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Badsim's showcase and uploads .

Started by Badsim, January 26, 2007, 04:16:52 AM

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Badsim

#100
...and Part 2 .

Jeroni , if you think there's a better way for me to proceed , just let me know ...

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SimNation

Not to say anything negative but....arn't those trees already growable if you use one of cycledoggs packs? cuz I could swear I have those red trunk trees,flowers, and the lil green looking things.

wouanagaine

SimNation, reread what those lots are, you'll see that even if you already have them as growable, you don't have the features presents on thoses lots

Great jobs and thanks for sharing BadSim  &apls :thumbsup:

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Divide wouanagaine by zero and you will in fact get one...one bad-ass that is - Alek King of SC4

Andreas

@SimNation: No, you can't plant seasonal woods via the God Mode or Mayor Mode menu.

@Badsim: Those are looking beautiful! I already created some similar lots that have been uploaded to the LEX a while ago, but yours will fit into this set nicely. :)
Andreas

BarbyW

Badsim, I would love you to open a thread in the Candidacy thread for your work as it would grace the LEX wonderfully. You can ask for any help with anything you need there andone of us will be delighted to help you. The number of dependencies is of no import as long as they are easily available and you have links to them.
Please consider this.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Andreas

Hmm, I do have one question about the SA cylceway expansion pack dependency: You say you used a texture from it, but the actual base texture is transparent? When I created my lots, I simply deleted the LotConfig line that contains the base texture from the lot exemplar file - this is the preferred method, since the lot isn't affected by the "Water Graphics" bug then.
Andreas

Andreas

I wasn't able to resist these beauties, so I made some nice menu icons and modded the lots a bit - I hope you don't mind. :) All 14 lots now have custom icons and are not affected by the "water graphics bug" that I mentioned before. The menu descriptions were improved a bit, and I also removed any park and landmark effects, as well as the demand cap properties - they now should behave more or less neutral. I did bring back a plop cost, though, mainly for ordering the icons in the menu. Since there are no monthly costs, the lots shouldn't have a large impact on your budget, though. I also added back the standard Maxis park query UI. If you want to use this version, download them here. :)

Andreas

Badsim

@Andreas ; not only I don't mind but have already replace my own set with your .Thanks , that's an honor !  :thumbsup:
I'm playing SC4 since many years , and I perfectly remember your first set of seasonal woods . At this time I found they had too many rocks (I know you have corrected that since ) but the main reason I gave up with seasonal trees is that I found illogical to have some seasonal trees and some others being not on the same city tile ... and I thought it would be totally crazy to use them everywhere . Hey , we change ... ;)
I've downloaded too your seasonal Birch trees , (I didn't notice they were seasonal props in my Plugins .. ::) )

About the "transparent base texture" of SA 's cycleway set , I understood only recently that the method used is a missing (removed) texture , I'm not a Modder but I guess that both methods are in a pretty close match about the advantages & inconveniences . Whatever the method , (I use both of them ) the water bug is the same when you save ... and not a real problem . The advantage   of SA's method is that you can copy this missing base texture with LE so don't need to delete one by one them with ILive .

@BarbyW;D I remember the first time I contacted you last year just before to join SC4Devotion ... (so you're not a stranger to that decision) .I'm still not ready to the LEX candidacy . Currently my priority is my MD and the pleasure to play the game , with ideas and/or projects coming faster that I'm able to release them . As you can see with this example , I would have to improve my work about Modding ... I can't ask everytime to someone else to do this part for me and I wouldn't like to have to say in a few weeks like you've said recently " I hope to have the time to play the game again one day ..." :D  $%Grinno$%  :P
No , seriously , this isn't my definitive reply ... but so far , except a few things enough generic to be shared ....each of my Lot wouldn't have any sense without their neighboring ones .  It would have to be a totally new work , and so far my inspiration has gone away each time I've tried ; I need to have a global vision .  ::)

Thanks . :thumbsup:

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jayo

Lovelly lots ;D Would be great too see some more realism though :)
I'm back

Meastro444

even more? it looks the most realistic already ;)! great work, looking forward to your next projects ;)
Friend of the Certified Drama Queen :)

Badsim

#110
Christmas is arriving ...



6 Lots with fairy lights to decorate your avenues . These props from Porkissimo & Andreas appear in December ( game time ) , plop them on your avenues and switch at least once the Day/night time to get them enlightened for the next December ...

Dependencies ;

- Porkie Props Vol01 European Street Accessories
- SFBT Christmas Market

Have released 2 sets , one for the Euro Asphalt Mod by sap23 (STEX) ...




See below for the attached file ...

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Krio

Great work, though I've no use for X-mas decorations :P

Badsim

#112
... and the other set for those using the SMP Sandstone sidewalk Mod by SimTropiaProductions



Sorry , I can't release sets for all sidewalks available . These Lots are found in the Park & recreation menu ; "X-mas Avenues 1/2/3/4/5/6 "

As these Lots are transit enabled , use them properly ; they're assumed to be used in downtowns where you shouldn't have 1 tile only width buildings , if you have some , take care to do not cut their road access .

Have fun. ;)

See below for the attached file .

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rooker1

You are amazing.  This is a really nice, early Christmas present.   ;)

Robin   :thumbsup:
Call me Robin, please.

Andreas

Great idea! You should have some trees or houses at the sides of the avenues, though, otherwise, the decoration will float in mid air. ;) I wonder if we could use these by creating some type 21 exemplar files for avenues, so they show up automatically, rather than using TE lots...
Andreas

DFire870

Quote from: Andreas on December 03, 2007, 06:47:50 AM
Great idea! You should have some trees or houses at the sides of the avenues, though, otherwise, the decoration will float in mid air. ;) I wonder if we could use these by creating some type 21 exemplar files for avenues, so they show up automatically, rather than using TE lots...

That would be cool and would work very well, since they would hopefully only appear in December.

Would it be possible to also change the lightpoles from being in the middle of the avenue to being on the side, so that in December the decorations would hang from the lightpoles? That's how I usually see them.

Anyhow, great work! I'm going to have to download these and try them out.

-- John
After a long absence, I'm back! And I will be starting a new MD soon.

Badsim

Thanks for these comments and suggestions . Indeed they seem to float in the air ... when I posted the first picture from my MD , I've simply forgotten that my trees everywhere along the roads/avenues aren't the common  SC4 looking . I'm not sure that to add lightpoles is the proper solution as the game dragg its owns , maybe trees ... and  to create type 21 exemplar files is far above my competences . &mmm , but  would It have any sense to see these fairly lights everywhere ?

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Andreas

Well, the game has T21 exemplar files for virtually any situation - $, $$ and $$$, R/C and I, low and medium/high density etc. I made a very quick test and tried if it works, but there are some drawbacks. A T21 exemplar file only covers one half of the avenue, so you can't span the decoration over the whole width of the avenue. Well, you could, but that would mean to extend the props across the network lot borders, which usually means that the props don't light up properly. I don't know if reducing the occupant size fixes this problem, maybe I'll do another test.

Unfortunately, my knowledge in T21 exemplar files is limited as well, I don't know what most of the properties mean and what they control, and I don't have enough time for an extensive research. However, the timed aspect of the props works fine, that means they only show up around Christmas (in-game time) and dissapear again with the beginning of the year. By restricting the props to medium and high density $$ and $$$ R/C zones they should look pretty good.
Andreas

Andreas

I played with the T21 idea a bit more, but unfortunately, I was not able to light up the Christmas props. :( But since nightlights are rather essential to this type of stuff, I guess it doesn't make much sense to create such a mod - unless someone knows what needs to be changed to light up the props.
Andreas

jeronij

What if you change the props occupant size ??
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