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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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City-building game(s)

Found 30 results

  1. Seeing how obsessed I am with lighting everything and the kitchen sink, a friend asked me if I could light Jenx QuaisdeSeine. I gamely tried. And found out it is way beyond my pay grade. The pieces swallow anything that is not the props specifically made by Jenx. My question is : is it possible to do that for light props (not lampadaires, they can be added easily and stay on see pic) but lightcones ? Would a kind soul do it for us if it is ? I was trying to use Jenx' own light cones -- the ones that go with his Pont Neuf. I'd added benches, also JENX-Porkissimo's, and you can see one peeking on the right ; Jenx made benches specifically for his pieces, OK, they can be used, but as for lightcones... naaah.
  2. An asset i'm working on is having a weird light glitch that i first thought was because of the specular mask or something. I know it's most likely the police lights causing it, it only happens when the police lights are on and it seems the rotation of the lights light up certain parts of the car too. I'm guessing maybe the police lights are positioned awkwardly or in the center? But i don't know where to begin in asset editor because when you position the police lights, you can't see the police lights while you're doing it like you can with headlights.
  3. A question for the wise(er) : when a building (custom content) present without inside lights, is it possible to do something about it ? I noticed there is a "lighted" property, with a false/true value, in PIM. Is that enough to put light into a building or must the light be incorporated when the building is being made ?
  4. I am trying to install "JENXPARIS_Quais_de_Seine_Vol1" and all is well. Except this dependency: Uniform Streetlight Mod http://www.simtropolis.com/forum/files/file/25925-uniform-street-lighting-mod/ It gives me page error 404. Trying to find it from within ST, it gives me a script error.
  5. EDIT: In this thread, boformer contributes a script to allow you to add lights to a prop whilst in the asset editor. Best is to install ModTools locally (also explained a few posts down) and run the Asset Editor in -noWorkshop mode. Once you have imported your prop, hit F7 to open the ModTools window. Copy and paste the script into the input box in ModTools and either press Enter or click "run". The light effects should immediately appear. In the script, you can control the position and rotation of the light effect. Later in the thread are examples for 3 light effects and 4 light effects, which have been tested and work! Here is the script: // --- FIRST LIGHT EFFECT --- // Used light effect var lightEffect1 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; // Final position in prop var pos1 = new Vector3(0f,10f,-1f); // this would be near the center of the prop, 10m above ground // Final direction in prop var dir1 = new Vector3(0f,1f,0f); // this would be up var propEffect1 = new PropInfo.Effect {m_effect = lightEffect1, m_position = pos1, m_direction = dir1 }; // --- SECOND LIGHT EFFECT --- var lightEffect2 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; var pos2 = new Vector3(0f,10f,1f); var dir2 = new Vector3(0f,1f,0f); var propEffect2 = new PropInfo.Effect {m_effect = lightEffect2, m_position = pos2, m_direction = dir2 }; // Apply effects to prop var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; asset.m_effects = new PropInfo.Effect[] { propEffect1, propEffect2}; asset.m_hasEffects = true; --------------------------------------------- ORIGINAL POST: I'm trying to add lights to this Rail Lighting tower prop. Does anyone know how to do it?
  6. Tower lights

    From the album Animation Challenge (S3-25-E)

    low res version to fit within 2mnb limit, high res below
  7. Version 1.0


    Work With: - Cities XXL Game Info: Income: +$200.00 Price: $0.00 Cars Per Line: 50 Cars each
  8. Someone please help! I was just drawing out a highway and all of a sudden I zoomed out and their was these random lights in an infinity shape! At first I thought aliens but now I'm thinking it's a glitch. I had a closer look and theres a deformed road but, I can't bulldoze it, upgrade it, or click on it at all! I also have this bulldoze tool which I dragged over a big area but none of the lights were deleted... Weird... Also I don't wanna uninstall or anything because this is literally the prettiest urban sprawl I've ever built in like 2 years and its taken me hundreds of hours :/ Thank you! Just an update... I tried disabling a mod, game went weird, re-endabled it and my ENTIRE city disappeared... I'm so devastated http://community.simtropolis.com/forums/topic/70731-everything-is-gone-everything/
  9. So I've been roaming around on Simtropolis a lot lately, seeing a lot of awesome projects in progress. One of the things I don't see anyone working on is custom Road-side props, primarily Traffic Lights and Railroad Crossings. My first goal is to make North American variants of those two. I've already dumped the meshes and textures of most road props, if you need them let me know, it will save you some time (time we all barely have :p) This is what the files of the traffic lights look like: The thing is, ACI is Alpha Color and Illumination combined and I need to know how to get these three textures seperate. I also noticed that Red light for cars means Green light for pedestrians and vise versa. Interesting fact: Green light turns the whole cube green, red light turns it purple. The model is something for later, but that won't be a big issue. I hope some of you might be able to help me with this
  10. Diversion

    Took a break from the traffic and made a much deserved leisure area for all of J. Garnerian's to enjoy. We used up the entire budget and our Cims were so appreciative they ponied up making further expansion possible. Thank You J. Garnerians!
  11. Hey there! I'm working on a new asset: I'm converting train fevers acela express knock-off as a acela express to cities skylines. Everything works fine so far, but I want to let the red lights of the engine glow red using the diffuse map and the illumination map. I know that the value for doing so should be between 127, 127, 127 and 0, 0, 0 RGB but the result isn't good at all as you can see here: Here I'll show you the areas on the diffuse and ilumination maps: PS: my normal color is 127, 127, 127 and the illumination one 111, 111, 111 - file format is bmp, 24bit on diffuse, 8bit on illumination. Resolution is 2048x2048. The asset has also a specular and normal map, but I already tried the procedure without them. Also I painted the diffuse map all red in that area - still no success.
  12. I'm working on custom street lights for Network Skins. I developed a small code snippet that works similar to Sub-Buildings Enabler. But instead of setting the sub building property, it adds light effects to props (Street lights are just props). That means you can start making your own street lights right now (will publish the mod in less than 24h): Create a new mesh for the light. The column should be at 0|0|0, the road is located at -x Import the prop in the asset editor Set "Create Ruining" and "Use Color Variations" to false Change the category of the street light to "Road": With ModTools scene explorer (CTRL + E), use the upper search bar to search for "Road". Expand the NetCollection on the left Expand "m_prefabs" > "m_prefabs.[0] = Basic Road" on the right Scroll down to find "m_class". Press the "Copy" button on the right Now use the search bar and search for "Tool Controller" Expand "ToolController" > "m_editPrefabInfo" Scroll down to find "m_class". Press the "Paste" button on the right. "m_class" should now be set to "Small Road (ItemClass) Save the prop (write down the names you entered) Now follow the Sub-Buildings Enabler tutorial to setup the light effects xml config: crp and xml must be in the same directory (like mentioned in the tutorial) The name of the file must be "LightPropsDefinition.xml" instead of "SubBuildingsDefinition.xml" The content must look similar to this Quick explanation of the file: "Large Sodium-vapor Street Light" is the name of the prop (like the name of the main building in sub-buildings enabler) "Street Light Medium Road" is the name of the existing light effect you want to apply (here is a list of all available light effects) The effect name also defines the light color. Position and Direction define the location of the light Find light effect names with Mod Tools: Edit: List can be found here: https://gist.github.com/boformer/4197263476ba10198501
  13. I've finally gotten around to just now updating my assets for the After Dark expansion, so if this has been covered in a previous thread I apologize. I'm getting some weird artifacts around the illuminated portions of my models when I try to import them. Here is a screenshot of the sign on my movie theater showing what I mean: And here are the diffusion, specular, and illumination maps I used for the model. Also, the windows should be illuminated as well, but they don't seem to be working either. Diffuse Specular Illumination
  14. I just released a quick'n'dirty street light replacer mod: Right now it only supports Small 2-way roads, highways and highway ramps. I also included an option to remove the highway suspension bridge spotlights. This mod will soon be replaced by my 'Network Skins' mod (aka Pillar Changer), which will support different street light configurations per road segment (also purely visual, can be disabled at any time). Note that custom street light props are not possible. I might look into that when the 'Network Skins' mod is ready.
  15. Version 1.2 / 1.0


    Hello all , Udon One Way Street can Be Upgrate exemple Low Density One way street to Low Density One way Street With no traffic light. Not Compatible with : • BoC • UDoN-Addon • Bridge and Tunnel mod How to install?? 1)Make sure have Udon 1.9 By Xoxide >Regional One Way Street With no Traffic Light Are Placed under 'Custom Road' SubMenu< 2. Download the mod. 3. Right click the rar file > Extract 4. Copy and paste the package file into your SimCityData folder. 5. All roads place under "UniDirectionelNetworks" >“Streets”< Submenu. Can Be Use without Akar and with Akar If u got any problem or bug pm me thanks
  16. Version


    I found these in my folders while cleaning my hdd. Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY! ... but this is only the first part ...
  17. Version


    Here comes the second part of the streetlights! Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY!
  18. Short Update: Night In The City

    Welcome Back! It's night time now. Shorter update, but still wicked awesome. Let's go check out the night. Before we begin, also be sure to check out my new blog, simlink's Kitchen Sink and follow my new twitter, @simlinkpro! It's a dark, dark night here. The lights are bright and numerous. And all the cool shapes make for a cool scene. Zooming in on the night. This area is predominantly office space. Of course, with all these offices, there have to be some condos nearby... And to finish off, this bright spectacular scene. Lots of light, and mammoth construction. Thanks For Visiting! Join Simopsis today!
  19. Ive downloaded the nightlight enhancer and its beautiful, the city looks amazing, except that just about, if not all the buildings (mostly 5 story and higher) i added and plopped are dark therefor making for a very subpar looking night-view. Is there any type of mod im overlooking to add lighting to dark buildings? Any assistance greatly appreciated -M
  20. Rail Signal Lots/Models



    8 Lots with 6 models designed to work with the Real Railway mod. These models are do not have nightlighting, have no base texture and require no power. All props have been rendered in HD. Feel free to make use of the models/props in any way you would like just please give credit if you decide to release it as part of a lot. Included models: Single Track Rail Overhead Signal Dual Track Rail Overhead Signal Dual+Single Track Rail Overhead Signal Dual+Dual Track Rail Overhead Signal Pole Type Signal Cage Type Signal ------------------------------------------------------------------------------------------------ There is a mod that allows removal of the wealth tiles from the rails that appear when placing the signals. Below is a link to the mod created by rivit. You can deselect all options in the mod except the 'Alternative Underrail Textures' -> 'Transparent Underlay' to remove the wealthing. Select http://community.simtropolis.com/files/file/25809-railway-upgrade-mod/ ------------------------------------------------------------------------------------------------ Enjoy!
  21. Hi guys, Its been a while since I posted (phew~) . Im just wondering if any of you guys whom have used this mod by nekopunch and experienced anything weird about the road street lights. I'm currently having a problem with the lights as they are way to bright on the roads. Another problem also seems to some kind of conflict with the mod with the road in the residential zone illuminating in what seems to be blue and yellow colours and default maxis street lights showing when it sohuld just the LRM poles. I'm not sure what the conflict is however and hoping if I could find what it is. Here's an image of what I mean: I also noted that in the readme the mod said it wasn't completed and probably will never be, so im not sure if this is either a problem or not. Anyway, any help is appreciated!
  22. Hi all, this time I'm having a quite bizarre problem with car headlights and lamp post, when I switch to night time everything works nicely, except for some zones, where lights look quite strange, I have Simfox Day'n'Nite Mod installed, the last time i checked it, I didn't see anything unordinary, now I can notice almost all of cars headlights are turned to deep blue, also the illuminated zones of some of the lamp post are blue. The strange thing is that I've chosen the yellow solution from that mod, but it doesn't seem to work at all. What could be wrong? I have only that mod for night lights, so I don't really know what happened. In the meanwhile, I'll try moving that mod out from the plugins folder to see if it changes something. Here are the shots: Any idea? Tnx in advance!
  23. Hello there. I have no idea where to post this thread, so I am hoping this location works. I have searched for the last three hours for a solution to my problem to no avail. The Problem: Deadwood's large school set (DEDWD_large_school_set) is not functioning properly for me. In stage 2 and 3 there are brown boxes that emerge (not in stage 1). When hovering over the boxes it says that the boxes are street lights. Solutions that I have tried: 1) Re-installing the lot(s) 2) Re-installing all associated dependencies on deadwoods readme 3) Gone through Deadwoods dependency list on the LEX and downloaded everything that I didn't have 4) Deleting the lots and dependencies and re-installing all for a second time I think, I am not sure, that the problem is the school_set_prop.dat that is supposed to be with deadwoods DAE Mega prop pack is not made available. As the DAE Mega Pack only shows up as one specific .dat file, I cannot tell if the school set prop .dat file is included. Any suggestions would be welcomed or if someone else has had the same issue and resolved the problem I would love to be redirected to their solution. Thanks Edit: sorry for the misspelling on DEDWD. The tag should read DEDWD not DEWD. I don't know how or if I can change that, so apologies to Deadwood for the misspell.
  24. No lights?

    I downloaded and installed the update from simtropolis but I still ahve no lights. Actually here is what it says. ------------------------------------------------------------------------------- PATCH Version 6.50 - RTPatch® Professional - Software Update System DOS/16-bit Windows/32-bit Windows Edition © Copyright Pocket Soft, Inc., 1991-2002. All Rights Reserved. ------------------------------------------------------------------------------- ----- Processing Patch File ----- Applying MODIFY File Patch for 'DELUXE.exe' New Version of File 'DELUXE.exe' already exists. Applying MODIFY File Patch for 'Graphics Rules.sgr' New Version of File 'Graphics Rules.sgr' already exists. Applying MODIFY File Patch for 'RUSHHOUR.exe' Applying MODIFY File Patch for 'SimCity_1.dat' New Version of File 'SimCity_1.dat' already exists. Applying MODIFY File Patch for 'SimCity_2.dat' New Version of File 'SimCity_2.dat' already exists. Applying MODIFY File Patch for 'SimCity_3.dat' New Version of File 'SimCity_3.dat' already exists. Applying MODIFY File Patch for 'SimCity_4.dat' New Version of File 'SimCity_4.dat' already exists. ----- Patch File Processing Complete ----- ----------------------------------------------------- - Results of Application of Patch File - ----------------------------------------------------- File Patches Applied ......................... ( 0) Files Modified .................. ( 0) Files Renamed. .................. ( 0) Files Added ..................... ( 0) Files Deleted ................... ( 0) Temporary Files Processed........ ( 0) File Patches Skipped: New Files Up-To-Date.... ( 6) File Patches Ignored: Old Files Missing....... ( 0) Old Files Invalid....... ( 1) ----------------------------------------------------- Total File Patches Processed ................. ( 7) ----------------------------------------------------- I used hdorriker's skatepark as a test lot because it has no dependencies and should be illuminated. I provided power to the lot. Was it patched corrrectly?
  25. BAT at Night-Lights off

    Hello Everybody! I've a propblem with my downloaded Rialto Towers. The Lights are off at night. I've downloaded the SimFox Night Mod...but still no function. Any Idea to fix this problem? (I've a MAC :-) ) Thx for help!

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