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City-building game(s)

Found 6 results

  1. This example adds a new animal to pastures. In this case the animal is a white chicken. It behaves just like the other chickens in the game. If you want to build and test the mod... bin\x64\Tools-x64.exe /build whiteChickenResources.rsc /pathres ../example/animal /pathdat ../example/animal/bin You should now be able to run the game and see that 'Leghorns' can now be used when you select an animal in a pasture. 'White Chicken' does fit on all the UI very well, so 'Leghorns' which is a type of white chicken, is used instead. This is something to keep in mind as you mod the game - make sure your text fits in the UI. The UI will expand controls to fit the text, however this may cause the entire UI to stretch in unexpected ways. Like the crop example, you'll need to enable debug mode in this mod to be able to give yourself all the animal types without buying them at a trading post. Before the mod is packaged, you have to explicitly tell the game to load the resources using the /ref parameter. bin\x64\Application-x64-profile.exe /ref whiteChickenResources.rsc /pathres ../example/animal /pathdat ../example/animal/bin Start a new game, and use the debug menu to give all animal types to the player. Then place a pasture - you should be able to select 'Leghorns' as the animal. This animal works like any other. There's another debug button to fill pastures with animals without waiting for them to grow. Press it a few times to add the animals. You can build the mod into a package like so: bin\x64\Tools-x64.exe /mod Package.rsc:whiteChicken /pathres ../example/animal /pathdat ../example/animal/bin To test the mod by itself, you can run the game forcing it to only use packages. bin\x64\Application-x64-profile.exe /onlypkg The game should have the new mod listed in the Mods dialog and you can enable it. General steps for adding a new animal Adding a new animal is almost identical to adding a new crop or tree, just the entity definitions are different, and the model requries bones, skinning, and animations. You'll need to model two or three objects. One for this display of the animal in the field, and one for the meat when it is harvested. You may also need a model for another produced resource - chickens produce eggs, and cows produce milk. After modelling the animal, you'll need to rig it with bones and weight the mesh to the bones using a skin modifier. You can setup any sort of animation controllers, ik controllers, etc, as long as when you export the FBX file you bake the animation into the file, so that all animation frames are explicit, instead of relying on the controllers. It's important to keep the number of bones low. A maximum of 51 bones is supported, however for the game to render many animals quickly (in DirectX 9 mode), you'll want to keep the bone count much lower than that. The lower the bone count, the more models the game can render simultaneously. See /example/animal/Models/WhiteChicken.fbx Like in the crop example you need to build Textures, Materials, and Meshes for the objects. The process is the same. See /example/animal/Models/MaterialInstance/WhiteChicken* See /example/animal/Models/WhiteChickenMesh.rsc You'll need to define an animation file that tells the game the ranges of animation for various motions. Animals need a walk, and three idles. It's important to make sure animations that are played often on many of the same object be properly instanced, and that the number of different instances running is fairly low. See /example/animal/Models/WhiteChickenAnims.rsc Like in the crop example you need to build String Tables and Sprites. See /example/animal/UI/WhiteChickenSpriteSheet.rsc See /example/animal/UI/WhiteChickenStringTable.rsc Finally you'll have to make entity definitions (again, similar to the all the other examples, just different configuration). The white chicken reuses the meat and eggs resources that already exist in the game, so there aren't new resources for them. See /example/animal/Template/WhiteChicken.rsc To package and reference the new entities, you'll need a package resource and a list of referenced objects. See /example/animal/whiteChickenResources.rsc See /example/animal/Package.rsc
  2. AGC - Megalodon Jumping

    Version 1.0.0

    400 Downloads

    Description: Megalodon (Carcharocles megalodon), meaning "big tooth", is an extinct species of shark that lived approximately 23 to 3.6 million years ago (mya), during the Early Miocene to the Pliocene. Installation: Unzip the contents of this file into Documents/SimCity 4/Plugins/. File details Category: Landmarks. Scale: 133%. (All axis) Dependecies: There are no dependencies required for this lot. Lot: You must put the lot in the water. Icon: I will add more rotation angles and poses in the future so you should keep an eye out for any updates.
  3. I wanted to add some animal spawn points to buildings but ran into the problem of the spawn points being to big - the animals will wander through walls, etc. So I was wondering if there was a way to shrink the size permanently? I placed one in the asset editor and used mod tools to change the size and then loaded up a game to test. It seems to work just fine except those changes aren't permanent. So I tried to create a new marker by exporting the mesh and then using it for a new prop using the default spawn point as the template. Everything seems to be fine but upon loading up a save, no animals appear now. Any help would be appreciated.
  4. Llama Reserve Nature Park

    Version 1.0

    808 Downloads

    This lot uses the maximum number of props allowed on a lot. The props are listed as: LotConfigPropertyLotObjectData, starting with 0x88EDC900 and ending with 0x88EDCDFF for a total of 1,280 props. Source: SC4 Devotion Forum The included road and parking overlay textures are the same as in my recently updated Quantum Dish download which has another version of the 3x3 Roundabout. If both are used then delete one or the other file named 'OverlayTexturesCivics_Network.dat'. The overlays may be used freely as long as a message to delete multiples of the same .dat file is included. EDIT NOTE: All the network connections are for 'streets' (in gray) so you have to drag a street from the lot edge. If you surround the lot with 'roads' (in black) they won't automatically connect and you can't drag roads out from the edge. The Llama Reserve and Nature Park An 11x13 lot with Maxis animal animations of llamas, cows, horses, giraffes, bucks and pigeons (which rarely appear, if at all). High park effect in local area. Minimal pollution. Network and transit enabled. Uses 200 mwh of power. The Llama Statue Roundabout A 3x3 lot with a llama statue built from the Maxis rock props. This lot uses my road overlay textures to create a roundabout connected on each side to the network. High landmark effect. Minimal pollution. The domestic llama statue was modelled from a picture by Kim Foster and is included under the Creative Commons Attribution 2 Generic License. Source: https://commons.wikimedia.org/wiki/File:Domestic_llama_(2009-05-19).jpg Install: To install delete Previews and text files, place the 'Llama Reserve Nature Park V1' folder in your 'user documents/ SimCity 4/ plugins' folder. NO DEPENDENCIES For further enjoyment of the Maxis Llama Theme: Using the standard cheats you can change the advisers to Llama heads. DollyLlama changes the faces of the advisers to llamas. Press CTRL + X to open the standard cheat window, then enter DollyLlama. The Llamas may not appear immediately, so click out and back in to the adviser menu to see them.
  5. Version 1.0

    15,578 Downloads

    DISCONTINUED: Updated on 04.02.2024 This upload has been merged with the VIP Rural Pack v2 This page now will be redirecting to the above linked download when you hit the download button. CREDIT AND FEEDBACK Models by Manchou and Vnaoned. Modding by Badsim. If you have questions or problems you can leave us a message SC4devotion thread Updated: 30.01.2024 - updated for Project ZIP - Tyberius06
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