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Found 133 results

  1. One of the main limitations of the Lot Editor is that a single lot cannot have more than 1024 props on it. When you reach the limit, the LE will not notify you, but when you click the save button, the excess props are silently discarded. The LE of PIM-X will raise an error, IIRC. The only way to handle this is to split the lot into smaller lots. Now, I have a question for anyone working with large/modular lot systems: How do you manage to get proper alignments (of prop LODs, textures etc) and working with continuity if you can visualize only one lot at a time? Is there a way to preview two lots side by side without visualizing in-game the lots?
  2. Hi Everyone. I was wondering if anyone can shed some light on this... I am trying to create several large lots, the largest of which is 13x20 tiles across. The lot is supposed to be slope-conformant and follow the terrain form. I already made such lots to create forest spaces for example. However, this time, when I place my lots onto the slopes, I get abominable holes and basins like in the picture below. As you can clearly see they always appear in a different portion of the lot. I don't understand what might be causing this... The test lots you see below are completely empty - there are no objects that could potentially cause levelling out of certain portions of the terrain and textures alone don't have such properties! Do they? Below you can also find the settings that I use in order to get a slope-conformant lot (something which worked before). EDIT: I also checked a couple of items that are supposed to be slope-conformant made by other creators and these lots also experience this strange behavior. Whenever they are placed on slopes, even gentle slopes, they instantly trigger this "toilet bowl bug". I believe this is the kind of problem worthy of the CoriBoom team intervention... Something certainly isn't right here.
  3. Lot Editor Won't Open

    I'm trying to use the lot editor. Why does the download prompt still not open after a successful installation? Can anyone tell me how to fix it? Thank you
  4. Hi guys, I have a problem with lot editor version 1.0.12.0. When I launch the program, it works but when I choose a lot it suddenly closes. How can I do? Thank you everybody
  5. UPDATE/RESOLUTION: Turns out I had inadvertently set a software render command prompt for LE when I was testing a few things due to another non-related graphics issue I was having. Removing the prompt resolved the issue. Will keep this thread here for future reference in case anybody needs it. Recently had to migrate to a new computer and noticed that in LE, the textures in the overlay texture popup menu are now placed above a white and grey "transparency checkerboard" , whereas on my previous computer the textures in the menu were actually transparent. Ofc, the checkerboard makes it hard (often impossible) to see any texture that is white. Here is an example, selecting the same texture: Old Computer (no problem seeing white textures): New Computer (cannot or can barely see the textures because of the checkerboard): Versions are the same and all patches, etc. have been applied on the new comp. Anybody else experience this before, and/ or know of a solution? Thanks in adv.
  6. LE Problem

    Hi all , Apologies if this is a dumb question and if this is explained somewhere else , i just couldn't find any reference .... I have this problem with the LE that won't let me add any item when I'm on the " Land " Tab it keeps showing this "error" - Land Constraint - and I have no Idea of what I'm doing wrong ... can you help ? Thanks
  7. Hi everyone, Since the Growify mod finally solved the problem of transforming ploppable residential lots into ones that work within the game, is there an easy tool that will create ploppable residential lots? PIM-X only has the option to create Commercial or Industrial lots with jobs. There's obviously no option to create ploppable residential lots, since those were thought to never work. Basically, what I'd like to do is convert a bunch of Fractional Angled lots, like these those from @EffTheGridor @giraffemountain, into ploppable residential lots. The submenu mod by @memo will automatically put them into submenus in the residential selection category, and once plopped they can be growified. But I need an easy way to create the lots. I know that ploppable residential lots exist due to this older mod below, but other than editing the lots in Reader I don't know of a way to create them quickly. I haven't tried the old Lot Editor yet so maybe that will work. But does anyone have any ideas?
  8. How do I give a landmark jobs without having to edit the lot?
  9. I’ve been having a small issue with a custom lot in lot editor. The correct lot opens and I’m able to edit but when I select save, it gives ‘Failed to open SC4Lot file.’ Error message. Save as is greyed out so i can’t override the original file. It’s only happening on one lot. GooberGen Aquarium. I tried to replace a building on another lot with this one but no luck. It doesn't show up when I input the sc4lot or model file. Other lots from the same creator edit fine. Just this one has the issue. It’s not a big deal if I can’t fix it. I’m more curious if anything. thanks!
  10. Hi there, I wanted to make a lot with a elevated rail over it. I want to have a elevated rail over the backyard of this café. Is this possible? I've seen once a soccerfield with an elevated rail over it. It want it so that I can drag the rail over the lot but I see no option to do that in the LE.
  11. Is there any way to create lots other than to use oudated BAT and Gmax? Gmax Discontinued
  12. Hey everyone! I am back with a new replacement! The University without those annoying parking lots! Dependencies: For a better experience, you must install the day & nite mod Installation: Simply put the dat file in Plugins folder For the next one, I will another version of the Nexis Grand Cemetery with a couple of changes RW12x10_UnivAdminTower_033D_ea28722b.SC4Lot
  13. Custom Lot Offset in Game

    After much blood, much sweat, and lots of tears, (along with endless curses) and many, many thanks to all the tutorials/help on this site I managed to create the First Canadian Place (Bank Of Montreal) tower in Toronto, setup as a ploppable landmark. It's my first attempt so not great, but I'm surprisingly happy with it. Have a problem though. The problem being the building doesn't line up with the blue plop 'marker'/guide in game (see screenshot). The lot is 6 wide by 4 high. When I select the building and go to plop it, it's offset to the left by 3 squares, and down by 2 squares. Then when I build it, trees still appear 'in' the building I'm guessing because of this, and the 'developed' land (6x4 plot) doesn't line up. I used PIMX to create the lot using my exported GMAX/BAT model. Which leads to me to my 2nd issue, as I'm using PIMX because the Lot Editor crashes and I can't get it working (I've included the error details - anybody else come across this?). This isn't as big an issue if I can continue to use PIMX though. I don't know how to fix the placement to get it to line up in game. It seems like the lot in PIMX appears correct based on the yellow/red/blue/green guidelines. Any ideas? Thanks
  14. Lot Editor 2.0

    So the idea behind this, is that we could do a significant upgrade to the Lot Editor, making it easier to use for everyone, but also, to fix some issues that we've got in the game. One thing that I feel would work, is being able to make custom shaped lots, and not just custom sized ones. I realized that one of the many problems we've had in this game is getting things like properly working angled lots. With the advent of DLL modding, I feel that we could probably convince the game to accept custom shaped lots, and allow for angles that we wouldn't normally have as a result. In the default LE, we can have the lots align to the road on one side, or have it sit in a corner (either right or left), which would cause them to grow in those key spots during development. If we're able to set up special lots, we could utilize different sizes/shapes as needed. For the corner lots, we have to typically stick with 1x1, 1x2, and 1x3 lots and then have some serious overhanging textures/props, and then manually demolish buildings until the angled lot appears as intended. And then rinse and repeat for each tile of zoned land until the limit has been met. But then you'd also have to check off the "Make Historical" box, so as to avoid them getting replaced by upgraded lots which may be facing orthogonally. With this version, we could allow people the ability to make the custom shapes, unlike the default version. If you'd like a 2x2 L shaped lot, you could, and a way to solve this would be through a "reserved cell" texture or so, where you still have the lot you're working on, but it would prevent the lot from being a proper 2x2 square. In theory, this could also scale up pretty well, and we could go up to say, 6x6 lots, in a triangle shape. Something else to consider, is that we could probably fix issues with height and angles for props. Some stuff in the LE requires careful placement, but unless you're incredibly skilled, you wouldn't necessarily catch that it's wrong. But here we could implement a height adjuster or something similar for the various props/effects. Simply put, it can have a "ruler" off to one side, and have buttons to the side to help adjust the height of the objects. Part of this idea came from the SC3K BAT, where most buildings were built with smaller cubes, that you'd layer up into the appropriate size/shape, and then paint as needed. Theoretically, it could also include ways to establish TE lots in an easier fashion. We could also, theoretically, improve the "transparent texture" issue, by establishing a flag for the base textures so that there won't be any issues with having transparent lots. Though, the other side of this, relies on a potential DLL solution to the water bug problem. Though, even without that getting solved, I'm sure many people would still enjoy being able to make lots with transparent bases. Two other key things that I think would be quite beneficial, are the ability to make a brand new lot, without the need to load up any in particular. This way, modders can make whatever lots they'd like, and not be stuck with some previous template that may/may not work for them. The second being that we could have an option for which type of building it is. So someone could make a lot, and then they can opt for CO$$, R$, Landmark, Park, etc, without having to load up an external app to add in some of the extra details. I also think that another issue with the LE could be solved with this, by having it default to the Maxis props/textures, and to let the modders load in the appropriate custom props as they see fit. Currently, the LE loads up all props in your Plugins folder, and the program could hang for quite a while as it does so. Here, this could be easily bypassed, by simply loading up a default state, regardless of everything in the modder's plugins folder. I believe other features would be useful to have in this version, but the initial goal should be to build a new Lot Editor, with most everything currently in it, but to improve on it to make everything better, and then add in some of these extra features. Unfortunately, while I'm very much interested in programming, I'm nowhere near knowledgeable, nor skilled enough, to be able to put something like this together yet. So, in a way this is a request from the community, but, it's something I feel would benefit the community greatly if implemented as we could reduce the excess tools we're using down to a select few. Another perk to this, is that we can take advantage of modern technology and information, and be able to have it utilize more resources to our advantage, such as multithreading, processing speed, etc, that might not have been available back during SC4's original development. Of course, not everything that we can access can, or should be used in it, simply I was providing examples as I know there's likely going to be some features that we would greatly benefit from that would've been wonderful back during it's original release.
  15. Hello, I have wanted to relot the Bipin's Condominium lots (which have glitches that make SC4 CTD) but everytime I try to execute it just never opens, ...like NEVER! So, I want to have solutions for my problem. Thx
  16. I'm playing a non-CAM game and have a lot of downloads in my plugins, carefully selected to create a NYC-style city. Mostly skyscrapers and W2W buildings. I'm trying to ensure that a decent number of them actually grow. I've applied a Maxis-blocker to almost all Maxis vanilla buildings. In addition, I've edited those buildings I've downloaded to grow on the NY tileset and only use that tileset. However, I'm wondering if many buildings will not grow because the demand will never reach what a building will offer. In particular, many buildings might grow with 6,000 or 7,000 or even 8,000 jobs. For instance, the Metropolitan Exchange Plaza by Jasoncw will grow on a 4x4 lot with 8596 CO$$$ jobs at Stage 8. Will that actually happen in a non-CAM game? Will the demand ever get that high? I recall seeing threads here that the Demand graph bars can be stretched visually, but the demand actually doesn't change (unless you cheat with a SuperDemand mod, or change it with CAM). Isn't regular demand only limited to 6,000? If you run the Metropolitan Exchange Plaza through PIM-X and recompute the properties as a CO$$$ high wealth building, using the native filling degree of 0.8 that Jasoncw used, PIM-X suggests that the lot should be a Stage 13 CAM lot. As I said, Jasoncw made it a Stage 8 lot though. So will it grow? Or should I recompute with a lower filling degree in order to make it a native Stage 8 lot in PIM-X? As an aside, I have seen lots grow with more than 6,000 jobs in my game, but they were on larger lots and the lot size in PIM-X expected that many jobs at a stage 8 lot. So basically, I'm guessing that unless PIM-X has calculated the amount of jobs for the right fit at a Stage 8 lot, a lot with too many jobs will not grow because there will never be enough demand for it. Am I wrong?
  17. Hi all, I'm trying to convert some eyecandy landmarks into a landmark with jobs. I've done it a bunch of times in PIM-X and it works great. By dragging the building model to the appropriate Landmark with Jobs section of PIM-X, and then creating a ploppable lot, I can copy all of the props from the original landmark lot over to my new one with jobs. I've tested them in the game and it works great. Unfortunately, sometimes when I drag a building model file to create a new lot, the building is turned the wrong way from where it needs to be. And I'm not talking about it facing backwards or something, where I can easily turn it around. Instead, the building ends up creating the wrong lot size that I need. This means that instead of creating a 2x4 lot, it might create a 4x2 lot. And this means that I cannot copy the props over because then they'd be positioned all wrong, and the lot would not look similar to the original one I'm basing it off of. As far as I can tell, there is no way in PIM-X to fix the dimensions of the lot or change the length and width of a lot's size. I'd hate to have to use the older Maxis lot editor to fix this issue, but it appears from all my research that PIM-X cannot change the lot dimensions from 4x2 into a 2x4 lot. Does anyone have any ideas? Second question: In PIM-X, I've also been adding some basic LTEXT information to lots to indicate their game properties, like the amount of Cap Relief or jobs they provide. However, for the lots that are Maxis Landmarks with Jobs, it appears that those files only augment the basic Maxis lots to add jobs. Those files have a lot of inherited properties. And for most of them, I cannot add additional LTEXT in PIM-X to include additional details. Does anyone know if there's a way to add some LTEXT info to those files or do I need to edit the original Maxis lots?
  18. Have been trying to build a blacksmith mod for banished, started off with a model from turbosquid .... see here for a picture of it https://community.simtropolis.com/forums/topic/762782-creating-mods-in-banished/ But I'm not a 3d modeller so eventually give up trying to use it for a blacksmith mod (called it a wheelwright), and borrowed a mushroom from kid1293, so far I've got all the menus sorted, including creating my own menu button But its refusing to make tools, the actual mod program is made of the following folders and has 240 files in it, most of which have been created in the Bin and Build folders which is generated every time you run a build.bat I think the issue is in this part of the code EDIT: Have worked out why this isn't working and have posted an explanation over here
  19. Hello, I saw that some lots for SimCity 4 have 2 textures on top of each other. When I try that with the lot editor the other texture disappears. How can I get 2 overlay textures on one tile? I want to ad a platform in this train station.
  20. #20yearsSC4 Challenge A tribute to the creativity that gives us to SimCity 4 With the autumnal equinox having arrived, summer is over and the cold weather is coming (That is, if climate change is not changing the climate of your area to a tropical climate). This means that the day is getting shorter and the night lasts longer. As the night lasts longer and longer, the forces of evil become stronger and stronger, which is why the next challenge will be devoted to the theme: Gothic, Horror and/or Supernatural The Challenge The challenge will be divided into two sections as was the case with the previous challenge. Players are free to do either or both of the challenges. The Gameplay - City Journal Challenge: The player will have to build a city and tell a gothic, horror and/or supernatural themed fiction set in the city they have built The BAT Challenge: Modder will need to create gothic, horror and/or supernatural themed props and/or lots Rules of the challenge If you want to participate in the challenge, you must first read the challenge code of conduct. These rules apply to all challenges, and complying with these rules allows the challenges to run more smoothly. You can see the code of conduct for the challenges here In addition, the two challenges will have these additional rules: The Gameplay - City Journal Challenge Fiction: The player must write in the style of a CJ entry that tells a gothic, horror and/or supernatural story Realism & Aesthetics: The player in crafting scenes must take into consideration aesthetics and realism All mods can be used but gothic, horror and/or supernatural themed mods are highly recommended for this challenge We want to see horror and creativity, asking for a specific type of horror can be stifling and discouraging The BAT Challenge The modder must post buildings and/or props related to the gothic, horror and/or supernatural theme. Animated props created from scratch are also accepted Creator can create functional lots with advanced modding that requires the use of LUA (You can take a cue from Freddy Fazbear Pizzeria mod) To participate in the BAT challenge, the player must exclusively post the mod to STEX following the Freddy Fazbear Pizzeria mod posting scheme and post the link here We want to see horror and creativity, asking for a specific type of horror can be stifling and discouraging IF YOU ARE DEVELOPING/HAVE DEVELOPED GOTHIC, HORROR AND/OR SUPERNATURAL THEMED MODS, PLEASE POST THESE MODS TO MAKE THE CHALLENGE MORE FUN AND IMPROVE GAMEPLAY FOR OTHER PLAYERS. Instructions To participate you must post your images within this thread by November 5, 2023 All images received from November 5 onward will be excluded. The voting phase will be announced after two weeks (around November 19, 2023) to complete the verification steps and resolve irregularity issues. Voting lasts one month and will end December 17, 2023 (approximately) DEADLINE TO PARTICIPATE IN THE CHALLENGE: NOVEMBER 5, 2023 If there are any other questions do not hesitate to ask them here and the scrutineers will be able to answer your questions immediately. I also recommend using hashtags #20yearsSC4 for your creations to celebrate SimCity 4. Have fun and good building mayors!
  21. Currently relotting the massive "Tropicana Casino" and I've reached a point where the program isn't saving my most recent additions. It says it saved fine, the file shows it's been updated yet when I open the lot in SimCity or the Lot Editor those additions have gone!
  22. Marks & Spencer

    Version 1.0.0

    271 Downloads

    Hello, Here is a version of Marks & Spencer, an english supermarket like Monoprix in France . In this pack of download , there is only the SC4model without lot. In the present case I give the file for a work by lot editor or SC4PIMX . The size of building it's 6 x 10 squares. Thanks to @RRetail for this building .
  23. Is there a way to turn something diagonally(such as a texture or prop) in LotEditor, or does it have to come in a diagonal format to begin with? Has anybody ever made any diagonal texture sets? And, there seems to be a real dearth of overlay textures. Any reason why?
  24. When model/building is used in lot editor another model is shown. I started with creating the model with Blender and then exported as OBJ, so I can convert it with pCon.planner STD from OBJ to 3DS. Thereafter Import the 3DS file to B.A.T and make a simple BAT export. The renders looks ok when BAT is exporting the house. in SC4PIM All looks good when importing model to "unknown" as test. There is a "warning" symbol if that mean anything? See picture below. (Also tried other categories with similar results "other models shown instead in loteditor" ) In In the Loteditor another model is shown when building is picked. On the right side you can see the measurment for the building but in the preview a small little box is seen instead (different models shown depending on category picked in PIM). See picture below. I've tried both SC4PIM.lnk and SC4 plugin Manager.lnk. What could be the issue here? Let me know if any further information is needed or anything is not clear enough. Thanks in advance!
  25. For whatever reason, when I try to make some lots in LE that use grass textures 0x252b3000 and 0x25273000 (the latter being Maxis default for "open grass area") both of these textures turn out awfully desaturated in game and completely different from what they are supposed to be. They look good in LE but break down in the game. The left is how the default Maxis grass looks like. The right is exact same texture that I applied in LE for my own lot. What's the problem here?
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STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

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More About STEX Collections