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CAM - General Discussions

Started by RippleJet, May 01, 2007, 01:35:47 PM

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BarbyW

The models for both those buildings are in BSC MEGA Props - CARCH Vol03
Next time please look at the thread here: http://sc4devotion.com/forums/index.php?topic=2039.0 as that lists all the released CAMelots with their names and where the models are.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

hammypotter

hello all, i am new to CAM and so please fogive me if I just asked a silly question.
I have started to play with CAM for a week on a new region , working on about 6 different locations with a total pop. of 100000.
the thing is usually i will be abale to zone in 4x4 hi dense residential for my low wealth sims easily in the original version. But here with the CAM i am noticin not a single stage 8 resident building was found in the whole region.(i have already read the manual and downloaded all camelots adviced here on one of the thread) why is that?? did the CAM made it much more difficult to get those buildings or am i doin something wrong?? so far i only provided buses as MT, is that ok??  thanks in advance and hope to recieve answers soon.

RippleJet

Quote from: hammypotter on October 05, 2008, 06:31:50 PM
the thing is usually i will be abale to zone in 4x4 hi dense residential for my low wealth sims easily in the original version. But here with the CAM i am noticin not a single stage 8 resident building was found in the whole region.(i have already read the manual and downloaded all camelots adviced here on one of the thread) why is that?? did the CAM made it much more difficult to get those buildings or am i doin something wrong??

You are quite right, hammypotter!
All low-wealth buildings (R§, CS§ and ID) grow a lot slower than in RH.

Take a look at the first two graphs in the initial post here:
http://sc4devotion.com/forums/index.php?topic=1177.0

With Rush Hour, R§ reaches its final distribution already at a regional residential capacity of 19,846.
At this stage an average of 20% of all R§ buildings that grow would be stage 8.

With CAM 1.0, R§ won't reach a corresponding distribution until after the regional residential capacity has surpassed 108,545.
At this stage an average of 20% of all R§ buildings that grow would be stage 8 (15%) or stage 9 (5%).

On the other hand, with CAM you will see more R§ development a long time after this as well...
...up to and above a regional residential capacity of 3,000,000.

If you want to compare these threshold more in detail, check these two threads:


0rion79

#1143
Hi, sorry but I need help.

I have just made a great work in dealing with plug-in folders and balancing my game because I wished to prepare it for CAM. I have followed tutorials about plug-ins and CAMeLOTs but every non-maxis farm is rising up with the brown box instead of the farm. Only fields are ok.

I'm sure that I've download EVERYTHING that was listesd in the readme files. What I'm missing?


PS: may I know if is there any specific post related to new CAM developments? I would like to know what will be new in next releases and if I risk more than a little bit of dilapidation if I switch from version 1 to version X (whatever, 1.5 or 2...)

Thank you very much! I know I can rely on this forum, now :)

BarbyW

It would help if you could list the names of the farms in the above picture as it is impossible to tell you what you are missing without knowing exactly which farms they are.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

0rion79

Yep, sorry:
Betania fruit farm
Dipillo Vineyard
Imori Lavander Farm
Ginestra Vegetable farm

BarbyW

In that case you have not downloaded all the dependencies as all those require BSC MEGA Props MBEAR Vol03
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

0rion79

I did, and it has fixed only some.
Betania fruit farm and Imori Lavender farm are the only ones with bron boxes.

I have also made a test in non-rural areas, and I've seen that the following buildings also have brow boxes:

IMG fukitol herbal industry
IHT stage 8 goober Gen Labs
IM4 acme pencil factory
stage 14 crystal dubai
stage 12 Azubre
SG Eon Center
Stage 13 Cobalt Tower

and I can't understand what they need and is missing, because I can't find the installation file and, then, the readme.

I have donwloaded more than 80 dependency files only this evening. Using the links in attached readme file, I have reached empty pages on simtropolis.com where it is clear that the required files are not available anymore. I have also been sent to japanese pages, where I have just not been able to find any download link.

As far as I've seen, this CAM is really worthy of but downloading all dependencies is becoming really hard! I have a 1,09 gb plugin folder now! Oh my... :_(

Thanks again!

BarbyW

For the two farms you also need BSC MEGA Propa MBEAR vol02 which is also in the Readme. If you have problems with dependencies that are not where the Readme says it will be because the lots were uploaded without redoing the Readmes. I realise this may cause problems but if you look at the button at the top of every page you will see one with a brown box on. That links to Diggis' Dependency list which lists most prop packs and their current location. There is also a pinned thread in the CAM forum with links to dependencies and another with links to packs where the CAMelot models are linked.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

jmyers2043

#1149
Hello Orion79.

I see that you are new to SC4 Devotion (registration in Sept) and you've got 54 posts. Looks like you are making your self at home  :thumbsup:

Barby gives good advise.

I get a brown box every once in a while too. In fact, I see that you are looking for the Fukitol Herbal Industry. That one grew as a brown box for me last weekend.

What do I do? I stop the game. Query the box. Save the game and search through a thread called 'linking all available lots and bats' .. I have not been disappointed and have always found what I was looking for after searching that thread.


http://sc4devotion.com/forums/index.php?topic=2039.0

Good Luck.


Jim Myers  (5th member of SC4 Devotion)

0rion79

@jmyers2043, thanx so much: indeed it has been a very good advice since, in a couple of hours, I have been able to find all missing textures or whatever. As for record, I post it here:

Betania fruit farm and Imori Lavender farm needs Mbear vol.1

I mark it because, with google, I have found several topics in spanish and japanese, with ppl asking for my same trouble :)

Also, 2 more questions. Is there any way to get rid of CAM-only version of growable maxis landmarks? I have already found the locker for coit tower, but I would like to have a blocker for all of them.

And how farms are supposed to evolve?

Thanks again: you have been very useful

BarbyW

As all the MBEAR MEGA Packs were referenced in the Readmes for the BMD farms, you should have have downloaded all of them.
Farms are the only zone type that does not upgrade so to see higher stages of farms you often need to bulldoze the lower stages or zone more areas. As CAM affects growth stage on a regional population basis often starting a new city tile with agriculture in a developed region can help to get the higher stages of farms. You also need fire stations close to farm zones to obtain stages 4 and 5. Stage 6 farms are woodland preserves and stage 7 are heritage sites. If you read the CAM manual you will see the requirements for each stage.
I will leave Ripplejet to give you the answer regarding the growable Maxis landmarks.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

0rion79

Hello. At last, I have decided to make the jump and prepare my game for CAM.

As far as I have seen, it is just great. Farms have never been so beautiful and everything is growing quite well. It looks like if it is offering a much more balanced set, even because in all my cities I had a weird effect where landvalue was damn high but very rich sims couldn't find employment because of the lack of $$$ CO and there were not enough $$$ C-Offices because of the lack of rich Sims :) The CAM has been able to unfreeze that situation.

Still, I must admit that I'm not very fond of having landmarks rising up as working offices. I have already removed the files that caused some landmarks to pop us as farms and download the Coit Tower blocker but I prefer to have no growing landmarks at all and, instead, to keep using my functioning plopable landmarks only. Is it possible?

Also I have seen that there *may* be something not working with some CAM high-level farms: the ones that works like forest reserves. When I move to high visual, the ground texture disappears and I see only trees upon an horrible brown field, instead than the green one. Is there any fix for this?

PS: I have also seen almost every downloaded CAMeLOT has a plopable landmark version. How can I get rid of them quickly? Do I have to check each file 1 by 1? Thanks!

RippleJet

Quote from: 0rion79 on October 18, 2008, 11:08:21 AM
very rich sims couldn't find employment because of the lack of $$$ CO and there were not enough $$$ C-Offices because of the lack of rich Sims :) The CAM has been able to unfreeze that situation.

That's something that players will always have problems with if they allow the living conditions to become too good... ::)
Usually players want their cities to be "perfect", which will encourage R§§§ to move in,
even if there aren't enough jobs for all of them.

Since even the richest CO§§§ and I-HT employ more R§§ and even more R§ than R§§§,
you will always need a lot more R§ and R§§ residents than R§§§.


Quote from: 0rion79 on October 18, 2008, 11:08:21 AM
Still, I must admit that I'm not very fond of having landmarks rising up as working offices. I have already removed the files that caused some landmarks to pop us as farms and download the Coit Tower blocker but I prefer to have no growing landmarks at all and, instead, to keep using my functioning plopable landmarks only. Is it possible?

It is possible... ::)
A blocker for all growable landmarks included in CAM 1.0 is attached to this post.

Be sure to place it in a folder that's loaded after a_CAM, e.g. the z_CAM folder. ;)


Quote from: 0rion79 on October 18, 2008, 11:08:21 AM
Also I have seen that there *may* be something not working with some CAM high-level farms: the ones that works like forest reserves. When I move to high visual, the ground texture disappears and I see only trees upon an horrible brown field, instead than the green one. Is there any fix for this?

Would you have a picture showing this, and the names of the forest reserves suffering?


Quote from: 0rion79 on October 18, 2008, 11:08:21 AM
PS: I have also seen almost every downloaded CAMeLOT has a plopable landmark version. How can I get rid of them quickly? Do I have to check each file 1 by 1? Thanks!

Most CAMeLots available on the LEX do not have ploppable landmarks included.
Those that do, say so in the readme, and if you don't want them, you will have to remove them manually.
In most cases these have a filename starting with PLOP...

If you are referring to old ploppable buildings that you have downloaded from STEX or elsewhere,
you might want to read the thread from where this quote is taken:

Quote from: RippleJet on August 14, 2007, 03:59:28 PM
If the Model File is included in a previously uploaded lot (on STEX or a Japanese site), you only need the file that contains the batted model from that upload. Normally this is a SC4Model file, but in some cases it might be a DAT file. In no cases will you need any SC4Lot files, SC4Desc files or custom queries contained in the original upload, or any dependencies mentioned for that upload.

You might also want to run the Cleanitol with the file CAM Remove Lots BSC Cleanitol.
That would remove most old lots (including landmarks) that were included in downloads you may have needed for the model alone.

0rion79

#1154
So, here is a snapshot from my game about the ground texture matter for tree farms.

I don't know if it is wanted, unexpected or just something impossible to avoid but the farm that looks so good at lower levels becomes a pain for the eye when seen from the top high view.

About the rest...

1 - thanks for the patch! What do I have to do with the Coit tower blocker? Delete it?
2 - about $$$ Sims, I know. Thats' why I tend to build both rural areas and other cities where I simply block the incomng of $$$$ Sims and Commercial O/S to balance regional demand and, in fact, I don't suffer of dilapidation. And still your CAM looks being able to brings the game to an higher level.

It is even very interesting this matter of farms and industries needing parks nearby: this will force me to better project future industrial areas, planting trees and recreation zones instead than "flat zoning" :)

And one last question (I hope). Sorry if I make silly ones, but I prefer asking than messing up the game. Fixing errors is much more difficult than preventing them. This is the list of detected files from Cleanit Tool, using the file that you have sent me. Are they really useless? ()what()

QuoteI-m2_6x7_jes_PerkinsFurnitureCompany_d104ac9e.SC4Lot (I-m2_6x7_jes_PerkinsFurnitureCompany_d104ac9e.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\BSC\jestarr\PerkinsFurnitureCompany
I-m3_5x7_GanongChocolateFactory_136f43bf.SC4Lot (I-m3_5x7_GanongChocolateFactory_136f43bf.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\BSC\jestarr\GanongChocolateFactory
SG_4x5_YuenglingBrewery_8ff75b67.SC4Lot (SG_4x5_YuenglingBrewery_8ff75b67.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\Yuengling Brewery
I-m2_4x2_jes_ReplogleGlobeFactory_d3fd9ab8.SC4Lot (I-m2_4x2_jes_ReplogleGlobeFactory_d3fd9ab8.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\BSC\jestarr\ReplogleGlobeFactory
I-m3_3x6_SG_AutoFactory_8fa45263.SC4Lot (I-m3_3x6_SG_AutoFactory_8fa45263.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\AutoFactory
I-m3_6x3_SG_AutoFactory_efa45329.SC4Lot (I-m3_6x3_SG_AutoFactory_efa45329.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\AutoFactory
I-D3_8x6_SG_HansonHosieryMills_10ea8d2e.SC4Lot (I-D3_8x6_SG_HansonHosieryMills_10ea8d2e.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\Hanson Hosiery
I-m3_8x6_SG_HansonHosieryMills_50ea8d74.SC4Lot (I-m3_8x6_SG_HansonHosieryMills_50ea8d74.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\Hanson Hosiery
CO$$$8_3x3golden_bank_4d70869b.SC4Lot (CO$$$8_3x3golden_bank_4d70869b.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
CO$$$8_4x3One_Ex_Plaza_ad6e2eef.SC4Lot (CO$$$8_4x3One_Ex_Plaza_ad6e2eef.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
CO$$$_First National Tower_4d55404a.SC4Lot (CO$$$_First National Tower_4d55404a.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DT_CO$$$_8_3x4_azuriko Plaza II_Growable.dat (DT_CO$$$_8_3x4_azuriko Plaza II_Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DT_CO$$$_8_4x3_Andover Tower.dat (DT_CO$$$_8_4x3_Andover Tower.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DT_Keaton Plaza Growable.dat (DT_Keaton Plaza Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTooper's_CO$$$_8_4x4_Technetium Tower growable.dat (DuskTooper's_CO$$$_8_4x4_Technetium Tower growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTrooper's Parkenon (Garage) Prop.dat (DuskTrooper's Parkenon (Garage) Prop.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTrooper's_Frank&Archai_Growable.dat (DuskTrooper's_Frank&Archai_Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTrooper_CO$$$_8_4x4_W Ravenn Tower Growable.dat (DuskTrooper_CO$$$_8_4x4_W Ravenn Tower Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTrooper_CO$$$_8_5x3_Cobalt Tower_Growable.dat (DuskTrooper_CO$$$_8_5x3_Cobalt Tower_Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Dusktrooper_CO$$$_8_5x5_Skychase Plaza_Growable.dat (Dusktrooper_CO$$$_8_5x5_Skychase Plaza_Growable.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
DuskTrooper_Jetersen & Focsmann Growable_CO$$$_8_5x3.dat (DuskTrooper_Jetersen & Focsmann Growable_CO$$$_8_5x3.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Eburress - Ellington Tower - Growable CO$$ (3x6)_4e3e65fc.SC4Lot (Eburress - Ellington Tower - Growable CO$$ (3x6)_4e3e65fc.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Eburress' e2i Tower - Growable CO$$$.dat (Eburress' e2i Tower - Growable CO$$$.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Eburress' e2i Tower - Growable CO$$.dat (Eburress' e2i Tower - Growable CO$$.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Frogface HQ_ed625b63.SC4Lot (Frogface HQ_ed625b63.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
kd5rax_TaipeiLite_5x5_Growable_eedc3e78.SC4Lot (kd5rax_TaipeiLite_5x5_Growable_eedc3e78.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
LyrePlaza GROW.dat (LyrePlaza GROW.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Cardinal Airlines Tower - Growable CO$$$ (4x5)_aeb26e15.SC4Lot (NDEX - Cardinal Airlines Tower - Growable CO$$$ (4x5)_aeb26e15.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Communications HQ Set - Growable CO3 (4x4)_2fcaf868.SC4Lot (NDEX - Communications HQ Set - Growable CO3 (4x4)_2fcaf868.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Diamond Financial Center - Growable CO3_f0374f01.SC4Lot (NDEX - Diamond Financial Center - Growable CO3_f0374f01.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Evil Vanadium HQ - Growable CO3 (4x3)_af11b372.SC4Lot (NDEX - Evil Vanadium HQ - Growable CO3 (4x3)_af11b372.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - KaplanKo Inc Tower - Growable CO$$ (5x3)_ae62c5c1.SC4Lot (NDEX - KaplanKo Inc Tower - Growable CO$$ (5x3)_ae62c5c1.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Key Tower - Growable CO3 (3x4)_d047246d.SC4Lot (NDEX - Key Tower - Growable CO3 (3x4)_d047246d.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Niobium Energy Company - Growable CO3 (4x5)_8e2bf527.SC4Lot (NDEX - Niobium Energy Company - Growable CO3 (4x5)_8e2bf527.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Pacifica Palm Hotel - Growable CS3 (2x5L)_ef2bb7da.SC4Lot (NDEX - Pacifica Palm Hotel - Growable CS3 (2x5L)_ef2bb7da.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Pacifica Palm Hotel - Growable CS3 (2x5R)_4f2bb7c8.SC4Lot (NDEX - Pacifica Palm Hotel - Growable CS3 (2x5R)_4f2bb7c8.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Pacifica Palm Hotel - Growable CS3 (5x2)_aedf4049.SC4Lot (NDEX - Pacifica Palm Hotel - Growable CS3 (5x2)_aedf4049.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - PanPacific Building - Growable CO3 (6x6)_2e87dd27.SC4Lot (NDEX - PanPacific Building - Growable CO3 (6x6)_2e87dd27.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Tiberian Thanefirst - Growable CO3 (5x4)_cfa64291.SC4Lot (NDEX - Tiberian Thanefirst - Growable CO3 (5x4)_cfa64291.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Warriott Grissom Place Hotel - Growable CS3 (5x4)_8ebfabdf.SC4Lot (NDEX - Warriott Grissom Place Hotel - Growable CS3 (5x4)_8ebfabdf.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Wilkshire Tower - Growable CO2 (4x3)_2f0073d1.SC4Lot (NDEX - Wilkshire Tower - Growable CO2 (4x3)_2f0073d1.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX - Zhang Ghee Center - Growable CO3 (5x2)_ef5a1d9a.SC4Lot (NDEX - Zhang Ghee Center - Growable CO3 (5x2)_ef5a1d9a.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX_DTB_CO_Sidfeldt_Grow.dat (NDEX_DTB_CO_Sidfeldt_Grow.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX_DTB_CO_VanBoktt_Grow.dat (NDEX_DTB_CO_VanBoktt_Grow.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX_DT_MontaukGasCo_Grow.SC4Lot (NDEX_DT_MontaukGasCo_Grow.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
NDEX_EBDT_Zeniathus_Grow.dat (NDEX_EBDT_Zeniathus_Grow.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Raika_MitsubishiCrystalPile_ee1ad055.SC4Lot (Raika_MitsubishiCrystalPile_ee1ad055.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
Superstar's Westpoint Communications.dat (Superstar's Westpoint Communications.dat)  found in D:\Documenti\SimCity 4\Plugins\Dependencies\CAM textures & dependencies
I-m3_3x5_SG_SmallWarehouses01_0fa1bf1f.SC4Lot (I-m3_3x5_SG_SmallWarehouses01_0fa1bf1f.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\SmallWarehouses
I-m3_3x5_SG_SmallWarehouses02_4fa1c003.SC4Lot (I-m3_3x5_SG_SmallWarehouses02_4fa1c003.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\SimGoober\RLS\Industry\SmallWarehouses
I-m2_6x5_jes_CrumblyCheeseFactory_b1cab99b.SC4Lot (I-m2_6x5_jes_CrumblyCheeseFactory_b1cab99b.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\BSC\jestarr\CrumblyCheeseFactory
I-m2_3x5_jes_StoneGroundMustardFactory_f1d78a0b.SC4Lot (I-m2_3x5_jes_StoneGroundMustardFactory_f1d78a0b.SC4Lot)  found in D:\Documenti\SimCity 4\Plugins\BSC\jestarr\StoneGroundMustardFactory

RJ, I really hope that soon you will open a thread about next CAM release. I'm very curious to see what's boiling in the pot.

RippleJet

#1155
I'll give the baton to Barby and let her finish the texture relay... ::)


Quote from: 0rion79 on October 19, 2008, 01:49:01 AM
1 - thanks for the patch! What do I have to do with the Coit tower blocker? Delete it?

Yes, you can delete it.
You won't need the Coit Tower Blocker, since it's included in this latest one. ;)


Quote from: 0rion79 on October 19, 2008, 01:49:01 AM
And one last question (I hope). Sorry if I make silly ones, but I prefer asking than messing up the game. Fixing errors is much more difficult than preventing them. This is the list of detected files from Cleanit Tool, using the file that you have sent me. Are they really useless? ()what()

Yes, those are inCAMpatible old lots that you shouldn't use with CAM.
Instead, use the CAMeLots that are available on the LEX.

0rion79

Quote from: RippleJet on October 19, 2008, 01:58:47 AM
Yes, those are inCAMpatible old lots that you shouldn't use with CAM.
Instead, use the CAMeLots that are available on the LEX.

OK, I'll try... I think that they should be only the leftovers when I have download the needed files for preventing brown boxes.

RJ, just to know... is it possible to "downgrade" a city from CAM to Vanilla game?

BarbyW

#1157
I found a base texture error on the three Forestry fields. I have updated the pack on the LEX but optionally if you are happy using Reader you can remove one of the texture property lines. Look at each lot in Reader and find the lines that start with 0x00000002. Look at the last rep and delete the property that has 0x25db0000 as the last IID.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

0rion79

No, it is too complicated for me, sorry. Instead, may I have the link, please? The reason is that I've download so many files at once that I don't know what I do have to search.

BarbyW

Click on the link in my post. Where it says "pack on the LEX"
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original