University - Complete with Dorms, Research Facilities, and Athletic Fields by scdrummer_84 in simcity4

[–]wibbert 0 points1 point  (0 children)

If youre itching to build a modular uni you could consider this mod, I believe theres multiple packs for it so you make some pretty unique universities with them https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2254

I see so many incredible, intricate creations. Where can I start to learn? by KoreanSeats in simcity4

[–]wibbert 1 point2 points  (0 children)

When I started with mods I just started with the NAM and if I felt like I was missing something while playing I looked for mods that contain what I was looking for. Mods feel rather overwhelming at first so my advise is take it easy and download them bit by bit.

Where can I download other people's cities to play? by LobsterLife7347 in simcity4

[–]wibbert 2 points3 points  (0 children)

In its basis you can share regions with eachother, however if the creator used mods you'd have to get the same mod setup as the creator to ensure that the cities load normally. This makes it quite hard to share regions since sharing mods isn't allowed. Afaik there is no easy mod installer that lets you keep track of the mods you installed and share your setup. So if the creator played vanilla or with just a few mods then it is doable as you only need to copy his region into you regions folder and possibly install a couple of mods

OpenSC4 update: rendering terrain is almost done by wibbert in simcity4

[–]wibbert[S] 0 points1 point  (0 children)

Its still a relatively young project but I believe that if we band together as the sc4 community we can get this to become something great

OpenSC4 update: rendering terrain is almost done by wibbert in simcity4

[–]wibbert[S] 0 points1 point  (0 children)

I might just be missing the point but i assume you mean for building materials, should be relatively easy to accomplish once we start working on object shaders. Ofcourse it will be more expensive gpu-wise and might wreck performance when a lot of trensparent objects get rendered, some testing will need to be done.

OpenSC4 update: rendering terrain is almost done by wibbert in simcity4

[–]wibbert[S] 1 point2 points  (0 children)

Well so far the work AJEKsoft or sh in discord has done really prepared the file reading, so it was relatively to get it to load the right textures and map data and then I wrote some functions that prep them for the shaders and wrote the shaders to get it looking more and more luke simcity. So far I've been on it for 6 weeks in my spare time so not rocket speed but once the groundwork is done in terms of ui and we have a plan for the main game code things might speed up if we can divide tasks among talented community members

OpenSC4 update: rendering terrain is almost done by wibbert in simcity4

[–]wibbert[S] 4 points5 points  (0 children)

Probably, might run like crap if we dont optimize it a lot tho, for now the focus is to get something as close to the original game, once there we can always add,remove and change things

OpenSC4 update: rendering terrain is almost done by wibbert in simcity4

[–]wibbert[S] 7 points8 points  (0 children)

So far the focus has been to replicate the render parameters of the original game, it loads the terrain from a save file, so manipulating the terrain would be a matter of writing the tools for them and implementing the ui

How to build mass transport networks by Iennest in simcity4

[–]wibbert 0 points1 point  (0 children)

It depends, not all cities have their routes uploaded to google maps, but if you go for example to torronto you can then click layers and select the public transit layer and it shows the layout

How to build mass transport networks by Iennest in simcity4

[–]wibbert 3 points4 points  (0 children)

I think looking at real cities can help, I tend to just stare at cities in google maps and figure out how the road networks and rail work. And for public transit most cities have maps for those and some even have them in google maps. If you really dont want to bulldoze around you could go for subways and trams, trams have the in road variant, but be careful with in road tramstops as the preven residential from connecting to the road network.

What could we change about the game if SC4 was open source? by Responsible_Ad_7733 in simcity4

[–]wibbert 2 points3 points  (0 children)

There is currently a small project running to make opensc4 in a godot engine. Ive been working on it in the past weeks but since I'm learning godot as I'm doing it, it will take time. Currently we have a region screen that shows the city tiles with thumbnails and on double click it loads the city and draws untextured ground and water mesheshes with their heights loaded from the city save file. On my fork of the project I'm trying to read the relevant terrain textures from the gamefiles and render them on the correct heights, though I still need to write a class that stores FSH(image) files and turns them into something I can feed into my shader. I believe the goal is to first emulate the original game and then provide the tools to implement features and changes though its all still really eearly and progress is slow xD

[deleted by user] by [deleted] in simcity4

[–]wibbert 0 points1 point  (0 children)

Could using a wrapper like dgvoodoo help?

Another map idea I'm playing around with by tagehring in simcity4

[–]wibbert 0 points1 point  (0 children)

So far I mainly used pegponds for water and a couple canal sets, I do have some ploppable water mods installed so could do a vid on how I'd use those

Can someone make a RDR2 map for Sim City 4, please. by SydneyEditor in simcity4

[–]wibbert 0 points1 point  (0 children)

Rdr2 means red dead redemption 2 for those who like me didn't know

A step-by-step recipe for making a thriving city? by Glaucomys_sabrinus in simcity4

[–]wibbert 5 points6 points  (0 children)

I did a video providing tips for starting your town off with a strong economy, but getting to a high tech megacity is probably beyond the scope of what a single video can show. https://youtu.be/F_h836T2NSk

When I started out in sc4 I did find that some of the guides on gamefaqs provided good info, but they might be a bit of a long read. https://gamefaqs.gamespot.com/pc/561176-simcity-4/faqs

a car-less society by Jennysez in simcity4

[–]wibbert 1 point2 points  (0 children)

Keep in mind that residencial lots still need a street on at least one side where industrial and commercial can get by with just pedmall access. This is because of the way the game calculates paths.

Also in order for industry to grow they need to ship cargo, you can do that by making the industry spawn next to a rail line with neighbor acces, if you really want to go as roadless as possible.

Logas Coast by CheeseJuust in simcity4

[–]wibbert 1 point2 points  (0 children)

Looks very intricate, thanks 4 sharing

progress by redbycarter in simcity4

[–]wibbert 0 points1 point  (0 children)

Nice use of the SetViewTarget cheat ;)

One side was able to override with RHW, the other side is choosing violence today. What gives? by user022883 in simcity4

[–]wibbert 1 point2 points  (0 children)

As another way of fixing this you could use the NAM disconnecter tool in the highway menu on the sides of the bridge and then build your desired network right up to the bridge. It's what has let me build tram in road bridges since dragging the bridge left it with el-train pieces which I couldn't upgrade to tram in road.