Sim City 4 Devotion Forums

Sim City 4 Devotion Tools => Tools - General Discussion => SC4PIM (PIM-X/X-Tool) => Topic started by: wouanagaine on November 04, 2009, 02:56:55 PM

Title: PIMX Official support thread
Post by: wouanagaine on November 04, 2009, 02:56:55 PM
(http://i95.photobucket.com/albums/l151/callagrafx/pimx-head.jpg)

This is the support thread for PIMX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2260)



Added by CasperVg (04/01/2012):
If you experience any problems running SC4PIM on Windows 7 SP1, please install the patch that can be found here (http://sc4devotion.com/forums/index.php?topic=14216.0).

That file fixes a problem introduced by Win7 SP1 that causes some of Python's (programming language) required files to become corrupted, thus making SC4PIM fail to start. Fixing it is very easy, all you need to do is replace one file with a new one.



Added by RippleJet:
Please make sure you have also installed the latest SC4PIM New Properties XML Update (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2265).

That file will be updated and reuploaded whenever an error in properties or formulae are found.
Thus, please make sure that you've always got the latest updated new_properties.xml file!


PIMX went to public life after 2 years of heratic coding, more than 100 revisions, a stolen laptop with full recovery of sources from the executable, 131 pages of posts, almost none of them without RippleJet or Barby posting, and I haven't count the number of formulas Ripplejet wrote down nor the amount of ruined time spent by testers loosing their works because of stupid bugs.

PIM-X & LE-X couldn't have been made without the help of the following great people I want to thanks :

Special thanks to Ripplejet aka "superformulaman",
Special thanks to Barbyw aka "the goddess"
Without any special order many thanks to Callagrafx, Andreas, jmyers2043, SimGoober, Colyn, Vester, Swamper77, Serkanner, Jplumbley, vil, Indisguise, simrolle, JBSimio, Daeley, Rayden, jestarr,freedo50, marcszar, SandraSim1, sawtooth, D66, Sam, M4346, Couchpotato, rooker1, c.p., Heblem, Tag_one, jeronij, xxdita, mattb325, zero7, diggis, tooheys, Hogmeister, Shadow Assassin, Capo, BigSlark, citynut, Travis, paroch, jmouse, Unassigned, Cockato-210893, sarjm, Sithlrd98

German Translation : Andreas
Various graphics logo/icons/signatures: Callagrafx

So before you ask a "stupid" question and to respect the work done and amount of free time spent  by those people, please be sure you'll get and read the user guide (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2257)

Also PIMX is known to work on my machine, so PIMX is officially labelled
(http://wpup.codeimpossible.com/2009/06/works-on-my-machine-starburst.jpg)



It has been developped under XP at the beginning and Vista for more than 1 year
It has been tested under XP, Vista and Win7

If you have a problem running SC4PIM:
-Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ (http://www.dll-files.com/) and put them in SC4PIM folder
-Download the GDIPLUS.dll from http://www.dll-files.com/ (http://www.dll-files.com/) and put it in SC4PIM folder
-Download the MSVCP71.DLL  from http://www.dll-files.com/ (http://www.dll-files.com/) and put it in SC4PIM folder

If you have a problem running the LotEditor-X window, with weird message, and you have an Intel GPU card:
- Download http://downloadcenter.intel.com/T8Clearance.aspx?sType=&agr=Y&ProductID=&DwnldID=17407&url=/17407/a08/winvista_15124.exe&PrdMap=&strOSs=&OSFullName=&lang=eng (http://downloadcenter.intel.com/T8Clearance.aspx?sType=&agr=Y&ProductID=&DwnldID=17407&url=/17407/a08/winvista_15124.exe&PrdMap=&strOSs=&OSFullName=&lang=eng)
(This for vista 32bits, if you have another system, browse the site to find yours ) - Thanks to Travis for identifying the problem

When you report a bug, please be very specific on what you did, what files you had selected ( if appropriate ) and post a link to that file if publicly available
Posting "it doesn't work" obviously won't give you any chance I'll look at your problem.

Due to RL, my ever limited free time and my own willingness, no new features will be develop, so note that if you ask for requests, they won't be done unless I need them to play SC4
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 06, 2009, 02:00:14 AM
FAQ and troubleshooting

On Vista or win7,  I can't see models
Make sure you disabled Aero [linkie] (http://www.howtogeek.com/howto/windows-vista/disable-aero-on-windows-vista/)
Make sure you downloaded GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder

On win7 and with an ATI Card,  the textures in the LotEditor are incorrect
Make sure you have your latest ATI Drivers up to date. [linkie] (http://support.amd.com/us/gpudownload/Pages/index.aspx)




...more to come... unfortunatly  :-[



Title: Re: PIMX Official support thread
Post by: dragonshardz on November 06, 2009, 03:13:11 AM
Awesome, it's out. Means I can ditch LE and the PIM. Here's hoping I don't EVER need to return to this thread with a problem.

EDIT: First startup...thumbnail loading window is like a look into the guts of SC4. And it loads just fine. Noticed it doesn't come with it's own icon, I can whip one up real quick from the logo @ the top of the page if you'd like.

EDIT2: Definitely going to need to take a good long read through the readme to figure out what everything does...but it seems that in addition to picking your building and creating props, and lotting, you can do some basic editing a la the ILive Reader.
Title: Re: PIMX Official support thread
Post by: BarbyW on November 06, 2009, 03:44:09 AM
EDIT2: Definitely going to need to take a good long read through the readme to figure out what everything does...but it seems that in addition to picking your building and creating props, and lotting, you can do some basic editing a la the ILive Reader.

Please do read the User Guide very carefully. It is not so much a Readme as an essential guide. Anyone who posts a query or problem here who hasn't read the User Guide will not get much help, sorry but that is the way it is.

(http://wpup.codeimpossible.com/2009/06/works-on-my-machine-starburst.jpg)
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 06, 2009, 04:05:37 AM
You can make an icon, but I really don't know when and if I'll implement it

And yes, PIMX is complex, so it is better to read the manual to get what it can and cannot do, and to understand how to do things right
Title: Re: PIMX Official support thread
Post by: Bobbi on November 06, 2009, 04:28:47 AM
Hello, wouanagaine.
I found a problem:

PIMX showed 28 error-information windows.
(http://mrqolg.blu.livefilestore.com/y1pg6SNhooZ001KOcPG_1z07YmxgsV8SnBqT1jWNuXzP6E-62hrbWN5pU-9LAhTHJnOhT6n7rupfBHyZipR145U38JTTfCAesFv/SC4D.001.010.JPG) (http://mrqolg.blu.livefilestore.com/y1pg6SNhooZ001KOcPG_1z07YmxgsV8SnBqYtr-YjiPvEoIwMSj2k8Inuwp1vXBWEVZM43mLCRU4hrX70X5is60ggtkzD7ry7Wk/SC4D.001.010.JPG)

And they said something like this:
Code: [Select]
OverlayLoader : Error addind fsh 0x7ab50e44-0x0986135e-0x594cb303 from F:\Documents\Documents\SimCity 4\Plugins\BSC\BSCTextures\BSC Textures Vol 01.dat
()what()

And at last, PIMX crashed. :'(

PS: PIMX takes too many memory resources.
Title: Re: PIMX Official support thread
Post by: BarbyW on November 06, 2009, 04:53:34 AM
Bobbi: have you read the User Guide? Are you trying to open SC4PIM with too many plugins?
Read the User Guide (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2257) carefully and properly
Title: Re: PIMX Official support thread
Post by: MAS71 on November 06, 2009, 07:52:19 AM
 &bis& Congratulation to completed the PIM-X  &bis&

Wouanagaine and all of great staffs,
Thank you very much for PIM-X and your bigest efforts !! &apls

Unfortunately, I can't get enough times for use it now,
but I'll do the best for support to japanese users about PIM-X too. ;)

and
I could confirm that Japanese-Language (japanese.lang) was worked right (I made before).
so I want to sharing it later with announcement about a PIM-X in japanese forum as well. ;)


well,
I hava a question now  ()what()
When I make .SC4Desc of Ploppalbe-R$($$,$$$)(Fanctional LM-R$) from SC4Model.
Where(what category) should I drag SC4Model to ??


Thank you  :)
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 06, 2009, 07:57:48 AM
Hi mas san

Thanks a lot

There is no R Landmark as they are not functionnal in game, just drop your model in a eyecandy landmark

I haven't included your japanese.lang as I add many new texts this week. So please use the current.lang as a new base

Feel free to post it or update it to LEX when you're ok

Take care
Title: Re: PIMX Official support thread
Post by: MAS71 on November 06, 2009, 01:58:24 PM
Thank you Wouanagaine for reply a quickly. ;)

Quote from: Wouanagaine
There is no R Landmark as they are not functionnal in game,
Did I misunderstand or/and misswriting again ? $%Grinno$%

I(we) have a lot of Ploppable-R$ works in the world.
When we make it, we always used a corrected "RCI Blank Lots Set"(Solved a problem of "Blank-Lots")
or
we made them by manualy with ILiveReader and more,

Do you say that
"PIM-X can not make Ploppalbe-R$ Lot" ?
or
"We should not make Ploppable-R$ Lot" ?


Quote from: Wouanagaine
just drop your model in a eyecandy landmark
and what next step in PIM-X ?
Should we make Lot by manualy with Reader and/or SC4Tool with SC4Desc which made by PIM-X?


and
About Language-file, It's ok. ;)
It need to check again and re-make it for a latest "current.lang" I think so. ;)


Thank you for your helps. ;)
Title: Re: PIMX Official support thread
Post by: Korot on November 06, 2009, 02:07:51 PM
MAS71: Both.
Plopable, functional R$ lots don't exist. The sims simply can't find a route to work, and thus the building abandons. You simply can't make a functional residential plopable, period.

Regards,
Korot
Title: Re: PIMX Official support thread
Post by: RippleJet on November 06, 2009, 02:21:30 PM
I(we) have a lot of Ploppable-R$ works in the world.

You might want to read this, Masuda san! :)

Ploppable Residentials, Functional or not?

Regarding ploppable residentials, please consider this:

The residential capacity reported is depending on desirability factors.
If desirability goes down, and the actual capacity drops below 50%, the building will dilapidate or become abandoned.

The biggest residential desirability factor is the employment. If people can't get employed they usually leave as soon as possible.

Desirability can be increased through other factors, e.g. education, health, land value, park effect, lack of crime, etc.
If you're able to compensate the negative effect of unemployment by these factors, you obviously are able to plop residentials.

Likewise, freight time is a desirability factor for industrials, but not as severe as the unemployment for residentials.
Thus, plopped industrials have a lot better chance of surviving.

For a plopped residential not to abandon right away, the desirability factors must be right when plopping.
That is the reason you have to plop them on top of an existing residential building with a good existing employment.

but...

First of all, even if the desirability is high, the chances are slim that you will get any occupancy in the residential building when you plop it.
Secondly, if you do manage to get an occupancy in it, the chances are still very slim that it would stay occupied for any longer period.

My experience is that it isn't worth the hassle to try to keep the desirability factors high enough for a building where unemployed people live.
Once you for some reason have managed to get a reduced desirability in the area (increased traffic, pollution, crime, etc.),
the building would become abandoned. And once it has abandoned it will never, ever become reoccupied.

Thus, knowing this, I have always said, and will always continue to say, that plopped residentials do not work.
Most people elsewhere wouldn't understand the more subtle explanation given here. ;)





and what next step in PIM-X ?
Should we make Lot by manualy with Reader and/or SC4Tool with SC4Desc which made by PIM-X?

Right-click the building exemplar in SC4 PIM and create a lot... it's all explained in Barby's guide... ::)
Title: Re: PIMX Official support thread
Post by: Andreas on November 06, 2009, 03:19:05 PM
Barby's guide is invaluable indeed. In the past, I only skimmed the draft now and then, but now that I have translated it into German for SimCityKurier, I finally realized the full potential of SC4PIM - that is, the whole number of things of what you can do (and what you can't do ;) ). The same goes for the NAM readme. If I wouldn't have translated it - and by this, read it thoroughly - I'd know much less about it. But once you read everything in detail (and replay the steps either in your head or with the program itself), there's virtually every question answered already. :)
Title: Re: PIMX Official support thread
Post by: MAS71 on November 07, 2009, 07:59:19 AM
Thank you for your polite answers Korot and Ripplejet.  ;)

Oh I see... ;D
I can understand very well about a Ploppable-Residentials, especialy, thanks to a quoted by Ripplejet. ;)
Ye, It's really subtle issue. :-[

Ok,
I understand well that it can not make a Ploppable-Residentials by PIM-X, as well. ;)
Thank you again for helps and advices !  :thumbsup:
Title: Re: PIMX Official support thread
Post by: hooha47 on November 07, 2009, 09:46:24 AM
First, thank you so much to everyone who worked on this.  It's obviously an outstanding new tool for creating custom content.  I love that I can see props in the lot editor, and the snap to grids

 &apls &apls &apls &apls &apls &apls &apls &apls

I do have one question, and forgive me if I'm being obtuse.  I have read the guide, but one thing I can't seem to find, is how to "save as" in the lot editor.  I want to edit a lot and save it as a new lot, and for the life of me I can't figure out how to do it.

Thanks in advance for any help, and again, thank you for giving us this wonderful tool.
Title: Re: PIMX Official support thread
Post by: RippleJet on November 07, 2009, 09:57:55 AM
I do have one question, and forgive me if I'm being obtuse.  I have read the guide, but one thing I can't seem to find, is how to "save as" in the lot editor.  I want to edit a lot and save it as a new lot, and for the life of me I can't figure out how to do it.

No, there is no "save as".
The only thing you can do is making a similar growable lot out of any ploppable one,
by right-clicking the lotconfig exemplar and selecting "Create a similar growable lot from this plopable".

Thus, if you want to create both a growable and a functional ploppable lot, create the functional landmark first, and finish that lot.
Then right-click and create a similar growable lot.

In order to copy the layout from one lot to another ploppable lot,
you'd need to copy the LotConfigPropertyLotObject properties between those lots (but not the one having Type: Building).
Title: Re: PIMX Official support thread
Post by: hooha47 on November 07, 2009, 10:04:17 AM
OK, I know how to do that.  Once again you've answered my questions.  It seems like you do a lot of that around here.  :thumbsup:
Title: Re: PIMX Official support thread
Post by: Andreas on November 07, 2009, 10:25:02 AM
Well, the thing is, you don't really need a "save as" feature anyway. The Maxis LE is using it, because you have to open an existing lot, remove everything (or at least some parts), change the building and then go from there. SC4PIM creates a blank lot whenever you're making a new descriptor (= a new building) anyway, so you don't have to start from an existing lot at all. So it's just another philosophy. :) As said before, copying an existing layout isn't very hard, but then again, if you really want a "save as feature" (i. e. for creating a series of similar park lots or something like this), you can easily use the Maxis LE for this, and then edit those lots with SC4PIM, and all the advanced features that it's offering.

EDIT: Yay, 3000th posting! :)
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 07, 2009, 10:57:57 AM
In order to copy the layout from one lot to another ploppable lot,
you'd need to copy the LotConfigPropertyLotObject properties between those lots (but not the one having Type: Building).
To copy, select the lines with  LotConfigPropertyLotObject, right click, and you'll get a 'Copy properties', then go in your destination lot examplar, right click somewhere in it, and you'll got 'paste properties'
and IIRC, you can even select the one with the building, PIMX will not copy it. ( not in your case Tage, because you're too advanced  ::) )

EDIT: Yay, 3000th posting! :)
Nice 3000th post :)
Title: Re: PIMX Official support thread
Post by: RippleJet on November 07, 2009, 11:19:09 AM
( not in your case Tage, because you're too advanced  ::) )

You're the one being advanced here! :P
Title: Re: PIMX Official support thread
Post by: tamorr on November 07, 2009, 01:23:14 PM
  My patience has paid off in waiting for this... I have read the guide and only have a dumb question that I really just want to confirm since it didn't mention anything of or about them in the huge readme. You can make a MEGA RCI growable lot correct...? Mainly reason I ask is for Industrial growables, and have only had hints no confirmation that is does. What I mean is making a growable lot bigger than 6x6...?

And great job to all of those that were involved in the developement of this nifty program. I did have a couple other question but were answered from the above post by others.... :)
Title: Re: PIMX Official support thread
Post by: RippleJet on November 07, 2009, 01:47:22 PM
You can make a MEGA RCI growable lot correct...? Mainly reason I ask is for Industrial growables, and have only had hints no confirmation that is does. What I mean is making a growable lot bigger than 6x6...?

Yes, you can make growable mega lots of virtually any size, up to 31×31 tiles. ;)
Title: Re: PIMX Official support thread
Post by: tamorr on November 07, 2009, 02:24:57 PM
That's good to know.... Now that I remembered the last question I had.... Also not clarified in the readme. When making a growable, having the building run through the algorythmn for capacity and stage.... What I am wanting to know is on the LE/Modding side. Of  course the building would have the primary information for that stuff, but I was thinking on props that would have a possibility to adding to those values.... Hence modding the building to be such. I would have too use reader for this correct, as it would be considered advanced modding?

   That is using the building on the same Lot with props of that building also on the lot making it a multiple of that building per say, visually. I would have to referance value in this tool and consider it advanced modding so it must be done in reader right?

   This is the only other question I had even if it is trying to read into what isn't in the readme. :)
Title: Re: PIMX Official support thread
Post by: RippleJet on November 07, 2009, 03:12:38 PM
Let me use SimGoober's Hanson Hosiery Mills as an example here.
The picture below shows the buildling and the yellow "LOD box":

(http://img521.imageshack.us/img521/1180/sghansonvn9.jpg)

It's an old picture is taken in Reader, that's why it's deformed a bit... and the LOD box was added by me afterwards...

Whenever a building exemplar is created in SC4 PIM, the first thing I recommend doing is right-clicking among the properties and select "Recompute properties as...".
This allows you to enter the building's filling degree, which is the ratio that the building fills the box outlined in yellow in the picture above.
By default, the filling degree is 0.50 (50%), but that has to be individually set for every building exemplar created.

To estimate the filling degree for this, let's look at the filling degrees separately for the three coordinate axes.


The total filling degree would thus be 1.00 × 0.85 × 0.80 = 0.68.

In this case however, SimGoober wanted the basement to be taken into account as well.
Thus, we increased the filling degree vertically from 0.80 to 1.00,
giving us a filling degree of 1.00 × 0.85 × 1.00 = 0.85, or 85%:

(http://img260.imageshack.us/img260/5434/sghansonrecomputees6.jpg)

All properties are recomputed based on this new filling degree.

So far this applies to all kinds of RCI buildings.
However, for industries and other kinds of megalots we also have to consider the size of the lot and the type of props on it.
Not all jobs are situated inside the main building, there may be auxiliary buildings on the lot in the form of props.

The picture below is the lot made by jestarr for the Hanson Hosiery Mills:

(http://img520.imageshack.us/img520/9943/sghansonlotlargekg9.jpg)

On this particular lot people work in both those sheds and also as drivers/loaders out in the yard where the trucks are.
Since all jobs have to be given in the building exemplar, the filling degree of the building should be increased,
to include all those props that are indicated with the yellow arrows above.

In this particular case, the filling degree could be increased to somewhere between 0.90 and 1.10.
For megalots (with lots of buildings as props) a filling degree well above 1.00 (100%) may have to be used.

As an example... say you have a megalot with two identical buildings, one as a building and the other as a prop,
and each having an individual filling degree of 0.7. That would give the total building a filling degree of 1.4.
Note however, that you cannot use the same building exemplar on a lot where it would be standing alone!

If you've got several buildings of diffrerent sizes on a megalot, it may be difficult to estimate the total filling degree.
In such a case you can make temporary building exemplars of each separate structure with their own filling degree.
Be sure you give them unique, temporary names, so that you can identify which desc files to delete from your plugins folder afterwards.

When all such temporary buildings have been created, sum the occupancy of them all to see what the total occupancy should be.
Then go back to your original building and increase the filling degree till you get roughly that occupancy.


EDIT:
Read also Barby's recent tutorial, SC4PIM How to make a neighbourhood or mega lot (http://sc4devotion.com/forums/index.php?topic=9313.0). ;)
Title: Re: PIMX Official support thread
Post by: FrankU on November 08, 2009, 02:22:19 PM
Maybe this post is considered a waste of precious bandwidth, but I want to congratulate everybody on this forum with the availability of this new tool and I want to thank Wou and his team from the deepest of my heart for the enormous feat that has been completed.

Now I will take my time to read the ReadMe and then I will actually use the tool.
And if I have a real bright question I will ask it here.

Thanks people!
Title: Re: PIMX Official support thread
Post by: Sam Johnson on November 16, 2009, 06:49:50 AM
First of all I have to say thank you to everybody who worked on this great tool. It makes everything much easier  :)

But while I was modding some props everytime when I did a right click I only got this
(http://www.ld-host.de/uploads/thumbnails/17babe151155d2de808b1e4fe62bd760.png) (http://www.ld-host.de/show/98400)

Does anybody have an idea how to fix this?

Thanks in advance
Title: Re: PIMX Official support thread
Post by: BarbyW on November 16, 2009, 06:57:36 AM
The Exemplar name seems to consist of blocks so I would suggest that is the problem. Is it a Japanese prop? I would suggest changing the exemplar name before trying to do anything else.
Title: Re: PIMX Official support thread
Post by: Sam Johnson on November 16, 2009, 07:14:13 AM
ehm, No I just pixelized the name in Photoshop, because I wanted to hide the projekt, as I showed the picture in another forum  ;D
Here's everything without photoshopping ;)
(http://www.ld-host.de/uploads/thumbnails/eb3aae9c38ac4d05870c37bb1a135569.png) (http://www.ld-host.de/show/98432)
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 16, 2009, 07:25:43 AM
It seems sometihng is missing in the language file
Can you check with the english one ?
Or you can add the following to the Deutsch.lang:
Code: [Select]
popupPropertyMenuItem36 = "Open lot(s) using this prop/family"
Title: Re: PIMX Official support thread
Post by: Andreas on November 16, 2009, 07:29:37 AM
Yeah, apparently, this line is missing in the German language file; I must have missed that somehow.

Text in German:

Code: [Select]
popupPropertyMenuItem36 = "Lot(s) öffnen, die diese Prop-/Gebäudefamilie nutzen"
Title: Re: PIMX Official support thread
Post by: Sam Johnson on November 16, 2009, 07:33:02 AM
Thank you, now everything works  :)
Title: Re: PIMX Official support thread
Post by: pzl on November 18, 2009, 11:38:30 PM
Thanks for this tool... but I'm having errors such as :

Traceback (most recent call last):
  File "SC4OpenGL.pyo", line 80, in OnPaint
  File "SC4LotPreview.pyo", line 1464, in OnDraw
  File "SC4LotPreview.pyo", line 1867, in Draw2D
OpenGL.GL.GLerror: (1281, '')
Traceback (most recent call last):
  File "wx\_misc.pyo", line 1342, in Notify
  File "wx\_core.pyo", line 14720, in Notify
  File "SC4LotPreview.pyo", line 1464, in OnDraw
  File "SC4LotPreview.pyo", line 1867, in Draw2D
OpenGL.GL.GLerror: (1281, '')

popping up when I try to use the lot editor .... can't seem to find anything on this in the user doc . Help please ?
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 19, 2009, 01:12:55 AM

Can you tell me what is your Graphic Card ? and on what OS please ?


Edit : After googling for that opengl error I found that:
Quote
The dreaded OpenGL 1281 error is thrown when your computer tries to load or draw a texture that is bigger than what your graphics card can handle.
As I'm using at max 512x512 textures ( or more exactly, if a Batter made a BAT with HD Textures ),  it looks like your graphic card or its driver are too old
In that case, try to update your drivers
Title: Re: PIMX Official support thread
Post by: pzl on November 19, 2009, 09:30:18 AM

*   Accelerator Information   *

Graphics Accelerator in Use:      Mobile Intel(R) 945GM Express Chipset Family

I'm running this on a HP Pavilion dv6000 under Vista.
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 20, 2009, 03:24:03 PM
Bah, intel GPU are the worst ( from coder point of view )

It is weird as it is reported to be allowed to handle up to 2048x2048 texture
Can you check if you have the latest drivers from here http://www.intel.com/support/graphics/intel945gm/ (http://www.intel.com/support/graphics/intel945gm/) ?
Title: Re: PIMX Official support thread
Post by: Travis on November 20, 2009, 05:47:35 PM
Indeed...I've been having the exact same problem, as I have an intel GPU as well. (965 express chipset family). I will try updating the drivers and check back. ;)
Title: Re: PIMX Official support thread
Post by: RippleJet on November 21, 2009, 06:22:43 AM
Thanks to caspervg an error has been found in the formula for calculating the Library Bulldoze Cost.
This is fixed in the recently uploaded SC4PIM New Properties XML Update (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2265).

That file will be updated and reuploaded whenever another error is found.
Thus, please make sure you've always got the latest updated new_properties.xml file!
Title: Re: PIMX Official support thread
Post by: pzl on November 21, 2009, 08:46:49 AM
Bah, intel GPU are the worst ( from coder point of view )

It is weird as it is reported to be allowed to handle up to 2048x2048 texture
Can you check if you have the latest drivers from here http://www.intel.com/support/graphics/intel945gm/ (http://www.intel.com/support/graphics/intel945gm/) ?



Installed latest drivers... still getting :


Traceback (most recent call last):
  File "SC4LotPreview.pyo", line 2515, in OnMouseMotion
  File "SC4LotPreview.pyo", line 1464, in OnDraw
  File "SC4LotPreview.pyo", line 1711, in Draw2D
  File "SC4LotPreview.pyo", line 1486, in DrawQuad
OpenGL.GL.GLerror: (1283, '')


a great number of times.....
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 21, 2009, 11:06:45 AM
Not the same error number indeed

I'll try to work on that
Title: Re: PIMX Official support thread
Post by: pzl on November 21, 2009, 05:12:31 PM
Thanks !  &apls

No rush though.... just let me know if you need the entire error listing.

Cheers.
Title: Re: PIMX Official support thread
Post by: dragonshardz on November 27, 2009, 04:53:16 PM
Strange error while opening new PEGPROD lot:

Quote
unexpectable error in C:\Users\DragonShardz\Documents\SimCity 4\Plugins\PEGPROD\PPonds\Locks\PEG-PP_2x_Lock_RESOURCE.dat in the entry number 0
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3159, in LoadDatas
  File "SC4Data.pyo", line 1260, in addFolder
  File "SC4Data.pyo", line 1263, in addFile
  File "SC4DatTools.pyo", line 687, in __init__
  File "SC4DatTools.pyo", line 756, in ReadEntries
  File "SC4DatTools.pyo", line 756, in <lambda>
  File "SC4DatTools.pyo", line 613, in __init__
struct.error: unpack str size does not match format
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 28, 2009, 05:38:49 AM
it is likely the .dat file is corrupted somehow or it use a strange format

Is the file availble on STEX ? because for certains reasons, I can't get it on PLEX :)
Title: Re: PIMX Official support thread
Post by: wouanagaine on November 28, 2009, 10:42:27 AM
I can read the file, and it shows up correctly in PIMX

Can you try with only that file ( make a folder with only that file, and load only this folder )

You might also want to open that file on Reader, and do reindex and rebuild Directory File then save and try again in PIMX

Edit : Stupid question, but does the file work correctly in SC4 ? You might also redownload the file, as it might have been corrupted during the download



Title: Re: PIMX Official support thread
Post by: clearlypowa on December 11, 2009, 06:24:00 AM
I dl SC4 PIM, and have this pb when inisializing  ()what()

Windows XP with last drivers cards ok. I have a Laptop

Edit : new xml properties are installed and in the config menu , i have a message "your GID is 0X78A7A30F"

the message i have in the picture is :

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3128, in LoadDatas
pywintypes.error: (2, 'RegOpenKeyEx', 'Le fichier sp\xe9cifi\xe9 est introuvable.')


Title: Re: PIMX Official support thread
Post by: wouanagaine on December 13, 2009, 04:41:20 AM
Make sure you have installed the game using the CD installer and not copied over other fancy places from another PC

Title: Re: PIMX Official support thread
Post by: gottago on December 13, 2009, 02:44:13 PM
I can't figure out how to define a corner lot with the PIM-X LE--can this be done, or do I have to pass a lot through the old LE to do this?
Title: Re: PIMX Official support thread
Post by: wouanagaine on December 13, 2009, 02:45:57 PM
Hum, I think I forgot that   &mmm

Can you edit the roadfacing property in the PIMX examplar of your lot ?
Title: Re: PIMX Official support thread
Post by: gottago on December 13, 2009, 03:57:31 PM
Not a problem W--I changed it using the old LE... just wanted to be sure I wasn't finding this function in the PIM-X
Title: Re: PIMX Official support thread
Post by: Travis on December 21, 2009, 09:21:23 AM
Posting to let you know, Wou, that I managed to fix my problem with LE_X by manually re-installing the graphics drivers from the intel site. thanks for your help. :)
Title: Re: PIMX Official support thread
Post by: Delecto on December 23, 2009, 12:28:46 PM
Hello wouanagaine, I hope you are fine.
Thank you for the PIMX, an incredible project. I have a problem when I open the LE_X, this window appears:

(http://img213.imageshack.us/img213/7236/pimxerror01.jpg)

Only with lots created with PIMX, no problem if the lot is created in LotEditor.
I run on a MacBook under Windows XP SP3. (Graphic Card: Mobile Intel(R) 965 Express Chipset Family)
and I installed all the DLLs that you recommend.

Any idea of what causes this error?  ()what()

Thank you for your time.  ;)


DEL!

Title: Re: PIMX Official support thread
Post by: Travis on December 23, 2009, 12:46:14 PM
Hmm...that's the exact same graphics driver I had problems with. Try looking for a newer driver that supports OpenGL on the Intel site. Hope that helps. :)
Title: Re: PIMX Official support thread
Post by: Delecto on December 23, 2009, 04:51:26 PM
Thank you very much Travis, it works like a charm now!  :thumbsup:
Title: Re: PIMX Official support thread
Post by: wouanagaine on December 27, 2009, 04:07:14 AM
Travis, can you please post a direct link to the driver you downloaded ? I'll add it on my first post, so anyone with an intel card can pick it up
Title: Re: PIMX Official support thread
Post by: Travis on December 28, 2009, 07:44:33 PM
http://downloadcenter.intel.com/T8Clearance.aspx?sType=&agr=Y&ProductID=&DwnldID=17407&url=/17407/a08/winvista_15124.exe&PrdMap=&strOSs=&OSFullName=&lang=eng

there it is. :thumbsup: (note that its for 32-bit Vista home premium, for others just navigate a little on the intel site ;) )
Title: Re: PIMX Official support thread
Post by: puresim on December 31, 2009, 07:04:24 AM
Hi wouanagaine,

Everything's working perfectly, no problems to report! :thumbsup:

I just wanted to ask you whether it was possible to add the wealth textures that appear around lots to the base texture options?

If it were possible I would use the wealth texture (white arrow) as a base texture on the lot (red arrow):
(http://i173.photobucket.com/albums/w73/purepics/redwhite.jpg)

This would allow the rail base textures to change depending on what rail texture mod people are using (Swamper, PEG, SFBT), if any.

Title: Re: PIMX Official support thread
Post by: Korot on December 31, 2009, 07:09:35 AM
You could use the LE to do what you want.

Regards,
Korot
Title: Re: PIMX Official support thread
Post by: wouanagaine on December 31, 2009, 09:39:41 AM
In LE-X you could see which textures are wealth dependant in the floating LE tools window, just drag&drop it onto your lot in the correct tile, and it should work
Title: Re: PIMX Official support thread
Post by: puresim on December 31, 2009, 10:45:05 AM
I'll take another look. Thanks.
Title: Re: PIMX Official support thread
Post by: Jonathan on January 06, 2010, 07:59:15 AM
Is there a way way to make CAMeLots out of existing lots using the PIM-X? I've downloaded several non-CAM skyscrapers and can the PIM-X "convert" them?
Title: Re: PIMX Official support thread
Post by: BarbyW on January 06, 2010, 08:25:31 AM
Yes, Jonathan. You can use PIM_X to change any lots to be CAMelots. You can either make a completely new lot by taking the model and making a new descriptor or by recomputing the lot in PIM_X. See my User Guide for details.
Title: Re: PIMX Official support thread
Post by: Jonathan on January 06, 2010, 08:31:08 AM
I looked in the user guide and searched for CAM and camelot, but I found no matches.
Do I need to click the Recompute properties in the context menu?
Title: Re: PIMX Official support thread
Post by: BarbyW on January 06, 2010, 09:05:10 AM
Select the building exemplar you wish to make a CAMelot and right click to select recompute. Once you have done that you should be taken to the lot exemplar with the new stage showing. All you will be missing at the moment is the CAMelot OGs which are needed to count the numbers of CAMelots in a city. wouanagaine is working on an update that will offer these when you are in the building exemplar. Not sure when that will be released although it should not be too long.
Title: Re: PIMX Official support thread
Post by: dragonshardz on January 06, 2010, 12:42:10 PM
OK, slightly confused: Does the PIM-X have a Lot Editor component?

If it does, I assume that instructions on accessing the Lot Editor in the PIM-X are in the user guide?
Title: Re: PIMX Official support thread
Post by: Jonathan on January 06, 2010, 12:45:27 PM
2x Yes
Title: Re: PIMX Official support thread
Post by: BarbyW on January 06, 2010, 01:22:19 PM
OK, slightly confused: Does the PIM-X have a Lot Editor component?

If it does, I assume that instructions on accessing the Lot Editor in the PIM-X are in the user guide?

As Jonathan said, yes and yes.
Title: Re: PIMX Official support thread
Post by: crushedcar on January 13, 2010, 09:26:12 PM
I apologize if this has been covered, but I am getting an error when trying to place an object in the Air Candy--Air Object/Building category. The error is a popup box containing a lot of text and a line at the bottom that reads.

Quote
ItemOrderForRunway
Traceback (most recent call last):
  File "treeDnD.pyo", line 93, in OnData
  File "SC4PIMApp.pyo", line 2833, in OnDrop
  File "SC4PIMApp.pyo", line 2903, in CreateAnExamplar
  File "<string>", line 0, in ?
NameError: name 'ItemOrderForRunway' is not defined

This would seem to be an error in the properties list. I know I could make this lot the old fashioned way, but I would prefer to use PIM-X to avoid conflicts with the Functional Airports mod.

Title: Re: PIMX Official support thread
Post by: wouanagaine on January 14, 2010, 01:32:46 AM
open you settings.ini and add the following line
Code: [Select]
ItemOrderForRunway=1
Title: Re: PIMX Official support thread
Post by: crushedcar on January 14, 2010, 11:20:12 AM
Did anyone test the air object portion of this? Your fix worked. However now I get a similar error that reads
Quote
NameError: name 'QueryForRunway' is not defined
.
Title: Re: PIMX Official support thread
Post by: wouanagaine on January 14, 2010, 01:49:18 PM
I think Ripplejet is needed here
Title: Re: PIMX Official support thread
Post by: xxdita on January 14, 2010, 11:13:57 PM
Maxis doesn't have any Air Candy lots, so a generic custom query is needed for Runways, Airport Buildings and Airport objects. Also, the Item Orders need to be added for each of those.

So add these lines to the settings.ini
Code: [Select]
ItemOrderForRunway     = 1
ItenOrderForAirportBuilding=2
ItemOrderForAirportObject=3

1,2 and 3 seemed logical to me.  :P

If you aren't sure about creating a custom query, you can simply use the query for parks. In your settigs.ini Just add the lines
Code: [Select]
QueryForRunway      = 0x0A562A05
QueryForAirportBuilding=0x0A562A05
QueryForAirportObject=0x0A562A05
Title: Re: PIMX Official support thread
Post by: gottago on February 04, 2010, 03:22:40 AM
I seem to have hit a grey area not covered in the readme: I made identical plop and a grow lots following RJ's earlier post by lotting the plop first, then cloning a growable from it. The lots will be released so I want to fold the .desc into the lot file, but when I went to Reader to edit exemplars, I saw that the cloned grow lot didn't have a DIR entry and that the IIDs already matched the .desc, and the LCPLO and following had a different structure. What needs to be done to fold the .desc into a cloned growable lot?

Another question, not really PIMX specific, but somewhat related (well, the Reader will be open so both will be dealt with at the same time): the growable will be a CAMeLot so the OG needs to be changed, but what about the plop (which has the same stats and jobs as the growable)? Do you also CAMify plops in such a case?
Title: Re: PIMX Official support thread
Post by: BarbyW on February 04, 2010, 04:40:05 AM
All you need to do to add the growable desc into the growable lot file is to copy the exemplar from the desc into the lot. Open both in Reader and copy from the desc and paste into the lot file.
The missing DIR is because there are no compressed files so it is redundant.
CAM OGs are not added to ploppables. They only count for growables.
Title: Re: PIMX Official support thread
Post by: gottago on February 04, 2010, 04:47:11 AM
Easy enough! Thanks Barby for your quick answers.
Title: Re: PIMX Official support thread
Post by: fafalone on February 04, 2010, 09:42:50 PM
I have the latest GMA drivers from the Intel website for my 945GM chipset (on xp32 mce), and I'm still getting the OpenGL error 1281 (and if left open eventually 1283 joins the fun) with LE-X *only when creating a new lot or attempting to edit certain lots*. I can't identify why some lots cause it and others don't; at first I thought it was size but that turned out to not be it.

It doesn't actually make the lot either apparently. Just creates a ._LooseDesc file.

The inconsistency in when this error occurs is confusing the heck out of me, can anyone shed some light on the matter?


Title: Re: PIMX Official support thread
Post by: BarbyW on February 05, 2010, 12:54:23 PM
The LooseDesc file is a file created as an intermediate before making the lot. Normally you would right click on that initial file and select "Create a ploppable lot". The lot is then created with the exemplar embedded into the lot file. The LooseDesc should then be deleted.
All I can tell you about the OpenGL error is that during testing we found that older drivers for the graphics card worked better than newer ones and/or that your card does not support some aspect of OpenGL that has been programmed into SC4PIM. Have you checked the OpenGL compatibility using dxdiag?
Title: Re: PIMX Official support thread
Post by: fafalone on February 05, 2010, 02:53:11 PM
The errors come up right as the LE starts loading after clicking make plopable. The sc4lot never appears and the loosedesc is never deleted.

How do you check compatibility? I can't find a single reference to OpenGL on the dxdiag window. However Intel's website says the 945gm supports OpenGL 1.4 plus extensions.

I'll try a older version of the drivers.
Title: Re: PIMX Official support thread
Post by: joelyboy911 on February 27, 2010, 03:03:12 AM
I have a problem. Well, I think I have a problem at least. When I drag my model (in this case I'm using the blank model) to the Airport Object section, it creates the building exemplar as I want it. That step is working fine. However, when I go to make the lot using SC4PIM, by right clicking and selecting create growable lot it makes the Lot Building Exemplar, but as I have the same problem as fafalone, I am presented with the same string of errors (OpenGL on mouse something-or-other). This means that a LotConfig is not created.

However, I feel certain that I was once able to get a blank lot with basic ground textures from this process, which I was then able to detail in Maxis LE. The only thing that I think has changed since then is the installation of the XML Properties update.

Please don't suggest me to look for the old drivers etc. My computer is a laptop and therefore has onboard graphics. I have tried following the link found by Travis, but it wouldn't install on my computer. I'm looking for a different solution than that. I don't have enough free time to trawl through the (IMO Difficult to navigate) Intel website and though I'm sure the LE-X has many advantages over the Maxis-LE, it isn't a high enough priority for me right now.

EDIT: The plot thickens. Though I had once thought it impossible to edit lots using SC4PIM - I was mistaken. I am able to open existing lots - creating them seems to be the only problem.
Title: Re: PIMX Official support thread
Post by: SimNation on March 03, 2010, 04:14:30 PM
Hello gents and ladies I have a simple problem that I am sure someone experienced with using PIMX might be able to help me out with. I created a passenger rail transit building. Dragged the model to Plop->Passenger Rail category,generated the filling degree and lot edited the item while saving. Deleted the looseDesc file as instructed to via the guide.

Problem is when I opened the lot in SC4tool and tried to put in the Transit enabling the Enabling drags in fine,but the lot shows no textures (just says not found a million times over) and the save button remains completely grayed out. The switch cost is changeable, as are the entry points but I am completely unable to save it so the lot can be Transit Enabled. Anyone know whats going on?


Also I kinda have a small request..is there a chance for the lot editing we could get the ability to raise and lower props? Some props need to be raised in order to be seen properly.
Title: Re: PIMX Official support thread
Post by: wouanagaine on March 03, 2010, 04:32:40 PM
Hello gents and ladies I have a simple problem that I am sure someone experienced with using PIMX might be able to help me out with. I created a passenger rail transit building. Dragged the model to Plop->Passenger Rail category,generated the filling degree and lot edited the item while saving. Deleted the looseDesc file as instructed to via the guide.

Problem is when I opened the lot in SC4tool and tried to put in the Transit enabling the Enabling drags in fine,but the lot shows no textures (just says not found a million times over) and the save button remains completely grayed out. The switch cost is changeable, as are the entry points but I am completely unable to save it so the lot can be Transit Enabled. Anyone know whats going on?
Looks like a SC4Tool problem
I suppose the textures were ok on SC4PIM ?

Quote
Also I kinda have a small request..is there a chance for the lot editing we could get the ability to raise and lower props? Some props need to be raised in order to be seen properly.
use the same hotkeys as in maxis LE, ie CTRL-up CTRL-down
Title: Re: PIMX Official support thread
Post by: SimNation on March 03, 2010, 09:47:32 PM
Looks like a SC4Tool problem
I suppose the textures were ok on SC4PIM ?
use the same hotkeys as in maxis LE, ie CTRL-up CTRL-down



Base textures seem to act up a bit for some Mega packs. The saved lot file does not show the base textures I put on the lot even though it shows the textures put on the lot in PIM which are still there when you reopen the lot in PIM.

I noticed that when you check to see the items the lot is using (in PIM lot editor) those textures do not appear on that list at all even though you visually see them on the lot.Constantly removing then reputing the textures does not seem to work but once every x times (completely randomly) that base texture that would not show up on the lost list shows up when you drag it.

As for SC4tool not letting me save the TE I add to the lot I do not think it is a SC4tool problem because I have used the Maxis lot editor before and never had any problem with it. Even enabling .dat lots someone else made always works in Sc4tool.
Title: Re: PIMX Official support thread
Post by: RippleJet on March 04, 2010, 02:16:42 AM
Could you attach that lot to a post, so that wouanagaine or I could take a look at it? :)
Title: Re: PIMX Official support thread
Post by: Andreas on March 04, 2010, 03:57:45 AM
It shouldn't matter if SC4Tool's TE Editor is able to display the textures or not, as it doesn't touch them at all anyway. They are only there to serve you as a visual guideline which tiles should be TE'd. Make sure the texture pack is located within your plugins folder when starting SC4Tool. And yes, please attach the lot in question here, so we can have a look what might have gone wrong.
Title: Re: PIMX Official support thread
Post by: SimNation on March 04, 2010, 11:01:55 PM
Could you attach that lot to a post, so that wouanagaine or I could take a look at it? :)

First here it is with the textures on the lot showing up in the lot image on the left
(http://img205.imageshack.us/img205/9641/basetextureshowinginpim.jpg)

Here is set lot in game
(http://img412.imageshack.us/img412/8508/basetexturenotshowingup.jpg)


Now...here is the same lot with the textures but after I had decided to change the base textures but then
change them back to the ones I was using previously. The textures showing on the lot but not showing up in game and
in the view list on the left happen with other textures from different sets as well. These are BSC Mega Pack Texture 1 and I get the samething
with Ndex Textures and others. It mostly happens for some of the base textures(mostly the tiled like ones) from what I can tell.
(http://img97.imageshack.us/img97/7944/samebasetexturenotshowi.jpg)


The lot was created from a model that was in a .dat with the stations name and I had deleted the lot that was inside the .dat so that I could make a new lot completely from scratch. And No I did not put the newly created lot in the .dat file which contained the lot the creator made.
Title: Re: PIMX Official support thread
Post by: RippleJet on March 05, 2010, 12:28:41 AM
The textures seen in the game, seem to be the default ones that SC4 PIM puts on a newly created lot.
Thus, could this be a case of the lot having two base textures on each tile?

Always delete the base textures in SC4 PIM before adding any new ones.
There is an error in the program, disallowing you to replace existing textures, it only adds another set of textures...
Title: Re: PIMX Official support thread
Post by: SimNation on March 05, 2010, 08:38:35 AM
The textures seen in the game, seem to be the default ones that SC4 PIM puts on a newly created lot.
Thus, could this be a case of the lot having two base textures on each tile?

Always delete the base textures in SC4 PIM before adding any new ones.
There is an error in the program, disallowing you to replace existing textures, it only adds another set of textures...

The lot had no base textures when I created it....I put a model in to use the lot there was no textures at all.I stated that I deleted the textures and replaced them and it still did it already.Also can anyone tell me why I cannot edit the lot in SC4tool TE portion? It refuses to un-gray the save icon.
Title: Re: PIMX Official support thread
Post by: RippleJet on March 05, 2010, 08:54:17 AM
The lot had no base textures when I created it....

Every lot created in SC4 PIM gets a default Maxis base texture.
Unless you excluded the folder "Program Files\Maxis\SimCity 4\" upon starting SC4 PIM, they should show up.

Any chance you could attach that lot of yours to a post here? :)
Title: Re: PIMX Official support thread
Post by: SimNation on March 05, 2010, 01:44:49 PM
Every lot created in SC4 PIM gets a default Maxis base texture.
Unless you excluded the folder "Program Files\Maxis\SimCity 4\" upon starting SC4 PIM, they should show up.

Any chance you could attach that lot of yours to a post here? :)

I fixed the problem it was that I the sc4.dats did not get checked....the PIM guidelines did not say you needed it checked at all. Once I checked the folder those base textures that you said load were there and the problem was fixed.As for the Transit Enabling I also fixed that as well.I decided to make a new one and see if that bug you mentioned screwed up the Transit Enabling and it either did or something else did because now I can save the transit enabling on the lot.

Thanks for the quick help..but for future reference someone should put that whatever sc4.dat that contains that texture MUST be among the stuff you are using. So that no one else runs into the same headache as me if they do not want to load all the maxis stuff.  :P
Title: Re: PIMX Official support thread
Post by: gtaki on March 14, 2010, 12:56:07 PM
Hi there.

I would like to know if there's any special procedure on making multi overlays. The user guide says LE_X handles multi overlays as WYSWYG, but it seems nothing different from those made in MaxisLE (after testing my lot) ()what()

I create lots in MaxisLE first, and then change to LE_X to place textures, save then go back to MaxisLE and put props.
Title: Re: PIMX Official support thread
Post by: colinfang on March 17, 2010, 10:12:57 PM
how were the effect of properties discovered initially? Does is come from some official editor released by maxis?  Is there a brief history about the building up of the property names from property id?

in other words, does property.xml come from blank or it was constructed on solid fundation built by others?

e.g property: constant monthly income.  who discovered it and who named it as such?

thank you in advance if you can fulfill my curiosity.
Title: Re: PIMX Official support thread
Post by: RippleJet on March 18, 2010, 02:14:49 AM
The original XML file was by Maxis, and is called SC4Exemplar.xml.
That can be found in the "Program Files\Maxis\SimCity 4\Apps" folder.
Title: Re: PIMX Official support thread
Post by: colinfang on March 18, 2010, 03:23:18 AM
oddly, i don't have xml files under apps, the only things there are simcity4.exe/ini secdrv.sys loteditor.exe drvmgt.dll dbghelp.dll 000000.016/256
Title: Re: PIMX Official support thread
Post by: RippleJet on March 18, 2010, 05:12:37 AM
I believe SC4Exemplar.xml was included with Maxis' Plugin Manager (which in turn came with the BAT).
Title: Re: PIMX Official support thread
Post by: joelyboy911 on March 20, 2010, 09:56:08 PM
I have a suggestion for the PIM-X team: I would like to be able to copy the UVNK property from one prop exemplar to another, because they have the same name, it would save (only a little, admittedly) filesize by not having to have duplicate LTEXT files. Of course I can do this task in Reader, but to be able to do it in PIM-X (when I'm making the prop exemplars) would be really great.
Title: Re: PIMX Official support thread
Post by: joelyboy911 on April 14, 2010, 11:19:16 PM
OK, don't worry about replying to me at all.  &mmm

Anyway I have a new and more important problem.

Code: [Select]
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 406, in UpdateEntry
  File "SC4DatTools.pyo", line 506, in GetProp
AttributeError: Examplar instance has no attribute 'link

This occurred after a PIM-X crash when I clicked save after adding a prop to a family. It also corrupted all the exemplars I had edited prior to the crash.

Edit: sorry, i forgot to say that that message came up at start up during the 'Initialising' phase. Initialising stalled and the application did not open. Removing the corrupted file solved the problem but since the application caused the problem I thought I would bring it up.
Title: Re: PIMX Official support thread
Post by: wouanagaine on April 15, 2010, 01:36:00 AM
Unfortunatly, I think your only solution is to remove your latest edited file from your plugins
Title: Re: PIMX Official support thread
Post by: joelyboy911 on April 15, 2010, 01:52:37 AM
That's OK, if I can replicate the error that occured first, I'll post the information here to see if anyone can figure it out.
Title: Re: PIMX Official support thread
Post by: fafalone on April 15, 2010, 02:36:24 AM
I encountered something interested regarding the OpenGL 1281 errors.

I was going through my latest project updating every lot with a couple extra props. Thing were going along fine, then I got to one particular lot from my pack that produced the error when opening the Lot Editor. The only difference between this lot exemplar and the others was that the others already had a prop on them, and this lot didn't. Sure enough, when I manually added a prop by copying a LotObjectData line over in Reader, it opened up in the LE when I switched back to PIM-X.

Even weirder, NONE of my lots would open in LE if I selected the Program Files\Maxis folders when PIM-X first starts. All gave the OpenGL 1281 errors.

---

Related to my earlier posts, rolling back the display driver to the earliest version that supports my resolution didn't help.
Title: Re: PIMX Official support thread
Post by: D583087 on May 28, 2010, 09:04:42 AM
I was trying to change some of the building exemplars I've downloaded so they are CAM converted, following the SC4PIM User Guide from pg. 12-14.  The issue I'm running into is with setting the CAM occupancy groups.  The "How to Create a Growable Lot" step 4 says you should be able to double click on the Occupancy Group and be able to add the respective Occupant Group codes... however, when I double click on Occupancy Group, nothing happens.  Am I missing a step somewhere?  I have the new properties XML download already too, if that matters.

Great tool otherwise though...  :thumbsup:
Title: Re: PIMX Official support thread
Post by: DCMetro2834 on May 31, 2010, 03:07:54 PM
Hello,

Had a question....are you supposed to put the dlls in Computer --> Program Files --> SC4PIM? I dled all of them, put them in there, and also reinstalled....but I still get the startup error. The dlls are still in their extracted folders, but I figured it shouldn't matter....
I have Win 7 32 Bit.

Is there anything else I could do?

-DC
Title: Re: PIMX Official support thread
Post by: thingfishs on May 31, 2010, 05:22:16 PM
Hi,

why, sometimes when I make a new exemplar, is a ._LooseDesc file created instead of a .SC4Desc?
Title: Re: PIMX Official support thread
Post by: Andreas on May 31, 2010, 05:43:43 PM
why, sometimes when I make a new exemplar, is a ._LooseDesc file created instead of a .SC4Desc?

As mentioned in the readme file, this "LooseDesc" file is only there to cache the properties for a ploppable lot, which are merged with the SC4Lot file once it is created, so the "LooseDesc" should be deleted after creating the lot.
Title: Re: PIMX Official support thread
Post by: wouanagaine on June 02, 2010, 01:10:15 AM
And at least should not be included in any download. You can keep the loosedesc as long as yuo intend to create more than one lot for the same plopable examplar. If however you delete the loosedesc, you can still use the examplar included in the lot to create another lot

To know if you have some loosedesc floating on your plugins folder, in PIMX go in the 'unknown/unused' category, there will be there
Title: Re: PIMX Official support thread
Post by: Biriali on June 24, 2010, 08:49:05 AM
I think I may have a problem with this otherwise excellent tool.

I am trying to create a building family (it has to be buildings, as the family consists of boats that are to be plopped on water). The problem is that instead of making .sc4desc files, PIMX makes ._loosedesc files. Normally, this is no problem at all. But when I then select the "create a ploppable lot from this building" and select to use the entire family, only one ._loosedesc file is merged in to the lot. This means that there's no building family associated with the lot, only the one building I selected.

I did study the manual, but it doesn't mention this problem.
Thank you for your help. By the way, this is the first real issue I've had with this program. It's a really helpful addition! :thumbsup:
Title: Re: PIMX Official support thread
Post by: CasperVg on June 24, 2010, 11:11:39 AM
I'm not 100% sure, but I think making building families for plopable lots is not possible. It only works for growable lots, if I recall correctly.
Title: Re: PIMX Official support thread
Post by: BarbyW on June 24, 2010, 01:30:03 PM
You are correct, Casper. Ploppable lots cannot have a building family.
Title: Re: PIMX Official support thread
Post by: LordLucifer on June 26, 2010, 08:43:15 AM
Hello,
I created some lots with mediterranean buildings for my cj "Royaume Bourgogne du Sud" at simforum.de.

all different lots:
(http://www.ld-host.de/uploads/thumbnails/1c0a79bc39199313b5a03a1bb1f5320b.jpg) (http://www.ld-host.de/show/1c0a79bc39199313b5a03a1bb1f5320b.jpg)

R$$1x3:
(http://www.ld-host.de/uploads/thumbnails/dc43c35493152758c84c5f32996ec378.jpg) (http://www.ld-host.de/show/dc43c35493152758c84c5f32996ec378.jpg)
R$$1x2:
(http://www.ld-host.de/uploads/thumbnails/db8a9015033580ba97faa76d48f0607f.jpg) (http://www.ld-host.de/show/db8a9015033580ba97faa76d48f0607f.jpg)

To create the lots i used the original Loteditor. After lotting i wanted to start modding these lots. I installed PIMX, downloaded the dll-files, deactivated windows aero and started the programm as administrator. Now, if i try to create a desc-file this message is popping up:
Quote
Traceback (most recent call last):
File "SC4PIMApp.pyo", line 3051, in OnBeginDrag
File "SC4Data.pyo", line 50, in __getitem__
KeyError

windows 7 professional
NVIDIA GeForce 8600 GTS

re-install or compatibility mode doesn't help.
Title: Re: PIMX Official support thread
Post by: BarbyW on June 26, 2010, 12:12:35 PM
What building exemplar have you used for the lots? Normally you would make the building exemplar first then make the lots.
Title: Re: PIMX Official support thread
Post by: LordLucifer on June 26, 2010, 01:41:18 PM
for the lots i used the original building "Villa Vipla", then Fluggi (http://sc4devotion.com/forums/index.php?action=profile;u=45882) told me that i have to create a new desc-file and exchange the building on the lot. With his help i tried to create a new desc-file with PIMX, but the error-message popped up.

Now i have deleted PIMX, re-installed it and deleted all of the following dll-files:
    *  GLU32.dll
    * GLUT32.dll
    * GDIPLUS.dll
    * MSVCP71.DLL

after that i downloaded the dll-files again from the internet and now it works. No new error-message.  ()stsfd()
Title: Re: PIMX Official support thread
Post by: BarbyW on June 26, 2010, 03:20:33 PM
Good to hear you have solved your problem.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on July 09, 2010, 07:44:07 AM
Excellent program here!  I am new here, and I especially appreciate the "filling degree" tool.  I have a few questions though.

1)  How compatible is this with Ilive's Reader?  I have had some trouble when I make a .dat in PIMX and then mod it in the reader and then go back to pimx to LE.  I haven't pin-pointed the problem, but it seems the Reader doesn't change data properly for pimx.  One example was when I made a landmark with IR jobs and changed the wealth and occupancy(?) with the reader.  The landmark had no jobs in-game, but when I changed them in pimx it worked.

2)  I am also having trouble with making Passenger Ferries.  Is there a way to make lots rest on water in pimx?  In X-tools i changed the proper tile from land to water (and also gave it water capabilities).  The Ferry plops correctly, but nobody uses it.  I understand a certain water depth is required for a ferry to work, but the CSG basic ferry pontoon works on the same tile.  In fact, I have tried to copy the bfp as well as possible with no avail.

3)  In PIMX one can change the tile-set, and I have quickly confused myself as to which buildings will grow :).  I also have some buildings that were made improperly in-game and don't want them to grow anymore.  Is there anything wrong with setting the tile-set to be none?

4) Lastly, I am trying to reduce the visibility of the diagonal road grass.  I have made a lot that the yellow-prop-square serverly overhangs the tile border.  Is this wrong?
 
Maybe that last question doesn't belong here.  Thanks again.
Title: Re: PIMX Official support thread
Post by: RippleJet on July 09, 2010, 04:07:43 PM
1)  How compatible is this with Ilive's Reader?  I have had some trouble when I make a .dat in PIMX and then mod it in the reader and then go back to pimx to LE.  I haven't pin-pointed the problem, but it seems the Reader doesn't change data properly for pimx.  One example was when I made a landmark with IR jobs and changed the wealth and occupancy(?) with the reader.  The landmark had no jobs in-game, but when I changed them in pimx it worked.

Basically you shouldn't change the wealth of an I-R building in Reader.
I-R buildings need to be low wealth in order to be correctly categorized in PIM-X.


2)  I am also having trouble with making Passenger Ferries.  Is there a way to make lots rest on water in pimx?  In X-tools i changed the proper tile from land to water (and also gave it water capabilities).

Water/land constraints unfortunately cannot be set/changed in PIM-X.
Wouanagaine is aware of this, but we're not sure when he'll find time to add the feature.


3)  In PIMX one can change the tile-set, and I have quickly confused myself as to which buildings will grow :).  I also have some buildings that were made improperly in-game and don't want them to grow anymore.  Is there anything wrong with setting the tile-set to be none?

Nothing wrong really... that's how blockers are made.
If you remove all tilesets, existing buildings in your cities will still function and upgrade, but no new ones will ever grow again.


4) Lastly, I am trying to reduce the visibility of the diagonal road grass.  I have made a lot that the yellow-prop-square serverly overhangs the tile border.  Is this wrong?

Everything diagonal needs to be overhanging props, yes. ;)
Title: Re: PIMX Official support thread
Post by: CityMEX on July 21, 2010, 06:41:34 PM
OK, don't worry about replying to me at all.  &mmm

Anyway I have a new and more important problem.

Code: [Select]
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 406, in UpdateEntry
  File "SC4DatTools.pyo", line 506, in GetProp
AttributeError: Examplar instance has no attribute 'link

This occurred after a PIM-X crash when I clicked save after adding a prop to a family. It also corrupted all the exemplars I had edited prior to the crash.

Edit: sorry, i forgot to say that that message came up at start up during the 'Initialising' phase. Initialising stalled and the application did not open. Removing the corrupted file solved the problem but since the application caused the problem I thought I would bring it up.

Hi everyone...Yeah i got the same delicate situation. The Msg is showen during the initialising-phase. Was trying to figure out which file it is by loading the pimx with and without my plugin folder. in my case it seems the corrupt file is located ingame as a file of sc4deluxe and i can't remove it. big problem i guess. do i have to reinstall sc4? thats really the last option i'd like to do..... :-\

I encountered something interested regarding the OpenGL 1281 errors.

I was going through my latest project updating every lot with a couple extra props. Thing were going along fine, then I got to one particular lot from my pack that produced the error when opening the Lot Editor. The only difference between this lot exemplar and the others was that the others already had a prop on them, and this lot didn't. Sure enough, when I manually added a prop by copying a LotObjectData line over in Reader, it opened up in the LE when I switched back to PIM-X.

Even weirder, NONE of my lots would open in LE if I selected the Program Files\Maxis folders when PIM-X first starts. All gave the OpenGL 1281 errors.

---

Related to my earlier posts, rolling back the display driver to the earliest version that supports my resolution didn't help.
  <<
.. and here the same. same prob like u have fafalone. if i want to create a lot by using the building i chose i get an error (openGL.dll).The LE doesn't start and the pimx creates just a loosedesc-file in the plugin folder. nothing else....was trying it with diffrent building exemplar to create a new plop but it doesn't helps...
if anybody has a solution or idea to fix it, just let us know....have an itch to fix it, really  ()stsfd() ...
Title: Re: PIMX Official support thread
Post by: wouanagaine on July 22, 2010, 07:08:13 AM
Are you sure you haven't any plugins in the Program files\Simcity 4\plugins folder ?
And if not what is the last modified date of the various simcity_x.dat files, just to make sure you or any other program have modified the files

Title: Re: PIMX Official support thread
Post by: CityMEX on July 22, 2010, 04:59:32 PM
Are you sure you haven't any plugins in the Program files\Simcity 4\plugins folder ?
And if not what is the last modified date of the various simcity_x.dat files, just to make sure you or any other program have modified the files

Of course i have. but to find the issue i did copie the files i work with (airport stuff) to an other direction outside of my plugin-folder. first of all, i tried to find out,which file(s) is/are corrupted and where it is located. i deleted the whole pic-DB and started pimx just with some files in the Program files\Simcity 4\plugins folder which i have there placed since i installed pimx (AC-team files, voltaire airportfiles,some essential texture pack and so on). ok, the prog started up normally without issues or crashes. then... i did the same but just with simcity-files (checked the box of the folder: maxis\Simcity 4\plugins when i started the pimx in the first conf-window)...and with some files of there i get problems. but i guess there is nothing to fix up. i just have to reinstall the whole simcity again...

anyhow,what do u mean by this? ::)  $%#Ninj2
...what is the last modified date of the various simcity_x.dat files...
am not sure, i never modded something around there. in fact, since now i never created my own plop with pimx...i just get to use with it and its really a great program with a lot of options.. am sure i will gonna fix that issue...finally there is a possitive side-effect..as more as u try to solve something as more u have to look into a subject and learn a lot about it....

anyway, thnx....:)


Title: Re: PIMX Official support thread
Post by: xxdita on July 22, 2010, 07:02:50 PM
Make sure that you're using the latest XML file from the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2265). Sounds like a problem another member was having a few days ago.
Title: Re: PIMX Official support thread
Post by: CityMEX on July 23, 2010, 05:16:05 PM
Make sure that you're using the latest XML file from the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2265). Sounds like a problem another member was having a few days ago.
yeah thnx. am using it :) i guess there is a registry problem on my maschine and has nothing to do with pimX.. anyway, tomorrow i will get back my laptop and sunday the machine will be ready for use. will install everything new from ground up and start with a fresh vigin win7,nice graphic card and quard processor. am sure the actual problems will be things of the past $%Grinno$%...
keep cool.mex
Title: Re: PIMX Official support thread
Post by: Lowkee33 on July 25, 2010, 02:57:45 AM
I didnt get much help with this in the LE Help threads.  So here I am with a picture.

(http://a.imageshack.us/img541/60/rootedapr16421280047365.jpg)

The two lots in the center are the same lot and have the same problem.  The top lot grows and does not loose its construction texture.  When I go to zone view and back I am left with the bottom lot.

This problem happens pretty randomly with all buildings.  Am I opening PIMX with too much stuff (SC4 + 300mb of plugins)?
These houses are found in CSX Mega Vol 04.

I did the following: 1) Open PIMX with just CSX and made the models into .desc files, which I then added to the same family and gave a euro tile set. 2) Re-open PIMX with the SC4 and plugins, made a growable, opened the LE and deleted the base textures. 3) save, quit, play.

I am really in the dark with this one as I cant seem to make it happen on purpose.  So far my solution has been to add base textures when I see this happen.  Thanks.   
 
Title: Re: PIMX Official support thread
Post by: BarbyW on July 25, 2010, 04:47:25 AM
You cannot have a growable with a transparent base texture as the zone colour will show as it does in the bottom lot.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on July 25, 2010, 01:23:19 PM
 Thanks BarbyW - your sureness  made me wonder why it only happens to some of my lots.  The answer is overlay textures.  So far my conclusions is that if a lot has at least one overlay will not have this happen.  However, a void on that tile will eventually appear.  That void can be removed by a quick data view change. As you can see in my pic, every other growable appears fine without base textures.
 
Edit:  However these lots have their own problems which I have not isolated.  Sometimes these lots will behave like an immortal lot, but in this case the overlay textures will be seemingly immortal.  I say seemingly, because plopping a grassy park and then demolishing it will remove the problem (I would imagine any lot plop would do, but I have not tested it). 
 
     I will add a PIMX tip:  I have found that moving to quickly into the LE will cause many "no preview" boxes to appear.  I opened task manager to see if anything was happening, and indeed PIMX was using the CPU.  So, if you want the best experience out of PIMX it is best to wait until it is done with whatever it is doing (which I imagine is loading the pictures) and then start Lotting.     
Title: Re: PIMX Official support thread
Post by: j3shafer on August 28, 2010, 02:13:39 PM
Can't get it to work.

********************* ERROR *********************
in examplar 0x6534284AL 0xCF2BDCF8L 0x516BD80AL
located in C:\Users\Owner\Documents\SimCity 4\Plugins\BSC.dat
Unknown prop type
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 397, in UpdateEntry
  File "SC4DatTools.pyo", line 388, in __init__
  File "SC4DatTools.pyo", line 466, in DecodeBuffer
  File "SC4DatTools.pyo", line 457, in DecodeBinary
  File "SC4DatTools.pyo", line 457, in <lambda>
  File "SC4DatTools.pyo", line 120, in __init__
KeyError: 9216

I've tried to re-download and install it. I've tried downloading and replacing the .dll's. I'm just a casual gamer so python script errors are sort of lost on me.
Title: Re: PIMX Official support thread
Post by: RippleJet on August 28, 2010, 02:24:28 PM
located in C:\Users\Owner\Documents\SimCity 4\Plugins\BSC.dat
Unknown prop type

I assume BSC.dat is a datpacked file of yours.
I'd recommend that you un-datpack your plugins before running PIM-X.
It would be a lot easier to check that "unknown prop type", if we'd know in which original file it is.
Title: Re: PIMX Official support thread
Post by: wouanagaine on August 28, 2010, 02:25:30 PM
What is that BSC.dat ??? a datpacked file ?
Please don't try to edit packed files, only use the minimum files you need

There is nothing wrong in PIMX by itself it is just one prop in one examplar in yuor BSC.dat that is causing the problem

Title: Re: PIMX Official support thread
Post by: j3shafer on August 28, 2010, 05:57:27 PM
Thanks.
Title: Re: PIMX Official support thread
Post by: j3shafer on August 30, 2010, 09:10:31 PM
Sorry, I've got another one for you. Everything was going along fine and working perfectly. I was in the process of saving some lots I had edited when all of a sudden I got an error message and it refused to save anymore. I shut it down and now every time I restart it get this...

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 406, in UpdateEntry
  File "SC4DatTools.pyo", line 506, in GetProp
AttributeError: Examplar instance has no attribute 'link'
Title: Re: PIMX Official support thread
Post by: dielauweneger on September 06, 2010, 03:15:17 PM
Hello,

First of all i want to say that this tool is great  :thumbsup:, you guys can understand and modify the game so well.
I have a question regarding making a ploppable lot. I read the user guide and followed the instructions. For example i turned a
commercial highrise into a landmark, and i ended up with a model (building) on a blank (grey looking) lot, that i can modify in the lot editor of course.
But is there a way (and i saw Andreas and wouanagaine talk about copying a layout from one lot another on page 1 of the support thread) that i can copy the base texture/loteditor properties (i dont know the right word) from the old commercial highrise to the new created landmark? So that it replaces the grey blank lot. It would save a lot of time, otherwise i have to manually edit the lot just like the old one.
If im not clear enough just let me know.

Thanks in advance

Btw: for the dutch people: im sorry for my username, i made that up when my head wasn't connected to my fingers.
Title: Re: PIMX Official support thread
Post by: wouanagaine on September 06, 2010, 03:33:00 PM
Sorry, I've got another one for you. Everything was going along fine and working perfectly. I was in the process of saving some lots I had edited when all of a sudden I got an error message and it refused to save anymore. I shut it down and now every time I restart it get this...

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 406, in UpdateEntry
  File "SC4DatTools.pyo", line 506, in GetProp
AttributeError: Examplar instance has no attribute 'link'
remove or unselect the folder whee you put newly created files

Hello,

First of all i want to say that this tool is great  :thumbsup:, you guys can understand and modify the game so well.
I have a question regarding making a ploppable lot. I read the user guide and followed the instructions. For example i turned a
commercial highrise into a landmark, and i ended up with a model (building) on a blank (grey looking) lot, that i can modify in the lot editor of course.
But is there a way (and i saw Andreas and wouanagaine talk about copying a layout from one lot another on page 1 of the support thread) that i can copy the base texture/loteditor properties (i dont know the right word) from the old commercial highrise to the new created landmark? So that it replaces the grey blank lot. It would save a lot of time, otherwise i have to manually edit the lot just like the old one.
If im not clear enough just let me know.

Thanks in advance

Btw: for the dutch people: im sorry for my username, i made that up when my head wasn't connected to my fingers.
Edit :
EDit the new lot, select all lines that start with LotConfigPropertyLotObject but the one that have 'Building' in value and right clic and choose 'delete'
Edit the old lot, select all lines that start with LotConfigPropertyLotObject and right clic and choose 'Copy'
Edit the new lot, right clic and choose paste
voila
Title: Re: PIMX Official support thread
Post by: dielauweneger on September 07, 2010, 04:55:28 AM
Merci bien wouanagaine :thumbsup: It works great and easy. I have one last question. If i make some buildings ploppable, like the Elipse Tower (a 6x2 lot), it wants to make a lot with a width of 2 and a height of 6, but the lot is 6x2. Strangely it doesn't happen to all buildings. I have to get that first right, otherwise the copying of the lotedits will mess up the new lot.

See you
Title: Re: PIMX Official support thread
Post by: wouanagaine on September 07, 2010, 05:08:55 AM
That's someting I haven't think of, ie the building is rotated on the lot ;(
Title: Re: PIMX Official support thread
Post by: wouanagaine on September 14, 2010, 05:51:50 AM
RC8 has just been updated to the LEX, grab it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2260)


Fixed your link! :)
Tage
Title: Re: PIMX Official support thread
Post by: Lowkee33 on September 14, 2010, 07:54:47 AM
The link does not work for me (seems to be to an EDIT page).

But thanks none the less.
Title: Re: PIMX Official support thread
Post by: RippleJet on September 14, 2010, 08:18:26 AM
The link does not work for me (seems to be to an EDIT page).

So he invited us to edit the lot editor... $%Grinno$%

Link fixed. ;)
Title: Re: PIMX Official support thread
Post by: sdc16064 on September 28, 2010, 02:59:54 PM
I have trouble with the LotEditor part, when I open it up, it says wxPython and various jumbled errors.
Title: Re: PIMX Official support thread
Post by: effluant on September 29, 2010, 09:39:12 PM
I cannot download pimx from your link. Please go to the download page and try it yourself.  I find no download links at all,  just a page with the description of Pimx.  I hope you can fix this issue I would love to try your product.
Title: Re: PIMX Official support thread
Post by: catty on September 30, 2010, 12:55:10 AM
I cannot download pimx from your link. Please go to the download page and try it yourself.  I find no download links at all,  just a page with the description of Pimx.  I hope you can fix this issue I would love to try your product.

Hello effluant, our download site is a separate website to the forums, if you go here

http://sc4devotion.com/csxlex/Default.htm

and register an account at the BSC Lot Exchange (LEX) you will then see a download button when you return to the PIMX download page, recommend you use the same login name and password you use here, it makes it easier to remember in the future.

catty
Title: Re: PIMX Official support thread
Post by: Buzzit on October 05, 2010, 06:01:50 PM
hey

i get this error while trying to drag the model in plopable power etc

the error:
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3136, in OnBeginDrag
  File "SC4Data.pyo", line 50, in __getitem__
KeyError

i tryed installing the DLL files but that didn't solved the problem

so whats the deal over here?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 05, 2010, 06:10:49 PM
Could be that you are trying to drag the desc./.lot files.  The models are found by clicking on the Standard Model branch, which are then dragged to the Descriptors branch.
Title: Re: PIMX Official support thread
Post by: Buzzit on October 06, 2010, 04:15:29 PM
Could be that you are trying to drag the desc./.lot files.  The models are found by clicking on the Standard Model branch, which are then dragged to the Descriptors branch.
good to know that
unfortunately for some reason my model ain in the standard model branch(could be obvious?)

its in the prop section and i want to move it to the power section
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 06, 2010, 06:18:40 PM
The "prop" attribute only declares that the model is also a prop.  You can have this attribute without the model, but there is no information (images) within it.  You need the model for anything to happen in PIMX or in-game.  It's like writing a check with no bank account.

Sometimes it happens in MEGA packs that there is the Prop Attribute with no model attached (I believe the CSX tudors are a case of this).  What prop are you trying to make into a building?
Title: Re: PIMX Official support thread
Post by: Buzzit on October 07, 2010, 05:23:13 PM
The "prop" attribute only declares that the model is also a prop.  You can have this attribute without the model, but there is no information (images) within it.  You need the model for anything to happen in PIMX or in-game.  It's like writing a check with no bank account.

Sometimes it happens in MEGA packs that there is the Prop Attribute with no model attached (I believe the CSX tudors are a case of this).  What prop are you trying to make into a building?

well
if you check out my powerline project(wich is in the signature) i want my powerlines to be in the powertab.

normal suspension towers and deviation towers will be just normal eyecandy(maybe with the industrial yellow?)
and i want my substation pylons act like powerplants.(if this is possible offcourse)
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 08, 2010, 09:09:05 AM
I can see that you are getting the pylons in-game, so my only guess is that you did not load them properly in PIMX.  When you first start PIMX you are given the option to check folders.  These boxes are not always inclusive.  Checking only the "Plugins" folder will not load any of the sub folders within plugins, only the files there.  However, if any sub-folder is checked then the sub-sub-folders within it will be loaded.  Best bet for testing is to empty the plugin folder and then only place singular files within it.  Then load PIMX with only your plugin folder checked (not simcity).  If you still can't see your pylons as a standard

Batting is not an area I know about.  My understanding is that a model file consists of many pieces of the building and then an identity that puts them all together.  This info is enough for PIMX to know that it is a model.  Exemplars are then created to a define the model as something (prop/timed/flora).  Finally a .desc and then a .lot are made.

Power eye-candy and power producing lots are certainly possible in PIMX.
Title: Re: PIMX Official support thread
Post by: Buzzit on October 08, 2010, 12:05:14 PM
I can see that you are getting the pylons in-game, so my only guess is that you did not load them properly in PIMX.  When you first start PIMX you are given the option to check folders.  These boxes are not always inclusive.  Checking only the "Plugins" folder will not load any of the sub folders within plugins, only the files there.  However, if any sub-folder is checked then the sub-sub-folders within it will be loaded.  Best bet for testing is to empty the plugin folder and then only place singular files within it.  Then load PIMX with only your plugin folder checked (not simcity).  If you still can't see your pylons as a standard

Batting is not an area I know about.  My understanding is that a model file consists of many pieces of the building and then an identity that puts them all together.  This info is enough for PIMX to know that it is a model.  Exemplars are then created to a define the model as something (prop/timed/flora).  Finally a .desc and then a .lot are made.

Power eye-candy and power producing lots are certainly possible in PIMX.

thanks for this advice! it will certainly clear up some things
anyways the in game pylon is done with the lot-editor wich doesnt have any options to change them in to power lots
but i will give it a try!
Title: Re: PIMX Official support thread
Post by: Buzzit on October 15, 2010, 01:25:11 PM
hey
i finally start to master this program
what a fantastic program it is!

there's only one thing thats a bit vague
i can't edit any of the costs.. is that some kind of protection? and do i have to use an other program for it? i saw the topic with someone who's bashing the program but didnt find any anwsers over there.

also how can i edit it to function as  a power plant?
thats all i need to know after that im fully aware what this program is capable of! ;D
Title: Re: PIMX Official support thread
Post by: RippleJet on October 15, 2010, 01:39:16 PM
also how can i edit it to function as  a power plant?

Instead of making a prop out of your model, drag it to one of the categories under Buildings -> Power.

You could actually create "Power Eye-Candy" buildings out of your poles, which would thus cause them to appear in the power menu,
and "Auxiliary" for the substation pylons, which would make them fully functional power plants, with a small power supply.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 15, 2010, 02:00:48 PM
Most stats are protected in PIMX.  This is so they all stay balanced.  By right clicking in the stat area you can get an option called Recompute Properties as...  This number changes the Filling Degree, by which all of the other stats are calculated.  So, PIMX will make all of the stats balanced, but if you want to make that cost a little lower/higher you can use Reader or Xtool to do that.
Title: Re: PIMX Official support thread
Post by: Buzzit on October 15, 2010, 02:03:54 PM
Instead of making a prop out of your model, drag it to one of the categories under Buildings -> Power.

You could actually create "Power Eye-Candy" buildings out of your poles, which would thus cause them to appear in the power menu,
and "Auxiliary" for the substation pylons, which would make them fully functional power plants, with a small power supply.

that was accually the first thing i did with my model i putted into the power eye-candy category.

i checked out the powerplants and instead of having there power consumped it generates power(wich is completely obvious)
but how can i able this option to let it generate power.

also the pylon costs like 10 simeuro's  to place wich i think is far to cheap i want to change that to 200 simeuro's
but the program won't allow me to do that (atleast i dont know how to.)

@lowkee33 ah! allright
i just installed the  reader but its a little bit vague at the moment but i will figure it out.

btw aint the x-tool pim-x?
Title: Re: PIMX Official support thread
Post by: RippleJet on October 16, 2010, 02:30:25 PM
i checked out the powerplants and instead of having there power consumped it generates power(wich is completely obvious)
but how can i able this option to let it generate power.

Eye-candy objects only consume power.
Thus, make them either wind power plants or auxiliary power plants.
That will ensure that they generate power instead of consume it.


also the pylon costs like 10 simeuro's  to place wich i think is far to cheap i want to change that to 200 simeuro's
but the program won't allow me to do that (atleast i dont know how to.)

If you make them auxiliary power plants, they should cost more than eye-candy.
And if you make it a wind power plant, it should cost even more...
Either auxiliary or wind should be good for you, as neither of them generates any air pollution.

If the plop cost is still too low after that,
increase the value by right-clicking and increasing the filling degree.
Thus all related properties also adjust accordingly.


btw aint the x-tool pim-x?

Indeed it is! :D
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 17, 2010, 10:55:00 AM
My mistake.  Meant to say SC4Tool.  SC4Tool is a little less daunting than Reader, but it can only edit Exemplars (which is what you are doing).
Title: Re: PIMX Official support thread
Post by: mightygoose on October 31, 2010, 12:30:31 PM
question if you have a custom plugin directory rootpath... how do you modify it so  the PIMX recognises the alternative folder....
Title: Re: PIMX Official support thread
Post by: Buzzit on November 02, 2010, 07:47:34 PM
hey,

sometimes when i try to save a model (after i done the lot settings like deleting the ground texture and changing the icon etc) at the moment that i hit the save button nothing happens the save button doesn't get transparent and i cant add LTEXT
is there a reason for this? or is this some kind of bug?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on November 06, 2010, 04:26:17 PM
Good Evening,

I have been moving the PIMX windows around a lot today.  It seems one of those times I moved the LE-Tools window off of my screen.  Since PIMX remembers where things were, I can't see it them again.  When I open the LE all I can see is the 2d-3d view.

A re-install fixed it, but just thought I'd put it out there that something like that is possible.
Title: Re: PIMX Official support thread
Post by: FrankU on November 08, 2010, 01:34:28 PM
After some encouragement by RippleJet, BarbyW and Cogeo I am trying to master Pim-X and I must say: in some aspects it is really a great program. I have done just some small things, but these are doing great.

Now a question.
Is it possible to make a copy of an exemplar? I didn't find anything in the readme and tried in several ways, but did not succeed.
I would like to make copies of some Maxis-exemplars in order to make my own prop families. Making exemplars out of models is easy, and I have done that.
But I'd like to make some copies of the exemplar called 0x2b600000---R2x1x2_§§§twocans_invis, because this exemplar, and several alike, are used to make "empty" props, because these exemplars have no visible content. That's why they are not to be found in the models section. I can just find them somewhere in one of the props lists.
Is this possible? Or is it possible to make my own empty prop by deleting the reference to the model after I have made my exemplar?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on November 08, 2010, 01:48:06 PM
A blank model can be found in "other models" just below "standard models".  It would be dragged over just like any other model.

If you drag it to the the "prop" section you would get a blank prop.  Then add a family by right clicking in the data section in the bottom right corner.

You could repeat that process to make multiple copies, but I imagine it would be much faster to do that in Reader by using the "clone" function.

As far as I know there is now fast way to add, say, 100 blank props to 100 different families.
Title: Re: PIMX Official support thread
Post by: FrankU on November 08, 2010, 02:26:00 PM
Ah, Lowkee,

Thanks for your quick answer. I had seen the blank model, but I didn't realise it was exactly what I was looking for. It reminded me of the blank lot problem that has occurred a long time ago, so I thought to stay away from it.

I'll do it immediately. I just need about maybe 5 empty exemplars. They will probably be part of a lot of prop families, but that isn't a problem. Just a question of numbering.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on November 08, 2010, 03:29:59 PM
Now that I try to explain the blank lot problem I don't quite understand it  &mmm.  I guess the blank that people were using was actually a building exemplar?  People were changing the stats within it to fit their needs.  The problem was that the blank was part of a building family, so all of the sudden a bunch of blank lots started to grow.

That actually reminds me I want to bring something up about PIMX.  The flora that is made is given the flora family that grows on city hall.  I have to say, I haven't built a city hall since I learned about custom content, so I haven't seen the problem myself.

I think there are a host of problems with making flora in PIMX.  I don't want to sound like I am unhappy, but the flora made with PIMX will show up in a tree controller.  Also, I can't seem to be able to make a mayor-plop-flora out of the flora I have made.  I have tried just about every combination of properties, but when I simply copy a flora that I know can plop, change the RKT, and make new instances everything works fine.
Title: Re: PIMX Official support thread
Post by: RippleJet on November 08, 2010, 06:49:49 PM
Now that I try to explain the blank lot problem I don't quite understand it  &mmm.  I guess the blank that people were using was actually a building exemplar?  People were changing the stats within it to fit their needs.  The problem was that the blank was part of a building family, so all of the sudden a bunch of blank lots started to grow.

Check out Growing Empty Lots and How to Correct Them (http://sc4devotion.com/forums/index.php?topic=907.0) for more information. ;)


That actually reminds me I want to bring something up about PIMX.  The flora that is made is given the flora family that grows on city hall.  I have to say, I haven't built a city hall since I learned about custom content, so I haven't seen the problem myself.

I think there are a host of problems with making flora in PIMX.  I don't want to sound like I am unhappy, but the flora made with PIMX will show up in a tree controller.  Also, I can't seem to be able to make a mayor-plop-flora out of the flora I have made.  I have tried just about every combination of properties, but when I simply copy a flora that I know can plop, change the RKT, and make new instances everything works fine.

I have to admit that the Flora category in PIM-X hasn't really been tested.
As far as I know, it's a copy of how Flora is created in Maxis' PIM.

I'd be interested in a detailed specification on how to set all those properties,
and make an update of the XML file after that. ;)


sometimes when i try to save a model (after i done the lot settings like deleting the ground texture and changing the icon etc) at the moment that i hit the save button nothing happens the save button doesn't get transparent and i cant add LTEXT
is there a reason for this? or is this some kind of bug?

Could you show exactly what and how you're doing this?


question if you have a custom plugin directory rootpath... how do you modify it so  the PIMX recognises the alternative folder....

I don't think you can... but maybe you'd better send wouanagaine a PM, just in case... :)
Title: Re: PIMX Official support thread
Post by: mightygoose on November 09, 2010, 05:10:06 PM
it's ok it means i can control dependencies by only putting certain bits into my documents without having to move my plugins... actually works out rather nicely
Title: Re: PIMX Official support thread
Post by: Lowkee33 on November 12, 2010, 08:20:37 PM
Quote
I'd be interested in a detailed specification on how to set all those properties,
and make an update of the XML file after that. Wink

There is a lot I don't know, but from what I do know flora are pretty complicated.  The most basic thing to report is that Flora have the "air cleaning" effect.  A flora placed in LE will retain that property on at least plopables.  (I really hope to have a growable soon :))

I will get a report together and perhaps PM it to you.  It will take some time to get it formatted to be readable on this site.

Be Well
Title: Re: PIMX Official support thread
Post by: swamp_ig on November 19, 2010, 11:37:56 PM

Hiya,

After installing the latest SC4PIM I'm getting on startup:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.

I've tried it both straight from the installer, and after installing all the DLLs mentioned in the sticky (most of them seem to be the same as distributed), and get the same error.  Any ideas?

Thanks.
Title: Re: PIMX Official support thread
Post by: cogeo on November 20, 2010, 04:14:39 AM
I would like to report a case of a PIMX-made building/lot and the stats it produces. Downloaded SimGoober's Education Lots, and I was particularly interested in Milwaukee Club Library. Excellent BAT and lot, but how it compares with the Maxis local library? The building is "larger" (as far as its "volume" is concerned) and the lot is smaller (2x1 instead of 2x2). OK with these. The building contains an "Unknown" property, set to 0.85 (I guess this is the Filling Degree). Also properties like Occupant Groups, School EQ boost and School Effectiveness vs. Average Age are identical, which means that the building type, efficiency and age groups are the same. So it would be normal to expect that the custom building lot would have stats, similar or at least proportional to the ingame ones.

Here is how Milwaukee Club Library's stats compare to the Maxis local library's ones:
- Plop Cost is much lower, but Bulldoze Cost is much higher.
- It is high-wealth, not medium-wealth, as the ingame one.
- It has a landmark effect, while the ingame one has none.
- It causes no water pollution, neither generates garbage.
- It offers many more jobs than the ingame one.
- Has a much higher capacity
- Has a much higher Coverage Radius
- Maintenance Cost is higher, but Maintenance Cost / Capacity is lower.
ie properties like capacity, jobs, plop cost and maintenance cost are not "similar", neither "proportionately scaled". In general, stats are "better", "easier" and "cheaper" than the ingame ones, making it looking like a cheat lot. Certain players may like this, but the discrepancy is apparent, imo.

There's something else too, Lot Resource Key has a Rep count of 1 instead of 0, which is wrong.

I have modified these for personal use (set them equal to the ingame ones), but I think the upload should be updated too, and the PIMX-suggested values revised. Didn't check the rest of the buildings/lots in the pack in depth, however the problem with the Lot Resource Key property concerns all buildings.
Title: Re: PIMX Official support thread
Post by: RippleJet on November 21, 2010, 05:14:17 AM
There's something else too, Lot Resource Key has a Rep count of 1 instead of 0, which is wrong.

That wouldn't be a problem though...
The only known problem is with Macs, where properties that must have a rep count of 1 are erroneously set with a rep count of 0. But there's never been any problems the other way around.
Title: Re: PIMX Official support thread
Post by: deadwoods on January 29, 2011, 10:14:44 PM
Hi, I'm getting a ton of Windows error dialogs with the text "Couldn't add the image to the image list" and a huge scrolling list in the wxPython: stdout/stderr window. I'm not that fussed, at the moment, on the cause of the errors; I probably need to go delete my image db and restart.

However, it's frustrating having to click OK on hundreds of popup windows dialogs; one for each occurance of the message. Is there a way to a) force all stdout/stderr to a text file rather than a live window, and b) tell it to not display the error dialogs (or just tell me when it's loaded that there were errors and to go look at blah.log)?

The error dialogs are not adding any value as they only contain an "OK" button; they don't offer you the chance to cancel the load or program. This means you have no option other than 1) click every dialog, 2) leave hundreds of them on the desktop and hope you can figure out which generic icon is the actual tool when Alt+Tabbing through the  active processes, or 3) go into Task Manager and kill the process.

Sorry if I sound like I'm having a whinge, and this is a free tool developed for the community, but after 23+ years in IT things like this jump out at me. Surely the python implementation that's shipped with the tool has some configurable settings for error logging?

EDIT - whilst I'm at it, I went looking for some settings to control how much memory the tool is using during load. I can't see anywhere to set max memory usage, like in the java jvm settings. Are there any? My machine is paging like crazy when loading so I'd like to be able to stop that (without reducing the virt memory size).
Title: Re: PIMX Official support thread
Post by: bladeberkman on January 31, 2011, 02:54:27 AM
Hello,

I am having trouble starting this program. After downloading the program and update, the four .dll's, and checking the readme, I launch the program with the desired plugin subfolders and get this message while initializing:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2883, in __init__
  File "SC4PIMApp.pyo", line 3244, in LoadDatas
  File "SC4Data.pyo", line 1282, in addFolder
  File "SC4Data.pyo", line 1285, in addFile
  File "SC4DatTools.pyo", line 690, in __init__
  File "SC4DatTools.pyo", line 759, in ReadEntries
MemoryError

After that it freezes.

I am using Windows 7 and have an Intel HD Graphics Card.

Does anyone know what to do?

Thank you for your time!

-Blade
Title: Re: PIMX Official support thread
Post by: Lowkee33 on January 31, 2011, 08:11:41 AM
Seems like you are trying to load every plugin you have.  PIMX should only be loaded with the files that you plan to use at that time.

Title: Re: PIMX Official support thread
Post by: bladeberkman on January 31, 2011, 08:52:29 AM
@ Lowkee33

Oh, I thought that I was reducing the number of plugins used by limiting the checked-off files at start-up. Would you know, generally, what a safe loading size is to avoid an initial crash? Is a gigabyte's worth too much? lol... I am not sure what PIMX can take while initializing.

Thank you for your advice!

-Blade
Title: Re: PIMX Official support thread
Post by: Lowkee33 on January 31, 2011, 09:18:03 AM
Never used a gig myself.  I think the most I have ever used was about 500mb.  At that point, PIMX will still be using CPU after it has made it's way to the main screen.  I always wait until it is done with that, which usually takes about as long as it did to get to the main screen. 
Title: Re: PIMX Official support thread
Post by: FrankU on February 03, 2011, 04:52:01 AM
Is this also the place to give suggestions for additional features for a, if ever to be released, next version of Pim-X?

I have been fooling around with it for some weeks now and I came up with the following:

- Please make a selection window where you can type in (parts of) the name of a prop. It is now really difficult to find a certain prop.
- Make it possible to place the 2D and 3D view of a lot under each other. It would make it possible to use the wide screen displays more efficiently: lot views and selections screens for props and textures can be placed next to each other. Maybe 2D and 3D in separate windows, so that you can resize and place them wherever you want?
- Cycling of prop families (you know it is my hobby) would be very convenient.
- "Save as" button as an option for edited lots: if I want to make several variations on one lot it is neccessary to change to LE, which is not a problem, but it would be more complete to do it in Pim-X too.
Title: Re: PIMX Official support thread
Post by: cammo2003 on February 06, 2011, 06:00:24 PM
@ Lowkee33

Oh, I thought that I was reducing the number of plugins used by limiting the checked-off files at start-up. Would you know, generally, what a safe loading size is to avoid an initial crash? Is a gigabyte's worth too much? lol... I am not sure what PIMX can take while initializing.

Thank you for your advice!

-Blade

I have 2.31 GB 4.3GiB worth and it runs fine for me, although I do have 4GB of memory.  :P
Title: Re: PIMX Official support thread
Post by: Lowkee33 on February 07, 2011, 08:13:45 AM
The only performance issue I have had is the prop previews not showing up in LE, and it can take a long time to open lots attached to a building.  It can save a lot of time to use as little plugins as possible.

@FrankU:  You can copy/paste LotConfigProperties in PIMX, so it can be pretty quick to make a new growable and paste in the props/textures.
Title: Re: PIMX Official support thread
Post by: gazac48 on February 27, 2011, 07:34:11 AM
Hi I have been using SC4PIM but today when I started it up it had a error occurred
the log is

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.

the only thing different to my windows 7 is it had sp1 installed, & this started after that.
I have all the DLL in the SC4PIM
anyone can help?
Title: Re: PIMX Official support thread
Post by: CasperVg on March 01, 2011, 11:52:02 AM
Yeah, I'm having exactly the same problem - same deal too, just installed Windows 7 SP1.
Title: Re: PIMX Official support thread
Post by: ScottFTL on March 02, 2011, 06:43:10 PM
Same here.  PIMX will no longer launch since the installation of Windows 7 Service Pack 1.  I tried running it normally and as administrator, but I only receive a popup saying "Errors ocurred: See the logfile 'C:\Program Files (x86)\SC4PIM\SC4PIM.exe.log' for details."  Here are the details:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.
Title: Re: PIMX Official support thread
Post by: wouanagaine on March 22, 2011, 09:57:51 AM
After investigation with google, I can't find a solution yet
Some applications made with Numeric and python are now broken ( not only PIMX ) and given the version used in PIMX I doubt there are many chance there will be a fix of that library

I'll try to use a new version and see what it gives

Title: Re: PIMX Official support thread
Post by: gazac48 on March 22, 2011, 11:36:56 AM
After investigation with google, I can't find a solution yet
Some applications made with Numeric and python are now broken ( not only PIMX ) and given the version used in PIMX I doubt there are many chance there will be a fix of that library

I'll try to use a new version and see what it gives

Thanks Wouanagaine
Title: Re: PIMX Official support thread
Post by: deadwoods on April 09, 2011, 03:02:23 AM
Same here.  PIMX will no longer launch since the installation of Windows 7 Service Pack 1.  I tried running it normally and as administrator, but I only receive a popup saying "Errors ocurred: See the logfile 'C:\Program Files (x86)\SC4PIM\SC4PIM.exe.log' for details."  Here are the details:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.

Phew, I thought it was just me. I've just received a new machine running W7 Professional 64-bit, the new Core i7-2600, 12G memory, Radeon 5870 card (SC4 runs REALLY fast now). I was surprised PIM-X wouldn't load. I've checked I have all the right DLL's, made sure the graphics drivers are the latest, and installed DirectX. Still no luck.  :'(
Title: Re: PIMX Official support thread
Post by: Evillions8 on April 16, 2011, 04:09:29 PM
(http://i681.photobucket.com/albums/vv174/Indexdude/wetr.jpg)

What is this supposed to mean?  I've been trying to start the program up for several times, doesn't work.  :(
Title: Re: PIMX Official support thread
Post by: FrankU on April 20, 2011, 06:56:31 AM
I have a question.

Last week I changed some things in my pluginsfolder. I moved around some old and well known files (BSC dependencies, NAM, some other stuff I have been using for years), because I placed some of them in the C:\maxis\simcity4\pluginsfolder. Since then I have problem when I fire up Pim-x. I get messages of problems with prop families. These are all propfamilies by Maxis. They don't show up in the prop families list and when I load the Pim-X-loteditor these prop families are shown with a red cross. They are not there.
When I delete the propfamilynames.dat from my plugins list this problem disappears: all propfamilies show up, also in the Pim-x-loteditor. I just don't see their names, because that is exactly what the propfamilynames.dat is for.

I used this file for at least three years.

Does anyone have any kind of clue what might be going on? The file is not double. Is it forbidden to use it together with some kind of other file? Does it need to be loaded in a certain order???

I put the file in every reasonably acceptable folder or loading order, but everytime the problem shows up.
Please? Anyone?
Title: Re: PIMX Official support thread
Post by: travismking on April 23, 2011, 07:37:17 PM
Has anyone found a possible work-around for windows 7 SP1 on X64 systems? ?I cant uninstall SP1 because my computer came with it pre-installed, so AFAIK I have no way to use this otherwise excellent program
Title: Re: PIMX Official support thread
Post by: sim_vern on April 23, 2011, 10:24:56 PM
Phew, I thought it was just me. I've just received a new machine running W7 Professional 64-bit, the new Core i7-2600, 12G memory, Radeon 5870 card (SC4 runs REALLY fast now). I was surprised PIM-X wouldn't load. I've checked I have all the right DLL's, made sure the graphics drivers are the latest, and installed DirectX. Still no luck.  :'(

Same problem here running W7U-64.  Will standby for update.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on April 23, 2011, 10:47:48 PM
Can you two even play SimCity?  I thought SimCity would fail the same way PIMX does.

@FrankU:  I've got no idea  &mmm.  A Prop Family is named with a Cohort whos Instance is 0x10000000 + the Building/Prop Family.  The Exemplar name of this Cohort is the name of the family.  (I may not be exactly correct, but it's something like that).

There shouldn't be any load order issues.  The first thing to try is to try to make your plugin folder the same as it was and see if that works (I would guess not).  Another thing may be that you misnamed Simcity_1.dat.  It needs to be just that for PIMX to read it (Although SC4 can play just fine with a different name, I recently learned).

Have you been using Reader 1.4?  If so, I would try going back to the LEX version.  Once the FamilyNames.Dat is opened in the older version, delete all of the Exemplar Types and save.  Then add Exemplar Type back in with the same values.  (Although these Cohorts may not have an Exemplar Type  &mmm ).

Maybe a picture of your error would help.
Title: Re: PIMX Official support thread
Post by: travismking on April 23, 2011, 10:52:57 PM
yea SC4 runs just fine, better then with my old one ;)
Title: Re: PIMX Official support thread
Post by: sim_vern on April 23, 2011, 10:54:56 PM
@Lowkee33 - SC4 runs fine here,too.  In fact, only SC4Mapper didn't work for me so I switched over to Terraformer.  I do have XP mode installed and I will check if SC4Mapper works just for kicks.
Title: Re: PIMX Official support thread
Post by: Lowkee33 on April 23, 2011, 10:58:51 PM
Mapper doesn't work for me either, but only because I named myself "User"  ()testing()   
Title: Re: PIMX Official support thread
Post by: sim_vern on April 23, 2011, 11:29:31 PM
Just tried SC4Mapper in XP Mode and it works fine.  So, I guess this would be a workaround if one didn't want to use Terraformer.
Title: Re: PIMX Official support thread
Post by: JoeST on April 24, 2011, 05:01:57 AM
The python issues (@deadwood, @scottftl) may be because it was built using Python 2.x but the user only has Py 3.x libraries installed? A version error would be my first choice when talking about recent python errors.

After googling the last line, I come to the same conclusion as Stephan, it would require a port to numpy since the Numeric library is definitely broken by that update, and was 'depreciated' in favour of numpy anyway.

Joe
Title: Re: PIMX Official support thread
Post by: WC_EEND on May 13, 2011, 08:06:29 AM
I seem to have an issue where SC4PIMX refuses to start. This is what the log file said:
Quote
Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: De parameter is onjuist.

Edit: I checked and have all the dll files needed in the PIMX folder
Title: Re: PIMX Official support thread
Post by: ScottFTL on May 13, 2011, 11:04:08 AM
@WC_EEND:  This looks like the same error reported by me and deadwoods.  Did you install Service Pack 1 for Windows 7, by any chance?  Unfortunately, this update breaks PIM-X and there is no fix available yet.  ()sad()
Title: Re: PIMX Official support thread
Post by: WC_EEND on May 13, 2011, 03:02:59 PM
@WC_EEND:  This looks like the same error reported by me and deadwoods.  Did you install Service Pack 1 for Windows 7, by any chance?  Unfortunately, this update breaks PIM-X and there is no fix available yet.  ()sad()

Whoops, I must've missed those posts somehow. :P I did indeed install SP1 for Windows 7, so thanks for mentioning that :thumbsup:

Xander
Title: Re: PIMX Official support thread
Post by: justinrpg on May 30, 2011, 07:58:39 PM
PIMX won't open any more.. this same error keeps occurring.. here is a log...


Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 406, in UpdateEntry
  File "SC4DatTools.pyo", line 506, in GetProp
AttributeError: Examplar instance has no attribute 'link'
Title: Re: PIMX Official support thread
Post by: jmyers2043 on May 30, 2011, 09:53:57 PM
My first inclination would be to go to the pinned post at the head of the thread and re-download the dll files. It looks like a microsoft update has screwed with those dll files. that's my guess. If that doesn't work, I'd reinstall the Xtool.







Title: Re: PIMX Official support thread
Post by: Lowkee33 on May 31, 2011, 04:19:45 PM
I would guess something is wrong with the exemplar you are try to open.  If PIMX gives you this error when you have all of the checkboxes unchecked, then there would be something wrong with PIMX.  You probably have to remake the exemplar, and hopefully it isn't in SimCity_1.dat.

@JM:  The last line of there error says what is wrong, and it isn't a dll error.  You can see with the dll errors that PIMX is still running through it's start up stuff (.pyos and the like).  Justin's error is happening while PIMX is reading properties of an exemplar (I think.  My guess is that line 406 is PIMX going through the entries to collect data.  Line 506 is reading properties of useful entries, and this is where an error happens).  It's not the Reader 1.4 error that I get, that one appears to effect only properties that have Reps. 
Title: Re: PIMX Official support thread
Post by: gn_leugim on June 06, 2011, 02:41:41 AM
I am getting the exact same error, and Yes, was after I installed the new SP1 for windows 7. Before this it was running sweet. also, other 2 programs were not starting: Region Census and SC4save. but I made these work by typing the following code in after the shortcut:  -Customresolution:enable -r1366x768x16

Both start to run again, just like before. SC4save still does some errors here and then, but it is as it was. Unfortunately, PIM don't like this and still refuses to work. need help  &mmm
Title: Re: PIMX Official support thread
Post by: travismking on June 06, 2011, 07:24:58 PM
unfortunately, unless wounagaine releases an update to pimx and fixes the incompatibility issues, theres nothing that can be done for us. (I run XP in a virtual machine just for PIM-X) :p
Title: Re: PIMX Official support thread
Post by: justinrpg on June 07, 2011, 11:36:14 AM
the person with the Windows 7 problem, it isn't windows 7, aside from that error I posted (whick I found out later that it was having an issue with one of my plugins (having discovered that after the same problem occurred in DatPacker, PEG Seasonal woods would not allow PIM-X or DatPacker do it's job... took me over 3 hours to diagnose what file was causing the problem in both program)) back to windows 7, I am running Windows 7 myself, and PIM-X runs just fine... so, it's noting to do with compatability or Windows 7...
Title: Re: PIMX Official support thread
Post by: FrankU on June 08, 2011, 04:51:02 AM
Maybe it is not Windows 7, but the update.
As far as I know this update is only useful for people who have not updated their Win 7 for the last months. I understood that it is a kind of "all updates from the last months in one". So you probably can do without. I hope I am correct, because then it's easy: go to your system-manager and restore the system from before the update.

I just did this with an update from my Videocard, because the updated version screwed up my SC4 screens..
Title: Re: PIMX Official support thread
Post by: teddyrised on June 08, 2011, 04:54:45 PM
Hi there,

I've read through the user guide, and tried doing some searching around the forums but I can't find a method where one can change the lot size, unless in the LE provided by Maxis. Did I miss out something important?

Thank you so much :)
Title: Re: PIMX Official support thread
Post by: Lowkee33 on June 08, 2011, 05:00:25 PM
Lot size can not be changed in PIMX.  You can do it in Maxis LE, as well as Reader.
Title: Re: PIMX Official support thread
Post by: Rayden on June 08, 2011, 06:09:46 PM
Do I miss something here? Lot size, you mean width versus height, isn't it? If so, PIMx can do it as good as Maxis LE or Reader, on the Lot Exemplar you change the value LotConfigPropertySize. For example this value on that property, "0x0d,0x18", means 13x24. You can use either hexadecimal or decimal values. If you enter decimal values, forget the part "0x" and enter the numbers straight, and PIMx will code them to hexadecimal, for example, "13x24". :thumbsup:
Title: Re: PIMX Official support thread
Post by: teddyrised on June 08, 2011, 06:30:33 PM
Do I miss something here? Lot size, you mean width versus height, isn't it? If so, PIMx can do it as good as Maxis LE or Reader, on the Lot Exemplar you change the value LotConfigPropertySize. For example this value on that property, "0x0d,0x18", means 13x24. You can use either hexadecimal or decimal values. If you enter decimal values, forget the part "0x" and enter the numbers straight, and PIMx will code them to hexadecimal, for example, "13x24". :thumbsup:

I'm sorry if I wasn't clear, but that was exactly what I meant (the width vs height issue). Unlike most other properties (e.g. LotConfigPropertyMinSlopeAllowed), I could not seem to bring up a dialogue box prompting me to enter a new value when I double click on LotConfigPropertySize. But hey, thanks for the help :)
Title: Re: PIMX Official support thread
Post by: gn_leugim on June 09, 2011, 04:30:31 PM
Maybe it is not Windows 7, but the update.
As far as I know this update is only useful for people who have not updated their Win 7 for the last months. I understood that it is a kind of "all updates from the last months in one". So you probably can do without. I hope I am correct, because then it's easy: go to your system-manager and restore the system from before the update.

I just did this with an update from my Videocard, because the updated version screwed up my SC4 screens..

I only had issue when my Win7 was updated with SP1. before that was nice.
Title: Re: PIMX Official support thread
Post by: pierrebaptiste on June 17, 2011, 04:20:26 PM
Hello

Too this problem since :
Quote
Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: Paramètre incorrect.

This problem is here since that I have downloaded the windows 7 pack service 1
Title: Re: PIMX Official support thread
Post by: justinrpg on June 19, 2011, 10:47:31 PM
yes, there definitely is something up with the new service pack update... the computer guy who took a look at my usb problem, installed the new service pack as well, after asking him, he said he installed all missing updates...

but my problem now is different than the others... it won't EVEN open! it says to see log file, but there is no log file... doesn't matter if in 'XP compatibility' or 'run as administrator' doesn't fix the problem and still no log file....

this update is a REAL problem!!!! 
Title: Re: PIMX Official support thread
Post by: ivo_su on June 24, 2011, 11:22:05 AM
Can anyone help me with one small problem? How can I make  props  from the  existing building.  I have one  of the  flags  again  but LOT's any flag is a prop and not a separate building  that is bothering me  to put  several  of them  into one new  lot. I would be grateful if there is anything like learning how to convert models into props.

Ivo
Title: Re: PIMX Official support thread
Post by: pierrebaptiste on June 24, 2011, 04:17:34 PM
Hello

I have the solution for this problem  $%Grinno$%

start >> sign of configuration >> programms >> programms and functionality >> list of update install >> seek in the list " Service Pack for Microsoft Windows (KB 976932) " and uninstall this .

After it perfect , the programm work again  :thumbsup:

Title: Re: PIMX Official support thread
Post by: Lowkee33 on June 25, 2011, 04:21:48 PM
Can anyone help me with one small problem? How can I make  props  from the  existing building.  I have one  of the  flags  again  but LOT's any flag is a prop and not a separate building  that is bothering me  to put  several  of them  into one new  lot. I would be grateful if there is anything like learning how to convert models into props.

The models are listed under the "Standard Models" section of PIMX.  Below the stand models you will eventually find the "Props" category.  So, you click on standard models, then scroll through the list (in the upper right), and when you find the model you want, drag it to the prop section.

If the model is a building that happens to have a flag next to it, there is probably no way to separate the two.
Title: Re: PIMX Official support thread
Post by: gn_leugim on July 09, 2011, 09:29:37 AM
One other thing, on my desktop where I have to used the program due to in the laptop win7sp1 wont let me to (lol) I found this when I open the lot editor-x:
Code: [Select]
PropLoader : Error addind jpg file for ImageDB/0x6d2edce8-0x00280000.jpg 64 by 64 nbr already loaded: 6871
what did I do wrong? the image is on the folder. and unfortunately this don't happen only yo one prop. but thousands!!

help plz... looting like this is a bit harder cuz I cant see the previews on the list of lot editor.
Title: Re: PIMX Official support thread
Post by: jakdee21 on July 10, 2011, 09:02:41 AM
Please Help.

Installed the program yesterday and all worked superbly fine.
However, when I loaded it up again today, it keeps crashing on start up with the following message

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.

I have looked through the feed and have updated all the dll files mentioned; all my drivers are upto date (graphics card - AMD M880 with ATI Mobility - Radeon HD 4250) et still no joy in stating the tool

Any ideas????
(Have also reinstalled SC4)
Title: Re: PIMX Official support thread
Post by: Lowkee33 on July 10, 2011, 11:32:46 AM
@Jakdee21:  If you are using Windows7 with the latest updates, PIMX does not work.  Else, you must be missing a dll or perhaps Directx 9 (which I hear needs to be installed even with higher versions of DX).  As for re-installing SC4, there is no need to do this.  The only time PIMX looks at SC4 files is when you have the top two checkboxes checked.

@gn_leugim:  Never seen this before.  There is probably a better way, but in the PIMX folder there are two sub folders ImageDB, and ImageDBlarge.  These are where the thumbnails are kept, perhaps try deleteing them and re trying.

I have also noticed that PIMX continues to run processes after initializing.  If you open PIMX with a lot of stuff, you should check your task manager and wait until PIMX is using 0% of the CPU until entering LE.  If you don't do this, often there are missing/question mark thumbnails in LE (particularly textures).
Title: Re: PIMX Official support thread
Post by: vortext on July 10, 2011, 12:05:36 PM
hi, I've come across a small hick-up when using multi-fsh textures, created with null45's tool. The textures show up but cannot be applied to a lot. Instead the program gives the following message:

Traceback (most recent call last):
  File "wx\_misc.pyo", line 1342, in Notify
  File "BalloonTip.pyo", line 636, in NotifyTimer
  File "SC4LETools.pyo", line 368, in OnBalloonPopup
  File "Image.pyo", line 517, in tostring
SystemError: tile cannot extend outside image

My best guess is it has to do with the interface, since the PIM usually displays all textures within a multi-fsh. I already found a simple work-around (using a single fsh texture with the same instance) so it's not a huge problem but still would be nice if it could be fixed.
Title: Re: PIMX Official support thread
Post by: jakdee21 on July 10, 2011, 01:36:53 PM
Any joy with an update to conquer this Win7 SP1 issue as of yet, or is anything in the pipeline?
Title: Re: PIMX Official support thread
Post by: gn_leugim on July 10, 2011, 02:33:26 PM
I already reduced the amount of stuff I load to see if would resulve it. also I redone the two folders once and right after it spam the same error. I also opend the LE with and without waiting long enough. the diference is that if I dont wait, I get question marks, which I can still use to lot, just dont get the preview. if I dont, I see nothing but white and cant drag to LE
Title: Re: PIMX Official support thread
Post by: Lowkee33 on July 29, 2011, 09:04:32 PM
@Vortext:  I just made myself a Multi-Fsh with no problems.  I run a 32 bit XP.  Any luck from your side?

@gn_leugim:  Perhaps you are using a custom install folder?  I can't really speak to that issue any deeper.
Title: Re: PIMX Official support thread
Post by: vortext on August 01, 2011, 02:44:07 PM
@Lowkee33, I have no problems with making Multi-Fsh either, nor getting them in-game. It's only they don't show properly in the PimX which most likely is the cause of the error message when trying to apply them to a lot. But as said earlier, a simple work-around took care of that so it's only an mild inconvenience really.
Title: Re: PIMX Official support thread
Post by: gn_leugim on August 01, 2011, 03:57:50 PM
hmm nop, custom installation :|
Title: Re: PIMX Official support thread
Post by: xannepan on August 04, 2011, 12:48:21 PM
Hi,
Just curious to know; is anyone looking at the windows-7 sp1 issue with PIM-X? Don't want to push, but I really miss this great tool!
-Alex
Title: Re: PIMX Official support thread
Post by: AikonEnohp on August 17, 2011, 08:05:05 AM
Any fix for using SC4PIM  with Win-7-64-SP1? :'(
Title: Re: PIMX Official support thread
Post by: pierrebaptiste on August 25, 2011, 02:11:39 PM
Hello

Robin say that is not a good solution  ??? ? Why ?

I have tried this solution and I confirm the programm work again on my computer  &mmm

I'm septic  ()what()

Hello

I have the solution for this problem  $%Grinno$%

start >> sign of configuration >> programms >> programms and functionality >> list of update install >> seek in the list " Service Pack for Microsoft Windows (KB 976932) " and uninstall this .

After it perfect , the programm work again  :thumbsup:
Title: Re: PIMX Official support thread
Post by: packersfan on September 09, 2011, 02:46:10 PM
Help:

I launch PIMX and all I get is a message that say to check the SC4PIM.exe.log

Here is what the log says:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.
Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: The parameter is incorrect.

I am running on Windows 7.  It seems the only thing I can get to work in relation to SC4 modding is ilive reader, otherwise no lot editor or PIM or anything.
Title: Re: PIMX Official support thread
Post by: ScottFTL on September 09, 2011, 04:44:31 PM
I am running on Windows 7.  It seems the only thing I can get to work in relation to SC4 modding is ilive reader, otherwise no lot editor or PIM or anything.

Have you installed Service Pack 1 for Windows 7?  PIM-X will no longer work once SP1 has been installed.  Unfortunately, this is something that Microsoft broke.   ()sad()
Title: Re: PIMX Official support thread
Post by: packersfan on September 10, 2011, 01:03:24 AM
So no way to use this program?  Sigh, *shakes fist at Microsoft for once again screwing the world.
Title: Re: PIMX Official support thread
Post by: ScottFTL on September 10, 2011, 12:31:13 PM
So no way to use this program?  Sigh, *shakes fist at Microsoft for once again screwing the world.

Sadly, no.  We have to hope and pray that wouanagaine finds time to fix the problem, but he has been busy with RL for a while now.  Although there is no guarantee that it would be a simple fix for him.

I rolled back the SP1 update, but you have to install a special registry file to prevent Windows Update from automatically re-installing it.  However, the registry fix will expire a year after the release date of SP1.  After that, I think the only option will be an old computer or virtual machine running XP or Vista.

And I'm shaking my fist with you!  There was no need from them to break an old library like they did.
Title: Re: PIMX Official support thread
Post by: packersfan on September 10, 2011, 02:03:57 PM
O well, I suppose we have other programs that can do the job.
Title: Re: PIMX Official support thread
Post by: manchou on September 28, 2011, 12:09:45 PM
Hi.

I've the same problem as everyone clearly ... &Thk/(
But, i don't installed the SP1, and all DLL are download, so i don't understand why the PIMX doesn't run.  :'(

If someone can help me, thanks.  :)

Manchou
Title: Re: PIMX Official support thread
Post by: boxleitnerb on October 26, 2011, 07:56:29 AM
I installed PIM-X on a XP virtual machine, but when it starts, it apparently looks for 3 directories. Sim City 4 is not installed on the VM, it's just for PIM-X. What do I have to do in order to use this program?
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on October 30, 2011, 01:35:12 PM
I have a question - I'm trying to turn already existing lots from growables into ploppables.  I've been able to do so, except for an unfortunate problem that it completely strips away everything but the building, leaving it on an empty grey stone base :(  Where did all the props go and is there a way to prevent this?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on October 30, 2011, 03:15:56 PM
You can delete/copy/paste textures/props/flora in PIMX.

Click on your new lot, and select the "TYPE: Texture"(s).  Right click on them and delete.  Then find the Lot that you just made plopable, and select all of the "TYPE"s other than the building, right click and select "copy properties".  Then Paste Properties into your new lot.
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on October 30, 2011, 03:54:01 PM
Okay, perhaps I'm doing something wrong?  I'm changing a house, so when I do "convert to ploppable", I get a second window.  In it, I can see and remove the TYPE info, but on the first original window, I don't see any TYPES from which to copy anything :(

Edit:  Only the first three lines, "File Name", "TGI" and "Parent Cohort" bring up a copy function when right clicked
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on November 02, 2011, 10:53:19 AM
Aw, it looks like this thread has died :(
Title: Re: PIMX Official support thread
Post by: Lowkee33 on November 02, 2011, 02:20:34 PM
Aw, it looks like this thread has died :(

nope, I would suggest you just try again.

 
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on November 02, 2011, 03:42:31 PM
Um, try again how? You mean re-ask my question?

What am I looking for?  How do I find it?  I already stated I don't see anything that I can copy from the original file into the new one :(  Is there a screenshot of the line(s) I need to use, maybe?
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on November 05, 2011, 12:58:32 PM
I guess not... :(
Title: Re: PIMX Official support thread
Post by: FrankU on November 17, 2011, 09:31:13 AM
Hi ThisIsMyName,

I see your question just now. Some days ago.

Here is the tutorial I promised you.

OK, we start. You know how to make a growable lot.  If you open it in SC4-Pim you see something like this:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0013.jpg)

In this case it is a residential lot. Now you want to make a ploppable lot that looks alike. Remember: you cannot make ploppable residential lots, so maybe this is a bad example, but let's say you want a landmark looking like a residential lot.
Now there is indeed in SC4-Pim an option where you can choose: Create a ploppable lot using this building. I tried to work with this option and I could not find out how it worked, or it just did not work. The problem was: I got a ploppable lot all roght, but I could not retrace it in my game menus. There was nothing to plop.

The best you can do is this.

Go back to the Start screen of SC4-Pim. Select the model you want to become the building for your ploppable lot. Of course this is the same model as you used for the growable lot.
You enter a name for the building file and then you select: "Create a ploppable lot using this building". Then in the lower right screen you will see this.
I have opened four files in SC4-Pim: the building of the growable lot, the growable lot itself, the building of the ploppable lot and the ploppable lot itself.
You can see them all next to each other in the upper line of the lower right screen:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0014.jpg)

Now the building files are not interesting to this tutorial. You need just the two lot files.
Click in the lotfile of the growable lot. This is the lot that is OK and you want the props and textures of this lot to be also on the ploppable lot.
Select all entries in the list where the values are named "type: prop" and "type: texture". Be sure you do not copy any other entry! Right click and select "Copy properties".

Now open the lot file of the ploppable lot. This lot is quite empty: there is only a base texture for each of the four tiles of the 2x2 lot.
Select the four texture entries. You see this:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0015.jpg)

Right click and select "Delete properties".
Then you see this:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0016.jpg)

Now right click again and select "Paste properties".
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0017.jpg)

And you will see this in your screen:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0018.jpg)

Now you have copied all props and textures (also overlays) from the growable lot into the ploppable lot.

The result looks like:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Lot%20making%20tutorial/FarmFields0019.jpg)

The only thing you now have to do is move the builidng to the exact location as on the growable lot.
You may, of course, not copy the building entry!
Because in SC4-Pim you can open two or more files at the same time it is not too hard to compare the two lots in order to move the building to the same location. Now don't forget to save the lot before closing the lot file!
In the root directory of your plugins you will see a file that has the name of the building with the extension Loosedesc. Delete this file. You don't need it. It is a temporary building file for a ploppable lot. After you have made a ploppable lot this building file is of no use anymore.

I hope this is clear....
Title: Re: PIMX Official support thread
Post by: FrankU on November 20, 2011, 07:08:59 AM
And now I got a question of my own.....
While making the tutoarial above I reread some parts of the SC4-Pim manual. I found out that I had fogotten something that is described in this manual.

Maybe some of you have seen that I have released several Windmill sets on the STEX. One of this sets, Windmills set 2, contains ploppable landmarks with jobs.
After reading the manual I found out that I had forgotten to edit the LotConfigPropertyWealthTypes and the LotConfigPropertyPuroposeTypes of these lots.
Is this harmful? Should I edit these lots and relase a version 1.1 of these windmills? Or is it not too important?
Title: Re: PIMX Official support thread
Post by: joelyboy911 on November 30, 2011, 02:52:37 AM
I'm just wondering if there has been any development on finding the fix to make the PIMX work on updated versions of Windows 7?

And if not, whether there's anything I could do to help find or develop one.
Title: Re: PIMX Official support thread
Post by: westamastaflash on December 10, 2011, 05:10:23 PM
I installed PIM-X on a XP virtual machine, but when it starts, it apparently looks for 3 directories. Sim City 4 is not installed on the VM, it's just for PIM-X. What do I have to do in order to use this program?

Not sure if you ever got this working, but here's what I did. I can at least run PIM-X now.

1) Create a new virtual machine, install windows, etc. (I used windows 7 pre SP1, but XP should be fine).

2) Using Regedit, export the Simcity 4 registry keys from your local machine to a .reg file. (HKLM / SOFTWARE / Maxis / Simcity 4)

3) Copy this file to your Virtual Machine (probably want to create a shared folder to do the copy). Execute it to add the registry entry.

4) Copy the entirety of your simcity folder under Program Files to the virtual machine's Program Files folder.

5) To use your "plugins" folder, you will need to create a "fake" Simcity 4 folder in your My documents. Then, you need to create a "symbolic link" to a shared folder on your host machine that has your plugins in them (either by using the JUNCTION command from microsoft sysinternals, or the mklink command in Vista/Win7).

So all this being said, it is not an easy task. I'll try to put together some kind of better tutorial at some point, once I have it working to my satisfaction.
Title: Re: PIMX Official support thread
Post by: jmyers2043 on December 10, 2011, 07:21:19 PM
Hello Wesamash

.....So all this being said, it is not an easy task. I'll try to put together some kind of better tutorial at some point, once I have it working to my satisfaction....

Thank you for your persistence. I'm sure others will benefit from your method once you get it up and running.

- Jim
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on December 14, 2011, 03:31:13 PM
Thank you, Frank, for trying to help.  I had completely forgotten about this thread as I had managed to figure it out on my own.  Sorry about that!  Your tutorial still does not answer the original question I had as to where the files i needed to copy were hiding, you just say "open the file and copy them"

When I finallly found them, I learned that making a plop is almost ridiculously easy and quick.

What I do:
Put ONLY the file I want to make a plop from into the plugins menu first
- In PIM, uncheck maxis so only your desired lot shows up
- Click and drag the file that you want down into "Landmark eyecandy" (personal preference) on the lefthand menu list.  This item must come from the "Standard models" menu or it wont copy over
- name it, then right click anywhere in the new window to bring up "create ploppable lot using this building", okay the size
- click back to the first window, right click to bring up "convert item name and convert description" options, click both.  On the bottom of the window you can now remove "typing monkey" text
- click back to the second window and delete textures.  THIS is where I ran into a wall before.

Where your original file comes from the "Standard models" menu, the file that containes the textures to copy does not, that comes from the "Descriptors - All" menu instead.  So at this poiint I click there, scroll through the files shown until the right one, in this case sixth file down, and THEN can I copy from it into the plop file.  Nobody was telling me that I had to find the files in a different menu than the original file you use upon opening the program!

At this point the new plop file is not in the same place as the original, being now in either plugins directly or a main instead of subfolder and needs to be moved back.

Knowing this now, I can make a plop file from a grow in about 10 very quick clicks :)

I highly suggest that someone edit the original tutorial file that comes with this program to mention the fact you need to use both "standard models" AND the "descriptors - all" menus to make the plop textures work.  I did not find this info there, unless I simply overlooked it somehow.
Title: Re: PIMX Official support thread
Post by: FrankU on December 15, 2011, 04:12:13 AM
Hi Thisismyname,

I did a quick read in your post, so it might be that I overlooked something, but as far as I can see now your description is quite the same as my tutorial. Maybe you do some things in a bit different order, but the main fact is that you cannot open a growable lot and then click the option "make a ploppable". I did that one time, but the ploppable never showed up anywhere in any menu, althoug it was sitting in my pluginsfolder.... The SC4_Pim does something that is not OK in this situation.
So, I am happy I did not help you but that you found out anyway!  :thumbsup:
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on December 17, 2011, 06:10:07 PM
I have no idea what you mean, as I most certainly CAN make a plop from a grow using the "make a ploppable" option.  I've done it many times, using both original maxis and downloaded lots.  They appear in the folder, I move them where I want, they show up in the game fine.  I, myself, use the DAMN, which makes it *really* easy to see if something should work, then go in the game itself, and every single one has shown up.  Only two I've ever tried to make came out "wrong", the building was being duplicated on the lot in a bizarre way I couldn't figure out, but that's it.  Sorry, what you say is not actually a "fact", as it can be done. :(
Title: Re: PIMX Official support thread
Post by: FrankU on December 18, 2011, 03:26:11 PM
Huh?
Well, then I probably have screwed up something. I'll have a second look at it some day. Thanks!
Title: Re: PIMX Official support thread
Post by: ThisIsMyName on December 18, 2011, 04:01:18 PM
I find it very strange that you couldn't do it yourself!  I should have put in the caveat earlier that I'm using windows XP, not vista, are you using that? Perhaps the program doesn't agree with vista as well?

Perhaps try this next time you try to make a plop - after it's made, I then go into lot editor to make sure it didn't screw up (as some have).  If it's all good, then go into LEprop, and *specifically* tell it that you want it to go into the landmarks menu.  (assuming you're making a residential plop).  Go into the game, look in that menu, it should hopefully now show up.  Make sure you have *nothing* else in the plugins, except perhaps the "remove maxis landmarks" mod, as the lot can be very easy to overlook.  The menu icon should have a black background with a very small image of the lot itself.  Hope this helps!   ;D
Title: Re: PIMX Official support thread
Post by: FrankU on December 19, 2011, 05:19:51 AM
Well, I´m using Win7 X64 without the ServicePack1 (because with this pack SC4-Pim won´t work). That's not the problem here.

I tried to make a ploppable lot out of a farm field that I had just made. Maybe this is different then what you did, maybe I overlooked something. I think I remember that I also used LEprop to try to put it in the right menu. I did not succeed. It did not work the way I tried, but now maybe I can do it too!
Title: Re: PIMX Official support thread
Post by: vortext on December 19, 2011, 11:19:21 AM
@FrankU; as far as I'm aware the descriptor file for a farm field differs from ordinary rci types. Though I haven't tried to turn one into a ploppable it wouldn't surprise me if it didn't work at all. However, why would one even bother to do so? It's a simple 1x1 lot, shouldn't take too long to make a normal 1x1 ploppable lot and copy/past textures & props, should it?  ;)
Title: Re: PIMX Official support thread
Post by: jmyers2043 on December 19, 2011, 11:45:24 AM
... I tried to make a ploppable lot out of a farm field that I had just made. ...

The closest I've ever come was to make an landmark lot with ID jobs. R$ Sims like to work on farms, ID, and CS$. I got Sims to travel to and from my 'fake farm field lot' which was 20X20 in size. \



- Jim
Title: Re: PIMX Official support thread
Post by: FrankU on December 19, 2011, 02:02:35 PM
@FrankU; as far as I'm aware the descriptor file for a farm field differs from ordinary rci types. Though I haven't tried to turn one into a ploppable it wouldn't surprise me if it didn't work at all. However, why would one even bother to do so? It's a simple 1x1 lot, shouldn't take too long to make a normal 1x1 ploppable lot and copy/past textures & props, should it?  ;)

Vortex, Yes, you are completely right. It takes less than 5 seconds. But I tried to do it at the beginning of my "lotting with SC4-Pim" career and I thought it would be simple to just click and let SC4-Pim do the rest. This would, if it had worked, take even less that five seconds. But it took me a day to find out that I did not find a way to get it work.
Title: Re: PIMX Official support thread
Post by: Architect_1077 on December 31, 2011, 10:04:16 AM
Alright... have spent awhile trying to get PIM-X to work but to no avail. I keep getting a popup stating that "Errors occurred", and to check the log file. I'm wondering if anyone could help me with this.
I've tried running the program normally, as well as in admin mode and in compatibility mode. I also downloaded the recommended files listed. So far nothing has worked.

OS: Win7 x64 SP1
CPU: Intel Core i7 Q720
RAM: 6 GB
ATi Mobility Radeon HD5650

Log file text:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 117, in ?
  File "SC4IconMakerDlg.pyo", line 7, in ?
  File "SC4Data.pyo", line 2, in ?
  File "S3DReader.pyo", line 2, in ?
  File "S3DViewer.pyo", line 3, in ?
  File "Numeric.pyo", line 91, in ?
  File "multiarray.pyo", line 12, in ?
  File "multiarray.pyo", line 10, in __load
ImportError: DLL load failed: O parâmetro está incorrecto. (translated, it says incorrect parameter)


If anyone could help me with this I'd be much appreciated.
Title: Re: PIMX Official support thread
Post by: CasperVg on December 31, 2011, 11:11:59 AM
Architect: unfortunately some kind of strange bug prevents PIM-X from working on Windows 7 SP 1. It works fine without the Service Pack 1 installed though, so I can only suggest you to downgrade (although that probably comes with some security risks) if you want to use PIM-X.


EDIT (04/01/2012): A fix is now available: check here (http://sc4devotion.com/forums/index.php?topic=14216.0)  ()stsfd()
Title: Re: PIMX Official support thread
Post by: Architect_1077 on December 31, 2011, 11:18:55 AM
#$&#$%/$%(&/

Windows, go figure...

Thanks for info, appreciated :-)
Title: Re: PIMX Official support thread
Post by: joelyboy911 on January 02, 2012, 05:49:30 PM
Hi everyone, I'm wondering if someone can help me reconfigure my PIM-X.

As you may know, I can't get the program to work on my new HP Laptop with Win7 Sp1, but I still have my old Toshiba laptop with Vista.

I have set up the two computers to access eachother over the WLAN, so I can shift files back and forth where I need to modify them in PIM-X, but I'm wondering if I can reconfigure PIM-X on the Toshiba to load the plugins folder from the HP over the network when I open it, reducing the need to copy things back and forth, and minimising the risk that I accidentally delete or overwrite something important (it hasn't happened yet).

So I'm looking for where I can alter the file path somewhere in PIM-X's configuration, and wanting to know if PIM-X will co-operate if it is loading plugins from a network location.

Thanks for any help you can give.
Title: Re: PIMX Official support thread
Post by: sepsis on January 24, 2012, 05:37:26 PM
I have installed the fix but when launching the program I get this error message:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2883, in __init__
  File "SC4PIMApp.pyo", line 3213, in LoadDatas
pywintypes.error: (2, 'RegOpenKeyEx', 'The system cannot find the file specified.')

What to do?

Title: Re: PIMX Official support thread
Post by: StephenMotsinger on February 02, 2012, 05:58:53 PM
I running windows 7 with OUT the sp1,  installed your patch, and the program OPENS / loads etc, but when you go to drag a building over - this error appears,

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3136, in OnBeginDrag
  File "SC4Data.pyo", line 50, in __getitem__
KeyError

Can you please help?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on February 02, 2012, 06:03:07 PM
Hi StephenMotsinger,

That error is because you dragged something that can't be dragged.  You can only drag from the models section, not anything from the descriptors sections. :)

@Sepsis:  Do you have the dlls?
Title: Re: PIMX Official support thread
Post by: StephenMotsinger on February 05, 2012, 10:38:37 AM
Hi StephenMotsinger,

That error is because you dragged something that can't be dragged.  You can only drag from the models section, not anything from the descriptors sections. :)

@Sepsis:  Do you have the dlls?


I don't think so, i am brand new at this, and just getting started with this whole thing.  Learning as i go.  LOL
Title: Re: PIMX Official support thread
Post by: Buzzit on February 20, 2012, 02:26:07 PM
hey guys
i finally installed the pim-x on my laptop but i only get this :

---------------------------
Errors occurred
---------------------------
See the logfile 'C:\Program Files (x86)\SC4PIM\SC4PIM.exe.log' for details
---------------------------
OK   
---------------------------

but the weird thing is i can't  seem to find a log anywhere
nothing happends after this
i also installed the DLL files but that unfortunately didnt work.
whats the problem?
the only diffrence with my main computer is that this is a laptop wich is faster and better than my pc anyway i got the same windows but with better hardware.

anyone have any ideas how i can get this to work?
Title: Re: PIMX Official support thread
Post by: Sciurus on February 23, 2012, 08:13:36 AM
Hello!


I've got a little problem with the PIM-X. I installed the patch, the library, all. But when I double-click on the icon to lauch it, nothing runs! I've got nothing in the task manager... and in the SC4PIM.exe.log, I've got this:



Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
ImportError: No module named SC4PIMApp


What shall I do?


Thanks, Guillaume :thumbsup:
Title: Re: PIMX Official support thread
Post by: Lowkee33 on February 23, 2012, 04:22:50 PM
---------------------------
Errors occurred
---------------------------
See the logfile 'C:\Program Files (x86)\SC4PIM\SC4PIM.exe.log' for details
---------------------------
OK   
---------------------------

I just had this today.  Some of the PIMX files were set to hidden or read-only (got myself a little virus yesterday).  Setting them to be normal files (by right-clicking and going to properties) fixed it.
Title: Re: PIMX Official support thread
Post by: Simcoug on February 25, 2012, 07:02:44 PM
Sorry - newbie question:  If I only want to change properties in the .SC4desc file, do I need anything in plugins besides the building model and the .SC4desc file that I want to change?  (no dependencies, lot files, etc)

Thanks!

Title: Re: PIMX Official support thread
Post by: Lowkee33 on February 25, 2012, 07:19:53 PM
No and yes.  No, because you technically don't even need the model file.  If all you are doing is something like adding the building (.desc) to a family or changing tile sets, who cares what it looks like?

Yes, because if you are changing the filling degree then a) you will want something to look like, and b) you be effecting the lot files.  If you did something like change a .5 filling degree to a 50 filling degree, then the stages of the lots would certainly need to change.

The only time you need the prop/texture packs is when you plan to enter LE or make your own descs.  (Or if you're testing readmes...).
Title: Re: PIMX Official support thread
Post by: Simcoug on February 25, 2012, 07:35:05 PM
No and yes.  No, because you technically don't even need the model file.  If all you are doing is something like adding the building (.desc) to a family or changing tile sets, who cares what it looks like?

Yes, because if you are changing the filling degree then a) you will want something to look like, and b) you be effecting the lot files.  If you did something like change a .5 filling degree to a 50 filling degree, then the stages of the lots would certainly need to change.

The only time you need the prop/texture packs is when you plan to enter LE or make your own descs.  (Or if you're testing readmes...).

Thank you for the quick reply! 
Title: Re: PIMX Official support thread
Post by: Sciurus on February 26, 2012, 03:31:39 AM
No one for me? &mmm


Guillaume.
Title: Re: PIMX Official support thread
Post by: catty on February 27, 2012, 03:52:11 AM
No one for me? &mmm

Guillaume.

Hi Guillaume

I think its more a case of not being able to help, I would have suggested a re-install, making sure the dll is in the same folder and adding this fix

http://sc4devotion.com/forums/index.php?topic=14216.0

if you had a Win7 PC, but that's the extent of my knowledge in this area

Sorry

Cathy
Title: Re: PIMX Official support thread
Post by: Sciurus on February 27, 2012, 12:55:46 PM
Ok thank you, I'll try it. Even I've already installed the patch... but let's hope!


Guillaume :thumbsup:
Title: Re: PIMX Official support thread
Post by: Buzzit on February 28, 2012, 12:51:29 PM
---------------------------
Errors occurred
---------------------------
See the logfile 'C:\Program Files (x86)\SC4PIM\SC4PIM.exe.log' for details
---------------------------
OK   
---------------------------

I just had this today.  Some of the PIMX files were set to hidden or read-only (got myself a little virus yesterday).  Setting them to be normal files (by right-clicking and going to properties) fixed it.

Thanks for the suggestion.
unfortunately all my files allready where labeled as normal. so that wasn't the problem.
i have no idea what it could be further more..
maybe the service pack issue
Title: Re: PIMX Official support thread
Post by: Wilfried on April 07, 2012, 03:01:35 AM
Hello,

When PIM-X starts up, it tells me that my "GID is 0xDD057D62".

How come that? How would the program even know?


Most important, my GID has been 0xEEEE.... for years, once I got it assigned by the BSC team on the ST forums. How can I tell PIM-X that I already have a proper GID?


Wilfried
Title: Re: PIMX Official support thread
Post by: Lowkee33 on April 07, 2012, 05:22:39 AM
Hi Wilfried,

Your GID is a Group ID unique to your computer, and it can be found in your SC4 registry.  When you make a new building/prop desc it is given this ID.  It is the same as what MaxisPIM would give you.

This is different than a building/prop family range that BSC would have given you.  When you make a Building/Prop desc in PIMX you can right click in the lower-right data area and you will have the option to add it to a family.  The ID for the family would be in the range that BSC gave you.
Title: Re: PIMX Official support thread
Post by: Wilfried on April 07, 2012, 08:27:09 AM
I'm not sure if I got this all correct.

Let's say I make a bus stop, and then I make a residential building. What should their respective IDs be like?
Title: Re: PIMX Official support thread
Post by: Lowkee33 on April 07, 2012, 08:54:28 AM
The bus stop and residential desc will have the same Group ID, for you it will be 0xDD057D62.  The Instance ID is made from what time it is.  The lots will have a Group ID of 0xa8fbd372. 
Title: Re: PIMX Official support thread
Post by: Sciurus on April 13, 2012, 06:30:04 AM
Hi all!


I stil have a problem with the PIM-X... I installed the patch correctly, followed all the instructions, but it still doesn't work and it shows me this:


Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
ImportError: No module named SC4PIMApp


What shall I do? Where's this file? Can someone help me please... I really need it :/

Guillaume.
Title: Re: PIMX Official support thread
Post by: Wilfried on May 28, 2012, 01:40:42 AM
The bus stop and residential desc will have the same Group ID, for you it will be 0xDD057D62.  The Instance ID is made from what time it is.  The lots will have a Instance ID of 0xa8fbd372.
Thank you, Lowkee.

The Instance ID is given for the current second, right?

(So it covers a time-span of about ~136 years per single GroupID, out of 4 billion, which should be 'enough for everybody'. ;) Am I right here?)
Title: Re: PIMX Official support thread
Post by: Lowkee33 on May 28, 2012, 01:05:53 PM
The first digit of the Instance is random, so we will actually start running the risk of duplicates some time next year.  We'll have to see what happens.

Btw, when I said "Instance ID" for the .lot, I meant to say "Group ID".  Check out the edit (I didn't notice it until I saw your quote).
Title: Re: PIMX Official support thread
Post by: Wilfried on May 29, 2012, 12:43:05 PM
Thanks for claryfying. :thumbsup:


Wilfried
Title: Re: PIMX Official support thread
Post by: Architect_1077 on July 12, 2012, 10:28:24 AM
Does anyone know why certain SC4 effects props aren't displayed/loaded in PIMX (they are displayed as green diamond shaped objects)? This would appear as though it were a case of missing dependencies however, even when I include the necessary SC4 files upon loading PIMX, it still doesn't load the effects properly (i.e.: "the sparkles of purification" effects).

What am I doing wrong?
Title: Re: PIMX Official support thread
Post by: FrankU on July 16, 2012, 05:15:57 AM
Hi Architect_1077,

You aren't doing anything wrong. SC4-Pim just works that way. in LE some animations aren't shown either as animation, also green diamonds.
I guess showing animations in the editors would cost too much CPU time or somehing like that.
You just have to guess what animations look like...
Missing props are shown differently in SC4-Pim: you see a yellow rectangle with a thin red cross in it. By the way: the animations/effects are also shown as tiny yellow squares with a red cross, although nothing is missing. I think Wouanagaine shouldn't have done that, but he did and we cannot change this.

I hope all is clear now.
Title: Re: PIMX Official support thread
Post by: saris on August 13, 2012, 11:14:28 PM
I am not finding a download link, am I missing something?
Title: Re: PIMX Official support thread
Post by: jmyers2043 on August 14, 2012, 06:51:32 AM
I am not finding a download link, am I missing something?

I guess you're looking for the XTool?

Go to the SC4Devotion LEX. Do a search ->  Tools - Data creation. Download the SC4PIM and the New Properties XML...

Do another search for documentation and download the user manual.

Good Luck

- Jim


Title: Re: PIMX Official support thread
Post by: vortext on August 22, 2012, 04:21:00 PM
Hi, I was wondering if there's somekind of way to export the preference groups for textures & props. Maybe as a text or html document or something?

I ask because recently I caught a nasty virus on my pc. Luckily I managed to cut it short before it could do any serious dammage. A rather annoying side-effect, however, was almost all programs defaulted to out-of-the-box settings. Really, I hadn't realised how much work it would be to restore directory paths, batch scripts, short-cuts, key assignments and the like. The SC4PIM also lost all the preference groups, which wasn't a bad thing perse since it was a bit of a mess anyway. But now I've gone through the process of reorganising and would like to have a back-up, in case anything similar happens again in the future.
Title: Re: PIMX Official support thread
Post by: pierrebaptiste on August 29, 2012, 07:45:46 AM
Hello

I have a biggest problem with the SC4PIMX

Since this morning (29 / 8 / 2012 ,  8 / 29 / 2012 ) when i use th pimx there is a bug .

When i want create a new lot it's impossible because on the two windows to create a lot there is online one.

Normally there is the windows with view of lot in 3D and the second window " tools " with textures and props . But the second with textures and proprs doesn't appear  ()what() .

Because of this I can't place my props on the lot because there is no the window "tools " with textures and props .   &hlp

Can you help me to correct this bug please  ()what()

Thanks  :thumbsup:
Title: Re: PIMX Official support thread
Post by: CasperVg on September 17, 2012, 06:58:27 AM
Ah yes, that happens to me a lot too. It's caused by accidentally dragging your Textures/Prop window outside your visible screen. You should be able to fix this by removing the file named "groups.ini" in the "C:\Program Files\SC4 PIM\" folder. When you restart PIM-X, it will generate a new groups.ini file with a correct position of the Lot Editor windows.

Hope it helped,
Casper
Title: Re: PIMX Official support thread
Post by: vortext on September 18, 2012, 05:33:32 PM
. . .  "groups.ini" in the "C:\Program Files\SC4 PIM\" folder.

Not clear wether you intended to or not but this is also provided the answer to my question!  :D  Thanks!  :thumbsup:

Title: Re: PIMX Official support thread
Post by: Ol.S / Benoit on September 25, 2012, 07:18:39 PM
Hi all !

First, thanks a lot Casper for the Win7 SP1 patch, was working perfectly on my laptop :)

Unfortunately, PIMX is no longer working on my new computer, which is also on Win7 SP1. I do have the patch etc...
It says that the MSVCR71.dll file is missing. But I can see this file in my SC4PIM folder...

Here what says the logfile :

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load
ImportError: DLL load failed: Le module spécifié est introuvable.


Hope you can help me because I love SC4, but i need SC4PIM for that...  :( (And I also have some issues with the Lot Editor so you can imagine how depressed I am !  :P )
Title: Re: PIMX Official support thread
Post by: Ol.S / Benoit on September 27, 2012, 01:48:48 PM
Problem fixed !

I had MSVCR71.dll but also needed Msvcp71.dll, but the error was not asking for this file... Looking on internet for MSVCR71.dll thanks to vortext, I found the other file here :

http://www.addictivetips.com/windows-tips/fix-msvcp71-dll-and-msvcr71-dll-missing-error-in-windows-7/

You just put theese two files in the SC4PIM folder, replacing MSVCR71.dll, and it works ! :)
This might help some of you guys who have the same issue ! (BTW you still need the patch from Casper) Looks like Msvcp71.dll is needed for recent win7 computers.
Title: Re: PIMX Official support thread
Post by: jmdude1 on January 04, 2013, 04:55:50 AM
ive read through the pages and found why i cant get the PIMX to work for me: i copied my game files from my old laptop to this one, therefore the registry scan(?) doesnt work.
i live abroad now and dont have my game cases here with me (ie. no reg. numbers), only the disks. however, i do have my old laptop and i can get the PIMX to work on it because i installed the game from the disks on it. but, the screen doesnt work, and its old and slow.  is there a way i can copy the registry files to my new laptop? or perhaps any other way to get it to work?

any help would be great. thanks.
Title: Re: PIMX Official support thread
Post by: MandelSoft on January 17, 2013, 05:21:30 AM
Somehow, the PIM-X doesn't work with Windows 8, or at least, not that I know of. It gives this error code:
Code: [Select]
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
pywintypes.error: (2, 'RegOpenKeyEx', 'The system can't find the specified file.')
Is there a bugfix for this? I've already installed the Win7 SP1 fix, but alas, no results...
Title: Re: PIMX Official support thread
Post by: CasperVg on January 17, 2013, 06:09:11 AM
I've had the same error as you on Windows 8, MandelSoft. Seems to be related to the registry entries, judging by the error. I've messed around with it for a bit and eventually found that running it as Administrator seemed to work. Can you try that?
Title: Re: PIMX Official support thread
Post by: wouanagaine on January 17, 2013, 06:11:15 AM
I've stumbled upon this on DatPacker also on win7

looks like the program is not able to ask for a registry key anymore, seems to be an access security level issue
Can't find a workaround either for datPacker, and I'm redoing it in C as it seems to work

However PIMX in C or C++ is a big no-no

I'll trig to dig this more


Title: Re: PIMX Official support thread
Post by: MandelSoft on January 17, 2013, 06:17:59 AM
I've had the same error as you on Windows 8, MandelSoft. Seems to be related to the registry entries, judging by the error. I've messed around with it for a bit and eventually found that running it as Administrator seemed to work. Can you try that?
Run as Admin did do the trick! Thanks! :)
Title: Re: PIMX Official support thread
Post by: fafalone on February 01, 2013, 12:16:47 AM
*************PLEASE DISREGARD THIS POST******************
I don't want to delete it in case anyone is ever searching for information about the same problem in the future.

Solution: Used an automatic script to insert properties, and an ItemOrder property got inserted into the LotConfigurations exemplar; and the Exemplar Name (0x20) was changed; one of these was likely and invalid value and the issue was solved by removing the ItemOrder property (which belongs in the other lot exemplar) and correcting the Exemplar Name.

********************
I made some lots in LE, edited them with Reader, and now PIMX will not open them.

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3367, in OnClose
  File "SC4PIMApp.pyo", line 3370, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
  File "SC4PIMApp.pyo", line 3161, in LoadDatas
  File "SC4Data.pyo", line 1300, in Finalize
  File "SC4PIMApp.pyo", line 397, in UpdateEntry
  File "SC4DatTools.pyo", line 388, in __init__
  File "SC4DatTools.pyo", line 466, in DecodeBuffer
  File "SC4DatTools.pyo", line 457, in DecodeBinary
  File "SC4DatTools.pyo", line 457, in <lambda>
  File "SC4DatTools.pyo", line 121, in __init__
struct.error: unpack str size does not match format


I narrowed it down to my new lots, this happens when they're the only folder selected or in any group of selected folders, but not when they're not being loaded (other errors happen then, but one step at a time). Any thoughts on what might cause this?
Title: Re: PIMX Official support thread
Post by: CasperVg on February 01, 2013, 12:21:13 AM
Are there any special characters in those new lots? Does Reader load them correctly?
Title: Re: PIMX Official support thread
Post by: wouanagaine on February 01, 2013, 01:20:56 AM
I've stumbled upon this on DatPacker also on win7

looks like the program is not able to ask for a registry key anymore, seems to be an access security level issue
Can't find a workaround either for datPacker, and I'm redoing it in C as it seems to work

However PIMX in C or C++ is a big no-no

I'll trig to dig this more



So I've found the cause
It happens when some registry keys are written/created in the registry using a 64bit program, after that any 32 bit program ( old one like PIMX ) can't access them anymore if not asking kindly to window to get them ( and PIMX doesn't ask kindly )
So for me, it looks like you created the maxis keys by yourself ? maybe edit the registry with regedit32 ?
Title: Re: PIMX Official support thread
Post by: phantomglitch on March 09, 2013, 02:08:28 PM
So I've read all the documentation and guides I can find on using PIM-X, and I understand what the ._loosedesc files are for, but I'm wondering if there is a way to force PIM-X to not combine .sc4desc and .sc4lot into the lot file?  I'm attempting to create a ploppable lot from a growable one, and I'm able to create a new lot with just the building I want, but when I try to copy the lot properties from the original growable lot into the new ploppable lot and then edit the new lot to point to the description file, I have no file to point it to and I end up using the Instance ID shown in PIM-X, which makes the lot invalid.
Title: Re: PIMX Official support thread
Post by: wouanagaine on March 09, 2013, 03:33:43 PM
you can't create a plopable using a builing made for a growable lot, this is a SC4 thing, not a PIMX limitation
You need to create a plopable building first ( using the same model ), and drag&droping it in the correct plopable category
Title: Re: PIMX Official support thread
Post by: phantomglitch on March 09, 2013, 05:26:12 PM
Okay, that makes sense...I figured there was some fundamental difference at work.  What tool might I use to create a ploppable building from a model?
Title: Re: PIMX Official support thread
Post by: vester on March 09, 2013, 05:32:50 PM
PIM or PIM-X
Title: Re: PIMX Official support thread
Post by: phantomglitch on March 09, 2013, 05:55:41 PM
Okay, I think I figured out the problem.  I was creating a new lot from the building, but then trying to place the growable lot's object properties into the ploppable lot, and somehow they aren't compatible from growable to ploppable.
Title: Re: PIMX Official support thread
Post by: Doodleroo on April 02, 2013, 01:55:58 AM
I am experiencing a rather strange issue with PIM:

In my environment, PIM only shows resources stored in the plugins folder within the SimCity application directory.

So far I figured out the following:
- Resources stored in the regular plugins folder will not appear in PIM.
- Once I copy these resources into the plugins folder within the SimCity app directory, they will show up in PIM.
- PIM does find my plugins folder in the registry, displays it upon startup and I check it and all sub-directories, but files will not show up in PIM.

I guess, this problem is related to my rather special setup:
- I am using a MacBook Pro and run SimCity within a VMWare Fusion VM
- VMWare Fusion maps the Windows XP document directory to the Mac document directory
- hence, the path to my document directory is a network path: '\\vmware-host\Shared Folders\Documents\SimCity 4\Plugins'

Copying files back and forth is a usable workaround, but it would be awesome if I did not had to do this :)
Title: Re: PIMX Official support thread
Post by: jaredh on April 12, 2013, 10:37:03 PM
I'm having trouble getting some dependencies to show up in PIM-X.  These are reliably LTEXT entries and/or sound entries in the lot dependency list.  The LTEXT entries always accompany models that are found.

I can't find anything anywhere that explains why this might be the case.  I've verified multiple times all the dependencies listed in the readmes are present, and in fact listed in the PIM-X dependency list. 

Is this something obvious I'm just missing?
Title: Re: PIMX Official support thread
Post by: FrankU on April 15, 2013, 08:41:05 AM
I have the same I guess. What you mean is that in the dependencies listing the sound and or LTEXT give a missing dependencies warning?
I don't bother, because the lots seem to work without, but in fact this should maybe worry me?  ()what()
Title: Re: PIMX Official support thread
Post by: jaredh on April 15, 2013, 09:02:30 AM
The problem here is I can't see the lot to alter it for CAM stages.  I guess I can just go with a blind 0.5 filling degree for the lots that won't open into the tool due to the missing LTEXT/sound dependencies, but I'd rather have the tool show me the BAT so I can get it closer.
Title: Re: PIMX Official support thread
Post by: whatevermind on April 15, 2013, 06:50:25 PM
This is interesting. I've found PIM-X usually can't find sound or LTEXT files when you do the dependency check, and always just figured that to be a bug in the program, but I can't say I've ever had trouble opening a lot in the PIM-X lot editor due to missing sound or LTEXT dependencies. I'm also not sure I've ever checked that particular situation though.

I've been on a similar PIM-Xing spree the past few months and often only ran the program with those dependencies I expected would contain the model(s). So when I opened some of the larger lots in the lot editor to see just how many buildings there were, or because the model itself was transparent and the "buildings" were props, I usually had a field of green diamonds for all the missing dependencies it couldn't find, but it still worked ok.
Title: Re: PIMX Official support thread
Post by: jaredh on April 15, 2013, 07:29:36 PM
Hmm

I'm not new to the SC4 mod community, but very new to the PIM-X tool so I feel fairly lost with this thing.  I'm going into the section under RCI and updating the fill factor there, not in the lot.

To be clearer....the RCI section looks to only be opening the description file.  I haven't been touching the lot files at all.  What I'm seeing is it locates the description file and can open/update it, but it doesn't show the model at all.

I was assuming it was due to missing dependencies, but based on your response, it sounds like I'm doing this all wrong as you seem to be talking about opening the lot.
Title: Re: PIMX Official support thread
Post by: whatevermind on April 15, 2013, 10:00:13 PM
Aha. No, you're doing it right. What you are looking at is the descriptor file, not the lot. I had misunderstood what you were doing.

There's a couple cases where PIM-X won't show you the model. Most of them are because you're just missing the model from your plugins. Once you have the model in your plugins you should be able to see it.

The one common case where you won't see the model is if the lot uses a blank model as the "building" and the visible buildings are simply props. In this case, PIM-X may be showing you the model, but because it's blank, there's nothing to see. The problem that you get here is that many lots that use this method use a ridiculously small blank model - so to get accurate properties you would have to use a filling degree that's huge, bordering on buggy. Ideally, the lot should have a blank model with the same volume as the total volume of buildings on the lot, and a filling degree of 1 - or something very close to that.

If you have a super-tiny blank model, you're pretty much stuck replacing the blank model with a correctly sized one, either by relotting or by scaling the model file. Then you can use the lot editor to see what buildings are on the lot and figure out the correct filling degree for the blank model. Likewise correctly sized blank models still pretty much require looking at the lot editor to get a sense of what's on the lot so you can set the filling degree. Either way, these lots are a pain to work with.

There is also always the case that you simply have a buggy descriptor file, and there's certainly a few of them out there.

Hope that helps explain it a bit more.
Title: Re: PIMX Official support thread
Post by: jaredh on April 15, 2013, 11:14:34 PM
Thanks!  I think you just explained all of what I'm seeing in regards to the models not showing anything when the lots do...

I went through and looked at 3-4 of the ones I've encountered so far and they all either have blank lots or buildings that are 1x1x1 in size.

Maybe I need to just drop all these 2003-2006 mods and just get newer ones.  The community back then was raging with blank lots for ploppables, and as I posted in the other thread....that's a LOT of work to change them to growables.
Title: Re: PIMX Official support thread
Post by: BarbyW on April 16, 2013, 05:37:31 AM
I would strongly suggest that you dump anything from 2003-2006 that uses blank lots for ploppables. Read the SC4PIM Guide and make your own ploppables and growables from whatever models you wish to use. That way you will get reliable working lots.
Title: Re: PIMX Official support thread
Post by: rkelly17 on May 10, 2013, 11:43:03 AM
I have used PIM-X to build some train/bus/subway stations in the past and everything worked appropriately (Win 7 64 bit). It has been about 3-4 months since I last used it and today when I started working on a new lot I got this error message when I tried to drag a building to the "ploppable" section:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3136, in OnBeginDrag
  File "SC4Data.pyo", line 50, in __getitem__
KeyError

I couldn't drag anything anywhere.

Thanks for any help.
Title: Re: PIMX Official support thread
Post by: vortext on May 10, 2013, 12:35:48 PM
Hm, maybe there was a recent update to Win 7 which broke a library? Just a guess though as I'm on Vista.
Title: Re: PIMX Official support thread
Post by: docj101 on May 11, 2013, 01:08:43 AM
I have used PIM-X to build some train/bus/subway stations in the past and everything worked appropriately (Win 7 64 bit). It has been about 3-4 months since I last used it and today when I started working on a new lot I got this error message when I tried to drag a building to the "ploppable" section:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3136, in OnBeginDrag
  File "SC4Data.pyo", line 50, in __getitem__
KeyError

I couldn't drag anything anywhere.

Thanks for any help.

That error you are getting is what you see when you try to drag a descriptor file onto another descriptor file.  You didn't choose an appropriate model file from the resources list to drag onto the descriptors.  You chose a .dat file that appears in the right side list when you have highlighted a descriptor type on the left.  Make sure on the left hand side you have selected "standard models" first, then choose a model from the right hand side to drag back onto a descriptor.  Of course you have to have models to choose from in your plugins folder before you even open PIMx.

If you are trying to create a new buildings from an existing building, then you don't want to drag anything.  What you do is: i.e. Select "Bus Stop" from the left side, then highlight the "Ut12x4_BusStation_035A" result in the right side panel.  This will open the properties of that building in the lower right panel.  In that panel you would want to right-click and select "create a ploppable lot using this building".  Select a lot size that you want to work with and click OK.  Your done.  The resulting bus stop is now in your plugins folder and you can edit it's values in reader and it's looks in lot editor.
Title: Re: PIMX Official support thread
Post by: rkelly17 on May 11, 2013, 09:38:44 AM
Thank you, docj101, that is precisely what I was doing. It had been long enough since I had used PIM-X that I forgot the "Standard Models" bit. I decided that the smart thing to do was open up the really excellent User's Guide and re-read it. I'm back in business.
Title: Re: PIMX Official support thread
Post by: Jasoncw on May 13, 2013, 12:44:10 PM
I've had a problem where things lotted/modded with PIMX, and one or more other programs, causes the building to disappear in the game when zooming or rotating.

So, for example, if I make the desc and generate a lot with PIMX, and then use the lot editor to edit the lot.  Or if I use LE Prop to add a menu icon.  Or I think even if I use the reader to change a value, this bug happens.  If I use the reader to add something, but not replace existing files.  For example, inserting a png for a menu icon, changing the ids, and then deleting the old png does not cause this problem.

When in the game, and the building is on screen, zooming in or rotating causes the building to glitch and then disappear.  Sometimes it first becomes weird and pixelated, and then upon rotating or zooming again it entirely disappears.  And also, sometimes when you rotate or zoom it happens and sometimes it doesn't.  I know this problem happens with the BATs that I've modded this way, and I've reproduced the problem, but at the same time when I'm playing the game a lot (maybe even most) of the time everything displays just fine.

And, importantly, the problem is not with the .SC4Model file.  If the BAT is remodded/lotted using the standard maxis programs, or remodded/lotted using ONLY PIMX, then it works fine.

An example is http://community.simtropolis.com/files/file/27924-sturgeon-building/

I'm not sure what computer specs might be helpful for this, but I'm using 64 bit windows 7.

Thank you   :)
Title: Re: PIMX Official support thread
Post by: docj101 on May 14, 2013, 12:18:50 PM
Jason,

I'm pretty sure what is happening to you is that you are making changes with Reader v1.4 and upon saving those changes it is corrupting it's output file.  I myself have noticed v1.4 corrupts several things I save, immediately upon saving.  I haven't personally had it mess up a builing visually in game for me, however I have had pollution properties erased, and I have had .png preview files corrupted, among other things.

I could be wrong and perhaps your problem does lie with PIMx somehow, but if you are using Reader v1.4, try using the old version, Reader v.0.9.3 to do your changes and saves.  v1.4 is great for "looking at stuff".  Not so great for modifying.  Keep in mind the one main difference between the versions is with v.0.9.3 you will need to convert hexadecimal to decimal (and vice-versa) numbers manually with a calculator like the one at the following link: http://www.unitconversion.org/numbers/base-10-to-base-16-conversion.html (http://www.unitconversion.org/numbers/base-10-to-base-16-conversion.html).

Also remember that if you have saved the game with a messed up building in it, it won't be corrected until the file is fixed and it is bulldozed and grows/plopped again.
Title: Re: PIMX Official support thread
Post by: Jasoncw on May 14, 2013, 12:56:47 PM
Thanks!   :)

Someone had PMed me the answer as well.

Thanks a ton to both of you, I'm glad that it's only a matter of switching back to the old reader, and not a problem with PIMX.   :)
Title: Re: PIMX Official support thread
Post by: whatevermind on July 07, 2013, 06:40:24 PM
Is there any way to have PIM-X remake a menu icon? What I'm running into is that it makes the menu icon during the initial lot creation, and what I really want is an icon of the finished lot. I know I can slap together a custom icon in Photoshop, but I'd really prefer if I could just retake the picture.

On a similar note, is there any way to control what the menu icon camera is pointing at? Many of the icons seem to be pointing to random corners of the lot, or are zoomed in/out too far to get a decent picture of the building.

Any help would be appreciated!
Title: Re: PIMX Official support thread
Post by: FrankU on July 08, 2013, 07:50:11 AM
It is quite simple to make a new icon.
The way I do it:
1. I make an image of the lot in game (use the buildingplop cheat if it's a growable one).
2. Then I take a 88x88 pixel image out of it (the icons are 44x44, but in my experience an original 88x88 gives better results).
Pim-X
3. I save this image.
4. I start Pim-X and look for the lot. I open the lot.
5. I right click on the lower right square in the Pim-X menu, where you see the properties of the lot.
6. A menu appears, I select "Change Icon". Then I select the 88x88 image I have made.
7. Pim-X now takes care of the whole iconbusiness. You are set.

Questions anyone?
Title: Re: PIMX Official support thread
Post by: whatevermind on July 09, 2013, 10:16:27 PM
Thanks Frank! I hadn't realized that PIM-X would do the icon-making if you gave it a single image. The manual is a little...vague about how that tool works.  ::)

Not quite as simple as just resnapping the icon image, but certainly a lot faster than crafting the full four-part icon by hand, which is what I was really hoping to avoid doing. Besides, another opportunity to test the lot in game is always a good thing!  :)
Title: Re: PIMX Official support thread
Post by: whatevermind on July 12, 2013, 03:17:16 PM
Solved it. To retake an icon picture in PIM-X, open the lot editor, and use pan/zoom to get the look you want. Then press Ctrl + I. Give it a second to compute, then close the lot editor and save. (I don't know if saving is necessary, but it can't hurt, right?) PIM-X makes the new icon from the view in the 3D lot editor screen. If you then open up the change icon dialogue, you'll see your new icon that was just made. Of course, you don't get any background or custom graphics this way, but its good to know that PIM-X can do it.

By the way, the secret was buried as a one-liner in the LE-X commands.  $%#Ninj2

I know, I know, should have read the manual more carefully. I'll have it memorized one of these days.  ::)
Title: Re: PIMX Official support thread
Post by: FrankU on July 12, 2013, 03:26:52 PM
Hmmm, interesting.
I did read the read me, but not in detail.... Didn't know about this option too.
Thanks.
But of course I am one of those guys who wants the icon to have some kind of additional info, like text or a flag (in my case). So I need to do it the way I explained.
Title: Re: PIMX Official support thread
Post by: MandelSoft on August 18, 2013, 08:48:51 AM
My copy of the SC4PIM-X doesn't work anymore since I restored my PC after a malfunction. So I tried to download it again from SC4D, but it turns out that the PIM-X is infected by malware, so Avast blocks it. I've checked the other downloads and it's only the PIM-X that causes the problem.

So, could a proper version be restored to remove the malware infection?
Title: Re: PIMX Official support thread
Post by: CasperVg on August 18, 2013, 09:12:15 AM
I've just checked it and found no issues. Also checked the zip at  virustotal.com, which checks it against 36 virus scanners and found no problems.

https://www.virustotal.com/nl/file/1bfa9f6b3d940ae9dd69662ae5947171e6c5cc57597b1eaf29801a9cbf407d0e/analysis/

So it's probably just a false positive from Avast. You'll have to turn it off somehow to reinstall.
Title: Re: PIMX Official support thread
Post by: MandelSoft on August 18, 2013, 10:29:27 AM
Odd... the Avast-check at Virus total did not see anything wrong with the file. Wonder why it red-flags on me...

... and now I've reached my daily quota for the file. So I have to wait for tomorrow...
Title: Re: PIMX Official support thread
Post by: maxxxsmooth on August 18, 2013, 04:50:27 PM
I've been using PIM-X for a very long time, with no problems. Yesterday, I tried to fire it up, and this is what I get:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2883, in __init__
  File "SC4PIMApp.pyo", line 3253, in LoadDatas
  File "SC4LotPreview.pyo", line 2894, in Draw
  File "S3DViewer.pyo", line 35, in InitGL
NameError: global name 'glClearColor' is not defined
Traceback (most recent call last):
  File "SC4OpenGL.pyo", line 77, in OnPaint
  File "S3DViewer.pyo", line 35, in InitGL
NameError: global name 'glClearColor' is not defined

I have XP SP3, and is up to date. Last time I successfully used PIM-X was Friday evening. Haven't updated anything. I've tried to uninstall it, and re-install several times, no joy. Even tried to find a registry entry for it, no joy. Thanks in advance for your response. 
Title: Re: PIMX Official support thread
Post by: sdc16064 on November 04, 2013, 04:22:29 AM
I'm starting to have trouble with the PIM-X. It seems to load correctly, but I can't access the Lot Editor or Building Exemplar portion correctly. (In the LE-X, the building is missing, and when I click "Access building" or something similar, nothing happens) Is it because I have a lot of plugins in the folder (Program Files\Maxis\..., NOT Documents\...)?
Title: Re: PIMX Official support thread
Post by: Swordmaster on November 22, 2013, 01:16:57 AM
Well, if you don't deselect those folders in the startup window, they will load, which may be the reason indeed. I suggest only selecting what you need.


Cheers
Willy
Title: Re: PIMX Official support thread
Post by: theProphet42 on January 02, 2014, 01:03:27 AM
I just downloaded PIM-X to my laptop and it works fine.  However when I install it to my desktop computer and try to run it I get 'The program can't start because MSVCP71.dll is missing from your computer.  Try reinstalling the program to fix this problem.'  So I tried to reinstall and get the same message.  I have window 7 sp1 and have applied the patch.  I have also applied the new properties xml and settings.ini files. 
Title: Re: PIMX Official support thread
Post by: ScottFTL on January 02, 2014, 06:34:29 PM
I just downloaded PIM-X to my laptop and it works fine.  However when I install it to my desktop computer and try to run it I get 'The program can't start because MSVCP71.dll is missing from your computer.  Try reinstalling the program to fix this problem.'  So I tried to reinstall and get the same message.  I have window 7 sp1 and have applied the patch.  I have also applied the new properties xml and settings.ini files.

You need to download that DLL and place it into the same directory as PIM-X.  You can find a link in the first message in this thread:

http://sc4devotion.com/forums/index.php?topic=9279.msg285300#msg285300 (http://sc4devotion.com/forums/index.php?topic=9279.msg285300#msg285300)
Title: Re: PIMX Official support thread
Post by: MilitantRadical on January 22, 2014, 07:37:43 PM
When I try to drag something from the right window to the left window I get this message:

wxPython: stdout/stderr
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3136, in OnBeginDrag
  File "SC4Data.pyo", line 50, in __getitem__
KeyError
Title: Re: PIMX Official support thread
Post by: Bandel on April 21, 2014, 08:57:22 PM
I just downloaded PIM-X to my laptop and patch and DLL , but it doesn't run, keep giving me these

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2883, in __init__
  File "SC4PIMApp.pyo", line 3246, in LoadDatas
  File "SC4Data.pyo", line 1322, in Finalize
  File "SC4PIMApp.pyo", line 409, in UpdateEntry
  File "SC4DatTools.pyo", line 509, in GetProp
AttributeError: Examplar instance has no attribute 'link'

I have WIN 7 sp1 (32bit)
Title: Re: PIMX Official support thread
Post by: CasperVg on April 22, 2014, 07:31:14 AM
Can you try running it with an empty plugin folder? To me that error seems to indicate a corrupted plugin file?
Title: Re: PIMX Official support thread
Post by: Gondracorn on August 30, 2014, 08:58:48 AM
Hello, I dragged a model into a folder (specifically, any model, including blank), but I keep getting an item icon red error and a lot resource red error. The file doesn't show up properly in ILives Reader; it's missing files.
Title: Re: PIMX Official support thread
Post by: vortext on September 01, 2014, 06:52:09 AM
You still need to make the actual lot file: right-click and select 'create a ploppable lot using this building'.

Also, if you haven't already maybe you should read the User Guide (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2257).  "$Deal"$
Title: Re: PIMX Official support thread
Post by: simangel on November 01, 2014, 09:44:39 PM
Hi I am having trouble with PIMX, I installed PIMX, the new properties xml and also the multiarray.pyd bugfix ( I also have MSVCP71.dll in the PIMX folder), however when I try to run the program I get some kind of runtime error and I have no idea what is causing the problems.

Any help would be greatly appreciated.

cheers Simangel
Title: Re: PIMX Official support thread
Post by: CasperVg on November 02, 2014, 02:09:23 AM
It could be that one of the SC4 plugins you have installed are corrupted somehow. PIM-X gives up really easily if it finds a malformed file in your plugins. Try running it with an empty plugins folder?
Title: Re: PIMX Official support thread
Post by: simangel on November 02, 2014, 03:29:09 PM
Ah thank you very much for that mate, I ran the test and PIMX popped up no problems, now next question is how do I identify the corrupted or faulty file in my plugins and fix or remove the problem?.

Again thank you very much for your help.

cheers Simangel
Title: Re: PIMX Official support thread
Post by: CasperVg on November 03, 2014, 06:29:55 AM
Best way to do it would be load up PIM-X with half your plugins. If it works, the problem is in the other half. Then, load it with half of the "bad" section. If that works, the problem is in the other half of the section. Then keep repeating that until you find the file that causing the problem.

Basically, performing a binary search on your plugin folders:

(http://media.usrsb.in/bad-coin/dectree.png)
- Find the corrupted file in 1-8
- Start with files 1-4 and 5-8
 * If it crashes with files 1-4, repeat the previous step with files 1-2 and 3-4.
 * If it crashes with files 5-8, repeat the previous step with files 5-6 and 7-8.
Title: Re: PIMX Official support thread
Post by: simangel on November 04, 2014, 04:25:52 PM
Well it appears that i have found my problem, i did a section by section search of my pluggins with no real problems with the program loading with each individual section, so i put everything back in my pluggins and encountered the same problem.

I currently have 6.28 GB in my pluggins so my guess is there is just to much for the program so it spits the dummy lol, so looks like whenever i wish to use the program i will have to move my pluggins and just use the sections i require.

How inconvenient lol, oh well but thank you guys for all your help this problem was extremely vexing.

Cheers Xander Dax
Title: Re: PIMX Official support thread
Post by: frukox on November 09, 2014, 12:20:26 PM
What's the reason for these white things? and the one illustrated with blue in the picture:

(http://i62.tinypic.com/i2prug.png)
Speaking of the problem shown with blue, what I see is just "PIM" when I hover over the prop if you cannot see it.

This happens when I go into the Lot Editor trying to put a prop onto my lot but I can't. Thanks for your help in advance.
Title: Re: PIMX Official support thread
Post by: vortext on November 09, 2014, 01:16:00 PM
Hm, first thought would be that PIM hasn't had enough time to build all the thumbnails yet. Especially when loading a large plugins folder it takes some time to do this. And as simangel has found out, the PIM operates best when the number of files is kept to the necessary minimum.
Title: Re: PIMX Official support thread
Post by: frukox on November 09, 2014, 01:32:10 PM
Yeah, I chose a huge selection of files, PIM loaded it, however. The problem I can't solve is I cant even drag the prop whose thumbnail hasn't been loaded. Does this happen to you, I mean seeing props with no thumbnails and can't be dragged onto your lot?
Title: Re: PIMX Official support thread
Post by: vortext on November 09, 2014, 01:56:58 PM
No, you're right I just get the 'no preview' thumbnail and am still able to drag the prop. Scrap that, second idea: might be the props themselves. The picture is a bit small but it seems the prop names are visible? Or could you otherwise pinpoint which file they're located in? I could then have a look at them in the Reader.
Title: Re: PIMX Official support thread
Post by: frukox on November 09, 2014, 02:17:04 PM
I think the files there are located in one of CSX megapacks. When I hover over those blank-listed props, what I see is just "PIM" text and the props names. The program cannot identify where they are coming from and doesn't let me drag those props onto my lot in progress.
Title: Re: PIMX Official support thread
Post by: vortext on November 10, 2014, 03:48:31 PM
For identification purpose, could you please post a pic large enough so the prop names are readable?
Title: Re: PIMX Official support thread
Post by: frukox on November 12, 2014, 09:02:53 AM
If we are allowed to put big pictures like over 1000 pixels, I'll do that. Are we? &Thk/(
Title: Re: PIMX Official support thread
Post by: vortext on November 12, 2014, 09:31:26 AM
yes, to 1024 px width actually. Otherwise use [img width=1024] tag to fit.  :)
Title: Re: PIMX Official support thread
Post by: frukox on November 13, 2014, 05:08:07 AM
Probably found the cause. When I put fewer files into the PIMX, i dont have that problem. But when I overwhelm it with like all my props and textures, PIMX is not able to handle them all. Thanks anyway, vortext.

By the way, guys, I submitted my first lot into STEX. If you have time, please review it. I need to learn these tools(BAT and PIMX). Your help and criticism is appreciated.
Title: Re: PIMX Official support thread
Post by: vortext on November 13, 2014, 12:25:08 PM
So it turns out my initial idea of overloading was more or less correct after all though a bit strange. It's the first time I've seen this particular issue.

As for your upload: I'd open a BAT thread (in here (http://sc4devotion.com/forums/index.php?board=9.0)) for feedback as the textures could use some more attention. And did you get permission to include BSCBATProps_Mikeseith_BMW? If not then it's just a dependency like the others, which you may want to reduce in number to make it more attractive for people to download. Other than that everything seems to be in order.  :thumbsup:
Title: Re: PIMX Official support thread
Post by: frukox on November 13, 2014, 01:44:05 PM
Yes, you were right actually from the very beginning, but I am happy to see people help novices like me ;D. What could be the benefits of opening a BAT thread. Will experts help me improve myself there or review the BAT and lot?  &Thk/(
Title: Re: PIMX Official support thread
Post by: Simcoug on November 21, 2014, 08:27:07 PM
So I've run into something strange today.  I finally opened PIM-X after a few months off and I am suddenly having problems with overlay textures showing up in the preview box:
(https://dl.dropboxusercontent.com/u/82314303/Photos/Misc%20Photos/PIMXproblem1.jpg)


As you can see, the overlay shows in the right-hand display, but the preview does not.


It's there though - I just have to delete the base texture to see it...
(https://dl.dropboxusercontent.com/u/82314303/Photos/Misc%20Photos/PIMXproblem2.jpg)


Strangly, this only happens with lots that I've created using 'invisible' buildings (grass park, etc)
If I use a visible building to create a ploppable lot, the overlays show up just fine:
(https://dl.dropboxusercontent.com/u/82314303/Photos/Misc%20Photos/PIMXproblem3.jpg)


I've never come across this problem before.  The above examples were used with an empty plugins folder, just to be sure it wasn't some weird plugin problem.  Any ideas?  This is sort of driving me  ()what()

Thanks for any help!

Edit: You're killing me dropbox  :bomb:

Edit the Edit: Finally got the pics working... dropbox, why you always changing stuff??
Title: Re: PIMX Official support thread
Post by: compdude787 on November 21, 2014, 10:07:07 PM
I can't see any of your pictures.
Title: Re: PIMX Official support thread
Post by: vortext on November 22, 2014, 05:22:24 AM
Can't see the pictures either, however, from the description it sounds like I have the same issue which goes away when I put a prop on the lot. If that doesn't do the trick we're gonna need to see the pics.  ::)
Title: Re: PIMX Official support thread
Post by: Simcoug on November 22, 2014, 09:15:53 AM
Can't see the pictures either, however, from the description it sounds like I have the same issue which goes away when I put a prop on the lot. If that doesn't do the trick we're gonna need to see the pics.  ::)
Yes... now I feel like an idiot.  I don't know how I didn't notice this before now.
Now that that is solved, I guess I better find out why dropbox has changed everything...  &sly
Title: Re: PIMX Official support thread
Post by: Aaron Graham on February 22, 2015, 03:44:26 PM
I want to know is there a way to reset or go back to the previous ids in the SC4 PIMX like going in the registry and changing the numbers back to where they were?

Edit: Another thing I want to say is I have a error with SC4 SIMX, I need help. :(

Edit: I have figured out what was the problem the name of the file NYBT 2639 & 2641 Jerome Avenue, note that the name has a "&" sign. SC4 SIM can not read the file with a name with "&" and maybe other symbols. I still want to know if there's a way to control the Instance numbers.

(http://i62.tinypic.com/2s1qg4p.jpg)
Title: Re: PIMX Official support thread
Post by: nos.17 on March 04, 2015, 12:49:49 PM
Ok here's my issue. I have a plopable LM lot and when I right click > "Create a similar growable lot from this plopable" I get this error message:

Code: [Select]
Failed  None
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 1421, in OnPlop2Grow
  File "SC4PIMApp.pyo", line 3078, in CreateAnExamplar
TypeError: iteration over non-sequence

I've had this work before, so I am curious if I am doing anything wrong. If nobody knows, its ok because I can make my growable the old way; this method merely saves A LOT of work. Thanks yall...
Title: Re: PIMX Official support thread
Post by: vortext on March 13, 2015, 09:55:31 AM
nos.17; given it used to work previously and seeing the errors I'd say something is off with the initial building exemplar in the ploppable. Does it give this error for all ploppables or just this one lot?

Aaron Graham; I don't quite understand what you mean with 'control the instance numbers'. . literally everything has an instance number so what files you're talking about?
Title: Re: PIMX Official support thread
Post by: gn_leugim on April 01, 2015, 09:59:56 AM
I have installed SC4PIM in my brand new PC and I got the same error I had before in my old pc or laptop.

PropLoader : Error addind jpg file for ImageDB/0x6d2edce8-0x00280000.jpg 64 by 64 nbr already loaded: 6871

This happens 100's of times (if not 1000's) when I load, but I guess it's not a computer/capacity as I used to think, as my new pc is top bench. is there any light on this error yet??
Title: Re: PIMX Official support thread
Post by: vortext on April 01, 2015, 10:24:41 AM
Seems like an issue with the preview images, have you tried clearing the image folders? There're two: ImageDB and ImageDBLarge which are located in the installation folder. You can actually just move them out of there, PIM will generate new folders when it starts up.
Title: Re: PIMX Official support thread
Post by: gn_leugim on April 01, 2015, 10:37:48 AM
I have done that previously, and as for the last time, it was a brand new isntallment, so it generated the images and then load and gave error.

I tryied here in my lalptop and just got 855 lines of error, these were the first ones:

PropLoader : Error addind jpg file for ImageDB/0x52292baa-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0x32292c65-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0xd2292de6-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0xd2292ebf-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0x92292ff5-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0x722930b8-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0x522931c8-0x00030000.jpg 64 by 64 nbr already loaded: 7243
PropLoader : Error addind jpg file for ImageDB/0xb2293288-0x00030000.jpg 64 by 64 nbr already loaded: 7243
(...)

If I reduce the number of plugins loaded I can sort this out, and that's how I end up working, although I have to leave stuff outside, but I believed that my new pc would not have such problem given its capacities.

EDIT:

I went to find the first file it reports, and to my surprise I cant find the image of it. but, on the other hand, it does not generate it either. I am trying to find out what model (these ids are models right?) is this one, but can't find it, any suggestion on how can I find it??
Title: Re: PIMX Official support thread
Post by: vortext on April 01, 2015, 10:48:47 AM
That's an unusual and rather annoying error for sure, I'm on a new pc as well (win8.1) and not had any problems. Are the .dll files up to date? I got mine here (http://www.dll-files.com/), might be worth trying out different versions perhaps.

edit to reply to edit  :D

I am trying to find out what model (these ids are models right?) is this one, but can't find it, any suggestion on how can I find it??

Yes, those are the ID, specifically the Group and Instance ID. The latter is always the same so you want to look for the Group ID. Open the .dat file which contains the prop in the Reader, filter for S3D & FSH and sort by Group (click at the top of the Group column).
Title: Re: PIMX Official support thread
Post by: gn_leugim on April 01, 2015, 10:54:27 AM
Well I would guess they are, I have got the fixes that are shown in the first page as well, and all that stuff. Regarding what I wrote in my edit above (previous post) wird thing:

I go to my ImagesDB folder, if I order the files by name, I cant fin the first time: 0x52292baa-... it goes from 0x4F3... to 0x5A4..., but! if I search the folder, the file is found and is there  ??? what the heck??

I figured out why this happens, wird ordering from windows part  :-[

I'll try to check dll's now

Edit to reply to the edit that replys to the edit:  :D :D

Quote
Yes, those are the ID, specifically the Group and Instance ID. The latter is always the same so you want to look for the Group ID. Open the .dat file which contains the prop in the Reader, filter for S3D & FSH and sort by Group (click at the top of the Group column).

the problem is I have no idea what the .dat is :\
Title: Re: PIMX Official support thread
Post by: David H on September 16, 2015, 03:47:37 PM
So I had found out I had been missing mscvp71.dll and went to DL it, but it's 32 bit only, where can I get a 64bit version?
Title: Re: PIMX Official support thread
Post by: vortext on September 16, 2015, 04:56:55 PM
Since the SC4PIM is a 32bit application I reckon a 32bit dll should be fine. Besides I can't recall any particular trouble putting it on a 64bit pc couple of months ago, so I assume I've used the 32bit dll as well.

Title: Re: PIMX Official support thread
Post by: YouBet on October 23, 2015, 09:26:28 AM
I'm unable to save preferences for props in PIM-X.

The file, groups.ini, was not on my computer, so I created a new one. As a template, I used the format that vortext recently showed us when he created a preference list for his textures. For example:

group = GroupProxy( "Favorite Bases" , 0 )
group.AddItem( 0x25273000 )
group.AddItem( 0x258c2000 )
...
self.AddGroup( group )

When I start PIM-X, the program does read groups.ini and correctly shows my saved preferences for base and overlay textures. I cannot get props to show, though. It shows the headers for the groups in props, but it does now show the props' thumbnails.

Is there a different syntax for the prop section?

Thanks.
Title: Re: PIMX Official support thread
Post by: vortext on October 23, 2015, 09:56:25 AM
The syntax for props is slightly different indeed, it needs to whole TGI string of the prop exemplar, enclosed in double parentheses.

Code: [Select]
group = GroupProxy( "Group Name" , 2 )
group.AddItem( (0xTTTTTTTT,0xGGGGGGGG,0xIIIIIIII) )
...
self.AddGroup( group )

If you want to include a prop family, however, simply add the family IID in single parentheses.

Code: [Select]
group.AddItem( 0xIIIIIIII )
Title: Re: PIMX Official support thread
Post by: YouBet on October 23, 2015, 12:59:28 PM
Yup.

That did it!

Thanks for your quick reply, vortext.
Title: Re: PIMX Official support thread
Post by: SuperMessi on November 10, 2015, 06:52:20 AM
Hi!

I need some help regarding your software. I am a newbie, although I have read the tutorial.

My problem is the following:

- I want to create a plopable item with some props.

- Thus, i drag the blank file to, for example, education menu. Then, i click on the  "create a plopable item" (I think it is called like that), i name it, etc. I open the lot editor, I add the props, etc, and save.

- But, when I open the game, the item does not appear in the menu. Also, when I try to plop it through the "building plop" cheat, all I get is the red cursor.

It should be noted that I have changed the plugin folder in order for it just to have the necessary props. What I did was draggin the plugin folder to the desktop, and creating a new folder in the My Documents folder called plugins. Then I add the necessary props to it.  In the end, I rename this folder, drag it to the desktop, and drag the plugins to the My Documents, while adding the files that I have edited to this last folder.

Thanks :D
Title: Re: PIMX Official support thread
Post by: Ernestmaxis on November 10, 2015, 08:04:25 AM
The prop can only be used in the lot editor. When you want to use props ingame you need to make a MMP. Therefor you need the tutorial I have send to you
Title: Re: PIMX Official support thread
Post by: vortext on November 10, 2015, 09:41:23 AM
It seems like lot creation went okay, SuperMessi, but maybe something went wrong during the moving of files. A red cursor when using the 'building plop' cheat means there's no associate lot file for that building. The most likely scenario is that only the ._LooseDesc file is in the plugins, not the actual lot file. It's best practice to delete (or remove) the ._Loosedesc file from the plugins after you've created a lot.
Title: Re: PIMX Official support thread
Post by: SuperMessi on November 10, 2015, 04:35:37 PM
The prop can only be used in the lot editor. When you want to use props ingame you need to make a MMP. Therefor you need the tutorial I have send to you

Well it is different because i am using them as lots, that is, as buildings. It is not as good as a solution as an MMP, but they are easier to make :D
Title: Re: PIMX Official support thread
Post by: SuperMessi on November 10, 2015, 04:37:28 PM
It seems like lot creation went okay, SuperMessi, but maybe something went wrong during the moving of files. A red cursor when using the 'building plop' cheat means there's no associate lot file for that building. The most likely scenario is that only the ._LooseDesc file is in the plugins, not the actual lot file. It's best practice to delete (or remove) the ._Loosedesc file from the plugins after you've created a lot.



It was probably something regarding the props, i probably lost some through draging the folders LOL. Now it is okay.

Another question (actually i have posted this on my mayor diary):

The PLIMx blank lot that we use to create new lots has a invisible building. It occupies a small space. Is it possible to remove this building? I need it to be off the lot because this way I cant plop MMP's in that area and the lots just dont blend in natural environments.

Thanks guys!

Title: Re: PIMX Official support thread
Post by: vortext on November 10, 2015, 04:48:19 PM
The PLIMx blank lot that we use to create new lots has a invisible building. It occupies a small space. Is it possible to remove this building? I need it to be off the lot because this way I cant plop MMP's in that area and the lots just dont blend in natural environments.

No, every lot always has a building - even if it's invisible. What you can do, however, is reduce the Occupant Size of the building. When you create the building, double-click the Occupant Size and a window pops up. Here you can enter the new dimensions, I typically go with 1,1,1 meaning the building is now 1x1x1 meter. Click okay and then create the lot file.

Note: while you can alter the building Occupant Size after you created the lot, the new building dimensions will not be reflected on the lot. Hence it's important to set the Occupant Size beforehand if you want a small building on the lot.

Also, if you want the lots to blend into natural terrain it's a good idea to set the slope thresholds high enough so you don't get foundations. You can do this in the SC4PIM as well. When you've created the lot, look for LotConfigPropertyMaxSlopeAllowed and LotConfigPropertyMaxSlopeBeforeLotFoundation in the lot file, double click those properties and enter high values. I always go with 200 and 201 respectively and have yet to encounter a slope it couldn't handle.
Title: Re: PIMX Official support thread
Post by: SuperMessi on November 11, 2015, 06:41:31 AM
Vortext thanks! I will try this today, and I will give feedback. Hope it works!
Title: Re: PIMX Official support thread
Post by: 2b2gbi on December 22, 2015, 04:04:15 AM
Any idea what's wrong here?

I recently did a reinstall of Windows 10 after upgrading and had to reinstall PIMX, which worked fine for me on Windows 7. After downloading the DLLs which were missing and getting the app running, everything seemed to be fine except for some failures to get thumbnails for some stuff. Soon, I discovered however that when I try to drag anything I get this error.

(http://puu.sh/m4Cac/fa4a8b1014.png)

Any idea what's going on?
Title: Re: PIMX Official support thread
Post by: vortext on December 22, 2015, 07:24:57 AM
Seems to be a Python related error, have you also updated multiarray.pyd? File is attached to this post (http://sc4devotion.com/forums/index.php?topic=14216.msg408710#msg408710).
Title: Re: PIMX Official support thread
Post by: 2b2gbi on December 28, 2015, 02:19:12 PM
Seems to be a Python related error, have you also updated multiarray.pyd? File is attached to this post (http://sc4devotion.com/forums/index.php?topic=14216.msg408710#msg408710).

I hadn't, but I did and I'm still getting the same error.
Title: Re: PIMX Official support thread
Post by: Tyberius06 on December 31, 2015, 04:19:38 PM
Hello!

When I start using the PIMX usually I get these error messages. Of course after a few clicking I able to use the program, but I don't know what is the problem?

(http://kepfeltoltes.hu/thumb/151231/PIMX_error_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/151231/PIMX_error_www.kepfeltoltes.hu_.jpg)

Thanks for any help!

Tyberius
Title: Re: PIMX Official support thread
Post by: mgb204 on December 31, 2015, 04:59:48 PM
When you load SC4-PIM the first screen allows you to select the folders to load.

If this message appears, usually it's because you are loading more content than the program was designed to handle. At some point it will simply crash on startup, but before then it fails to index all the props/buildings correctly.

Try loading less items and the problem should disappear.
Title: Re: PIMX Official support thread
Post by: Tyberius06 on January 03, 2016, 07:54:24 AM
When you load SC4-PIM the first screen allows you to select the folders to load.

If this message appears, usually it's because you are loading more content than the program was designed to handle. At some point it will simply crash on startup, but before then it fails to index all the props/buildings correctly.

Try loading less items and the problem should disappear.

Well I start defenetelly not understanding this PIM-X thing. I put only a few stuff in my pluging folder following your advice. On the SC4-PIM loading screen I checked all these folders (prog files plugin, my doc plugin, the wanted folders and files - texture packs, prop packs - as the pictures show below), after this I launched the program and I got a very short initializing screen (short as time) than an empty PIM-X. Nothing was loaded, I didn't find any building or props data in PIM-X.

So what happend now? What do I do the wrong way this time?


(http://kepfeltoltes.hu/thumb/160103/PIM_X_error_2_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/160103/PIM_X_error_2_www.kepfeltoltes.hu_.jpg)


(http://kepfeltoltes.hu/thumb/160103/PIM_X_error_3_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/160103/PIM_X_error_3_www.kepfeltoltes.hu_.jpg)


Thank You for any help!


- Tyberius
Title: Re: PIMX Official support thread
Post by: vortext on January 03, 2016, 08:16:12 AM
Tyberius06, this typically happens when one of the folders/files has a special character (like &) in the filename. SC4PIM can't handle those characters and will consequently fail to load any of the contents. Looking at the picture the folder names seems to be alright so it's probably one of the filenames which throws things off kilter. You might have to do a binary search to find the offending file.

2b2gbi, not sure what's going on. It might be that you're trying to do something which isn't possible, e.g. make a building exemplar out of a prop exemplar. Perhaps you could provide more information when exactly the error occurs?
Title: Re: PIMX Official support thread
Post by: Tyberius06 on January 03, 2016, 09:58:22 AM
Thanks Vortext, I'll give it a try. I'm sure some of the name of my folders contains special caracters (most common &), but the funny thing is if I load much more contents (as my original issue was something like that a few post above), I can get to work the PIM-X just it failed to load a lot of prop pictures and I get a huge amount of error message. But for example the LRM v4 Megapack (Mendelsoft) contains special "&" caracter in each of its original subfolder name. Should I rename this pack (LRMv4 Models & Props), if I would like to use with the PIM-X?

My other question is how can I create props from buildings? If I want to make a bigger lot which contains more buildings, I guess I need to create props from the buildings, but I don't know how. For example I would like to make a multi-transit lot included visable subway connection (like Shibuya El-Rail station http://community.simtropolis.com/files/file/27761-shibuya-station/ (http://community.simtropolis.com/files/file/27761-shibuya-station/), where the "building" is a NAM EL-Rail-Subway station - I can see the subway platform & connection in underground view -, and the main building is a prop).

Thanks for any help!

- Tyberius
Title: Re: PIMX Official support thread
Post by: vortext on January 04, 2016, 12:26:46 PM
Yes you'll need to rename the folders, & is the most common culprit for this issue though often times I also have to rename files from Simcitypolska (all those crazy characters . . ).

As for making a prop exemplar, the steps are identical to making a building exemplar shown here (http://sc4devotion.com/forums/index.php?topic=2306.msg68209#msg68209), though you'd drag the model to the appropriate category in the prop descriptor tree, obviously.
Title: Missing overlay textures in PIM-X
Post by: Tyberius06 on January 06, 2016, 07:46:54 PM
Hello!

I found a weird thing about the PIM-X. I made some diagonal filler lots (with diagonal sandstone overlay texture) by Lot Editor, I don't know which pack contains this (0xdddd3660) overlay texture, but it doesn't show up in PIM-X. See the picture below.
Not just this specific texture, there are a lot of overlay textures which doesn't show up in PIM-X, they are probably in the same pack.
What happend in this case?

(http://kepfeltoltes.hu/thumb/160107/PIM-X_error_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/160107/PIM-X_error_www.kepfeltoltes.hu_.jpg)

Thanks any help!

- Tyberius
Title: Re: PIMX Official support thread
Post by: mgb204 on January 06, 2016, 08:34:16 PM
You've not loaded the diagonal Sandstone texture in PIM-X.

The LE loads everything in your plugins folder. This is a bad thing though, PIM-X will simply misbehave if you try this. You need to be familiar with the props/textures you use and load them with PIM-X as and when you need to work with them.

Often asking people which textures correspond to a particular ID will not gain you much help. It's just as quick for you to track it down as anyone else? In this case, I happen to know that diagonal sandstone texture came with the file "sandstone_filler_textures.dat" off the top of my head. But it's worth familiarising yourself with the contents of dependencies you use in creation. This (http://sc4devotion.com/forums/index.php?topic=13364.0) handy visual reference can be very useful, but only covers the most popular packs.

I made a lotting for beginners tutorial you can DL from the STEX (http://community.simtropolis.com/files/file/30788-mgbs-my-first-mod-tutorial/), whilst it covers the Maxis tools, you may find some of the more general information useful.
Title: Re: PIMX Official support thread
Post by: Tyberius06 on January 07, 2016, 11:28:55 AM
Thank you for the information and the links. I already have your tutorial, but I was looking for some kind of props and texture collection.
Although I don't have the "sandstone_filler_textures.dat", or at least not on this name. Can you tell me what other files or folders came with it? Or witch download pack contains this file. At this moment I do the hard way and one by one put the dependecies out from my 'working' folder to find out where is that specific file, because if I use my regular in-game plugins I use this file (the contents show up properly), but it isn't in my workind folders, when I want to make custom conents...
Title: Re: PIMX Official support thread
Post by: Andreas on January 07, 2016, 12:22:19 PM
You can use SC4Tool to find the file that contains the texture with said ID. Make sure you have both the lot and your texture files in the plugins folder, start SC4Tool and then open the Dependency Scanner. In the left panel, open the lot file that is using the texture, then click on the dependency tab on the right side, and scroll down to the analysis of the scan. Find the ID in question and you'll see the filename where that texture is located in (in case multiple files contain the texture, only the last file in the loading order is displayed).
Title: Re: PIMX Official support thread
Post by: Tyberius06 on January 07, 2016, 12:44:23 PM
Thank you. I'll give it an another try, because the last time when I used the tool, 2days ago, the sc4 tool hasn't even recognized the basic maxis white texture on the same lot. I ran a scan through this lot and recognized the 258f2000 base and the dddd3660 overlay textures but in the location column only showed up the "not found" on both textures. I've already wanted to report, but...
By the way thank you!
Title: Re: PIMX Official support thread
Post by: Andreas on January 07, 2016, 01:04:22 PM
Maybe you didn't set up SC4Tool properly. Check the program's settings in order to see if it found the path to your SC4 installation and to your plugins folder. If not, you have to set them manually.

When you start the dependency scanner, a little window should show up for a moment, telling you that your plugins folder is scanned for dependencies (might take a little while). If you didn't see it, or if it seemed to happen way too fast, it might be a path settings issue alright.
Title: Re: PIMX Official support thread
Post by: mgb204 on January 07, 2016, 01:28:46 PM
The mod with the sandstone texture I believe is Atmosguy's Sandstone mod (http://community.simtropolis.com/files/file/26617-sandstone-texture-mod-for-network-addon-mod-nam/).
Title: Re: PIMX Official support thread
Post by: Tyberius06 on January 07, 2016, 08:35:34 PM
Thanks both of you the help.
@Andreas: the SC4Tool pathing issue was a good idea, it solved the problem, now it works properly.
@mgb204: I've actually never used that mod, but eventually I figured it out, that the "CP SCILT PAENG" mod uses these overlays.

By the way thank both of you the help!!!  &apls &apls &apls
Title: Re: PIMX Official support thread
Post by: Edvarz on February 07, 2016, 05:26:56 PM
Hello!
I found something strange while editing some ploppable functional buildings with PIM-X. I couldn't find the building in the "Ploppable" category or the "Landmark with jobs" sub-category at the left menu, rather, it was in the "Unknown" category and when I right click to recompute the properties, the menu doesn't have that option avaliable. (It isn't greyed out or anything it just isn't there).
Since the lots weren't made with PIM-X to begin with, my guess is that this has something to do with the merging process of the desc and lot files. So how can I edit the file to be able to recompute it's properties in PIM-X? Is the file safe to use in game, or will it mess it somehow?

Thanks in advance! :)
Title: Re: PIMX Official support thread
Post by: Ducio on March 10, 2016, 06:59:25 PM
Hi,

I'm wondering if anyone has had issues with PIMX and Windows 10 and/or Origin? I downloaded PIMX, the new properties XML, and the multiarray.pyd bugfix.  I get an error message to check the log and when I do I get this:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load
ImportError: DLL load failed: The specified module could not be found.
Title: Re: PIMX Official support thread
Post by: mgb204 on March 10, 2016, 07:22:12 PM
Missing some part of Python usually, probably a DLL file. Have you checked the readme, you should have MSVCR71.dll installed, possibly others.
Title: Re: PIMX Official support thread
Post by: FrankU on March 11, 2016, 04:58:45 AM
Hello!
I found something strange while editing some ploppable functional buildings with PIM-X. I couldn't find the building in the "Ploppable" category or the "Landmark with jobs" sub-category at the left menu, rather, it was in the "Unknown" category and when I right click to recompute the properties, the menu doesn't have that option avaliable. (It isn't greyed out or anything it just isn't there).
Since the lots weren't made with PIM-X to begin with, my guess is that this has something to do with the merging process of the desc and lot files. So how can I edit the file to be able to recompute it's properties in PIM-X? Is the file safe to use in game, or will it mess it somehow?

Thanks in advance! :)

Hi Edvarz,

Could you give me a link to the lots you are talking about? Then I can download and check what's wrong. Maybe I can help you.
Title: Re: PIMX Official support thread
Post by: Ducio on March 12, 2016, 10:25:42 AM
Thank you mgb204, it works now with the DLL files! The DLL files aren't mentioned the User Guide.
Title: Re: PIMX Official support thread
Post by: mgb204 on March 12, 2016, 11:07:13 AM
Well, if you check the first post of this thread, you'd find all the required DLLs listed with links. They are not dependencies in the usual sense, because they are not specifically SC4 content, rather libraries for your operating system. Some may already have them installed, others not.

The user guide is designed to explain how to use PIM-X, not how to install it.
Title: Re: PIMX Official support thread
Post by: Edvarz on April 03, 2016, 05:57:53 PM
Hello!
I found something strange while editing some ploppable functional buildings with PIM-X. I couldn't find the building in the "Ploppable" category or the "Landmark with jobs" sub-category at the left menu, rather, it was in the "Unknown" category and when I right click to recompute the properties, the menu doesn't have that option avaliable. (It isn't greyed out or anything it just isn't there).
Since the lots weren't made with PIM-X to begin with, my guess is that this has something to do with the merging process of the desc and lot files. So how can I edit the file to be able to recompute it's properties in PIM-X? Is the file safe to use in game, or will it mess it somehow?

Thanks in advance! :)

Hi Edvarz,

Could you give me a link to the lots you are talking about? Then I can download and check what's wrong. Maybe I can help you.

Hi FrankU! sorry I didn't reply, I completely forgot about my post here, this is one the files I was referring to:
http://community.simtropolis.com/files/file/19153-lbt-fiesta-americana-hotel/ (http://community.simtropolis.com/files/file/19153-lbt-fiesta-americana-hotel/)

I decided to just create a new ploppable lot anyway, but any insight would be much appreciated!
Title: Re: PIMX Official support thread
Post by: ngpillow on April 06, 2016, 10:26:55 PM
Hi,

I'm wondering if anyone has had issues with PIMX and Windows 10 and/or Origin? I downloaded PIMX, the new properties XML, and the multiarray.pyd bugfix.  I get an error message to check the log and when I do I get this:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load
ImportError: DLL load failed: The specified module could not be found.


I got the exact same thing, in which i installed PIM too on my new comp that runs on windows 10. I need a solution as soon as possible thanks!
Title: Re: PIMX Official support thread
Post by: vortext on April 07, 2016, 03:01:21 AM
ngpillow, in that case you probably have to install the required DLL files as well. See the first post of the thread.  (http://sc4devotion.com/forums/index.php?topic=9279.msg285300#msg285300)
Title: Re: PIMX Official support thread
Post by: ngpillow on April 07, 2016, 09:20:06 PM
ngpillow, in that case you probably have to install the required DLL files as well. See the first post of the thread.  (http://sc4devotion.com/forums/index.php?topic=9279.msg285300#msg285300)

Naise it worked. Thanks!
Title: Re: PIMX Official support thread
Post by: mgb204 on April 08, 2016, 08:39:18 AM
So you ask this same question on Tuesday at ST <link (http://community.simtropolis.com/forums/topic/70276-sc4-pim-cannot-launch/)>, then come here despite being given the same answer to ask once more? What gives?

I'm sorly tempted to Neg you for wasting peoples time.
Title: Re: PIMX Official support thread
Post by: FrankU on May 11, 2016, 11:05:45 AM
Hello!
I found something strange while editing some ploppable functional buildings with PIM-X. I couldn't find the building in the "Ploppable" category or the "Landmark with jobs" sub-category at the left menu, rather, it was in the "Unknown" category and when I right click to recompute the properties, the menu doesn't have that option avaliable. (It isn't greyed out or anything it just isn't there).
Since the lots weren't made with PIM-X to begin with, my guess is that this has something to do with the merging process of the desc and lot files. So how can I edit the file to be able to recompute it's properties in PIM-X? Is the file safe to use in game, or will it mess it somehow?

Thanks in advance! :)

Hi Edvarz,

Could you give me a link to the lots you are talking about? Then I can download and check what's wrong. Maybe I can help you.

Hi FrankU! sorry I didn't reply, I completely forgot about my post here, this is one the files I was referring to:
http://community.simtropolis.com/files/file/19153-lbt-fiesta-americana-hotel/ (http://community.simtropolis.com/files/file/19153-lbt-fiesta-americana-hotel/)

I decided to just create a new ploppable lot anyway, but any insight would be much appreciated!

Hi Edvarz,
Sorry, I forgot about this thread for a while....
I did take a look and I have the same issues as you told. I don't know if the original lot will mess up something. I have the idea tha stats are not too strange, so it will be OK.

Best is indeed: make a new building out of the model file and then make your own lot. You know that it is easy to copy all props and textures from one lot to another?
The only thing is: make a new lot the same size as the original lot (obvious) then copy the props and textures and then go lot edit and move the building to the correct location. Maybe three minutes of work.
Making the icon is probably the most time consuming part of this procedure, but you could try to use the original one.
Title: Re: PIMX Official support thread
Post by: nos.17 on May 13, 2016, 04:27:10 PM
Here again....

The other day I was playing around with creating prop families (which I used to do with the Reader), and in the process, I incidentally created a nice file I can't delete. Using an existing prop family I created awhile ago, under the "Unnamed Families" tab I renamed it, and everything appears fine in PIMX while its open; when starting up again the family is again unnamed. This appears as soon as the family was named.

(http://i.imgur.com/ObYDprf.png])

It is literally a "file" of 0b, and I cannot rename, change the extension, or delete because Windows cannot find the file (says it is no longer located in plugins). Is there something I am missing or doing wrong? I can find nothing in the user manual...

Edit: Now there's two of them.  :troutslap:
Title: Re: PIMX Official support thread
Post by: vortext on May 13, 2016, 04:58:31 PM
When a family is named PIMX creates a cohort file with the prop family name, so an additional file in the plugins folder is to be expected. However, it ought to be another .desc file which it clearly is not here. My first guess is it has something to do with properties.xml, though I'm not sure if the one on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2265) actually is the most up-to-date, iirc there're a number of versions floating around in various threads as well.  &Thk/(
Title: Re: PIMX Official support thread
Post by: nos.17 on May 14, 2016, 12:17:44 AM
Yep, that is sort of what I was expecting too... It turns out that the new_properties.xml and settings.ini that I had originally were only one day older than the link you posted, but I ran it again anyways and got the same result. Nothing new happened; the file just showed a current modified date.

Not a big deal as I was just experimenting and still have the trusty Reader, but I'm just puzzled. The only other thing I could think of would be the prop family i am trying to modify is not in root plugins - its in a few subfolders. But that shouldn't do anything, should it?
Title: Re: PIMX Official support thread
Post by: Mikey Knox on June 08, 2016, 04:49:01 AM
I'm just starting of with PIM making a very simple Forest Lot, but how do i change the size of the Lot. I use the default Pz1x1_Grass as starter and want to make it 2x2. With the MaxisLE i only had to change the size in the Menu (easy). But how do i do that in PIM?
Title: Re: PIMX Official support thread
Post by: vortext on June 10, 2016, 12:12:02 PM
Changing lot size after the fact is not possible in PIM. It's premise is you make your own custom lots from scratch, rather than (re-)adapting existing materials. And since you're just getting started, I'd recommend you get into that habit as well. 

So for a lot to function ingame, regardless its type or purpose, it needs two files: the building and lot exemplar respectively, which is a two-step process as you might have guessed. The first step, creating building exemplar, is described here (http://sc4devotion.com/forums/index.php?topic=2306.msg68209#msg68209). While it deals with a growable commercial, the process is identical for any and all building exemplars. Simply drag the BAT model to the desired category in the Building tree.

Step two, creating the lot, is described here (http://sc4devotion.com/forums/index.php?topic=2306.msg68221#msg68221). Unfortunately the pictures have gone missing, but it's fairly straightforward: right-click on the building exemplar and select: 'Create a growable/ploppable lot using this building'. Here you can determine the lot size, and growth stage if applicable.

Now, since you want a simple Forest Lot you can use an 'invisible' model to create the building exemplar necessary. PIM comes equipped with such an invisible model, located at the top under 'Resources -> Other Models'. You drag this model to any Building type, in this case for example as a proper park with effects/costs, or as a neutral building - both found under 'Buildings -> Ploppable -> Park'. Once you've created the building exemplar you can generate the lot of it, in any size you want (though iirc 60x60 is largest possible).

Finally to enter the Lot Editor, right-click on the Lot Exemplar, choose 'Lot Editor' from the menu and start placing props! 
Title: Re: PIMX Official support thread
Post by: Mikey Knox on June 11, 2016, 12:07:51 PM
Perfect, thank you  :thumbsup:
Title: Re: PIMX Official support thread
Post by: ngpillow on June 12, 2016, 08:11:28 AM
I want to run PIM but i couldn't and i don't know why or how. I even uninstalled and installed PIM but to no avail.
Title: Re: PIMX Official support thread
Post by: selles on June 17, 2016, 10:41:05 AM
I want to run PIM but i couldn't and i don't know why or how. I even uninstalled and installed PIM but to no avail.

I am getting the same error too. Running Windows 10, and I have installed the multiarray.pyd bugfix.
Title: Re: PIMX Official support thread
Post by: vortext on June 17, 2016, 01:54:19 PM
Hm weird, especially since SC4PIM did work on your pc two months ago (http://sc4devotion.com/forums/index.php?topic=9279.msg508660#msg508660), right ngpillow? If so, something much have changed since. And btw which OS are you running?

Just to make sure: have you guys tried using all the DLLs mentioned in the first post, in addition to the multiarray.pyd bugfix file, and have them stored in SC4PIMs installation folder?

If you have a problem running SC4PIM:
-Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder
-Download the GDIPLUS.dll from http://www.dll-files.com/ and put it in SC4PIM folder
-Download the MSVCP71.DLL  from http://www.dll-files.com/ and put it in SC4PIM folder
Title: Re: PIMX Official support thread
Post by: selles on July 05, 2016, 03:27:13 AM
[SOLVED]

I went through the thread looking for any mention of SC4PIMApp.pyo. On page 15 I saw that MandelSoft and CasperVG both had the same issue. Casper mentioned that he was able to get past the error by running SC4PIM as administrator. That solved the issue for me as well!

Hi Vortex,

I downloaded and placed the .dll files in the SC4PIM installation folder in addition to the multiarray.pyd bugfix file and I'm still getting the same error. I also downloaded and replaced the New Properties XML which didn't work. Finally, a full reinstallation didn't fix the error either.

wxPython: stdout/stderr

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
pywintypes.error: (2, 'RegOpenKeyEx', 'The system cannot find the file specified.')

Any ideas?
Title: Re: PIMX Official support thread
Post by: noahclem on July 11, 2016, 01:15:17 PM
I've been working on some re-lotting in PIM-X, including a big project with Amsterdam Centraal. I still use Maxis LE more often than PIM-X-LE, mainly just out of habit, but I was unable to save either file I was working on that way (the project has dragged on for many more hours than necessary due to that problem and a computer crash). The Centraal project involves converting all trees to seasonal HD, all lights to LRM ones, concrete textures to ones commonly affected by sidewalk/plaza mods, and replacing the other props with HD ones by namspopof, vnaoned, etc. I'm also adding a 4th (so far unfunctional) tile of rail to the back of the lot bringing the station up to 7 platforms and 8 tracks.

I figured the project might be interesting to others but because it's just a lot edit it shouldn't work alongside the original one and seems a poor way to release a file. Is there a way to do a "save as" so it's a separate lot or would I need to rebuild the whole lot from scratch, including TE work, to make that happen? I have the SC4tool but have never done TE-ing or station modding before, always having borrowed those from other lots that are known to be well-modded. Thanks :)
Title: Re: PIMX Official support thread
Post by: Andreas on July 11, 2016, 02:01:48 PM
The Amsterdam Central Station is a reward lot, hence LE blocks the "save as" feature. You can easily re-enable it by setting the "Conditional Building" property in the Building Exemplar file from "True" (0x01) to "False" (0x00) in either the Reader, SC4Tool or PIM-X. Keep in mind that you might need to edit some more properties for a regular station lot, such as the Occupant Groups.

Personally, I always thought it's the easiest way to open both the problematic lot and a regular one in the Reader, check the properties one by one, and find the little differences. It's a great way to learn more about the internal working of such lots by adapting this knowledge for your own stuff as well.
Title: Re: PIMX Official support thread
Post by: mgb204 on July 11, 2016, 03:17:02 PM
If you want to take a copy of a lot and make it a new one, you can simply manually adjust all the ID's so it doesn't override the original.

Here in step 1 I've highlighted all the properties in the Buildings Exemplar that need changing. Although your files may not have LTEXTs or included others, it's easy to reference them with the ID's of the actual exemplars.

(http://i991.photobucket.com/albums/af39/MGB204/ChangeID_Reader_zpsddy9jztx.jpg~original)

First use the reader to change one exemplar to a new random one, right click, generate new group and instance. Then populate these changes to the remaining files. I've kept the Instance ID's consistent for all files here.

Then go through the instance of the old ID in the Buildings Exemplar (highlighted) and update them with the new ones. Lastly (Step 2), don't forget to change the model on the Lot itself to the new Buildings Exemplar's ID. It's the LotConfigPropertyLotObject that begins 0x00000000 you are looking for, just the last Rep needs to match the Instance ID of the Buildings Exemplar.
Title: Re: PIMX Official support thread
Post by: texture112233 on July 13, 2016, 06:40:07 AM
Why query sound always missing in the dependencies list even though I have already put sound.dat into plugin folder and load it with pim-x?
I think this is a bug. The default GroupID of query sound should be 2A4D193D but PIM-X make it CA4D1943. As far as I known, the SFX:Query sound property only store the InstanceID,by which time the default T&G ID should be provided by PIM-X to trace the TRK file. If you make it wrong you will never be able to trace it correctly.
And I am very curious why not fix it. Even in the guide we can see the "not found"
(http://ww4.sinaimg.cn/large/ed75e886gw1f5sii5mye3j20d801s74h.jpg)
(http://ww1.sinaimg.cn/large/ed75e886gw1f5siihkhpkj20dm02vq45.jpg)
Title: Re: PIMX Official support thread
Post by: mgb204 on July 13, 2016, 02:13:01 PM
So far as I know the application is no longer in development, so I wouldn't expect to see an update, officially at least. Perhaps though this is something that can be adjusted in the one of the configuration files? In any case, it's a minor issue, especially if you know about it.
Title: Re: PIMX Official support thread
Post by: Gondracorn on July 20, 2016, 09:57:02 PM
Just started up SC4PIM

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load
ImportError: DLL load failed: The specified module could not be found.

I clicked to download the dll files, but it wants me to pay to be able to get them. I thought SC4PIM was free?
Title: Re: PIMX Official support thread
Post by: mgb204 on July 20, 2016, 11:17:57 PM
If you are being asked to pay for .dll files, it's almost certainly a scam. Do a Google search for them and ensure you only download them from a trusted source.
Title: Re: PIMX Official support thread
Post by: Gondracorn on July 21, 2016, 07:44:24 PM
-Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder
-Download the GDIPLUS.dll from http://www.dll-files.com/ and put it in SC4PIM folder
-Download the MSVCP71.DLL  from http://www.dll-files.com/ and put it in SC4PIM folder

This website he's providing is a paid service now, unfortionately. We'll need a different download source to download these dlls. Also, dlldownloader website is throwing capatcha verification errors, saying the capatcha is incorrect, even though I typed it correctly about 5 times.

It is NOT recommended to download GLU32.dll, GLUT32.dll, GDIPLUS.dll, and MSVCP71.dll from websites. You must get them from the distrubution packages they came in.

For example, GLU32.dll was originally included in a depreciated OPENGL installer, which is no longer available for official download. Thus, the file is lost unless someone with upmost honesty and integrity uploads the entire installer virus, malware, adware, and hijack free on a free website like mediafire or dropbox.

But who has that kind of honesty? Very few. Many want to take advantage of others. It's a give, take, take and take world (notice more takes than gives?). Find and download at your own risk.

Speaking of which, does anyone know where one can download the first piece? It comes with OpenGL v1.1.

EDIT: you may find GLU32.dll and GDIPlus.dll in this directory: C:\Windows\system32\
You can get Glut32 offically from here: https://developer.nvidia.com/cg-toolkit-download. Install it, then go to C:\Program Files (x86)\Nvidia Corporation\Cg\bin\glut32.dll
https://www.mediafire.com/?pf12e61qm1h1g6w this is MSVCP71 and MSVCR71 taken from Photoshop.
Title: Re: PIMX Official support thread
Post by: mgb204 on July 21, 2016, 11:32:26 PM
Good point, often these files already reside on your PC. If you have them (search your entire HDD for each file), just copy them to the install folder for PIM-X.

It's sad that when you Google these things, most of the links are to scams. Google and other so-called legitimate companies make a ton of money on advertising revenue from such illegitimate activities, even if they are not directly involved. That said, it's quite possible to find everything you need. But I think it's against the EULA's to re-distribute them on the LEX (with PIM-X), so it can take a bit of effort.
Title: Re: PIMX Official support thread
Post by: vortext on July 22, 2016, 05:16:48 AM
The site mentioned in the first post still offers free DLL though. What it's doing instead is offer a paid service to install the DLL.

For instance here's msvcp71.dll (https://www.dll-files.com/msvcp71.dll.html) and at first glance it does appears you have to pay for it. However, if you scroll down you'll see the option: 'Advanced user? Get the DLL file and install it yourself' and you can grab the file for free.

Not saying this isn't a scummy redesign of the site though, as it's intentionally made to be misleading and get people to pay. But, still free.  :)
Title: Re: PIMX Official support thread
Post by: Gondracorn on July 26, 2016, 12:59:36 PM
How do I create a blank building with PIM-X? Someone said you can do this easily. I want to make a blank building for a parking lot subgroup in the transportation menu. Say for instance, a smaller compact version of a parking lot that uses the parking garage's exemplar template.

In addition, how do I batch png textures into a dat file? Can I do it into SimCity_1.dat or something similar? I don't really know how to create a new dat file except by creating a new text document, then renaming the file extension to .dat
Title: Re: PIMX Official support thread
Post by: mgb204 on July 26, 2016, 04:08:34 PM
When creating a lot in PIM-X, first you must create a buildings exemplar or building. Instead of using a model, under Resources/Other Models you will find one named Blank, use this.

Word of advice, NEVER modify the original SimCity dats, that can mess with your entire game. You can give any file you like the .DAT extension, but it won't work. You need the file to be in a compatible DBPF file format SC4 uses. The inverse works though, SC4 will read all such files, regardless of the extension of the file. Just like with making a word file, you need to create it using a compatible application, not start with a blank one.

However, if you are using PNG files and want to make textures, get hold of either PNG to FSH batch or GoFSH. Both are excellent tools that will create DAT files with your textures.
Title: Re: PIMX Official support thread
Post by: Brad Feuerhelm on October 08, 2016, 07:10:08 PM
I just ran into something. I created a lot in PIM-X, saved it. when into SC4 to test it. It was ok up to that point. When I went back into PIM-X and tried to get it to open all PIM-X did was throw an error.
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 1846, in OnLotInfoDebug
  File "SC4LotPreview.pyo", line 1416, in Display
  File "SC4LotPreview.pyo", line 1401, in PreCache
  File "SC4LotPreview.pyo", line 1312, in PreCacheObject
  File "SC4LotPreview.pyo", line 1236, in LoadPropModel
IndexError: list index out of range

Funny thing is I was able to open it and edit it inside of the MaxisLE!

Dazed and confused
Title: Re: PIMX Official support thread
Post by: mgb204 on October 08, 2016, 07:38:59 PM
Make sure you've installed all the required .DLL files as mentioned here:

Just to make sure: have you guys tried using all the DLLs mentioned in the first post, in addition to the multiarray.pyd bugfix file, and have them stored in SC4PIMs installation folder?

If you have a problem running SC4PIM:
-Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder
-Download the GDIPLUS.dll from http://www.dll-files.com/ and put it in SC4PIM folder
-Download the MSVCP71.DLL  from http://www.dll-files.com/ and put it in SC4PIM folder

If you are sure you have them and they are installed correctly (in the same folder as PIM-X installation), then it could be a permissions problem. I.e. Windows is not allowing you to save the files. In which case try running the application as administrator, which should give it full access rights.
Title: Re: PIMX Official support thread
Post by: _Michael on October 27, 2016, 11:42:43 AM
So installed the XML update, the DLLs aforementioned in this thread and the Win7/8/8.1 Fix, but I'm still getting the error below. The error loads up in a text window, after the boot up logo.
Any ideas?
Quote
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
pywintypes.error: (2, 'RegOpenKeyEx', 'The system cannot find the file specified.')
Title: Re: PIMX Official support thread
Post by: mgb204 on October 27, 2016, 12:18:28 PM
Where did you place the .dll files? You should place them into the root install folder for PIM-X.

If that's not working, most likely there is some sort of permissions problem, causing the application to be unable to read the required librarys and preventing PIM-X from working. These issues are more prevalent with Windows 8/10 systems, hopefully running the application with Admin privilidges would be sufficient to get things going.
Title: Re: PIMX Official support thread
Post by: _Michael on October 27, 2016, 01:19:43 PM
All the files were in the root directory, but running as an admin solved the problem - facepalm. Thanks for the help!  :thumbsup:
Title: Re: PIMX Official support thread
Post by: Neo on March 18, 2017, 03:54:55 PM
Hm weird, especially since SC4PIM did work on your pc two months ago (http://sc4devotion.com/forums/index.php?topic=9279.msg508660#msg508660), right ngpillow? If so, something much have changed since. And btw which OS are you running?

Just to make sure: have you guys tried using all the DLLs mentioned in the first post, in addition to the multiarray.pyd bugfix file, and have them stored in SC4PIMs installation folder?

If you have a problem running SC4PIM:
-Download the GLU32.dll and GLUT32.dll from http://www.dll-files.com/ and put them in SC4PIM folder
-Download the GDIPLUS.dll from http://www.dll-files.com/ and put it in SC4PIM folder
-Download the MSVCP71.DLL  from http://www.dll-files.com/ and put it in SC4PIM folder
For those struggling to get the PIM to work on Windows 10, downloading these DLLs sorted out the problem.

Thanks, Vortext!!
Title: Re: PIMX Official support thread
Post by: Tyberius06 on September 01, 2017, 02:37:30 PM
Hi!

I ran into two problems, but just one of them is related with PIM-X. First I discovered Xannepan's Airport lots and among them the Modular Multi Level Parking Lot set (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3015). I have an airport now I get a nice parking lot, and I'm happy. Of course just in my dreams. I'm using this airport (http://community.simtropolis.com/files/file/27006-regional-airport-v1-road-enabled/), which was moded accidently as a Trans - railway item (it uses Swamper77 Traingenerator file as "building examplar" whatever), and therefore these are just a bunch of modular lots and they are don't have airport functionality. To make it functional SimcityFuturist, the creator of these lots, recommends to use the Airport Tram lot (http://community.simtropolis.com/files/file/19024-airport-tram/), which is kind of 1x1 plaza lot modded as functinal airport item. I haven't seem actual capacity on this however the sims arrive here with trains, buses, subways etc... this is still not a problem. Back to the JENX Airport Parking Lot set. With the above described settings whenever I want to plop a piece from the parking lot set (which is actually under the Airport menu and according to the Reader they are Building: Transportation, Building: Airport lots) I got a Crash to Desktop error immediatelly... So I'm not happy. I removed the Airport Tram (the functional airport) lot and the related Airport Support File (http://community.simtropolis.com/files/file/14633-airport-support-file/) and I can plop the Parking Lot pieces without CTD.
At this point I realized that somehow the Parking Lots were modded wrongly, and you won't find out this problem if you don't use "third party" functional Airport Lot.
So first I modified them into reader as a Building: MiscTrans instead of the Airport.
But later I thought what if I try to put them under the Airport menu but as Aiport Objects or Aiport Buildings (making relots with PIM-X) and not as airports. OK at this point. There is a lot of option in PIM-X what I'm not familiar with. I figured out last year when I made the Heretic Seaport Sets that the Harbour Building option put the lots under the Seaport Menu, but they don't have any other functionality. So I starting with this, I thought the same situation is true with the Airport Building as well. So first I wanted to use the  "Blank" model as a building examplar and put the building props later, after I wanted to use Xannepan modells...  :)
Well I couldn't try it out, because I got the followint error message:

""[(u'Jobs1', u'(int((100+20*LotSizeX*LotSizeY+int(Volume/5000))/100.))'), (u'Jobs2', u'(int((100+20*LotSizeX*LotSizeY+int(Volume/10000))/150.))'), (u'Jobs3', u'(int((100+20*LotSizeX*LotSizeY+int(Volume/50000))/300.))'), (u'BCost', u'(int(30+10/3.*CalculatedElevation*3.2)+10*int((LotSizeX+LotSizeY)/2.))'), (u'PCost', u'(50+40*LotSizeX*LotSizeY)'), (u'MCost', u'(13+5*int(LotSizeX*LotSizeY/5.)+int((10/3.*CalculatedElevation*3.2)/10.))'), (u'ParkAirPollution', u'(1*int((LotSizeX*LotSizeY)/4.))'), (u'ParkWaterPollution', u'(1*int((LotSizeX+LotSizeY)/2.))'), (u'ParkAirRadius', u'(2*int((LotSizeX+LotSizeY)/2.))'), (u'ParkWaterRadius', u'(1*int((LotSizeX+LotSizeY)/2.))'), (u'ParkWaterConsumed', u'(5*int((LotSizeX+LotSizeY)/2.))'), (u'BaseCapacity', u'(round(3+Volume/(3*15)))'), (u'BiasedBC', u'(int(round(min(500.,BaseCapacity)*max(1.,sqrt(BaseCapacity/500.)))))'), (u'AirPollutionFactor', u'(0.006)'), (u'WaterPollutionFactor', u'(0.004)'), (u'GarbagePollutionFactor', u'(0.003)'), (u'PowerConsumedFactor', u'(0.01)'), (u'WaterConsumedFactor', u'(0.04)'), (u'CalculatedElevation', u'(max(Height,Volume/(Width*Depth)))'), (u'BiasedVol', u'(Volume*min(1,0.51+(Volume/26000.0)**2))')]
ItemOrderForRunway
Traceback (most recent call last):
  File "treeDnD.pyo", line 93, in OnData
  File "SC4PIMApp.pyo", line 2918, in OnDrop
  File "SC4PIMApp.pyo", line 2988, in CreateAnExamplar
  File "<string>", line 0, in ?
NameError: name 'ItemOrderForRunway' is not defined""

See Picture below, please!
Any idea, what just happened? Or what has Xannepann made wrongly which caused CTD in the first place?

Thanks in advance!

- Tyberius
Title: Re: PIMX Official support thread
Post by: Andreas on September 01, 2017, 03:41:00 PM
I didn't have a look at the aforementioned lots, but as a general rule of thumb, any "functional airport" and such requires some modding that can't be achieved with tools like PIM-X or SC4Tool, but you must use the Reader and edit the properties manually. There are quite a few of them that are needed for this kind of special functionality, and if just one is missing or used in a wrong way, it could cause crashes or other anomalies. If you want to use such lots individually, it might be best to re-create them from scratch with the desired usage (you can use PIM-X for that, picking the right category etc.). If you're familiar with copying the layout of a lot, you can do those steps after creating an empty lot with the right properties, saving quite a bit of time, though.
Title: Re: PIMX Official support thread
Post by: Tyberius06 on September 01, 2017, 03:52:39 PM
Andreas, that's what I'm talking about! The unmodified parking lots are causing the CTD (if I use the functional Airport Tram airport lot).
I modified them with Reader, I changed the Occupant thingy from Buildin Airport to Building MiscTrans. I haven't tired them, but as an independent project from this I wanted to remake from scratch Xannepans parking lots, but when I dragged the Xannepann model files (and previously the basic "BLANK building") into the Airport Building Option (in the PIM-X) I got the error message what I copied and atteched as a picture.

I'm aware of the conflicts with functianal airports etc... This is not the problem. I was supprised that those parking lots behave as some kind of airport lots (even if they are in the Airport Menu) and conflicting with the functional aiport lot. I have the Seaport lots they are not conflicting with anyting because they are behave as landmarks or so under the Seaport Menu and I made all of them putting the BLANK model under the Harbour Building Option.
Title: Re: PIMX Official support thread
Post by: Andreas on September 01, 2017, 05:14:21 PM
Ah, ok, then I misunderstood what you were trying to do in the first place. Having a closer look at the error message, I spotted the line "NameError: name 'ItemOrderForRunway' is not defined" - this might mean it's actually a bug in some PIM-X config file. Have a look at the installation folder, there should be a "settings.ini" or a "config.ini" with some lines that specify an ItemOrder property, including one for Runway. Try to delete that line, that might resolve the bug. Or maybe there isn't a line for Runway, then add one accordingly.
Title: Re: PIMX Official support thread
Post by: Tyberius06 on September 02, 2017, 03:33:08 PM
Thank you, giving the "ItemOrderForRunway" to the system.ini file solved the problem, your help was essential!
However I ran into some other quite head-scratching issue. First I made from scratch a 2x1 Lot for JENXAirport parkinglot Entrance, I used the BLANK building, and drag it into the Air-Candy/Airport Building menu. That gave the lot a Building Transportation, and a Building Airport Occupant Group property, which means, it will apear under the ingame Airport Menu. Switching to the LE (oh forgot, I made the previous steps with PIM-X), I saw, that I can't modify the dimensions of the lot, and can't use the "Save as..." options either. Which I quite don't understand. If it's a non functional Air(eye)-Candy building, why is it behaving like this? Or with the Airport menu we don't have such a choise like between Seaports and Waterfront/Harbour Buildings? In this case both version is using the ingame Seaport Menu, however they have two different occupant groups (Seaport - I guess for the functional buildings, and Waterfront Buildings - for the rest like my Modular Seaport Set was, or other waterfront items like embankments, seawalls etc...).
And here is the other interesting thing (and sorry maybe these stuffs totally evident for you and for a lot of other creators, but since I've started this LOTting thingy last year and doing this occasionly, and we are way over the best and busyest days of the SC4 custom content creation, these are quite new for me, so easier to ask what is going on and why than read throu god knows how many pages half relevant and non-relevant informations...). When I made my set last year, I've experienced that if I made a blank lot draging the model into the Harbour Building, I can modify the dimensions (dept and high f.e. from 2x2 to 3x4) and "save as..." it into the LE, but if I drag it into the Waterfront Object menu, I can't modify the dimensions or use the "save as..." option. What is the difference?

Back to the airport stuffs.
So I made the lot as an Airport(candy) building, but I couldn't modify it in the LE. With the Reader I gave it a MiscTrans OG and deleted the Trans Airport OG. After this I could modify it. Later with LE Prop tool I made several other modification, It got back the Trans Airport OG and it had the MiscTrans OG aswell, with Sc4 Tool, I gave it a TE entrance and MassTransit Switch and capacity etc... At this point I wanted to try it out in game. I plopped the Lot and I have NOT got CTD. But when I wanted it to pop the query window up by clicking onto the plopped LOT I got a CTD. Further testing showed me that the problem was with Query Examplar GUID. I don't know what was that originally but that caused the problem. I checked what is the QEG for the Parking Lots and changed the number for that one. After this It was working perfectly (I haven't tested the functionality only the appearance and that it wouldn't cause any CTD). Later I removed the MiscTrans OG, but left the Airport OG, still worked as normal.
Back to Xannepan original LOTs. I changed their OG from Airport to MiscTrans  with Reader tool, I checked the Query Examplar Guid, which was for Parking LOTs, and I left the previously mentioned Airport Tram working as functional Airport LOT in my Plugin folder (anyway it was in my plugin folder during the whole testing process). With changed OG, the LOTs appeared under the MiscTrans menu and they worked just fine together with the Aiport Tram LOT. I changed back one of them chosen randomly from MiscTrans to Airport and haven't changed anything else, and it caused CTD when I plopped it again.
So what could be conflicting on the original JENX lots, when they under the Airport menu, why don't they conflict when they have changed OG and they are under the MiscTrans menu?
And why doesn't my freshly made ReLOT have any conflict either it is under just the Airport menu (with only Airport OG), or under both menu (with Airport and MiscTrans OG), or just the MiscTrans menu?

OK, so these are my issues at this moment. I will make simple relots from the original JENX parking lots, since all of those pieces modded as functional parking lots and conflilcting with my airport lot anyway, which is quite not OK for me. But I would like to get any possible answare what went wrong with the original set.
And I have some other question which are rather PIM-X related:

Thanks in advance any info about these things!

- Tyberius

P.S: Andreas or anybody who may have answares could you check this thread over at STEX (http://community.simtropolis.com/forums/topic/74040-creating-an-airport-from-scratch/), there is a guy who have some problems with airports and he needs some info if it's possible.
Title: Re: PIMX Official support thread
Post by: mgb204 on September 02, 2017, 04:57:04 PM
Your basic problem is that the Maxis tools were very limited in terms of how they work, PIM-X is much more flexible. Prior to PIM-X existing, you'd need to actually work in Reader to edit some lots and have a thorough understanding of the properties involved to get it right. In short, if the LE doesn't offer you Save As, it's because it won't let you make a copy of that particular lot, this is all based on the settings in the Buildings Exemplar. Similarly, if it won't let you open it, it's because it's a special case lot and Maxis never provided the means to edit such lots.

The simplest solution is to use the Lot Editor within the PIM-X application, since it gets around many of these limitations. If you insist on using the Maxis LE then you are going to have problems.

I can't help you with the airport lots problem, but Airports and Functional Seaports are very much special-case lots. If they don't have to be in the Airport menu and work in another, then I'd say that's the simplest solution. If you are simply altering the OG and that's the only difference between working and problems, suggests to me it's not possible without adding the lot to the Airport Controller, not something I can help you with. In short, it's more effort than it's worth, I'd just move it to another menu and be done with it. Sometimes that's a modding problem, you can't quite get everything how you want it.
Title: Re: PIMX Official support thread
Post by: Andreas on September 02, 2017, 06:06:04 PM
I concur with what mgb204 said; the occupant groups don't just tell the game what menu to use, but they also enable special features that are tied to this type of lots. The Maxis Lot Editor doesn't allow any editing of airport lots, cause the in-game airports come as "upgradable", which actually means there are three individual lots tied together with some special properties, and all of them need to have the same size and such. In addition, LE cannot handle additional files, such as reward scripts, hence it's not even possible to edit a simple reward lot.

It took me quite a while to understand the basics of such special case lots, and I doubt I ever fully understood how everything works, even thought I think I got my SFBT Airport Shuttle Bus lot right. As stated in the Readme, you have to be very careful when you want to use it, as every little mistake might break the game, so you have to check every single property in the Reader and compare it with existing lots of the same kind, making sure you set everything correctly (I doubt that PIM-X covers everything perfectly, even though it allows you to create eye-candy lots of that kind).

Maybe it would be best to avoid all those unknown or untested stuff and make your lots simple landmarks or park lots after all. I know it's something you'd rather want to avoid, and the airport and seaport menus are probably the only ones that are not overflowing, but as mentioned above, using the airport or seaport occupant groups probably makes the game expecting certain properties which need to be set manually for proper function in the game. Without expert knowledge, it's very hard to get right, and even I don't call myself an expert in that field.

As for your PIM-X related questions, I don't know if that works, ideally, it should be described in the readme and/or tutorial that comes with the download, or which can be found here in the forum or in the wiki (not sure where everything was posted).
Title: Re: PIMX Official support thread
Post by: Wiimeiser on September 02, 2017, 10:33:00 PM
What lot types can "upgradable" be assigned to? Only airports and seaports? Anything Non-RCI? What happens if one becomes abandoned?

For an airport you only need one functional piece, the rest can be eyecandy, maybe eyecandy that produces pollution. I have no idea how to assemble airport lots together, I swear the modular terminals are missing parts and I have no idea why there are entire airports in the rail menu that are called "Rail Traffic Generator", am I suffering from a conflict of two lots having the same IID? Yes, these (https://imgur.com/816MTAJ) airport (https://imgur.com/aud0pws) lots (https://imgur.com/yHopB63) are in the rail menu for some reason and named as traffic generators. I have a similar problem with the WMP Allotments in two different instances. Can PIMX possibly even fix this problem?
Title: Re: PIMX Official support thread
Post by: Tyberius06 on September 03, 2017, 03:11:50 AM
@Wiimeiser
About the Modular Airport made by SimCityFuturist. I saw the doubled 8th section, which is the rail connection actually. I can check later which one what I've kept. (sadly I can't see your pictures, I can reach the Imgur page but it doesn't show the pictures, or maybe the error is on my side. I'll check it later) I modified those lots, because I needed to change the base texture, it used the basic maxis Mid wealth pavement texture on a huge part, which was converted by MGB's SNW Beta onto Paeng's sandstone, since that one is my basic sidewalk texture. Whatever. The Rail Traffic Generator was accidently used as building examplar, that's why you see that in the menu. I guess with PIM-X and Reader you can make new blank lots (with the same dimensions drag them into the proper airport-candy menu) and then in Reader copy the original lotconfigpropertys onto the blank lot. I even renamed them so I can easily recognize which piece is which.
But move away from airport I really appreciate answares to my not airport raleted quiestions about functionality of PIM-X:


Thanks in advance!

- Tyberius
Title: Re: PIMX Official support thread
Post by: mgb204 on September 03, 2017, 04:07:44 AM
To expand on things, one of the few things you can't do with PIM-X that you can with the LE is assign Land/Water tiles. You can edit them in reader, but that's quite complex to explain unless you are familiar with how the LotConfigPropertyLotObjects work. The simplest solution is to create your lot in PIM-X with a OG that will open in the Maxis LE. Briefly use the LE to assign the land/water tiles, then continue editing in PIM-X. You will need to manually change the OG back to the setting you want. LE Prop (http://community.simtropolis.com/files/file/21350-leprop-162/) is a useful application for making such changes.

Preferences if I recall are for groups of props/textures that you use regularly. You can add them (Drag Drop) into folders you can create under Preferences. Thus allowing you to organise and find more easily those objects you use commonly. All of this is covered in the user documentation, link on the first post/page of this thread.

One thing to consider here is that perhaps not all of the Building Exemplar types shown in PIM-X were coded to actually work. Developing such an application is very time consuming and it's clear that some of the more obscure ones require some user knowledge to make function as intended. Presumably at some point these were planned to be made to work also, but it never got updated?

OG affect how the game sees a lot, whilst that does determine it's menu group, it does other things too which relate to a lots function. So for example, such groups may be required for certain functions to correctly work. Bear in mind that Maxis kept many unused OGs in the game, just because they exist, doesn't mean they were used or have code to make them do anything.

For such really technical stuff, I always look to the SC4D Wiki (http://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjMgLm4zYjWAhXJfFAKHWNcANQQFggmMAA&url=http%3A%2F%2Fwww.wiki.sc4devotion.com%2F&usg=AFQjCNHb6J7X7RUTEHQtSc3RucixxAxOkg), which is like a big encyclopaedia of every property that was deciphered. But some questions can't be answered easily, because no one really knows for sure or no one who does is around to answer. Sometimes a bit of trial and error is needed to resolve a problem like this. Other times you can waste days trying to make something work, only to fail again and again, without eventual success. Sometimes it's better to just work within the limitations and find creative solutions to usurp them. Unless you want to invest a huge amount of time into a simple problem, often it's simply the path of least resistance.

That's not intended to put you off learning, it's certainly not the way I do things. But the experience of forcing things has given me an insight here and frankly, sometimes its not worth the trouble if I'm honest. Similarly, your level of understanding is greatly connected to the ability of others to help with such complex matters. If you understand what you are seeing in Reader, such that editing, copying/pasting and working with objects there is 2nd nature. There is very little that can't be conveyed to you in more than a few paragraphs. But if you need this in layman's terms, to explain it may require a thesis, which is a lot to ask of others, especially when since you don't really understand things, in all likelihood you still may not succeed. It's like asking a nuclear physicist to explain something that took them a lifetime of learning to fully comprehend. At some level they can generalise things and most people can follow along. But past a certain point, unless you too have a similar level of understanding, no amount of explanation will help to understand the finer workings.

What lot types can "upgradable" be assigned to?

I guess if you know what you are doing, any. Afterall it takes some LUA scripting and maybe a .dll plugin to make happen (based on the upgradable City Halls by Simmaster07). That probably explains why modders never really explored this area all that much.

Quote
I have no idea how to assemble airport lots together...
 I swear the modular terminals are missing parts and I have no idea why there are entire airports in the rail menu that are called "Rail Traffic Generator"...
I have a similar problem with the WMP Allotments in two different instances. Can PIMX possibly even fix this problem?

Are these points really for this topic? This is a support thread for a specific application, not for any and all problems you might have. Perhaps consider a separate thread to answer some of those points? PIM-X can fix some things, but I can't even say if they are broken frankly. I've used the allotments and wasn't aware of any problems there.

Quote
, am I suffering from a conflict of two lots having the same IID?
Probably not.

PIM-X can be used to alter the name or linked LTEXTs of a buildings exemplar. Provided the exemplar has a unique ID you can change it without ill effects by editing the Item Name and Item Description fields or where used, the contents of linked LTEXT files.

There is often a simple answer to such issues and it's called bad modding practises. Too many people re-used buildings exemplars, but never properly understood them. Half the stupid errors like wrong names being copied over, wouldn't be a thing if more modders started by making a custom buildings exemplar. PIM-X does make this much more intuitive, but in fairness it's always been totally possible using the PIM from Maxis. Sadly far too many were barely aware of the PIM's existence or function, I suspect that's not totally changed either.

Title: Re: PIMX Official support thread
Post by: xxcalbier101365 on October 07, 2017, 12:29:23 PM
really would be better if you repackaged the program and put a huge note for that ddl you can not include .
 wile I am old hat and it did not take me long to get it working one thing has always been odd about these add on program's is the programmers never acutely finish the last couple things leaving the user to fix the program .
Title: Re: PIMX Official support thread
Post by: mgb204 on October 07, 2017, 03:13:06 PM
That's not really fair. The issues with the application were the result of OS changes that came about after it was developed. Given the shoddy support of many professional developers for their old apps, getting support patches to ensure it still works is a huge improvement over paid apps. You also can't expect a developer who's no longer active to update their applications directly, as is the case here.

Similarly, .dll file inclusion is not in the hands of the developer either. Usually there are EULAs that prevent this from happening without some sort of royalty payment. Considering this was distributed for no charge and done for the benefit of the community, I hope you can see why this is simply asking too much. If you read the support page (1st post of this thread, linked from the download), everything you need to get things up and running is noted there. Yet go back just a few pages and see the same questions being asked over and over again, because people simply don't read the support page. OK, perhaps the download could better highlight this, but even so, is that really such a big hurdle for what you get in return? At the end of the day, if all people do is berate developers, who on earth would want to develop apps for the community in future.
Title: Re: PIMX Official support thread
Post by: Kitsune on October 14, 2017, 03:03:42 PM
Is it possible to open two props one after the other? As I'm encountering a bug and this would be the easier work around. (The bug is that when I add a item to a family, the entire list goes blank until I hit save, but then it throws me to the top of the list and I got atleast 25 items to add to a family)
Title: Re: PIMX Official support thread
Post by: SC4l0ver on November 28, 2017, 10:03:32 AM
Hi folks!  :)

When launching SC4PIM, this error message comes up. I have installed the New Properties XML update, as well as the DLLs that are mentioned in the first post. I also ran it as an administrator, but it still fails. I use Windows 10 and have an AMD GPU, if this helps.
Title: Re: PIMX Official support thread
Post by: mgb204 on November 28, 2017, 10:15:38 AM
When you first run the shortcut for PIM-X, you get a list of boxes, have you tried unticking most of them, leaving the top two selected only? You can't load a full suite of plugins using this application, since it will run out of memory.
Title: Re: PIMX Official support thread
Post by: SC4l0ver on November 28, 2017, 10:55:59 AM
Now it works perfectly.

I had to move the stuff in my plugins folder from "C:\Steam\Steamapps\ ... \ Plugins" (the default Plugins directory on Steam version) to My Documents\Simcity 4\Plugins and it worked.

 Thank you mgb204!!
Title: Re: PIMX Official support thread
Post by: Kitsune on November 28, 2017, 10:56:13 AM
How do I get it to load maxis props and textures ? I've come to notice its not loading them. I've confirmed its pointing at the correct folder.
Title: Re: PIMX Official support thread
Post by: Krasner on November 28, 2017, 11:38:45 AM
@Kitsune :

Maxis stuff is located into the Simcity_1.dat to ..._5.dat files. As far as I remember, ..._1.dat contains buildings, ..._2.dat all the textures, I don't know about the others. Basically PIMX loads folders, so to get these you need to displace the five things into an interim folder, which you load. And then don't forget to put back the files into their location before starting to play  ;) Maybe there's an other way but I've always been working like this.
Title: Re: PIMX Official support thread
Post by: mgb204 on November 28, 2017, 01:52:55 PM
Bear in mind the application is probably looking at the Windows registry and finding the Plugins folders from the settings there:


If any of the folders shown do not match the actual location of these elements, then your registry settings are wrong. So either fix that or move the files to the expected location. If the registry settings are wrong, most likely you've installed a new version of SC4 without removing the old one first. Otherwise perhaps you've manually moved these files after installing the application. Neither of which are recommended unless you know what you are doing.
Title: Re: PIMX Official support thread
Post by: Kitsune on November 28, 2017, 03:03:15 PM
Well its prolly the registry then - as I've been moving the registry entries each time I've got a new computer.
Title: Re: PIMX Official support thread
Post by: SC4l0ver on December 01, 2017, 09:07:49 AM
Hello!  :)

Now that I could start SC4PIM properly, I have another issue. I ran SC4PIM as an administrator, and I loaded just a couple of subfolders of my Plugins folder (just ticked a couple of boxes in the first screen). So, the main screen appeared without appearing first the little window with the model images loading. Instead,SC4PIM couldn't load the preview pictures of props, textures, models, etc. (you can see it in the error window, there was text appearing frantically).

The folders I loaded are BSC (which includes both buildings and dependencies), another where I keep almost all TSC/VIP Team mods, and a last one where I keep many transportation plugins (stations, airports and dependencies), which is the stuff I need to create some lots. I tried to load them separately (specifically just the BSC textures pack), but the error persists.

Thank you in advance!
Title: Re: PIMX Official support thread
Post by: mgb204 on December 01, 2017, 06:06:34 PM
The little screen with lots of entries indicates you are loading too many files, at some point the application can no longer cope and fails to correctly process them. Try again with less files and you should find it works. But the BSC folder is probably very large, you may have to temporarily split that into smaller chunks. Ultimately you should only be loading those files you need for the specific lotting task at hand, which is not only recommended in the documentation but also the best method for lotting.
Title: Re: PIMX Official support thread
Post by: Kitsune on January 23, 2018, 11:04:19 AM
Is this caused by hitting the prop (item?) limit on a lot?

Here is an image of the prop list for a lot:

(http://glidingeagle.com/images/sc4/proppimlimit.jpg)

Here is the error msg when I save:

********************* ERROR *********************
in examplar 0x6534284AL 0xA8FBD372L 0x276E425CL
located in C:\Users\admin\Documents\SimCity 4\Plugins\jy 9-13x9_276e425c.SC4Lot
Prop  0x88EDCE00L
*************************************************
Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 971, in OnSaveTab
  File "SC4DatTools.pyo", line 535, in Maj
  File "SC4DatTools.pyo", line 446, in BinaryRep
  File "SC4DatTools.pyo", line 335, in BinaryRep
KeyError: 2297286144L
Title: Re: PIMX Official support thread
Post by: vortext on January 23, 2018, 11:36:54 AM
If that's all the items of the lot, than no, not a limit issue, irrc the limit is ~1900 items. This includes all items, i.e. textures, props, flora. That said, I haven't seen the issue before so not sure what it could be.
Title: Re: PIMX Official support thread
Post by: Kitsune on January 23, 2018, 12:58:14 PM
If that's all the items of the lot, than no, not a limit issue, irrc the limit is ~1900 items. This includes all items, i.e. textures, props, flora. That said, I haven't seen the issue before so not sure what it could be.

I forgot to mention that is only a small subset of the props - if I went to include all the props you would be scrolling for a couple minutes. That image is where the cutoff point is from named entry to unnamed entry.
Title: Re: PIMX Official support thread
Post by: Simmer2 on January 23, 2018, 01:01:28 PM
The limit is actually 1280 and yep, you hit the wall  :D

Same thing happened to me. I ended up splitting the lot.

Simmer2/Nick
Title: Re: PIMX Official support thread
Post by: Kitsune on January 23, 2018, 01:21:03 PM
The limit is actually 1280 and yep, you hit the wall  :D

Same thing happened to me. I ended up splitting the lot.

Simmer2/Nick

wow. I'm modifing a lot from 2006 - it honestly does not look like that many props when I enlarged it. So I have to split it - meaning another piece as the area is cut in half diagonally by a rail line.; well now 18 lots required.
Title: Re: PIMX Official support thread
Post by: Simmer2 on January 23, 2018, 02:09:49 PM
The limit is actually 1280 and yep, you hit the wall  :D

Same thing happened to me. I ended up splitting the lot.

Simmer2/Nick

wow. I'm modifing a lot from 2006 - it honestly does not look like that many props when I enlarged it. So I have to split it - meaning another piece as the area is cut in half diagonally by a rail line.; well now 18 lots required.

I had the same issue with my first lot where a curved rail spur crossed the split point but since its not TE'd at that point, both halves connected seamlessly when plopped.
And by the way, just like Erik said, the 1280 count, includes everything, not just props. Base textures, overlays, the building and of course the props.

Simmer2/Nick
Title: Re: PIMX Official support thread
Post by: Andreas on January 23, 2018, 02:10:29 PM
Textures also count against the prop limit. Say, you enlarge a 10x10 lot by two "rows", that's up to 40 new lines already. And if you use some transit enabling, those count towards the 1280 entries, too.

EDIT: Nick was a bit faster than me... ;)
Title: Re: PIMX Official support thread
Post by: Kitsune on January 23, 2018, 02:26:32 PM
The lot I'm enlarging has transit switches, which I've been deleting in iLives. Quite lucky I never hit this limit when I lotted the container portion of my port.
Title: Re: PIMX Official support thread
Post by: scotttbarry on June 24, 2018, 09:58:56 PM
Hello, I've had this error for awhile now but now deciding to ask for help  :D when I try to move up a prop using CTRL + Arrowkey UP it fails and gives me this error message.  I have downloaded the suggested files GLU/GLUT and the MSV and the updated properties, and have an NVidia 970 Graphics card (I don't know if that matters but posted).  Thank you in advance for any help/suggestions

-Scott
Title: Re: PIMX Official support thread
Post by: Tyberius06 on July 05, 2018, 04:23:52 AM
Hi!

It's not just a recent problem, since I started using for lotting purpose Delecto Plopable People Props (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448) during the last year, all the time if I try to load in the dat file, I would get the same error messages in PIM-X. Most of the cases the PIM-x is still stayed functional, but some other plugins with props are loosing the image of their props in the PIM-X LE. So what can cause the problem how can I resolve it? If I need to modify the original dat, that wouldn't be a problem, it's only bothering me during the lotting, so if I could make a properly working version of that file, that would be fine...
Anyway here are the error messages...

(https://kepfeltolto.tk/images/2018/07/05/PIM-X-DELpeoplepropsconflictf2adc.png)

Thanks in advance for any help!

- Tyberius
Title: Re: PIMX Official support thread
Post by: vortext on July 05, 2018, 12:31:02 PM
Well the mmp seems to work fine - on my end at least - and the image type warning seems to indicate some sort of of issue on your end. What you could try is clearing out the imageDBs. If you go to the install location of SC4PIM you'll find two folders - ImageDB & ImageDBLarge - which hold all the LE preview images. Try temporarily moving the contents to a backup location and start SC4PIM with empty imageDB folders. This will force the program to make new previews, and thus doing hopefully resolve the issue (note that startup times may be longer depending how many previews it has to generate).
Title: Re: PIMX Official support thread
Post by: Tyberius06 on July 05, 2018, 12:52:55 PM
Thanks a lot. It solved the problem! :)
Title: Re: PIMX Official support thread
Post by: inkrender on October 08, 2018, 11:34:07 PM
Hello  :)

So I installed PIM-X the other night and just started working yesterday. I've read parts of the user guide that I only need to know. In this case, editing existing lots. Since I'm only working on making downloaded custom contents CAMpatible. But then, since yesterday I can't figure out how to work out this certain content to be CAMpatible: CP_Early19thCenturySmallHouses

As you can see on the attachments, I only have LotConfig, Prop and a blank building(?)
But the user guide says, I need the model and lot.

Could I ask a help on how/ways to work around this? My goal is to just make it fit to CAM, which is adding a filling degree.

Note: I opened a few of the LotConfig on lot editor. And saw lots that has more than one building in them. (just pointed this out too, might hold some additional info)
Title: Re: PIMX Official support thread
Post by: fantozzi on October 09, 2018, 12:46:48 AM
First a hint: the development curve of the standard game and the colossus addon mod for the first grow stages 1-3 are almost identical, so normally there is no need to adjust RCI for those. One could say - the higher the capacity/bigger size the building is the more important is to adjust the stats for CAM.

The capacity is calculated on WxLxH (width x length x height = occupant size) x density according to stage, density and health. Now the trick is 3d-models can be of very different shape so it can be difficult to find a proper wxlxh (imagine L-shaped buildings). So for the game every 3d-model is surrounded by a virtual box, called the LOD. The capacity isn't calculated on base of the dimensions of the model but on base of the dimensions of this LOD.

This is the yellow box you see always in PIM-X.

Therefore it is possible to make an invisible or empty building with only using a LOD without an object inside it. Witch would be an invisible building and instead making the 3d-model a prop appearing on a lot. There are advantages and disadvantages working with those invisible buildings. But it is possible to do that.

So what you see is an empty LOD with the dimensions of 1x1x1 meters - which isn't of any help for PIM-X to calculate the amount of habitants - how many people could live on a space of one cubic meter?  :angrymore:

So, if you want to calculate the capacity of the building the right way the LOD needs proper dimensions and the best way to manipulate occupant capacities of buildings is indeed to manipulate the size of the LOD, the occupant size, especially when changing the filling degree in PIM-X doesn't give satisfying results.

To change the dimensions of the LOD I use ilive's Reader.

Here is another interesting reading:
http://sc4devotion.com/forums/index.php?topic=17817.0 (http://sc4devotion.com/forums/index.php?topic=17817.0)
Title: Re: PIMX Official support thread
Post by: mgb204 on October 09, 2018, 10:46:02 AM
Every lot MUST have a Buildings Exemplar, because it's this file that contains all the properties of the building. However, some modders prefer to make the main building a Prop instead, so it may look like you don't have a model, but there is something important you need to understand about this relationship.

A Buildings Exemplar links to a model, even if that model is invisible and doesn't appear, it's there. But this model is NOT the Buildings Exemplar, it's just a model and you don't need it to adjust the buildings exemplar. So rather than looking at the Prop Exemplar, which has no such properties, you need to open the Buildings Exemplar for these lots to make changes. If you can find the Lots, right click the open properties (Bottom Right pane), and there is an option to open the associated Buildings Exemplar for a lot. If that's missing or not working, you've probably not loaded these exemplars when starting SC4 PIM. Usually those will be inside either a DAT or SC4Desc file.
Title: Re: PIMX Official support thread
Post by: inkrender on October 09, 2018, 11:06:40 PM
AHHHH! I think I'm getting it! but first i'm sorry if I have not replied yesterday. I was pondering on fantozzi's reply intensely and was also quite frustrated on working in pim-x, so i needed time to refresh myself.

So, just today, I downloaded a file with the same problem I'm having yesterday. I went back to this post and saw mgb204's reply, and a realization came into my mind which cleared things up. Also prior to this, I remember I saw a thread about Creating Mega Lots (I just skimmed through it) but I think it has a connection to the problem I'm having

Correct me if I'm wrong. So how I understand this is, modders who make lots with multiple buildings in it, uses this method of using the building as a prop, and then making use of the LOD box for the building exemplar to be generated, since you can only have one building exemplar per lot(?)

First a hint: the development curve of the standard game and the colossus addon mod for the first grow stages 1-3 are almost identical, so normally there is no need to adjust RCI for those. One could say - the higher the capacity/bigger size the building is the more important is to adjust the stats for CAM.

Then I would like to ask help, for future. :)  If ever I encounter a custom content with a high capacity but without an LOD box,

...you need to open the Buildings Exemplar for these lots to make changes. If you can find the Lots, right click the open properties (Bottom Right pane), and there is an option to open the associated Buildings Exemplar for a lot...

I did, so what i need to do then next is recompute, right? but I can't recompute without the LOD box.

so...

So, if you want to calculate the capacity of the building the right way the LOD needs proper dimensions and the best way to manipulate occupant capacities of buildings is indeed to manipulate the size of the LOD...

...To change the dimensions of the LOD I use ilive's Reader.

Can you please provide any link to tutorials that I could use to change the dimensions of the LOD in Ilive?
Title: Re: PIMX Official support thread
Post by: mgb204 on October 10, 2018, 01:40:42 AM
I'm with you on the problem re: LODs and the Capacity/Growth Stage values. Every object has a LOD, it's just that for invisible models, that LOD is not going to correctly represent the actual buildings size, thus the automatic values simply won't be right. In general, for such lots you are going to have to manually input these values yourself, since there is no data for SC4-PIM to do it for you.

There are some potentially easier methods however, for example, let's say you have four identically sized buildings upon a lot. Take the model and make a new Building with it, note the intent is not to edit the existing lot, but to make a temporary one to get some data. PIM-X will be able to give you a capacity from the filling degree for this model which should be accurate. You'd then times that by four, to get the right capacity. The growth stage is more complex and you simply aren't going to be able to do that automatically. But, if you understand  the CAM growth stages, that shouldn't be too hard to get in roughly the right area. You can always tweak things if they aren't working out later. Of course not all multi-building lots are so neat, some may be of varying sizes. In such cases you could make one Buildings Exemplar for each different size, then total up the values from there. Sometimes though, you can see a building is say 60% of the size of another, so it can be done with less effort if you can eyeball things.

When you first make a Buildings Exemplar with SC4-PIM, it creates an .SC4Desc file in the root of your Plugins folder. Just be sure to move/delete these temporary files when you are done.
Title: Re: PIMX Official support thread
Post by: c.p. on October 10, 2018, 10:09:10 AM
You don't need to mess around with LODs at all.  Just enter new dimensions in the "occupant size" property (in PIM-X), then recalculate.

As far as the old CP residential lots you mentioned, those are already campatible.  For residential lots below stage 7, the capacities, stages, etc. are the same with standard Rush Hour and CAM.  Neither the game or CAM cares whether the building has a "filling degree" or not.  That property is only for PIM-X purposes.
Title: Re: PIMX Official support thread
Post by: fantozzi on October 10, 2018, 11:37:36 AM
Can you please provide any link to tutorials that I could use to change the dimensions of the LOD in Ilive?

Well if you are new to Reader go with Cycledogg (post above) first, as you can stay on PIM-X so it's easier. When I was talking about the LOD, I tried to explain the whole thing a bit but Cycledogg is right to make a difference between LOD and "occupant size". The occupant size is the data retrieved from the LOD and can be changed, the LOD is related to the model file itself.

So not to confuse you - we are talking about the "occupant size". This is the key data PIM-X uses to calculate the stats. Still that are the dimensions of the yellow box you see in PIM-X. And those you want to change to a believable dimension.
Title: Re: PIMX Official support thread
Post by: inkrender on October 10, 2018, 10:41:29 PM
Aaaaaahh!  &idea I'm getting it now. (not the whole PIM-X but at least these parts that i'm having problems now)

Thank you mgb204 for the technique. I'll remember that.

c.p. Thank you for the info about "occupant size". (And thank you for these lots they're great for my suburban themed cities  ;D)

fantozzi on second thought, maybe I'd rather not mess with the reader for now since I'm not yet well educated on modding aynways.  :D
But the three of you sirs gave me a valuable information, and knowledge regarding on LOD, PIM-X and CAM.

(Correct me if I'm wrong) So, what I got from all of these:
Title: Re: PIMX Official support thread
Post by: mgb204 on October 11, 2018, 01:21:15 AM
PIM-X was designed to work with CAM from the outset. The filling degree does not have to be used to make CAM lots, it's just a good automated system to calculate consistent values for custom content. Something which was all over the place before PIM-X came along.

The LOD is actually the 3D model of an in-game object, its absolutely necessary. This LOD contains the entirety of the texture, anything not inside it, may simply fail to appear correctly, since the textures of a model need to Map to the LOD. The default occupant size of any model, be it a Prop, Building or whatever, is always the LOD size. You can't adjust the LOD, but you can alter the occupant size, there are certain benefits to doing so.

If the model you are using is being used as a building, the LOD/Occupant sizes should be identical, unless someones edited them. But, if the model used for the building is an invisible one, even if the occupant size matches the LOD, the LOD of such an object will not match the model you want statistics for. In which case manually entering the correct occupant size and filling degree will compensate for this.
Title: Re: PIMX Official support thread
Post by: fantozzi on October 11, 2018, 01:55:51 AM
(Correct me if I'm wrong) So, what I got from all of these:
  • The PIM-X is not built for CAM. But it only has this formula that makes it easier to create data of lots fitting for CAM.
  • The LOD box is just there because of the BAT model created, which can be used in PIM-X to calculate "occupant size" (by the filling degree feature). But is not so important if ever there is none and continue to manually input the "occupant size" as long as I know the stage growth of CAM.
  • The "occupant size" property is all that matters. As long as I input the appropriate occupant sizes, everything else will follow when I recompute it.

 :thumbsup:

Except:

PIM-X was built with CAM 1.0 in mind but not exclusively CAM. The more important thing: today it is used as a defacto standard by modders to calculate stats. That's the more important thing because if all bats follow the same standard it will work, only if you calculate different bats with different methods you would get an imbalanced game, where one lot grows more often than others. To have the lots balanced you need a neutral algorithm calculating them all the same way - that is the merit of PIM-X, giving this algorithm instead you do it by estimation.

The algorithm could give 20 sims more or 20 sims less as a result - that doesn't matter. The more important thing is, when we share our creations, we use the same algorithm to calculate. This fact - above all - makes it work perfectly.

CAM 2.1 came after PIM-X and a few new features of CAM 2.1 aren't covered by PIM-X, but for now you shouldn't worry about that.

Occupant size is the virtual volume, the space being occupied in Depth x Height x With - the filling degree is something different. Filling degree isn't a property in SC4 and to my knowledge is only a feature of PIM-X to change density.

On filling degree you may read here (also the links given):

http://sc4devotion.com/forums/index.php?topic=10777.0 (http://sc4devotion.com/forums/index.php?topic=10777.0)

BTW - not long ago I had those questions too, here:

https://community.simtropolis.com/forums/topic/70759-need-more-knowledge-grow-stages/ (https://community.simtropolis.com/forums/topic/70759-need-more-knowledge-grow-stages/)
Title: Re: PIMX Official support thread
Post by: vortext on October 11, 2018, 07:31:34 AM
The LOD box is just there because of the BAT model created, which can be used in PIM-X to calculate "occupant size" (by the filling degree feature).  [...]

Not quite. As MGB said, the occupant size is derived from the LOD, and typically corresponds 1:1 to it. The filling degree was introduced to combat the issue that the LOD, and in turn the occupant size, does not always correspond well to the actual building dimensions. Say for example there's a factory model with a really tall chimney. This tall chimney will cause the LOD / occupant size to be very tall as well generating a lot of 'empty' space, and thereby skewing the statistics. Hence in such cases the filling degree should be lowered to properly reflect, as fantozzi put it, the virtual volume inside the LOD which is actually taken up by the model. 

[...] But is not so important if ever there is none and continue to manually input the "occupant size" as long as I know the stage growth of CAM.

Again things are not quite as straightforward, as the growth stage is determined by the size of the lot. Given the same building, larger lot sizes will have lower growth stages. And in turn, the minimal lot size is determined by the occupant size. Hence it's not a good idea to just use the occupant size to determine statistics, as it will also determine the minimal lot dimensions, which in turn determines the minimal growth stage. However there's a far more pernicious issue lurking when you change the occupant size of a building after a lot has already been created: 

When the occupant size of the building exemplar goes out of bounds relative to the lot it is on, it will cause issues with adjacent lots, potentially leading to immortal lot syndrome!

Say for example a 1x1 lot (i.e. 16x16 meter) was initially created with a building with an occupant size of 8x8 meter, and the building was placed at the center. Now, if you change the occupant size to 20x20 meters after the fact the occupant size will be out of bounds, obviously, and the building will 'overhang' into adjacent lots. But it can get more intricate; say the 8x8 building was placed in a corner of a lot, and then the occupant size was changed to 12x12 meter. Technically this still fits within the lot dimensions, however, since it is placed in the corner it does in fact overhang as well!

Now here's the real the kicker: SC4PIM will let you do this without any warning whatsoever. Moreover the building outline in the LE does not update to reflect the changed occupant size! So everything will look fine and dandy, and everything will function properly ingame too, however, I can positively assure you this will cause issues ingame, either when you bulldoze the lot and/or the adjacent lots into which the building overhangs, or when lots are grown / plopped next to it. 

The "occupant size" property is all that matters. As long as I input the appropriate occupant sizes, everything else will follow when I recompute it.

So by now it should come as no surprise I'd strongly advice against exclusively using the occupant size for statistics, especially once the lot has already been created. The latter is a surefire way to end up with immortal lots in your cities. And in fact the filling degree was introduced as a means of sidestepping the occupant size, exactly because the unwanted side effects ingame. Immortal lot syndrome used to be a real pita until people figured out what was causing it. 

Quite a wall of text, so to summarise: leave the occupant size alone as much as possible and use the filling degree to adjust statistics. It was introduced for good reasons and there's no good reason not to use it. And besides it's just easier to tinker with 1 number as opposed to 3!   :)
Title: Re: PIMX Official support thread
Post by: c.p. on October 11, 2018, 01:06:19 PM
When the occupant size of the building exemplar goes out of bounds relative to the lot it is on, it will cause issues with adjacent lots, potentially leading to immortal lot syndrome!

Good catch! I forgot about that.
Title: Re: PIMX Official support thread
Post by: Simmer2 on October 11, 2018, 01:40:54 PM
I would like to add something more regarding occupant size of props (not building exemplars) to avoid any confusions.

Modders that use XPim will know that the building exemplar shows in blue and anything else (props can be actual buildings too) will show in yellow.

Props (yellow box) occupant sizes can be manipulated (actually it is a must when creating overhanging objects and for centering purpose) and they will not cause the immortal lot syndrome.

Simmer2/Nick
Title: Re: PIMX Official support thread
Post by: inkrender on October 12, 2018, 02:08:25 AM
Wow.

I'm learning a lot. It is good I got knowledge about the occupancy and the immortal lots.
I've read fantozzi's links yesterday, and studied about the balance of the lots imported in game. Not completely, but I'm getting there.
I've been playing the game for just about only 1 month, and the way I learn things are just speculations. Which I know isn't enough. Good thing I started reading topics in forums halfway.

So... I'm seeing there's 3 topics on this topic. Occupant Size, Immortal Lot, and on my earlier post that I want to get back to a little more.

For the occupant size...
How I'm understanding this now is, these three are related to each other, and on what value I input on occupant size, PIM-X calculates it that makes the model to be balanced in the game?
So like there's a cycle? I don't know why I'm thinking like this, but it helps me understand something. r.i.p.
Maybe I mean like, for adjusting a picture's size for example, the aspect ratio? like that? Changing the values for Occupant Size will also change Lot size and Stage Growth? And should be fixed? and if I only adjust one side, the picture would get distorted?

           Occupant size
             /             \
   Lot size    __  Growth Stage

For the immortal lot, thank you everyone for educating me about this, it seems like one of those Commuter Loops everyone is afraid about, including me of course.  &mmm
But there's like an ingame solution for this right? I think I saw an immortal-lot-exterminator something on either LEX or STEX? I'm not saying I'm depending on that though, but it gives me less worry thinking there's a solution.

And for my earlier post which is already solved but...
On my earlier post... A model wasn't CAMpatible and only uses a Building as a Prop.


As you can see on the attachments, I only have LotConfig, Prop and a blank building(?)[...]


But what if for example:
The same problem as above but it's higher than Stage 7?? And I want to adjust values to make it CAMpatible?

I can't use the filler degree. There's no model.
I can't just manually input a value in Occupant Size since it may not correspond to building dimensions. And might cause Immortal Lot.

Could I use the prop as a model?
Title: Re: PIMX Official support thread
Post by: fantozzi on October 12, 2018, 03:20:44 AM
For the occupant size...
How I'm understanding this now is, these three are related to each other, and on what value I input on occupant size, PIM-X calculates it that makes the model to be balanced in the game?
So like there's a cycle? I don't know why I'm thinking like this, but it helps me understand something. r.i.p.
Maybe I mean like, for adjusting a picture's size for example, the aspect ratio? like that? Changing the values for Occupant Size will also change Lot size and Stage Growth? And should be fixed? and if I only adjust one side, the picture would get distorted?

           Occupant size
             /             \
   Lot size    __  Growth Stage

For the immortal lot, thank you everyone for educating me about this, it seems like one of those Commuter Loops everyone is afraid about, including me of course.  &mmm
But there's like an ingame solution for this right? I think I saw an immortal-lot-exterminator something on either LEX or STEX? I'm not saying I'm depending on that though, but it gives me less worry thinking there's a solution.

And for my earlier post which is already solved but...
On my earlier post... A model wasn't CAMpatible and only uses a Building as a Prop.


As you can see on the attachments, I only have LotConfig, Prop and a blank building(?)[...]


But what if for example:
The same problem as above but it's higher than Stage 7?? And I want to adjust values to make it CAMpatible?

I can't use the filler degree. There's no model.
I can't just manually input a value in Occupant Size since it may not correspond to building dimensions. And might cause Immortal Lot.

Could I use the prop as a model?

Yes, indeed you get much information, me I'm slack, like to experiment, not taking things too serious and I recommend you to do the same. But the other posters here are absolutely correct to point out the many things to consider. All this is important, yes.

Now rgb205 explained that very precise -basically there is a model, it is only invisible, wearing no textures and being transparent and also of tiny size.

Now PIM-X needs a volume to calculate everything for you - how many people working/linving there, water and current. Therefore is the box - this box describes the space that can be populated - again - in Depth x Height x Width in meters. Now it's good to know one tile of the lot is 16x16 meters. Now if your lot is 1x1 tile and you change the occupant size to 20x80x20 (imagine this would be a small tower, yes?) this virtual living-space you've created would extend the size of the lot. So what vortex described could happen. So maybe to stay with 15,9x80x15,9 instead.

So the size of the living space, the occupant size can't extend the size of the lot. But this sounds quite logic, doesn't it? You can't use more space for living then there is on earth.

There we are talking about Depths and Width.

So in your circle the error is - lot size is an independend value, not tied to the model and the description of the midel. As you have two separated files in SC4. There is the desc-file that describes the building and the lot-file that describes the lot. And in the lot-files there's a link to the desc-file. So the building is linked to the lot by the lot-file. Sounds funny first, but it means something: you open the lot and change the building, but you can't open the building to change the lot underneath. It's a hierarchy.

That is the reason why PIM-X needs both files, a building-description and a lot-description to calculate.

And that's maybe the complicated part. There is a third value, that is density. Densitiy is the value where the occupant size and the size of the lot comes in relation, where they count both, how they fit together. On one hand it is the yellow box you fill with people on the other hand population density is measured per tile - how many poeple can live on a tile. So you have a lot of size of 1x1 tiles, which means 16x16 meters. now you change the yellow box to 15x15x15 meters, so maybe 4 or 5 sims can enter this box - so density is 4 or 5 sims per 16 square meters. But now you change the yellow box to a size of 15x100x15 meters. Still the box fits the single tile, Depth is 15 meters and Width is 15 meters but now it is 100 meters high. Now you let PIM-X calculate again. It will tell you there can enter maybe 90 Sims inside of the box now. So you have different densitiy on the lot, now its 90 sims on 16 square meters. That's how the occupant size and the lot size together form densitiy.

Now - the density is the key value for the grow stage. You could test that by changing the filling degree from low to dense. At a certain point PIM-X will suggest a lower grow stage or a higher grow stage for always the same lot - because what you change is the population density per tile.

Therefore it isn't only how big the lot is and it isn't only how big the building (its occupant size) is, but how they mix with each other - the lot size and the occupant size, that make up grow stage. A lot with 8x8 tiles of size can be the same grow stage 8 like a lot with 1x1 tile size as it depends on the density. You can increase density by making the yellow box higher and you can do it by changing the filling degree. Because it is the lot size at the end, that gives the benchmark for density.

So that may be the point to understand so you can understand the debate you've gotten into.

On this:
Quote
"I can't just manually input a value in Occupant Size since it may not correspond to building dimensions. And might cause Immortal Lot."

No. It mustn't correspond the buildings dimensions but it should exceed the lots dimensions. Also: you see the building as a prop in your game, so you can estimate the dimensions it should have, you could count the stories and so on. Most of all: you shouldn't be afraid to make your own experiences. Most of our knowledge came up this way - by trial and error by experimenting with those elements, fooling around with the dials and knobs. It's a game, not the knob to launch the atomic bomb. If you break something, you just reset. Or redownload and reinstall it. After a while you will be secure in doing those operations. Like car driving. In the beginning it seems complicated to change gear and watch the street and hold the steering wheel all at once - but one gets used to it. All they become experienced drivers. They only tend to forget how it was when they started.

But we all started the same, by experimenting with those tools and see if we can ruin the game with modding.  $%Grinno$%

So you are right, first you need a proper yellow box for PIM-X to do its calculating magic. The box shouldn't extend the size of the lot and it should roughly fit the volume of the building that is visible on the lot.

The rest ... just play around, also with the filling degree. See what happens. Why not? You won't get arrested by community officials.

At least I think so?  ???

Quote
Could I use the prop as a model?

No. Wrong question? Maybe you mean to use the prop as a building? You can do that but that's another thing.

I try to explain the shortest way to achieve what you want. Make your stuff CAM-patible. To change props to buildings and buildings to props - let's do this later.

This is not necessary for what you want to do now.
 
Title: Re: PIMX Official support thread
Post by: inkrender on October 12, 2018, 04:07:19 AM
alright ;D
Sorry for the last part, yeah i meant. use the prop as the building. I was trying to edit it but i can't awhile ago.
Anyways
You're right, I should get my hands dirty on this.
It's just that I want to try and learn things in a discussion type but it looks like i'm not doing well  :D . I'll change from now on.
Thank you everyone for for your help. I'll get back to this post often to re-read everything and get something. :)
Title: Re: PIMX Official support thread
Post by: fantozzi on October 12, 2018, 04:42:45 AM
You're right, I should get my hands dirty on this.
It's just that I want to try and learn things in a discussion type but it looks like i'm not doing well  :D . I'll change from now on.
Thank you everyone for for your help. I'll get back to this post often to re-read everything and get something. :)

You even can do both: get your hands dirty and discuss. ;D No need to decide, no need for retention, just follow your needs. No one grades you.
Title: Re: PIMX Official support thread
Post by: mgb204 on October 12, 2018, 08:18:12 AM
I think the easiest solution is to make the "temporary" exemplar I mentioned before. Because where Models as Props are used with an invisible building model, there are plenty of pot holes to fall into. Find the actual model itself, drag that into the correct Building category (all explained in the manual), which will then just require a filling degree and lot size to calculate the values for you. Rather than use this exemplar though, you simply note the Growth Stage and Capacity values and use them to manually adjust the existing lot. This way you'll know the values are correct, but you aren't messing with other properties that may cause problems. Having done this, discard the temporary files as you won't need them. Note however PIM-X won't allow you to update all properties, you may have to resort to Reader to do so.

Quote
I can't just manually input a value in Occupant Size since it may not correspond to building dimensions. And might cause Immortal Lot.

Actually you can safely do this just to get your values correct, provided you restore the original Occupant Size settings afterwards, there would be no problem. That might actually be easier than mucking around with temporary files, thinking about it.

Quote
I can't use the filler degree. There's no model.
Quote
Could I use the prop as a model?

It's really important to understand that an Exemplar is NOT a model. Models are not Props, Buildings or anything, just simply models. It's the Exemplar or properties file that determines how these models are both used and the properties assigned to them. Every lot consists of both a Buildings Exemplar and LotConfig Exemplar. The LotConfig contains data on the size of the lot, each item used on it and it's position, along with some other properties. The Buildings Exemplar contains the bulk of the properties for the Building though, including something called an RTK value. This simply links to a model, which is displayed where the building sits on the Lot, even if you can't see this, it's always there. Because no Building on a lot, means no Buildings Exemplar, which wouldn't work full stop. Similarly a Prop Exemplar is the same thing, it's just a bunch of properties pertaining to a model, with a link to the model to show where that Prop is placed. The key differentator here is that Buildings and Props (Exemplars) work and function very differently. The properties we are dealing with in reference to this discussion absolutely must be handled via the Buildings Exemplar / LotConfig and will NOT come from Props.

You can take one model and turn it into many different things, Buildings, Props, Flora etc, you only ever require on model, each Exemplar links to the model, but allows different usages of it. So you can make one model into 10 Buildings, each with different settings, but the model you see is identical. The Exemplars just determine how the model will be used.

So, you do have a model, but it's not the actual model you'd need for the correct settings to make use of the Filling Degree property. It will work, but the settings it produces will be way off the mark. You can't use a Prop as a Model, because a Prop is just an Exemplar, that links to a model. All that's different here is that instead of linking a model as a Building, it's been included on the lot as a Prop. The model, whichever method was employed, would be identical. I wouldn't try to think about making it into a Building, all you need are the right settings for Exemplars which can be determined by the above workarounds. It won't matter that the invisible model is there or that the size is inconsistent, or even what occupant size is set. This setting only needs to be used when generating the correct Capacity Satisfied / Growth Stage by entering the Filling Degree. Once PIM-X (or you) has done this, it will just work with values that are as if the Building Exemplar was the model on the lot. It's just not possible when using "Buildings as Props", to get an accurate figure automatically for these settings. Use of either method above should be sufficient as a work-around however to get the figures you need.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 11, 2019, 10:12:52 PM
I have just bought a new computer and for whatever reason PIMx is not working. All I ever get is an error message telling me to check the .exe log. I think I have downloaded all the appropriate bug fixes. Is PIMx not compatible with the latest Windows OS?
Title: Re: PIMX Official support thread
Post by: tomvsotis on February 11, 2019, 10:36:10 PM
Did you follow these instructions (http://sc4devotion.com/forums/index.php?topic=14216.0)? PIM-X has a problem w Windows 7; maybe it has the same problem w whatever your new computer is running?
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 12, 2019, 12:11:16 AM
Did you follow these instructions (http://sc4devotion.com/forums/index.php?topic=14216.0)? PIM-X has a problem w Windows 7; maybe it has the same problem w whatever your new computer is running?

Yes I did follow those instructions.
Title: Re: PIMX Official support thread
Post by: mgb204 on February 12, 2019, 06:49:05 AM
I have just bought a new computer and for whatever reason PIMx is not working. All I ever get is an error message telling me to check the .exe log. I think I have downloaded all the appropriate bug fixes. Is PIMx not compatible with the latest Windows OS?

Many people have confirmed it works just fine with Win10.

Have you actually checked the log file, what does this tell you? Almost certainly you are missing the same .dll files which are mentioned in the first post of this thread. A key giveaway would be the mention of missing modules in the log file.

Not only must you have those .dll files installed, but they must be somewhere PIM-X is able to find them. Most likely, you already have at least some of these files on your PC, just in a location where PIM-X doesn't see them. Do a search for each file on your computer, for those you find, do one of the following:


for 32-bit systems that's "C:\Windows\System32"
for 64-bit systems, use "C:\Windows\SysWOW64"

The benefit of the latter method, is that all programs on your system will find .dlls here, not just PIM-X. The whole idea of .dlls was supposed to be that only one would ever need to exist, regardless of how many apps used them. DLL = Dynamic Linked Library, a small chuck of code that applications can call and re-use. However, it's rare such files are released on their own, they come with larger suites such as C++ runtime libraries. When installed from the correct package, they will be placed in the system folders correctly.

Of course if one or two is missing, you may need to manually download/install them.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 12, 2019, 05:52:47 PM
I made sure i have all the .dll files mentioned on the first page. Now when I click on the application nothing happens at all, not even an error message. Was I meant to have all the .dll files mentioned? My computer already had a couple of them and I copied them over to the PIM folder, the other two I downloaded.
Title: Re: PIMX Official support thread
Post by: mgb204 on February 13, 2019, 03:04:03 AM
Yes you need all of the .dll files, think of them as dependencies.

Have you tried right clicking on the shortcut and selecting Run as Administrator? It may be you need elevated privileges to open the application. Check also that the application is white listed in any anti-virus/security software you may have, since that may be preventing the application from running.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 14, 2019, 08:24:52 AM
Yes you need all of the .dll files, think of them as dependencies.

Have you tried right clicking on the shortcut and selecting Run as Administrator? It may be you need elevated privileges to open the application. Check also that the application is white listed in any anti-virus/security software you may have, since that may be preventing the application from running.

Hmm, still no luck. Kind of confused as to what the issue is, don't normally have such problems.
Title: Re: PIMX Official support thread
Post by: mgb204 on February 14, 2019, 09:36:32 AM
Have you checked the log file? Does it's time/datestamp update when you try to run PIM-X? If it does, could you post a copy of it's contents.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 14, 2019, 08:57:33 PM
Have you checked the log file? Does it's time/datestamp update when you try to run PIM-X? If it does, could you post a copy of it's contents.

My log file says this:

Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load
ImportError: DLL load failed: The specified module could not be found.

This means I am missing a DLL? Not sure how, I downloaded them or copied them over to the PIMx folder.
Title: Re: PIMX Official support thread
Post by: mgb204 on February 14, 2019, 11:50:51 PM
Which specific location did you copy these .dll files too. Please can you list each .dll file in that location.

Note too, where a 64-bit or 32-bit variant of .dlls exist, which you need is nothing to do with your O/S, but the application. So if you've installed any 64-bit files, those won't be the ones the application is looking for.

Also, I asked about the Date/Time Stamp of that log file and whether or not it updates when you run the application. This is because, if it does not, this information might be a total red herring, so it's really, really important you confirm if this is the case or not.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 15, 2019, 11:52:54 AM
Which specific location did you copy these .dll files too. Please can you list each .dll file in that location.

Note too, where a 64-bit or 32-bit variant of .dlls exist, which you need is nothing to do with your O/S, but the application. So if you've installed any 64-bit files, those won't be the ones the application is looking for.

Also, I asked about the Date/Time Stamp of that log file and whether or not it updates when you run the application. This is because, if it does not, this information might be a total red herring, so it's really, really important you confirm if this is the case or not.

Ah, I installed 64-bit thinking it related to the OS. I will fix that and see what happens.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 15, 2019, 02:05:18 PM
The log file was irrelevant. I uninstalled everything and then reinstalled. Nothing happens when I try to start PIM and I get no log file.

I saved all the .dll into Windows (C)/Program Files (x86)/SCPIM
Title: Re: PIMX Official support thread
Post by: mgb204 on February 15, 2019, 04:52:25 PM
Well the lack of a log file is relevant, because it tells us the program isn't getting far enough to create one. However, when the .dll files were missing, it did get this far, so the question is what has changed? You could have determined this from the time/date stamp of the log file, I suspect re-installing the application may have simply confused the issue.

Depending on how the uninstaller works, or more specifically how you uninstalled SC4PIM, most likely it is now necessary to start over with setting it up. That means installing the Windows Vista+ fixes, adding the .dll files and setting any compatibility modes for the application. Because all that information is typically lost when you uninstall something and it cleans up the install folder.

Hopefully at that point, the log file will be working again, because it's really the only information we have to determine what's wrong.

Outside of that, the following possibilities present themselves:


Frankly, all three of these possibilities are debunked by the fact that previously it was running, but with errors. Which tells me there is no reason we shouldn't be able to get back to that state. At which point, I suspect one of the .dll files you've used is either incorrect or in the wrong place.
Title: Re: PIMX Official support thread
Post by: eugenelavery on February 15, 2019, 05:09:43 PM
When I go to the site to download the .dll files there are multiple options for most of them, does it matter which one I use? I just selected one of the 32-bit versions. Thank you for your continuing help with this pesky issue.
Title: Re: PIMX Official support thread
Post by: mgb204 on February 15, 2019, 05:36:34 PM
Sadly it's very difficult to say, because .dll files are pesky buggers and the specific ones you need depend entirely upon what was used when making the application.

As a programmer, these files are listed by the programming tool when you compile your app. But, unless you pay big bucks, it's not usually possible to re-distribute them directly with the application. Hence these issues with tools made by hobbyists are rarely there with commercial apps, who's developers pay the fees.

Confusing the issue more, none of these .dll files were intended to be distributed as standalone files. In fact, most such downloads are probably in breach of copyright, since it's highly unlikely the site you've found them on pays royalties to Microsoft etc. for them. Instead you are supposed to download the "runtime" kit which includes them and installs them correctly on your machine, it gets very complex quickly.

Where possible it's better to copy those you have manually to the system folder C:\Windows\SysWOW64. Any that remain, do a Google search, but don't download the .dll, find the "kit" it was included with and get that instead.

MSVCP71.DLL requires the Microsoft Visual C++ Redistributable (x86) package, I think version 2008 (https://www.microsoft.com/en-us/download/details.aspx?id=29).

GLU32.dll and GLUT32 come from the OpenGL drivers, which should already be on your system as part of your videocard drivers.

Lastly the GDIPLUS.dll comes from this Microsoft Runtime (https://www.microsoft.com/en-us/download/details.aspx?id=18909) (GDI+).

If you install these correctly from the runtime packages, they should just work. Of course, there any many versions for all different development environments, if you get the wrong version it won't work properly because it may not contain the modules needed by the application.
Title: Re: PIMX Official support thread
Post by: lather30 on February 14, 2020, 11:14:00 AM
I've installed PIM-X on my Windows 10 machine, along with all of the recommended updates and patches for W7, etc. Unfortunately, it just won't launch. When I try, all I get is the splash graphic, followed by a plain white pop-up window. This window is headed "wxPython:stdout/stderr", and contains the following text:

Traceback (most recent call last):
  File "SC4PIMApp.pyo", line 3454, in OnClose
  File "SC4PIMApp.pyo", line 3457, in ShowMain
  File "SC4PIMApp.pyo", line 2798, in __init__
pywintypes.error: (2, 'RegOpenKeyEx', 'The system cannot find the file specified.')

Does anyone have an idea what the problem is, and how I can solve it?
Title: Re: PIMX Official support thread
Post by: xxdita on February 14, 2020, 02:39:04 PM
I'm not totally certain about error messages, as I get very few of them.

But this looks like it may have something to do with the Windows Registry Keys. Have you moved SC4 from its original install path?
Title: Re: PIMX Official support thread
Post by: lather30 on February 14, 2020, 06:59:57 PM
No, I didn't change any of the defaults, so its in C:/Program Files (x86)/SC4PIM.
Title: Re: PIMX Official support thread
Post by: xxdita on February 14, 2020, 07:02:12 PM
I mean for the game itself.
Title: Re: PIMX Official support thread
Post by: lather30 on February 15, 2020, 08:24:37 AM
Oops - I didn't read your message properly, as I was thinking about PIM-X...

SC4 is at C:/GOG Games/SimCity 4 Deluxe Edition, which again was the default installation location.

So no, no change to the defaults.

Title: Re: PIMX Official support thread
Post by: xxdita on February 15, 2020, 03:33:16 PM
Ok, so googling the error message leads to a 32bit vs 64bit conflict in the registry. Maybe check to make sure that you've installed the 32bit or x86 versions of the dependency dll's.
Title: Re: PIMX Official support thread
Post by: lather30 on February 15, 2020, 07:21:08 PM
OK, well I confirmed that they were the 64-bit versions that I'd installed. But just on the off-chance that one had got corrupted or something, I downloaded and reinstalled them all and...

It's working!

So it's a bit of a puzzle why it didn't work and said there was a 32/64-bit conflict, but it looks like it's fixed...  &mmm
Title: Re: PIMX Official support thread
Post by: JP Schriefer on April 22, 2020, 05:39:49 PM
Hello folks :)

So I'm currently on a process of improving my creations and I have a question about the 'Filling degree' thing. From what I read we have to estimate the space inside the yellow box our building is occuping, and I think the Wellington Hotel model, for example, would be something between 0.6 or 0.7. The 'problem' here is that with this degree SC4PIM will understand the building is stage 11 (10 to 12), and my BATs are not supposed to have CAM stages at first. What I noticed I could do was to change the degree level for 0.6 and when the automatic pop-up appears asking me to change the stage level I cancel it. This way I manage to have the building as 0.6 and still stage 7, as intended.
Is that ok to do? I fear this would be something that could corrupt the data or lead to other problems. Thank you very much.

(https://i.imgur.com/SWNV2FW.png)
Title: Re: PIMX Official support thread
Post by: xxdita on April 22, 2020, 08:58:22 PM
The filling degree is what will be used to determine all of a building's stats, so it is important that you get it as right as possible.

As for the lot, if you're not using CAM, then you really only have the options of stage 7 or 8. That's really a judgment call best decided on comparing the specific building with other models of the same size. I would say that anything PIMX would suggest as stage 7 up to about stage 10 would likely fall into the nonCAM stage 7 range. Anything from stage 10 to 15 would really only work as a stage 8. These are just general guidelines, and you should test how often your buildings grow in game, compared to others of the same stage, as well as how quickly it upgrades to the next stage.

But if you're planning on releasing the lot, then I would suggest having a CAM and nonCAM version available. Vanilla stage 7 and 8s can really screw up the balance of how things grow for CAM players.
Title: Re: PIMX Official support thread
Post by: JP Schriefer on April 22, 2020, 09:51:02 PM
Oh I see. So looks like SC4PIM will only deal with CAM buildings when we are dealing with growable lots, right? I thought that maybe if I moved the CAM folder out of my plugins folder it would give me the option to go only to stage 8, but well...nope.
But doing a CAM file is so simple as this? I just need to set the right filling degree and it's all good? If it is I'll make sure to add both versions from now on.
I'm sorry if these questions sounds so dumb, I really don't understand a thing about modding.  :-[
Title: Re: PIMX Official support thread
Post by: xxdita on April 23, 2020, 04:56:03 AM
PIMX was designed with CAM in mind, so the lot stage suggested will be more in tune with CAM than vanilla SC4. But you can always adjust the lot stage in Reader, once it's created in PIMX, along with any other fine-tuning you may need to do.
Title: Re: PIMX Official support thread
Post by: JP Schriefer on April 23, 2020, 01:56:25 PM
Thank you very much for the informations, xxdita!
Title: Re: PIMX Official support thread
Post by: JP Schriefer on May 04, 2020, 03:16:36 PM
Oh I see. This is going to be very useful because I'd like to make both versions to my creations from now on, and definitely reduce the occupant size is the best option for that. Thank you very much, fantozzi!
Title: Re: PIMX Official support thread
Post by: xxdita on May 04, 2020, 04:21:49 PM
No no no. Don't ever shrink the LOD. You can adjust the filling degree, if necessary, but that's totally different.

The vanilla 6000 demand is also not a hard cap on how much capacity a building can have in order to grow, just a maximum between stages. So a stage 8 building can have up to 6000 more capacity than a stage 7, though it must be 1.5x the capacity of the stage 7 in order to grow at all.
Title: Re: PIMX Official support thread
Post by: JP Schriefer on May 04, 2020, 08:02:37 PM
Huum but changing the occupant size is ok to make non CAM buildings, right?
Title: Re: PIMX Official support thread
Post by: xxdita on May 04, 2020, 08:48:09 PM
Huum but changing the occupant size is ok to make non CAM buildings, right?

Occupant Size can be seen in PIMX as the box around the visual model. This is determined as the model is being created and exported. It's really not a good idea to adjust Occupant Size willy nilly, as it can create other problems, including immortal lots. If you need to modify the model for any reason, there are programs better suited to that. The Occupant Size (LOD) has nothing to do with CAM.

Filling degree is the percentage (in decimal) of volume the visible model consumes of that invisible box. PIMX starts with a default of 0.5 (50%). Maxis PIM will give quite similar occupancy to the PIMX default filling degree, it's some of the other stats that can be screwy, like garbage production and water use.
Title: Re: PIMX Official support thread
Post by: xxdita on May 05, 2020, 01:50:18 PM
Using invisible buildings kinda defeats the purpose of using a tool designed to give accurate stats the way PIMX does. Farms can be more forgiving, as they don't upgrade, but I feel that's all the more reason to give them accurate stats to start with.

No no no. Don't ever shrink the LOD. You can adjust the filling degree, if necessary, but that's totally different.

Sorry, yes, of course. This was indeed missleading, I changed the wording in my post. Not to change the LOD of the model file but the occupant size which is generated from the LOD by pim-x.  So each time you create a bulilding or prop from the model in pim-x or recalculate from the model, the occupant size will be rewritten and overriden by the size of the LOD.

I must confess, all of my farms have virtual LODs with manually adjusted occupant size- and all models being props. For many years I'm working this way- let's hope I didn't break the game for hundreds of players.

Again, no. There very few valid reasons to manually alter the Occupant Size. There is certainly nothing in the PIMX User Guide about doing that.

There is the option to Rebuild Occupant Size from Model. If you've followed the directions in the User Guide to create the building desc to start with, then this isn't necessary. If you are updating an existing lot, then this would be a good first step. But even then, you should pay attention to changes made, especially for width and depth.

I need to get around to checking your LEX uploads anyway, to certify them or not. So let's take this one (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3780) as an example.

360 Main Street and Four Seasons seem fine. You've used a filling degree lower than the default, but it's appropriate for these models.

For the Moscow Bank, you've used an invisible building. Considering the original is an immortal lot, this is appropriate for keeping the 3x3 lot size. But it does make the modding a bit trickier. In order to do it all in PIMX, then you'll want to change the Occupant Size of the invisible building to the same size as the actual model, then choose an appropriate filling degree. I would say 0.7, as the model does take up much more than half of the LOD's volume. Once these stats are finalized properly, you should Rebuild the Occupant Size from Model, then click Save and create the lot. This would provide a stage 11 3x3 lot with 3256 CO$$$ jobs.

I have no idea how you came up with the stats you've given the lot. And I don't understand using a smaller filling degree for the model, as it does consume much more than half of the LOD.
Title: Re: PIMX Official support thread
Post by: fantozzi on May 06, 2020, 01:21:36 PM
I can remove my uploads, no prob. I don't want to cause any problems. Sorry I did post here.
Title: Re: PIMX Official support thread
Post by: xxdita on May 06, 2020, 11:26:09 PM
I can remove my uploads, no prob. I don't want to cause any problems. Sorry I did post here.

That seems silly, when I've given you a generally good review. Out of the 3 lots, two are rather perfect. The third you've fixed from its original immortal state.

You should be able to explain any non-conventional choices you've made. The filling degrees for the first two buildings were both spot on. So it's just weird to see that the Moscow Bank is set so low.

LEX Standards (https://sc4devotion.com/forums/index.php?topic=10994.0) are fairly clear, even if we've moved away from the scrutineering process. I am available to help answer any questions, or to help with more advanced modding if necessary.
Title: Re: PIMX Official support thread
Post by: fantozzi on May 07, 2020, 12:56:13 PM
I can remove my uploads, no prob. I don't want to cause any problems. Sorry I did post here.

You should be able to explain any non-conventional choices you've made.

Indeed I can't. I'm afraid I was non-conventional without having the authority to do so. But the more I'm confused now - why was it silly to remove the content then? I made a mistake uploading unworthy stuff. I tried to correct and now I did wrong again ...

That's a really sad moment for me.   &mmm
Title: Re: PIMX Official support thread
Post by: godfreygodfrey on July 24, 2020, 03:21:34 PM
Are groups added in the lot editor supposed to save? Any groups I make from inside the lot editor end up emptying out once I close the window. The group itself remains, but none of the objects/textures remind, the groups are just empty.

I've only been able to get the groups to stay by manually adding them into groups.ini, but I don't actually understand the syntax/format to do it, I just copied/pasted it into the groups.ini from an included text file in the SHK plugin.

Thanks.
Title: Re: PIMX Official support thread
Post by: bch000899 on August 03, 2020, 02:25:36 PM
Hi y'all. I just downloaded PIMX and after installing and trying to run the program I get this error. I'm not sure how to fix it.

ImportError: DLL load failed: The specified module could not be found.
Traceback (most recent call last):
  File "SC4PIM.py", line 1, in ?
  File "SC4PIMApp.pyo", line 96, in ?
  File "wx\__init__.pyo", line 45, in ?
  File "wx\_core.pyo", line 4, in ?
  File "wx\_core_.pyo", line 12, in ?
  File "wx\_core_.pyo", line 10, in __load

Title: Re: PIMX Official support thread
Post by: Andreas on August 04, 2020, 01:35:33 PM
Please download and install the necessary DLL files as advised in the initial posting of this thread.