as i know pictures speak louder than words ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F5749%2Fharborvillage.jpg&hash=2f18b04580d68b0c08138d4ef047be1a1da209b9)
i wanted this lot (based on peg cdk3 OC) to be on streetlevel. unfortunately i just started lot editing and i have no clue how to solve my problem. :'(
plz help!
You need to make the occupant size of the building very small, like {.1,.1,.1}, and then put it in the upper left-hand corner of the lot (or wherever the inner-land-corner happens to be. However, to do this correctly, you need to remake the entire lot because the footprint of the building in the LotConfigProperties is already too big. The good news is that once you make a new lot with a building the proper size, then you can just copy/paste the props/textures into the lot.
Quote from: Lowkee33 on April 25, 2012, 09:32:50 AM
You need to make the occupant size of the building very small, like {.1,.1,.1}, and then put it in the upper left-hand corner of the lot (or wherever the inner-land-corner happens to be. However, to do this correctly, you need to remake the entire lot because the footprint of the building in the LotConfigProperties is already too big. The good news is that once you make a new lot with a building the proper size, then you can just copy/paste the props/textures into the lot.
Hm, I'm not too sure that would work. More likely the lot is water compatible (since it's based on PEGs) and when this property is present, a lot will always be plopped at sealevel. There is a work-around to get water lots at streetlevel, no matter how high above sealevel. It does require use of the Reader though (another usefull tool to become familiar with ;)).
lowkee: i tried but it didn't work. don't know if it did not work or if i'm just to stupid ;)
oh yeah... the reader... even more complicated - nice ;) i did not even get the reader to run correctly, but anyway i sticked with the sealevel version, it looks interesting but this cause another question: if i want a 1x1 lot on the half land half water title next to the upper right-hand corner, is it a water or a land based lot? sorry for my basic questions ;)
Looks like you're right there Vortext, my way doesn't work. I would like to here your method :)
Quote from: nas-t on April 25, 2012, 12:49:59 PM
if i want a 1x1 lot on the half land half water title next to the upper right-hand corner, is it a water or a land based lot?
Yes, that would be another lot which has water compatibilty since 'land' lots can't be plopped into water, even if it's only half a tile.
Too bad you couldn't get the Reader to work. I had some problems getting it to run as well, had something to do with a DLL file. Can't remember where I found the solution but it might be worth while the search if you're planning to do some serious lotting. It is a pretty daunting program at first sight, I know, but extremely usefull, not only for lotting but all kinds of modding. It's safe to say it's the tool I use the most by far.
Now, to get water lots at any desired land height, first delete the 'water compatibilty' property from the lot, if present. Two other properties need to be tweaked as well; set 'max slope before lot foundation' to zero and 'building foundation' to 0x194B1000 (needs to be present in both the LOT and DESC file!).
The lot is ready, next make the ingame water disappear with either the 'setsealevel' command if one is using the extra cheats plugin (recommended as it's easier that way) or use the diagonal bridge enabler which came with the latest NAM. Before plopping the lot at the desired location, make sure road tiles are present all around. In other words, the water side needs to be at the opposing side of the road in the LE. After plopping the lot, rework the seafloor, save and exit to region (or quit the game all together and remove the diagonal bridge enabler).
Here're some pics (work in progress ::)) terrain has been raised with 8 meters for demonstating purpose. To start the lot has 'water compatibility' property present. Obviously it gives rise to the initial problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F4439%2F18696932.jpg&hash=4848a9e339fc533579e20232c5ff982e4bf4747b)
Used 'setsealevel' command to remove ingame water. Note the road tiles, they need to be present the entire span of the lot. The lot itself wil sit on the slope.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F6808%2F27848333.jpg&hash=7c517272dcb43d4daa036615eb622c411049fc58)
Like so. Used tiles on the seafloor to push back the slope which upon plopping the lot extended one tile and thus covered the quay wall.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F6720%2F63561327.jpg&hash=4ebfd0b62f054564a0aa04ec43a8cc9a5fd7d1a6)
Finally removed all tiles, saved to region and reentered the city.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F898%2F42419380.jpg&hash=70a4319b5fb4a32a0359ed10756fb1d09b870c77)
Yes the boats float in mid-air, it's a demonstration after all. ;)
yes. the program says something about a dll is missing even when i download and manually install the dll.... haven't solved it yet.
that it is?? wow it's pretty easy, thanks a lot ;D
Quote from: nas-t on April 26, 2012, 04:57:54 AM
that it is?? wow it's pretty easy, thanks a lot ;D
Yep, that's it. I didn't say it was difficult, only that the Reader is needed for some adjustments. ;)
And I forgot to mention, the 'max slope allowed' needs te be rather high, my default is 200 and seems to work fine thus far. Otherwise the lot can't be plopped on a slope.
Nice work vortext &apls I could think of a number of uses for that one....
@nas-t - I'd add one small thing (also requiring Reader :P ) , which is that you can remove or change your water level without using the "setsealevel" cheat. This is useful if your city has any bridges and tunnels because using the "setsealevel" cheat will destroy them all. I have a tutorial on it--click the link for "how to make bridges exactly the length you want--not one tile longer" in my signature and check out the second post :thumbsup:
Thanks for the heads up Noah, since I don't have any bridges yet it slipped my mind :thumbsup:
thank you guys - hope you can help me out again...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F5054%2Funbenannt1kc.jpg&hash=947582869a7e92b4d16ad3d594451e31818cbbfb)
i wanted to remove the trees and downloaded pegs "no junk mod" and installed it, but the trees keep showing up. i searched for other street-tree mods and found a sfbt mod and removed it, but still the same. do anyone know which mod blocks pegs one? &mmm
For help on the reader, did you have a look at this thread?
http://sc4devotion.com/forums/index.php?topic=10417.140
Btw, I plop my harbour and beach lots using the cheat <setsealevel 0>, then save and come back, to make the lots on the same level as the roads. ;)
Fred
By the looks of it you still got a Maxis tree replacement mod installed somewhere. Also, if I remember correctly, PEGs no junk mod only applies to low wealth zones so it wouldn't take care of those trees since they're next to a plopped lot.
If you've got the reader up and running, go to the SAM subfolder and look into the SAM 7 - Asphalt street T21 file. There you'll find T21 exemplars which controll all the street side stuff. The property to edit is 'lot config zone type' with value 0x0F (=plopped), i.e. erase every occurence of 0x0F. Should take care of it.
Otherwise simply remove the T21 dat file from the plugins folder and gone are the trees, along with everything else. ;D
@fred: i had a look at it, still confused ;) i did plop it the same way. to be honest i knew about the setsealevel before but I didn't get the idea that this could be the solution. :D
@vortext: ok, i got the reader running. as you said i had a look into the sam 7 t21, 85 exemplars each with "lot config zone type" properties but none with value 0x0F.
i've got exemplars which have kPropertyID_RotationsAllowed with value 0x0F and some kPropertyID_NetworkPlacementPattern with value 0x0F.
im confused &mmm
maybe some german speaking help? could be easier;)
Quote from: nas-t on May 16, 2012, 05:21:24 AM
maybe some german speaking help? could be easier;)
Ich kann es probieren though I suspect a pic will be more helpfull ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F9379%2Flotconfig.jpg&hash=09f78646ba1473c442b10e6a30de3bd3fa73a14a)
Probably only need to edit those two examplers, though maybe other zone types need to go as well (0x0C for instance as it applies to sea/water lots). If you're interested, this tutorial (http://sc4devotion.com/forums/index.php?topic=7049.0) on T21s contains a good overview of the different properties involved and the values they can take.
as you said a pic could be more helpfull - here's my suggestion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F3239%2Funbenannt1uy.jpg&hash=bea4c22977e2bffd642614f6b00752192f11586c)
i still can't find a 0x0F but maybe im too stupid $%Grinno$%
double click the exampler you wish to edit ;)
I'm using an older version of the reader, which would explain the difference, as the latest gave me heaps of trouble
you proved my stupidity :D :D no really, thank you for all your help! :thumbsup:
funny. i couldnt get any older versions than this to run. computers tzz $%Grinno$% $%Grinno$%