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Showing results for tags 'lotting'.
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Hello, I don't know where to ask the question, so I'm here. I have a problem with BAT value changing. I made a BAT with BAT4Blender and I'm using SC4Tool for chaning BAT values or something. But when I click save button, the error window pop up. And the changes are never saved... The icon change is also not saved in SC4Tool. So I tried to use 'ilive_reader093' program but I don't know how to change the icon in the program(I can't see the button to change the icon.). Does anyone know a solution?
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I'm customising the JS Seawalls set so I have a bit of variety on my water fronts and having one or two little issues. The model for the walls themselves doesn't show up on the lowest zoom setting, also at zoom level 4 I get this problem, but not at other zoom levels. I've been advised that I need to meddle with this setting in the Desc file in Reader, but it still doesn't show up in the lowest zoom. Am I doing it right?
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S3D Files, "Depth Test", and prop layering on lots
ncamferdam posted a topic in SC4 Modding - Open Discussion
Hello. I recently posted in the Bugs & Technical Issues forum about a graphical issue with the NAM ped mall FLUPs, where the tiles layer themselves in the foreground, obscuring most props which are placed in front of them. The thread is below, but @memo has very kindly solved this specific problem already. The issue was apparently with the FLUP S3D file, and the "Depth Test" setting being disabled. As shown in the thread, the patch memo provided solved the problem. This made me realize though that this is not the first time I've dealt with this problem. I've often had to abandon lotting efforts because of this exact issue, where certain props will ruin the visual by obscuring anything in the foreground. For example, I'm currently trying to add some props to the Heretic Shinjuku station lot, but the station prop itself blocks everything. Of course, it's also a problem for other lots placed nearby in-game, in the same way as the palm trees in the above thread. My question is if I can recreate memo's trick with the FLUPs on any other prop. If so, I assume it would be done through iLive Reader. I have a decent amount of experience with that tool, but I've never done anything with 3SD files, and I don't really understand how they work. I haven't even been able to find the Depth Test setting. I'm sure in-depth guides for this exact problem already exist somewhere either here or on the old SC4D forums. In any case, any advice would be greatly appreciated. Thanks again. -
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?
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I broke something, and it coincidentally started with my first uses of SC4PIM. Also when downloading paeng minstral jaune, when I opened it in LE I saw white textures where industrial were supposed to be. I changed them to something acceptable and went on my day. Maxis lots are missing tons of overlay textures, as well as props. Custom lots sometimes behave weird when they dilapidate: note the presence of rail textures where it was supposed to be dirty grass I don't know where to start in looking for a solution to this.
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hi there, i was digging again into an old relot of mine of the budapest keleti train station @debussyman published two years ago (btw you can get it here : ) that was intended for personal use but i got reminded of an issue regarding texture : ...pic speaks for itself i think, as you can see some of the default maxis textures just won't convert to rrw. i think i was aware of that before but just found ways to avoid them, but i can't avoid them now or i'll have to throw away the whole lot. i'm not too much aware of what's in every texture packs anymore so i can't guess myself where viable replacement would lie. i just guess that the textures needed here must exist since draggable RRW does cover such maxis textures ? idk, let me know, i'm clueless rn. maybe @Tyberius06 would know about that ??
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Hi, ive added this lot Duck Reservation - Lots - Simtropolis Can there be added a questionmark information menue for it and some city values settet for this lot? Ive built a park besides it, this park has this information window 25 $ cost. Im missing this information frame for the duck reservation. Can it be added and also some recovery values for the sims be setted anywhere for this reservation? And is it possible to add moving objects to the reservation, maybe the boy with the red dragon in the park, but for the duck park on the left? Is it also possible to change the water prop of the lot? How would i do this? In the lot editor i can drag the prop, but i cant change its appearance.
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Hello, I decided to start a thread revolving around the lots I am creating and general stuff related to. Everyone is invited to jump in and get involved. I am still learning, as we all are. Join in and we can learn together. It could be fun, who knows! To start off, I am going to be fixing an issue I found out I was still doing by mistake. After realizing I am not using a consistent folder structure for my uploads, I have come up with one that I will be using from now on. I will start with using the new structure on my next few uploads that I am in the middle of, I will then go back and update the folder names and readme's in my older posts to match. This is my new upload folder structure. All folder locations and lot folder names are as follow; (Note: If an older download put the lot folders in a different location, place them according to the chart below) Primary folder name- Kloudkicker Subfolder name- Lot folder name: Commercial KK 10-4 Custom Paints KK ElectricalTradeSchoolPack-Cs$$ KK Large Electrical Maintenance Yard Cs$$ KK LOL Factory Plaza KK Power Company Central Office KK Power Company Corporate HQ KK Trees Company KK Utilities Company Auxiliary Pack KK_PowerCompanyFrontOffice_Pack Kloud Auto Auction-Evergreen Kloud Auto Auction-Seasonal Kloudkickers U-Move Express Small Lots Education KK Electrical Trade School-College Pack Electrical KK 3R Battery Storage House KK Transmission Substation Pack wHookup KK_Relot DHL Substation Pack KK_Relot-Transformer Substation KK_Transformer Lots Small KK Industries KK Century Bus Manufacturing KK HighwayBarrierDept KK Large Electrical Maintenance Yard I-M KK Man vs Machines KK Offshore Wind Turbine Service And Repair KK Transformer Manufacturing Plant KK Wind Farm Maintenance Facility KK WindTurbineServiceINC Kloudkickers U-Move Express Other + Utilities KK Household Waste Facilities KK Relot_CoreWaterPump-MunicipalBottlingCompany Props & MMP KK Timed Prop Pack v1-Gizmo KK_ja-att Restricted Area Signs Recreational Kids Kingdom by KK-Girafe and/or Maxis Trees KK Simtropolis Living Sign ******** Fir Park Set (newest) Kloudkicker Color Plaza Set Residential KK Central High Apartments Rewards KK Fauna Breeding Sanctuary KK Humane Society Pack KK Power Company Research Facility KK Underground Nuclear Waste Facility Kloudkicker City Zoo (more to be add when needed) Override folder name- z_KK_Overrides (for lots that override another lot) z_KK_Substation 4-Pack z_KK_Relot Power - 2x2 Transformer Station Here is a link to my download page's (LINK) So much for having some fun, this time! Good thing I never made a promise, right! That’s all I have for now. Thank you
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Hey everybody, I had to type up this in a hurry, so go easy on me. I love CAM and PEG's Sky Farms, but - to my knowledge - there aren't any proper CAMpatible conversions of the latter. I've been familiarizing myself with PIMX and was thinking about trying to make the changes myself. However, before I do, I was wondering if anyone had any pointers. Also, is it true that PIMX doesn't quite work correctly with making higher CAM stages of I-R? And what about other industrials? Regards.
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Hello, I've decided to create a thread where I can show what I'm working on, and to annoy you all with requests for help. I'm quite keen to produce a set based on the PEG security fence props. I've made a start as you can see. Whilst I can arrange the props and textures in the lot editor just fine, I'm struggling with some of the more esoteric aspects of modding. All my test lots were made by editing an existing lot in the humble Maxis LE. Whilst this works fine in terms of being able to access the lots in menus, plop them etc. The menu description exemplar is always the same as the first lot that I copied, which I'm sure came from @Tyberius06 expansion to the IRM filler set. I have read @rsc204's my first mod tutorial. This has helped me understand some of the steps I need to do in order to be able to create a lot, but I have a question for those with some more experience. Since my first attempt is a set of lots rather than a standalone, I want to make sure that I'm not making any really basic errors. In order to create something like the above I think I need to create a set of 12 models using PIM-X (I can't seem to install the regular PIM and have all but given up). with the exemplar names in a format like: MY NAME-SECURITY FENCE(BARB-WIRE)-ORIENTATION-TEXTURE 6 lots on left: MVL-SFBW-CORNER-CONCRETE MVL-SFBW-STRAIGHT-CONCRETE MVL-SFBW-DIAG-HALF MVL-SFBW-DIAG-GRASS MVL-SFBW-STRAIGHT-GRASS MVL-SFBW-CORNER-GRASS 6 lots on right: MVL-SF-CORNER-CONCRETE MVL-SF-STRAIGHT-CONCRETE MVL-SF-DIAG-HALF MVL-SF-DIAG-GRASS MVL-SF-STRAIGHT-GRASS MVL-SF-CORNER-GRASS. I can drag these models to the category (in this case landmark eye candy) that I want them to appear in, but I'm not sure that I've then done everything I need to do in order to open them up in LE and start recreating the test lots I show above. Some pointers (and a little patience, although happily that seems to be an abundant quality at ST) would be very much appreciated! I want all these lots to have essentially zero in game effects, I don't want them to consume any power, produce any garbage or frankly do anything other than exist and make the edges of my industrial area / airport / prison look nice so I assume it should be fairly easy to actually fiddle about with the various options in order to achieve a minimal impact on the simulation. I've been asked if I can share these since I originally posted in the 'show us what you're working on' thread, and think this is probably something that A) I can do and B) others might appreciate. Until next time
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Version 1.0
1,253 Downloads
This mod improves the Lot Editor UI to support a wider width of the preview panel. Long ago Maxis developed and released the LE tool for SC4 custom content creation. One thing has remained the same though in how the lot preview shown is in a tiny narrow letterbox gap, making it difficult to actually see what it looks like while adding props and textures. For many lotters (myself included), we've adapted to this limitation, and it's become just the way it is. Until now anyway... My mod is comprised of a small yet significant user interface tweak which makes the left hand panel wider, and then re-positions the rotational controls, the pan hand, and the zoom function. Here's a Before / After comparison: The technical difference is 335 pixels originally, compared to the new expanded 800 pixels wide of this mod. Also if looking closely, on the left side panel you'll see I corrected some very small alignments with the UI elements. Not that those matter, but I figured to fix them up while I was in the process of editing. Alternatively, you may prefer to use a slightly narrower width with a 500 pixels wide version: Lot Editor Expanded Preview Panel v1.0 (Medium Width 500px).dat Of course, the PIM-X tool has helped provide a more powerful and feature-rich lot editor for the game. As such my modification is by no means a replacement for what PIM-X provides in abundance, with its own full screen editing capability and various other advantages. Although for those of you like myself who are still used to the tool Maxis made as a comfy pair of shoes, then it might be a highly beneficial enhancement. Installation & Setup This mod uses the standard process of installing SC4 content. There are no dependencies. (Of course, other than the Lot Editor itself, available to download from the Maxis Files index.) Simply copy the included .dat file into your Plugins folder. This will be loaded up by the LE and apply the custom UI modification. The important step is to edit the target shortcut for what the Lot Editor uses. To run in full screen, find (or create) a shortcut to the LE itself, then go to the Target box and apply the -f parameter, followed by the desired screen resolution to set. For example, here on my 1600x900 monitor I use: In the form of: -f -rWIDTHxHEIGHTx32 Alternatively it can be run in Windowed mode with the -w parameter instead: Such as using: -w -r1366x768x32 It'll be worth experimenting with the width and height to find what fits best for your own monitor. Compatibility Note You may also find adding the -d:soft parameter is needed depending on your system's graphical capabilities. This enables software rendering, much like the equivalent -d:software option for the game itself. For example: -f -rWIDTHxHEIGHTx32 -d:soft You may also find enabling a compatibility mode on the shortcut tab could help. See the comments below for more info about this, and how surprisingly using Windows 95 compatibility was found to help. Using a graphical compatibility wrapper such as DxWrapper is useful for additional configuration options, especially on wider screens. More info on this can be found in the thread @Durfsurn posted. As follows: Special Mention Thanks to @Raymond7cn for inspiring me to reinvestigate this from his thread. Your idea made me look into this again, and sure enough here it led to this mod being created for anyone who might find it useful. Also for Maxis who made the Lot Editor in the first place, which paved the way for early inspiration of custom content as we know today. The ability to create lots is something I remember being in awe about when I first read the Prima guide, and none of this would be possible without those initial stepping stones the Maxis developers laid. We are so very grateful. And last (but certainly by no means least), thank you Cori for helping proofread and test the upload prior to this release. I so greatly appreciate your kind and caring support as always.- 37 Comments
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This thread will be about my plugins that have been released on the STEX, as well as some future plugins under development. Sadly, I suck at making graphics and I especially don't know at all how to make BATs, but if you require support for one of my plugins, or if I'm working on a plugin and like to hear your opinion, discussing it in this thread would probably be more efficient and appropriate than posting it in the "Show us what you're working on" thread. In the next few days, I'd like to introduce you to a few projects I'm working on. I don't know how useful they are, so let's just discuss them here. For now, here's a list of all plugins I've released on the STEX so far, sorted by what they do: Dependency packages: 11241036 Textures Cobble Stoned Base Texture Various Lot Foundations and Retaining Walls VIP Trees as Props (cascading dependency package) Tree controller: Central European Tree Controller Other mods: PedMalls with Lanterns SAM 8 Override Mod: Full Cobblestone Street Concrete Sidewalk Mod MMP: SG Gardening MMP Collection RCI: JENX Fachwerk Houses Lee Shopping Mall (relot) Old Rural Mansions Utilities: (Nearly) invisible Underwater Power Connection Lots Wertstoffsammelstelle (Small Public Recycling Site) Traffic: Central Transit Hubs Ferry Terminal Transit-enabled for Avenue and One-way Road FLUP & Subway Compatible Tunnel Entrances Pedestrian Underpasses with Pedestrian Mall Textures Traffic Blocker Set (TBS) Transit Stops with Pedestrian Mall Textures Civics: Extraterrestrical Life Research Station (ELRS) Rewards: Small Graveyards Parks: Avenue Roundabout Filler with NAM Logo Fillers for Irregular Roundabouts Mayor's Square Modular Plaza System (MPS) Oppie Dutch Windmill Roundabout Filler Road Roundabout Filler Pack Roadside Tree Set (RSTS) Seasonal Wood Lots (Girafe's Trees) Seasonal Woods (2nd Iteration) Small Ploppable Waterfalls Special - Italian Collection Relots: Fix for Italian Collection Churches Diagonal Railway Stations Direzione Compartimentale (reward) Old Town Houses (growable and ploppable) Palaces and Villas (civic buildings, education and health) Porta Cittadina (town portal) Small Villas (residentials) Standalone Apartments W2W Apartments
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On a Mac over here. Running High Sierra. Have been able to run and figure out a fair amount of custom content for a newb. I have created cityscapes wildly beyond what I ever thought was capable with my dumb computer and limited tech knowledge. But the time has come where I would like to do a little more to further enhance my region. Has anyone edited lots through OSX? I know partitions can be had and dual OS can exist, believe me, I spent several days trying to make that work and I just cant make it work. So far I've downloaded and unsuccessfully ran the SC4Tool, SC4PIM, and Ilivesreader. Are there other available other than these three I've listed? My only goal at the moment is to alter custom content that I've downloaded for my own use. Theres some things that I can never get to grow, or that are very rare, that I would like to be able to grow more of. I would also like to be able to plan what grows in my cities more. Like if I could identify specific building sets that look good together and then edit them to only grow on the houston building option. Or something like that. Thanks in response for your time and thoughts.
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How to learn creating lots from the very beginning?
Raymond7cn posted a topic in SC4 BAT & Lot Workshop
Hello Experts on SimCity: Recently i got many helps from simtropolis. Thanks for your information and for being so helpful. Now i want begin to creat some lots by myself(Dodger Stadium). I download all the tools from http://roe99.weebly.com/SC4-tool-essential.html here. I think 3DMax is too difficult to me, so i learnt Sketchup from Youtube. and i understand how to use iliveReader. After that i want some suggestions from you people for a freshman like me. These forum has many information about batting, but i want some tutorials which suits me. Thank you very much. Kind Regards, -- Raymond -
Tyberius (Heretic Projects) Lotting and Modding Experiments
Tyberius06 posted a topic in SC4 BAT & Lot Workshop
Hello Everybody! I decided to bring a development thread here which mostly will be based on my original (and first) Tyberius (Heretic Projects) Lotting and Modding Experiments on SC4Devotion. But also will be a bit different. This thread will be the main showcase surface of my older stuffs, including the older version of my NeoNoir region, which had been discontinued when the prop pox hit the most developed city (NoirCity - North Harbour) 2 years ago. Then I remade the layout of the MAP, I expanded it and restarted this city tile while I transfered the rest of the cities and modified them to match with new North Harbour transportation layout. Of course I still have the original MAP with the original cities and since the Prop Pox issue has been solved I removed the triggering stuffs from the original city. I was lucky because after a bunch of bad experiences with game crashes and prop pox and other stuffs I had several well documented back-ups for the whole region, so I have a most recent working version of it. So I'm actually thinking about playing both on the original city and the new, at least I want to finish North Harbour as I planned years ago, because with the new one I'm following a more contolled method, with limited amount of plugins (the original plugin folder contained a huge amount of unused stuffs, mostly all the main dependency packages from LEX and STEX, it didn't matter if they were used or not at all, but I can not change now the structure of it after this many years specially that the datpacked files were modified a couple of times, so any changes would break my game probably), and because the original one is almost finished. The other reaseon is - and part of this thread will be about it -, that I made custom modified projects since 2015 (it started before this NeoNoir map and since then I revisited most of them after I released the Heretic SeaPort Project and figured it out how many mistakes I'd made on my earlier relots), and the inspiration came from Samgoogolplexian/@Moonraker0 SimCity 4: Let's Play Pinecastle youtube videos and SimCity 4 Let's Play—Solitude, and when he shared his custom made fillers, gave me the idea to start making similiar fillers. Well I haven't released them yet (they have an evolution as well, but I think I didn't keep the first early version of them), but they are actually the updated versions of my very first custom lots, however I recently started a project and with that some of these lots will get an other update, mostly texture-wise. I'm planing comparsion images between the old and new region to show how I changed the layout on highly developped existing cities. I used to share images about North Harbour here on Simtropolis (Show us... threads), but I had couple of problems with image hosters so mostly I lost those images or would be too tedious work to restore them. I restored most of the images on SC4 Devotion, but I couldn't find the early developmental WIP images for the Heretic Seaport Project (you can read the general statement about it clicking onto the link), but since that was way too long ago and it has been released since then, it doesn't really matter. As I said this thread will show a bunch of early lotting stuffs and how they and I have been evolving since then. I found my earlies remaining relots from the end of 2015 and begining of 2016, but most of the very first version had been overwritten by updates. In the following posts, however, I'll bring one of my "special" unreleased relot, which also lost its first version, but I can show a kind of evolution of it, since it's under revisit atm for a possible future release. In this first post (and the first section of it) I'm gonna collect all of my upload from LEX and STEX too and will update when I release some new stuffs. (Klicking onto the picture you can reach the primary release - by default that is the LEX -, and where there is alternative download option you can find that under the picture, but some of my releases only available on STEX.) I. Section 1) Heretic Seaport Project v1.5 STEX link 2) Heretic Seaport Project Expansion vol. 1 STEX Link 3) Heretic Slope Side Walls STEX Link 4) Heretic IRM Fillers Diagonal Walls Expansion STEX Link 5) Heretic-Tariel Various Plaza Lots (Only available on STEX atm) 6) Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces) (Only available on STEX atm) 7) Heretic Paeng's Urban Recreational Canal Expansion (Only available on STEX atm) 8) Heretic SG CAL Canal Expansions STEX Link 9) Heretic Essentials v1.1 (built: 13.09.2018), STEX Link 10) Heretic Shell Service Station STEX Link 11) Heretic GLR Station and Terminus Pack volume 1 - You got a Name STEX Link 12) Heretic GLR Station and Terminus Pack volume 2 - Custome Made STEX Link 12) Heretic GLR Station and Terminus Pack volume 3 - The Big Fellas STEX Link 13) Heretic-Caribou GLR Ramp Transitions Relot v2 - updated: 13.11.2018 STEX Link 14) Heretic URHTS Project 01 - Strickland Terminal STEX Link 15) Heretic URHTS Project 02 - CounterPoint Shinjuku Station Complex STEX Link 16) Heretic-Neko's Fountain Park Expansion (Extenders) STEX Link TBC... II. Section - Restoration works (only available on STEX under the original creator's name) Don Miguel's CSX Pier Mall Jason5871's Cruise Ship Port Set Paeng's PEG-PPOND Tahoe Three Pontoon Boats Paeng's Urban Recreational Canal set Paeng's Sandstone Parks (Beta) NDEX ITS High Level NAM Terminus by Ill Tonkso Paeng's Abandoned Parking Lot Paeng's Prepos Automobile Shredder (expanded) Paeng's Break Bulk Station Paeng's Surf Shacks NHP DMScopio - Shenzhen Library and Music Hall NHP DMScopio - Simlympic Set vol 1 NHP DMScopio - University Sport Pack Vol1 NHP DMScopio - New Anfield Stadium V3 NHP DMScopio - Anfield (LFC) Stadium NHP DMScopio - Boleyn Ground aka the Upton Park Stadium NHP DMScopio - University Campus Pack Vol1 TBC... III. Section - Sharing Custom Lots Projects (There will be a Google Drive link here with the contents of these projects. Originally these projects not for official release, mostly Take It Or Leave It stuffs, mostly related to my city building projects. All of them will contain a list of dependencies and pics, but they have limited support) Heretic SeaPort Project Expnsion Vol. 2.0 BETA You can find more details about this into the LINKED post. - Tyberius- 18 Replies
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My casual search found no prior discussion of how farm lots spawn surrounding fields (words like "field" create result haystacks in Google), so I apologize if this has been asked before: How does a farm lot spawn fields around itself? Can it be picky about which fields it spawns?
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0. INTRODUCTION Welcome to the Lot - Help thread. This forum's moderators are: @Jasoncw @JP Schriefer @MushyMushy @T Wrecks @Toothless Stitch @elavery @Terring Below are links to the different sections of this thread. 1. Resources A list of links which you might find useful. 2. Help If you need help, or have any lotting related questions, you can post about your problem in this thread and someone will try to help you. Over time, an archive of questions and answers will develop, which you will be able to browse through to see if someone else has already had the same problem as you. This thread is the right place to post questions for anything lot related.
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Alright, so I think this question might be self-explanatory, but I want to make extra sure I understand all the rules before I proceed. Am I correct to in my understanding that I am free to relot and upload items to the STEX which use props and/or BATted buildings made by other creators provided I link to those items as dependencies on the STEX and do not include them in my upload itself? I guess really what I want to know is whether I need anyone's permission to use their prop packs, or if I can just go ahead without consulting anyone on how I use their creations, provided I follow the upload rules regarding dependencies? And as a final question, regardless of what the rules say, what is considered polite? I don't want to break the rules, and I also don't want to irritate anyone.
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To avoid the 'show us thread ...' to be abused as a development thread I open this one instead. Seems on this project there is a need for this - as I have to learn and the project seems to become a bigger task to me. @rsc204 said: "In this case, they are growable, which is clear if you've read the development thread. As for SPAM ready, I'm not sure anyone brought that up, although it would be nice *hint*" Nope, sorry. These are my plans and it's still a long journey: 1. Non-overriding for triple choice: use Maxis-blocker or FrankU's Maxis replacers or (if you think so) Maxis alongside. In fact, many dependencies I will share with FrankU's farms and I try not to repeat what he already did but to complement his work as good as possible (he sems to like flower fields, I think, so me: less flowers fields etc.). 2. Big set with all CAM stages 1- 7 well covered (-> no SPAM). Advantage: I plan to pack grow stage 1- 3 and 4-7 separate - so you can use a part of the set (1-3) also if you haven't CAM. 3. Changing farm style and field style with growing stage completely. What you see in the posted picture - the south european, mediterranian style will only be stage 1 and 2. Slowly changing to more 'north american/central european' bigger farms and finally on grow stage 6 and 7 to really ugly heavy industrialized mass production. 4. But also - and that's the point why I got into it - having the farm field accordingly to the farms. So the vineyards and lovely things on the earlier grow stages (with the mediterranian style) but to have also farm fields looking like industrial mass production on the highest stages. I want to achieve the same significant visual change as for the cities also for the farms. Idears how the highly industrialized farm fields could look like are welcome. Me thinking about how I can make 'farm fields' not really fields but also some kind of modular industrial life stock farming rows. And well, I got the inspiration by @OcramsRzr , who made me thinking about how different farming looks like around the world. So maybe, if I find suitable stuff - I will do some kind of vertical farming etc. on the highest CAM stages too. But that are all thoughts, idears, so far. 5. If I'm right - there are CAM farms, but no one thought of a concept to use the possibilities of the CAM to redo the farm development through all the 7 stages before. 6. And yes, there will be a hell of dependencies. If I'm lotting, I do it to see all the nice stuff other people created on my lots. Girafe made some nice vines and from the SFBT team there are too nice vines (which I turned into timed props). So two different vineyards -> two different dependencies (and only for those!). 7. I also create and redo timed props partially. I don't want to change the farm fields altogether at March 1. Some change later, some change earlier - so I hope the fields become more natural in the seasonal changing and not like triggered by a fertility goddess that snips with her fingers and -bam! - everything is green. So all in all - I see a terrible amount of work. And that's why I was disappointed when for almost a week nothing advanced and nothing seemed to work and why I was so glad when you helped me to proceed again. As I just started this project - any idears on farming are welcome. Even idears like: I wish there was a cannabis farm (but I think there already is). Or stuff you would like to see on farm lots etc.
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Hey all ok I got a 3 year legal license of 3ds max 2017. I also have the plug in manager and pim-x, also Ilive. Is this all I need or am I missing something.
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From the album Lotting Challenge (S3-03-C)
Before voting, we recommend you download and try out this item of content: [Download Here] Realistic recreation of the Monday market in Djenne, Mali. 1,200+ props crammed onto a 3x6 tile. NOTE: This picture is used to simply show the lot "in action". Due to the restrictions of the contest, only the market portion in the center of the picture could be uploaded. If you still are unsure about what portion I'm uploading, please consult my STEX submission for a clear picture of just the market. Thanks. -
From the album Lotting Challenge (S3-03-C)
Before voting, we recommend you download and try out this item of content: [Download Here] This is Zamora General Hospital, the model is from the LBT. It is lotted with a tropical South East Asian city in mind with many palm trees and lots of motorbikes and scooters added.- 2 Comments
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I have been toying around with properly showcasing some of my lots, getting some feedback and advice and to see if there would be any interest in any of my lots. I have never uploaded anything and all my lots are done specifically with my cities in mind so they would be dependency heavy but i tend to use the same few and many are popular prop or texture sets. Here are some images of some of the more notable re lots that i have done. Here i have edited Zamora general hospital by the LBT And in this one all the BATs have been lot edited and i have also created custom plaza lots to extend the textures that i used here to create a uniform University campus If i am to upload any of my lots i will need someone to initially test some to make sure that i have included all the dependencies for when i do upload. I have no plans on what i am going to lot, it will generally depend on my current city that i am building.
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Do you have time for some philosophical thoughts? One of the big differences between classical painting and modern painting is - before there were movies and novels (prose novels became popular at the end of the 19. century) the ideal of painting was to capture the deciding moment. Paintings before 1900 capture a scene, therefore they capture time. If you look at a Cezanne or Monet - those "scenes" are always timeless, they capture light an colours, they don't freeze history or events in a "magical moment". Compare renassance artists like Michelangelo and Raffael with them and you'll see this difference. Lotting is very similar to painting. Meanwhile batting is real and sincere architecture (except for statics perhaps), lotting is real and sincere painting. So all what you would do in painting is valid for lotting. You have a blank linen and you'll have to choose an appropriate size. Good in lotting: you can always extend or lessen your linen during the painting process. But as a painter you have to decide what will be the main motives on the picture, what will be the backround. You'll have to think about proportions, so the background doesn't become to mighty and you don't recognize anymore the message (basic messages in sc4: civic, commercial, industry, residential). Where will I put them, how do I arrange them? Well - and as in painting you'll follow certain principles of aesthetics, You won't create an industrial lot with flowers and fountains as background. And that's realy interesting! Because thinking so, we already think about meaning. No joke - we are thinking about metaphors and symbols and patterns. Painting becomes art. And so does lotting. One of the secrets, what makes SC4 a special game - it deals strongly with symbols. Smoke, just for example, to express "heavy industries" and crude, hard work you'll put stacks and smoke on the lots. You can put a lot of smoke on the heavy industrie lots - and soon you'll discover: you doing expressionism! You point out something, you make something obvious - you want to tell something with lotting. Well many simlulation have this problem - they are meaningless 3D-worlds, they look real and complex and everything, but they express the obvious. They aren't thoughtfull or funny or ambiguous or fatal or dramatic (all the things meaning owns). That's the sense of the word "meaningless" - information hasn't meaning by itself. So many information day by day will pass by, you'll notice them, shure, you might process them - but this isn't meaning. You allways make meaning by yourself, by recognizing which information is important - information is just a raw material for sense or meaning. O.k. - that's another discourse. But therefore I would open a radical thesis: the visual restictrictions of SC4 are poetic advantages – regarding newer simulators, that are focused on information qualities (like real 3D) for example. One would never argue painting is so restricted compared to filming. If it comes to meaning - wo can say, you can't express yourself with paintings? Shure you can do. On the other hand look at all those amateur-filmmakers compiling hours of boering family scenes. This isn't what makes things interesting - it's alway meaning, that makes things interesting. Not information qualities. That's why you can't say a couloured photo is always better than black and white one. These are stylistic devices – and again, it dependends on what you want to do, what you want to express, the meaning, if and how to use them. Lotting is art, while creating meaning, telling something, dealing with symbols and metaphors. You can do quotes - recreate movie scenes for example, you can follow styles - grunge, baroque, compressed, decorated, create empty, desolate spaces and dense, crowded spaces and you can even visualize terms: like bureaucracy, dissipation, education, civil disobedience, social classes and tension and so on. Also many of the lots I see are "talking" about harmony and beauty and symmetry and perfection. They following an aesthetic born in italy in the late middle ages and represented by Leonard da Vinci and Leon Battista Alberti - that tries to unify mathematics and beauty. So my critics would be: sometimes, here at Simtropolis, your're going to much for perfection, for the aesthetics of geometry. But the vivid isn't a straight line. Therefore amongst creators "tree-makers" like girafe are my heroes - they have to model the randomly grown with exact geometrics - from a philosophical point of view this is a high claim. I think a pinch of imperfection here and there doesn't harm the cities of SC4. Sometimes it has a nice effect to have new classy Skyscrapers in HD and beneath them some poor, ruined residential in non-hd. Even this can be a stylistic device. I also think, that is, why SimGoober was such a great contributor. If he made props or bats - most of the time they carried a little story, they did express something, capturing a moment like painting did in the old ages. And that's what I try to do and what makes lotting a whale of a time to me. To tell something, to express something. When I browse through the simtrop-challenge-pictures or the city journals, I think that's all about. Telling a "magic moment" some sort of a "freeze frame of a story", what artists do with SC4. Doesn't need to be a big story or an important message. Justr something neat with a "touch". The french filmmaker Jean Luc Goddard once said "a good story you can tell in three seconds." Not with words. But with pictures you can.
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From the album Lotting Challenge (S3-03-C)
Before voting, we recommend you download and try out this item of content: [Download Here] Did you ever built famous monuments in your city? Did you watch in front of them and worried something's looking wrong? Where are the tourists? Don't worry any longer. Now they come. With busses. And more busses. And even more busses. Lotting Challenge entry.

