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Pedestrian mall without the pole

Started by Krio, December 03, 2007, 02:44:12 PM

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SC4BOY

Quote from: paroch on February 19, 2008, 02:08:42 PM
Have a look at these links and see what you think - personal preference thing of course - but IMO you can make most things work if you want to ;)
http://sc4devotion.com/forums/index.php?topic=3862.msg120441#msg120441

Welp.. only this first one has the poles.. and I think it proves my point very well..

But again.. as you say.. personal taste..

In neither of the latter posts did I find ANY POLE PIECES at all? was the link wrong?

kassarc16

Just wanted to drag this image over here.



MIncroabl took a crack at T21s for ped malls, and frankly, it's fantastic looking!

Diggis

Quote from: Warrior on February 19, 2008, 12:16:55 PM
In the June NAM only some of white texture ped malls had poles on them it was random though. I dont know if that was a bug because it shouldn't be possible should it?

It should be possible if the T21 was set up ok, but I don't know if anyone did that.  Although Memo keeps doing things on the sly.

j-dub

I just noticed the alternative for the ped mall center pole, in the underground rail menu, instead of the centerpole, you get a tree, but completely at random. Seems to be working okay, buildings grow off of it but I don't know the exact regulation of this as an acceptable method with the rail that goes no where underneath when used this way.

delta9

Quote from: j-dub on February 18, 2008, 06:14:29 PM
Since I don't know how or why I am the only one who has this, the game actually gets rid of the pole naturally in some instances. I have both center pole with AND without the light, and again, this is not my choice, but the game's.  &Thk/(
I noticed this myself a year or two ago when I downloaded the street cul-de-sac mod. Don't remember who the author is but it's the one that turns street ends from the stub with a barricade to a cul-de-sac. It removes the light pole from the end of the street (which would be in the middle of the cul-de-sac) and on occasion for some reason, the Ped Mall light post. They will eventually disappear in random frequency if you keep re-plopping the tile. Guess the mall pole is dependent on the end of street lightpost code somehow? I can't really speak of it in a detailed manner lol, cause I don't know crap about it.

j-dub

Maybe, on mine, the cul-de-sac mod is two files, one for the cul-de-sacs, the other for removing the light/barricade; but I have the new NAM now, and so far, no problems with dissapearing lamp posts. Hopefully I didn't speak too soon. There was something very wrong with my game, it deleted more than just the center pole, when I loaded up this one city, it couln't remember exemplars like traffic lights, and it got irritating with how many times I had to redraw stuff, but it also had forgoten building exemplars on lots as well. It was the biggest city in my entire region, hopefully the amount of stuff going on in the city wasn't the cause of the problem. It was so bad, along with uninstalling the game, I obliterated the entire city, and started over, but at least it was good for actually incorporating the new NAM features, like the MIS, not a total lost starting over, a big chunk of that city literally was a giant housing project for miles. It hasn't done that now.