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New canals? Surely you can't be serious?

Started by callagrafx, April 27, 2010, 03:40:48 AM

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MAS71

Hello CAL san  :)
Thanks for your new beatiful canal pack !  ;)
I have to again create more cities with your cnalas in a future.  ;D
Bravo CAL san ! &apls  &apls

well, I got report from japanese player a day ago,
and I could confirmed too an issu like this....

This is not been always, sometime appeared it, and become it suddenly in a game. ;D
It seems some bridges competing with PROP and Ground-level&mmm
I think taht PROPs should put them +0.1 or more higher on LotEditer.
or Possibly it may be caused by shape of LODs.

I wish to you solved this if you would for your next Lot.  ;)
I'll re-PROPed to +0.1 in your all Lots.  ;)


Thank you CAL san  :)
-Mas'71

callagrafx

Thanks Mas san

The ground needs to be totally level for the canals, especially the network bridges, otherwise the cars will disappear into the roadway, even more so if I raise the prop (which I'd have to do for every canal piece).  The usual method of plopping road pieces to level the ground works fine.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

santexas

CAL

Have you released the Marina?  I have an icon for CAL_Canals_Marina in my Parks Menu but when I try to place the lot, I do not see the boats, docks, or the water texture inside the canal walls.  I can see the canal walls and the park/flora the surround the marina.  I do have your small boats prop package.

SC4 Tool is listing the following as missing: CAL-Canal-Marina_0x6534284a_0xbca7fdf-0x496722cd.SC4Desc.  Also SC4 Tool is showing the following as the Item Description: This building was made by a Typing Monkey.

Am I missing something? Another prop package? What?

Linda



callagrafx

Hi Linda

No, that shouldn't be there... the LOT file for the test render got mixed up with the rest of the bridge LOTs...I'll update the installer.  Just delete the LOT file for now.

Thanks for letting me know....

Lee
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Scarton

Nice new bridges, Callagrafx! :thumbsup: I never use canals, but this pack of stylish bridges might change that. I really like your balance bridge. Any chance you could make a bridge like that for an NAM plugin? I personally would love to have a large avenue bridge just like that crossing a large river in my city.

Keep up the good work! :) &apls

santexas

Thanks - I'll delete the file and wait - hopefully soon.  Your canals are really nice.

Linda

callagrafx

The installer's been updated. I just need to get the Marina in a decent enough shape to release....
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

mcarch

It would be nice to have some bridges longer than 2 tiles, esp. with cables...

FrankU

The bridges are gorgeous!

And of course you could expect it: requests for more and different bridges. Like mcarch did and like I am going to do now: if you feel like it I would really appreciate bridges that look like they are able to be opened. You made already one, but maybe some for rail, and other types like rotating bridges, if you know what I mean? I don't really care for real movement. I am happy already when they look like they are able to be opened.

MAS71

#129
Hello again CAL san and All:)
Thanks for reply, and I'd tried to plop-test on Totaly-Levels as you answered.
But, they were not solved sometime. $%Grinno$%
and
I found other big problems with LOTs of Transit-Enebles Bridges,too. :P

SIMs do not use Bridge-Lots. Why ??


SC4Path is seems to normaly, however.....



so I'd checked your LOTs on Reader and SC4Tool,
They are not have some properties for transit-network on each Lots.  :-[


SC4Tool (upper pic) : none Transit Switches and Capacity is ZERO.
Reader(lower pic) : You need to add these Properties on Lots.

All Transit-Enebles Bridges are not used on a game now. $%Grinno$%
Correct these and re-upload them if you can please,CAL san.  ;)

Thank you
-Mas'71

callagrafx

Those properties have been removed on purpose... they are NETWORK enabled, not TRANSIT enabled.  There is a difference.  Automata will travel over them if you remove the transit properties.

This post by Ripplejet should explain things

http://sc4devotion.com/forums/index.php?topic=539.msg122352#msg122352

As for the texture showing through, I cannot replicate your problem.  Does anyone else have the same issue?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

RippleJet

Quote from: callagrafx on May 26, 2010, 01:21:22 AM
This post by Ripplejet should explain things

http://sc4devotion.com/forums/index.php?topic=539.msg122352#msg122352

I'm starting to fear that things were not that simple... &mmm
There's been one similar complaint about no traffic going through SimGoober's Heliport, which is the very lot used in that tutorial:

Quote from: Urbane Planner on July 28, 2009, 10:57:25 PM
Sims will not travel through SimGoober's Heliport (the one you plop over an an avenue, with train tracks running alongside).  While automata will go on the avenue and the tracks, and U-Drive-It allows me to go through it with cars and trains, Sims will not go through it on their commutes.  I've tried dragging avenues and tracks through it and waiting a few years after construction/upgrades, but the problem persists.

Since Casper also reported the same in his scrutineering of your bridges,
maybe those missing properties Masuda san listed should be added back in after all...

Since I have failed in finding an explanation to why it used to work for me,
I'm considering doing the same with SimGoober's Heliport for the next upgrade of the AC Airports as well...

callagrafx

OK, it's locked on the LEX.  I'll do some tests with the transit enabling.....
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

MAS71

Thanks again CAL san and Tage san.  :)
I'm looking forward to that would solved it and re-upload on a LEX.  ;)

b.t.w...
After SAVE each Lots on a SC4Tool,
Did you not remove files 'xxxxxxxx.sav' in your Plugins didn't you ?  $%Grinno$%

callagrafx

#134
Hi Mas san

I've re-transit enabled the bridges, this time leaving the properties in place and I can confirm that commuters will now use the bridges...

And no, I don't leave the .sav files in the plugins folder  :thumbsup:
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Andreas

Just a quick note:

Network Enabling: Allowing streets and roads to connect visually with a lot, but not letting traffic using it (only automata will show up). This is useful for making eye-candy parking lots or driveways, but it won't let pass any traffic, hence not messing with the pathfinding engine either.

Transit Enabling: Allowing traffic entering and leaving the lot (or passing through), which is needed in this case. Set the capacities as high as possible, and don't forget to set the REP count properly in order to avoid that Mac bug. Transit Switch Entry Cost should be calculated based on the formula the NAM guys found some time ago; I'm about to leave the house, so I can't search for the relevant thread right now.
Andreas

callagrafx

By rep count, I presume you mean N,S,E,W reps?  I've enabled E & W only.  Entry cost is 0, capacity is 100.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Diggis

I doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck. 

MAS71

#138
@CAL san
Quote from: Andreas san..... and don't forget to set the REP count properly in order to avoid that Mac bug.
Open Lots on Reader, you can find property in Exemplar....

'Transit Switch Traffic Capcity' : Float32 : Rep = 1 : xxxxxx

You should change a number of Rep to zero "0", this is a fixed for MAC users.  ;)
and 'Transit Entry Cost' as well when it's not "Cost = 0".
(This is a common way for all of Transit-Enbled Lot, station, bus-stop, sub-station, etc)

I think that is a thing Andreas san said.  ;)


Quote from: Diggis sanI doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck.
I agree that.  ;D
For example, CAPCTIES and COST of 'Medium' of latest NAM

I think that you should use above numbers or more high a little if you want to follow NAM. ;)


Thank you for reading
-Mas'71

FrankU

Quote from: Diggis on May 26, 2010, 06:13:53 AM
I doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck. 
Allow me a small remark: the engine behind this all is way beyond my apprehension, but small bridges like this will cause bottlenecks in real life, so in game it might be just what we want. Traffic will search for other ways to reach the other side of the water.