I know SimGoober wrote a tutorial for turning a growable lot into a functional ploppable, but I can't seem to find any information on how to turn a (non-functional) landmark into a functional ploppable. I imagine it would involve something like copying and pasting properties from an existing functional ploppable, but I don't know which properties to move or exactly from where. Can someone tell me?
I should mention that some of the landmarks I want to convert are Maxis-made. I'm aware that there is a functional Maxis landmarks mod on the STEX, but IIRC, it had issues with landmarks growing on lots that were too small for them and causing CTDs. Obviously, I want to avoid that problem.
Thanks in advance for your help!
I know this may not be what you are asking, but it may help a little bit... It is a link to Landmarks to look out for that have a habit of growing in game as well a way to fix such.. Well similar anyhow.
http://sc4devotion.com/forums/index.php?topic=907.0 (http://sc4devotion.com/forums/index.php?topic=907.0)
So I hope that helps.
The thread that
tamorr linked you to, is the one you do not want to end up in... ::)
To convert a non-functional custom landmark (one that comes with a batted model) into a functional one,
you can still follow the tutorial written by SimGoober,
Making A Functional Landmark Lot (http://www.simtropolis.com/forum/messageview.cfm?catid=140&threadid=76236&enterthread=y).
First, with Maxis' PluginManager, create a growable lot's desc file from the custom landmark's model.
Then, just follow SimGoober's tutorial.
In addition to those properties that SimGoober asks you to delete from the landmark,
there are a few additional ones that might have been added by the creator of the landmark you want to convert.
At least these should normally be deleted as well:
- Demand Satisified
- Demand Created
- Park Effect
Good luck, and ask if you need more help! :thumbsup:
Thanks! I think I did exactly what the tutorial told me to do, so my custom functional landmarks should work. As for the Maxis landmarks, I have Toroca's Functional Landmarks Complete Set (http://www.simtropolis.com/stex/details.cfm?id=21340) mod, which seems to have been made in such a way as to prevent the blank growing lots problem I mentioned. However, I'm not sure. If it's not too much trouble, could you please check it out and let me know if I need to modify it in any way? I'd greatly appreciate it.
Quote from: woodb3kmaster on May 24, 2009, 10:58:49 PM
I have Toroca's Functional Landmarks Complete Set (http://www.simtropolis.com/stex/details.cfm?id=21340) mod, which seems to have been made in such a way as to prevent the blank growing lots problem I mentioned. However, I'm not sure. If it's not too much trouble, could you please check it out and let me know if I need to modify it in any way? I'd greatly appreciate it.
Yes,
Toroca's functional landmarks are well modded and do not grow on empty lots. ;)
QuoteTo convert a non-functional custom landmark (one that comes with a batted model) into a functional one,
you can still follow the tutorial written by SimGoober, Making A Functional Landmark Lot
.
Wow, time flies by. I had completely forgotten I wrote that tutorial. Funny, as I haven't used the Maxis Plugin Manager in ages. The new PIM-X program makes that whole process much easier.
Great to know. Thanks, Tage!
Sounds like an interesting program, SG. I'll have to look into it myself...