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Showing results for tags 'pim-x'.
Found 22 results
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I just would like to covert these landmarks into industries with jobs PIM-X is confusing. Can someone post a video please?
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I'm sure this is a topic that I've seen discussed elsewhere, but for the life of me I haven't been able to find any old discussions of it. I'm having an issue with the "create similar growable lot from this ploppable" command in PIM-X. I use this tool all the time without any issue, but I recently encountered this problem with Simmer2's ploppable lots. When I create the growable version, I end up with a low-poly building model and a good portion of the textures and props gone. I can place these lots in-game, but strangely the building model cannot be rotated. It "spins" with the camera to always be in the same relative position, if that makes sense. Here's an example. The plop lot as directly downloaded from here: The grow lot I created in PIM-X: This is probably the most extreme example, as most other lots retain some or all of their textures and props, but they all have the same low-resolution, non-rotating building issue. it's the case for every ploppable lot that I downloaded. When I create a growable lot by just using the building model (dragging it over to the IHT lot type), the model on the lot turns out fine.
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PIM-X - Unable to fully remove original base texture?
Dead_End posted a topic in SC4 - Custom Content
Hi! I've been having issues trying to change the base texture on Mattb325's Newtown Post Office (together with some other minor alterations). I'm trying to replace its original brown brick texture with my own custom pavement mod. Here's what it looks like after removing the texture in PIM-X and adding my own (note: not by pasting the new texture over the old one, but by actually deleting the old texture first): I'm no expert when it comes to PIM-X, but my understanding is that overview on the right shows all base textures currently in use on the lot. Plopping the lot in the game results in the following however: Changing the zoom level does give the right texture : Does the above situation ring a bell with anyone? As far as I can tell the old texture somehow doesn't get fully deleted, but I'm stumped as to why. -
PIM-X : My registry troubleshooting experience
Zasco posted a topic in SC4 Modding - Open Discussion
I successfully got PIM-X working, but not without a few hassles. I wanted to share this experience if this ever happens to anyone else. I have a custom location installation of SimCity 4 on Windows 8.1 for which no registry entries had been made. As such, I ended up having the following troubles on software launch : After having chosen which folders to load : pywintypes.error: (2, 'RegQueryValueEx', 'The system cannot find the file specified.') I fixed this error by simply adding the following entry to the registry : [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Maxis\SimCity 4\1.0] "Language"=dword:00000001 On software launch, on the folders selection screen, the first two lines are empty. I fixed this error by simply adding the following entry to the registry : [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Maxis\SimCity 4] "Install Dir"="Drive:\\Path\\To\\Game\\Folder\\Maxis\\SimCity 4 Deluxe" The trick here is that the path to game folder must have no accents or special characters for everything to work. If the path has some and you simply don't write them in the registry entry, it will display at the selection screen, but nothing will be loaded. Here are a few related topics which helped me through this process : https://www.sc4devotion.com/forums/index.php?topic=9279.0- 2 Replies
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- pim-x
- lot editor
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Another question for you all. It would be best suited in the SC4 Modding - Open Discussion forum, but there is no "Quick question" topic and I didn't want to start a whole new one simply for this. Lately I'm working on tweaking SC4 files with the ILive Reader. I found out there is XML in the SC4Desc and SC4Model files. However, it doesn't seem to be used by the game as changing it or completely removing it doesn't seem to affect the functionality of the mod in any way. I guessed it may be used by the lot editor. Could someone tell me what is it used for?
- 17 Replies
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- xml
- descriptor
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I started playing SC4 again after many many years. I want to give CAM a try. I have many growables in my old plugins folder, and I would like to loop through them to determine whether they're PIMXed and therefore CAMpatible. Is it possible to determine the PIMX state via the command line, so it's scriptable?
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Hello, In SC4PIMX, when I want to use the "create a plopable using this building" function... from a first Lot made and saved normally (from PZ1x1_cement... building) this message is displayed : The file in plugins/ is not created, and even if PIMX wants to open the Batch Editor, it will refuse to save it, since the file doesn't exist ! I have made hundreds of Lots for months, without getting such an error message when using this method. What's the problem? A priori I have not changed anything in my workspace, applications, ... Can someone help me?
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I'm currently working on relotting a few houses. And I'm a bit confused on how to do it efficiently. Basically, I made this lot: But I would like to make another variant of it with a pool or different cars or different plants, without having to completely remake the lot from scratch again. But I'm not exactly sure how to do that. In addition, there are 2 different colors for that house (so two other models of the same house) where I would like to have this exact setup, again, without having to make it all again from scratch. I'm confused, is there a way to do that? Or do I really have to make completely new lots for different variants/models of the same house. The Pim guide is a bit long and I'm unsure of where it covered this so if somebody knows, thanks in advance!
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So I'm really starting to get used to lot editing and all that with Pim-X. But the problem is, the view is so small. It's like I need to up display to 175% to see what I'm doing. Is there some way to zoom in that I don't know about?
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So I want to create a gated road entrance for my suburbs similar to this: But I'm not exactly sure how one would create something to be able to plop over a standard road (like you would a toll or train station). And I can't seem to find any tutorials on creating/editing lots to allow road entry either. Is this really something that would be hard to do or is it easier than I'm making it out to be?
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I've been trying to change the base texture for the lots in this set; http://klex.blog85.fc2.com/blog-entry-6.html I thought a version also existed on STEX but I can't seem to find it at the moment. I'm wondering what would be keeping an override of the lots with a different base texture from functioning properly? Currently I have the original set datpacked, but this hasn't prevented other override attempts using the same process for lots which are also datpacked. To clarify, the original lots are datpacked, I've been trying to override those datpacked lots by way of having another copy of same lots, with a swapped out base texture, load after the datpacked ones (these overrides are not datpacked). This has worked out successfully on other lots I've used the same process with. However, even if I delete the texture property, using PIM X, entirely from the overrides, the original base texture still shows up in-game. This is contrary to other lots I've done the same thing with. I know it would be best to start over and organize everything properly ect, but I'm wondering why it's happening in the first place? Is it some property/exemplar I'm not aware of which would prevent the override from functioning? Thanks.
- 11 Replies
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Hi guys, I have a quick question which can (probably) be answered easily by the more expierenced modder: I am trying to create a set of railway lots so that I can build custom railyards, using the PimX tool and built In Lot editor. However, the lots I create keep getting the 'no road connection' zot. How can I create railyard lots in the Rail menu that don't require road acces? I am sure there is some property somewhere that has to be altered, but which and where.. BTW: I use Simmer2's excellent railyard lots as a starting point to create new lots in PimX. I have by now some experience with creating my own lots with this tool, but mostly just by trial and error.. thanks! Paulus
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I'm trying to get into modding some of the custom content I've downloaded to better suit my terrain and such. For example, I'm trying to replace the ground textures on this set. Does one need to open up every individual lot in PIM and use the PIM lot editor to switch out the textures? Or, is it possible to replace the included grass/ect textures themselves and so every lot will end up with the switched textures without doing each lot individually?
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Hi! First of all, sorry if this has been asked before, with SC4D unavaliable I can't search the support forums properly. I'm having a couple of problems with PIM-X, namely that I can't drag models to the Ploppable/Education/Opera category. When I try to do it I get this error message The other problem is that I can't elevate props in the Lot Editor, I remember having no trouble with this in my old win7 computer. When I try to do it this error message appears: Thanks for any help you may be able to give me!!
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I have managed to get PimX Installed, the file chooser opens and the program opens but when I try to drag a file from the right side to the left column I get the error. I expect I am probably missing a .dll or service. Any help appreciated. The back trace file is attached below. backtrace.txt Thought I should add some system info: Ubuntu 18.04.2 LTS AMD A8-7650k radeon r7 APU AMD Radeon graphics GNOME 3.28.2 Wine 3.0 SimCity4Deluxe(Gog) installed and running rock solid
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Help ! I reinstalled SC4 after a general bork-out, it works, and I now need to use SC4PIM to modify a lot's property (“Conditional Building = True“ must be (...) = false) ; the Reader won't do that, or I don't know how to do that with the Reader. Feel free to enlighten me !) Any which way, I need SC4 PIM to work. What happened ? Should I reinstall it too ? ----------- EDIT : Well, using the Reader to DELETE the property seems to work for what I want to do with the lot. Nevertheless, I need SC4PIM to work... ---------- EDIT : the lots work in-game but they produce a weird effect that I haven't ever seen : a blinking flashing kinda doubling of the clicked items on the menu, outside the menu (the icons show up correctly) ; hard to explain and hard to capture but here's what I managed to get : Is it because I deleted the property, instead of changing its value ? Or what ?
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Hi everybody! Recently I've started making my first custom textures, and I ran into a little issue. So I need a little help/advice what the mistake is what I made.My first few textures are appearing nicely and in the intended order in the LE and PIM-X too, but ingame only the first texture from the pack is appering. I attached 2 pictures, the first one is a compare picture between the PIM-X and INGAME. The 2nd picture shows what I see in the SC4 Tool, where I created the pack.Thanks for any help in advance!- Tyberius
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Hi. I've found where the street textures and road textures are kept in SimCity_3.dat They are fsh files. It should be read by the Lot Editor. However, it's not being found by the lot editor. Thus, the base/overlay textures of the streets and roads do not appear in the lot editor. Any ideas on how to fix this... perhaps with a plugin or something? My game is kept in "C:/Program Files (x86)/Maxis/Sim City 4 Deluxe" I'm using windows 10 I thought that if I export the textures into PNG format, and then re-implement them into the game, then they would be read. But I have no clue as to how to do this. I think there is another lot editor, but I can't find it. It's called LE-X
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- lot editor
- le-x
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I have a question about each of these programs. I've used SC4Tool quite a bit but haven't used it in a while and since I've yet to learn PIM-X's complicated controls I've only used it for a few things. However, today I've run into a problem with both of them. In SC4Tool's texture creator the program is not giving me my personal ID range. I've used it before to make textures (I've deleted all but one of them) but I have no idea what to do to make it work properly now. I've only used the first ID in my range (0xF8800000 to 0xF883FFFF). The range it incorrectly says is mine is 0xFC782DA0 to 0xFC783188. What do I do? In PIM-X it's pretty straight forward. When I open its LE the "LE Tools" window never pops up. It used to but it doesn't anymore. I've used it before to find what dat texture files were in and I wanted to do that again but now I can't. I also want to learn how to use PIM-X since it's supposedly better than the Maxis LE but this another turnoff. Any help with either of these issues would be greatly appreciated.
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Hey, me again! Does anybody know of a turorial for making functional rewards using PIM-X, I understand that it can only give you a template and you need to use the Reader for the scripts. I found a couple of tutorials but this one seems to be outdated (please correct me if I'm wrong), and the other one is for replacing Maxis rewards, which I don't want to do. Thanks a lot!
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Version 2
357 Downloads
Releasing these as I complete them for those still using CAM 1.0 or wish to upgrade maxis building content while I complete the next increment of CAM. Use BSC Maxis blockers to block all Maxis R$ buildings while using this pack. This is every R$ building and lot from Maxis run through PIM-X. I separated the family chain so each building and lot could be run through PIM-X accurately. No building stage has been skewed to allow for common building family stages. Every lot has its own IID now. Maxis blockers will not interfere with the content and the content will no longer interfere with custom buildings using Maxis IID's. Do use BSC Maxis blockers for R$ or these will grow alongside the original maxis or CAM 1.0 buildings without replacing them. If you have enough custom content, the files are named according to the building queries. If you do not wish to have them in your city, simply delete the file while the BSC Maxis blockers are still in place. They will no longer grow. The buildings in the Main image are using these files with the building Plop. As can be seen, the lots are exactly the same. There is no readme in this package. Install is simple, be sure they are in your plugins folder. Install BSC Maxis Blockers for R$ like normal (Making sure they load after CAM). Future CAM versions will automatically include the Blockers and these files. -
So I installed it and it says: program can't start because mvcp71.dll is missing from your computer. What kind of file is this? A short investigation reveals this message Traceback (most recent call last): File "SC4PIM.py", line 1, in ? File "SC4PIMApp.pyo", line 96, in ? File "wx\__init__.pyo", line 45, in ? File "wx\_core.pyo", line 4, in ? File "wx\_core_.pyo", line 12, in ? File "wx\_core_.pyo", line 10, in __load ImportError: DLL load failed: The specified module could not be found.

