LEX Latest Uploads

Menu

LEX File Exchange
EA Support Files
SC4 Wikipedia
Network Addon Mod
Dependencies
Chat
Welcome, Guest. Please login or register.
Did you miss your activation email?

April 10, 2021, 05:15:12 PM

Login with username, password and session length

Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Network Addon Mod (NAM) / Re: 2 Lane roads connecting to Avenue
« Last post by pieman102 on April 07, 2021, 10:29:32 PM »
I honestly have the same problem. Make creating sliplanes a chore. Ironically, its the street that doesn't auto connect to both sides of the avenue. The road does.
12
SC4PIM (PIM-X/X-Tool) / Re: Functional Road Through Lots in PIM-X LE
« Last post by ncamferdam on April 07, 2021, 10:01:41 PM »
Alright, this may be drifting off the original topic, so let me know if I need to move it.

I wasn't really familiar with transit-enabled lots, but now that you mention them I've done a bit of reading, and have a different question. It looks like I can make growable lots transit enabled. At least, when I use the TE editor in SC4Tool, I can open up growable lots and add a network/transit switches. Maybe there will be some problem further down the line, but for now I have a different issue. Growable lots that I've created in PIM-X show up with a red marker in the TE editor (picture attached). This is green for other growable lots. In addition, I am not able to add transit switches to these lots. Does anyone know what this means?

EDIT: Ok, it looks like the red dot and the failure to add transit switches is a result of the separate lot and desc files. I'm able to add transit switches in every case where the lot file contains both the lot and building, and I'm not able to do it wherever the lot file is just the lot. So my new, new question is, is there a way to subsume the desc file I created with PIM-X into the associated lot file?

Sorry, this has drifted into a SC4Tool question.
13
Independent BAT (Building Architect Tool) Projects / Re: Art128's BATs
« Last post by Girafe on April 07, 2021, 09:28:52 AM »
Great work Arthur  ;)
Lighting is nice and I am eager to see the final result.
Maybe you could add some details inside the hall like 3D people.
Here you can get few 3D models for free: https://renderpeople.com/fr/free-3d-people/ by rotating, scaling and re texturing the color, I guess you can get variety
14
Independent BAT (Building Architect Tool) Projects / Re: Art128's BATs
« Last post by kelis on April 07, 2021, 08:54:22 AM »
This is pretty impresive, Art !! is this normal rail or for elevated rail ? I'm not sure just watching the picture. It would be nice to have both versions.

Thanks for your work my friend  &apls &apls
15
SC4PIM (PIM-X/X-Tool) / Re: Functional Road Through Lots in PIM-X LE
« Last post by Andreas on April 07, 2021, 02:03:50 AM »
I'm not entirely sure if this will work for growable lots. For functional roads through lots, you need to "transit-enable" them, which means you'll basically turn them into a station and assign paths for the vehicles. For activating the paths, you need to drag the network tool (i. e. road) through the lot. The road textures must be added in Maxis LE or PIM-X, and the transit-enabling is done in SC4Tool (be aware that you need to edit some properties in the exemplar file after that process, since SC4Tool has an unfortunate bug that will be triggered on Mac versions of the game). As for growables, I've only seen some "network enabled" lots so far, where a parking lot entrance or similar can be connected to a road visually. The downside is that those connections are pure eye-candy, though, and they basically make a lot "historically", as it can't be overgrown anymore.
16
SC4PIM (PIM-X/X-Tool) / Functional Road Through Lots in PIM-X LE
« Last post by ncamferdam on April 06, 2021, 11:47:55 PM »
This is my first time posting, so hopefully I'm posting in the correct location.

I'm trying to use PIM-X to convert the Ping An Center model (linked below) into a growable. I'd like to recreate the lot as closely as possible, and that includes the road which passes through. This road can be attached to other roads, and u-drive-it vehicles can pass through. This leaves me with three questions.

1. How exactly do you include a functional road through your lot? Looking at the lot editor interface, it's not really clear. The tiles are empty of both texture and overlay, but I see alternating red arrows marking out where the road will be. What are these and what do they do? How do you add them in? I've attached a screenshot of what I'm seeing.

2. Is it possible to have a growable lot with a functional road? Obviously, it wouldn't work to have the lot grow around an existing road, since that would just be two separate lots. But is it possible to grow a lot with a road and then connect it later?

3. Can commuters actually pass through lots? I've tried to experiment with this by plopping the landmark version of Ping An and putting jobs on one side and residents on the other. They don't seem able to pass through, though the animation shows vehicles making the trip. Is there a way to make this work, or are roads through lots entirely for show?

Thanks in advance.

https://community.simtropolis.com/files/file/26019-ping-an-center-part-1-by-dmscopio/
17
SC4PIM (PIM-X/X-Tool) / Re: PIMX Official support thread
« Last post by godfreygodfrey on April 06, 2021, 04:38:17 PM »
For some reason any changes I make in the lot editor preferences groups (including making/deleting groups/adding anything to them) require clicking 'toggle on top' and then clicking it again (so clicking it twice), before closing the window, otherwise no changes are saved. Really odd. No other issues.

Anyway I was wondering if there is some trick to selecting props that are underneath larger props? I've just been moving the larger props out of the way so I can get to the ones underneath but this can be problematic.
18
Network Addon Mod (NAM) / Re: 2 Lane roads connecting to Avenue
« Last post by ulp2.0m3600 on April 06, 2021, 10:47:59 AM »
Thanks for the responses...

I have decided just to go with the one way roads.  I make them like an avenue.

I wonder if this is actually better ?
19
Network Addon Mod (NAM) / Re: NAM: Development
« Last post by jeffryfisher on April 06, 2021, 10:11:22 AM »
I also see a standard avenue running diagonally. Those look pretty but can suffer congestion because of the shared cells down the median where the opposite lanes of travel overlap.

For that and other reasons, I switched to using TLA-5, and I dream of the day when basic roads can intersect with their diagonals.
20
Independent BAT (Building Architect Tool) Projects / Re: Art128's BATs
« Last post by art128 on April 06, 2021, 08:12:43 AM »
Thanks for the likes again guys.

Some more progress. Getting pretty happy with the general outcome of it.



To do list:
- Add furniture to restaurant (left building top of avenue tunnel)
- Sort the light on the left pedestrian tunnel/restaurant entrance
- Add ambient light to main entrance doors
- Rework the main building shop glasses thingies at the front
- Add more lights and props in the parking entrance
- Add furniture to convenience store on the platform
Pages: 1 [2] 3 4 ... 10