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how do i set custom landmark building to provide c$ c$$ c$$$ or R$ R$$ R$$$ etc.

Started by justinrpg, September 07, 2010, 06:52:45 AM

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justinrpg

i see in many descriptions that downloaded buildings in the landmark category saying they provide C$$ jobs or R$$ homes... how do i set ploppable buildings in that category to provide C job and R homes?

RippleJet

In PIM-X that's quite simple... just drag the model to the appropriate category.



Residential landmarks unfortunately don't work properly in the game, so I'd forget about them.

justinrpg

What happens with residential landmarks that makes them not work properly?

RippleJet

The sims living in ploppable residentials are not able to commute from their homes to work.
Rather sooner than later they will abandon due to long commute...

Read more about it in Ploppables with Jobs and Residents. Why not? ;)

justinrpg

OK i read the info on ploppable jobs and homes, but i still am interested in making them... I have big cities already and i see the property to edit in PIMX, currently it is set to CS$ but i want it R$ but when i edit the property there is a code "0x02" which i don't know what this means. I tried typing in R$ but PIMX errored out under the ply (or Pyl) (can't remember the exact file extension) I don't know the codes for CO$, CO$$, CO$$$, CS$, CS$, CS$$$, R$, R$$, or R$$$, what are the R and CO CS codes. and why isn't it just type in R$? why is there a special code to know? I see landmarks with jobs but no residential landmarks category... so i guessing i need to edit that property. is this right or is there any other way to make a residential ploppable? I'll just have to make sure my city can handle the demand before plopping, like the link says

jmyers2043

QuoteI see landmarks with jobs but no residential landmarks category

Residential landmarks don't work. Which is probably why no one has invented a modding tool for that purpose.





Jim Myers  (5th member of SC4 Devotion)

effluant

Quote from: RippleJet on September 07, 2010, 07:32:17 AM
In PIM-X that's quite simple... just drag the model to the appropriate category.



Residential landmarks unfortunately don't work properly in the game, so I'd forget about them.

cannot download pimx from your site.  please help.  Looks like fun.

RickD

I followed RippleJet's instructions then replopped the building but it still has no jobs. What am I doing wrong?  ()what()
My name is Raphael.
Visit my MD: Empire Bay (My old MD: Santa Barbara County)

Lowkee33

@effluant:  you will need to register for the LEX http://sc4devotion.com/csxlex/Default.htm in order to see the download link.

@Rickd:  Tough to say.  What was your process?  Do you have a non-functional landmark of the same building in your plugins? 

RickD

Quote from: Lowkee33 on October 06, 2010, 12:26:05 PM
@Rickd:  Tough to say.  What was your process?  Do you have a non-functional landmark of the same building in your plugins? 

It is a ploppable landmark (Avondale and SKF warehouse). I wanted to make it a I-M ploppable. I discovered that after following Ripplejet's instructions I have new .sc4desc files in my plugins folder. But this does not seem to affect the landmark lot. I renamed the modified buildings and discovered that they appear in the list after the buildingplop cheat. But after selecting them I can not plop them (red cursor).
I suspect that the job assignment only relates to the building and not the LOT. Do I have to make a new lot utilizing the modified building?

My primary question is: How can I add jobs to an existing landmark lot?
My name is Raphael.
Visit my MD: Empire Bay (My old MD: Santa Barbara County)

Lowkee33

First, when you are done making a landmark in PIMX you will have 2 (at least) new files.  One is a LooseDesc, and the other is the Lot.  You never need the LooseDesc for in-game, and it can be deleted when you are done making lots.  The Lot file has both the Building and the Lot exemplar in it.

A landmark can theoretically be made functional, but a quick look in Reader at the difference between the two makes me think it would be easier to make a new lot. 

In PIMX this is pretty easy though.  You drag the building to the proper place.  The FillingDegree can then be changed to make all of the stats balanced.  Then make a plop-able with the same lot size  as the original (non-functional) lot.  You then delete the textures in your new lot.  Open the original lot, select all of the the textures/props, and copy/paste them into your new lot.

That should do it.  In Reader, you could also copy/paste the FSH (?) from the old to the new, and that way you would have a nice icon in-game.  Once the old landmark is gone from your cities there should be no problem with deleting those files from your plugin folder, but make sure to keep the model.


ivo_su

Thank you for the excellent training that you have shown. Already managed to make a few functional buildings but have a problem with the building of Bruj Dubai as it is composed of several parts and I do not know how to do them all. Moyen anyone looking at her. At least I have no idea how to make Grow.

- Ivaylo