exception of something I can only explain as a bug... Fortunately it only affects an area of a 0,4m x 3m in bat terms, and will mostly be covered by the other building. I'm gonna start another export in not too long so hopefully it'll be ready for upload tomorrow afternoon sometime.
  10. Any Suggestions?

    I found out that there were some remnants from the lot i used to begin with, so I started from scratch again. I'm now down to 4 external dependencies, out of which 1 is optional... I don't suppose not having vehicle_props-V3.dat (for the ambulances parked in front of the ER) will create any brown boxes. At least it didn't for me when i ran SC4 without it. Jeronij's fences were exchanged for the maxis grey stone wall, I lost the vending machine and the RT Textures. The list now is as follows: BSC MEGA Props SG Vol 01.dat BSC_TexturePack_Cycledogg_V 01.dat plottextures5.dat plottextures9.dat --- Both of these come in one download, so i'm gonna count them as one dep. Vehicle_props-V3.dat ... and of course the nitelite update from Maxis Now for the hospital settings: this is what I've imagined since I started this... Coverage Radius 4096m (1 lg map) Patient cap: 20000 ambulance funding 750 or 1000 ... im leaning towards 1000 as the standard hospital is 200 doctor funding : 4000 plop cost 25000 bulldoze 2500 wealth medium flammability & max fire stage: same as standard now .... a couple of questions .... what is hospital HQ boost? and which one out of demand created demand satisfied is the one telling me how many sims work in it?
  11. Any Suggestions?

    Well... thats it! Lod problem solved!!!!! even fixed the shadow on the hirise after the pic was taken. now... whats next?... the lot: got a few shots of it from all angles: the dependencies till now are as follows: 01 vehicle_props-V3.dat 02 jeroni_fence.dat 03 BSC MEGA Props SG Vol 01.dat 04 BSC_TexturePack_Cycledogg_V 01.dat 05 BSC Textures RT Vol 01.dat 06 plottextures2.dat 07 plottextures3.dat 08 plottextures4.dat 09 plottextures5.dat 10 plottextures7.dat 11 Stollhouse_Textures.dat 12 zADC_ParkingLot-LP.dat 13 SC4PropsNightLightFix.dat 14 VendingmachinesModrop:SC4_Pink.dat 15 merged.dat Am I right in assuming that number 6,7,8,9,10,12,14 & 15 are from the original simcity files? The stollhouse one i have no idea where comes from.
  12. Any Suggestions?

    Thanx jason, I got it... Did a render of both parts ovrenight and it's safe to say that the lighting problem is fixed... But... as always whan you fix one problem, another one presents itself: I'm guessing this had to do with the LOD's.
  13. Any Suggestions?

    ah... sorry... now i see... didn't think of that... dam! Outside the LOD? I'm afraid I don't follow
  14. Any Suggestions?

    i considered that jasoncw.. so i did the split at a point where there was only 1 light that would go from 1 to the other, and made the necessary adjustments. The lot was actually made before the BAT'ing started. But I'm afraid it's a bit too heavy on dependencies. 8-10 of them to be more precise. I'll play around with it a bit and see if I can't cut it down to 5-6. The previews of the modified hirise is looking good from all angles, even after i added the 58 new lights. I'm gonna do the export of the hirise overnight.
  15. Any Suggestions?

    Well, that worked... kind of... out of 118 lights on the lorise only 3 got messed up. Luckily enough the fault is only visible from an angle that the hirise will cover... Got a couple of ingame pics of it: And I changes the ones in the courtyard to permanent ones as pointed out by sparky & Jasoncw... Looks a whole lot better in the dayrender, though the light in the daytime would come from above... Just hope I'm as lucky with the hirise because there are 171 lights on it ATM and I'm gonna try re-adding 30-50 more...
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