Search found 107 matches

by Lilbluesmurf
Tue Apr 08, 2008 6:36 pm
Forum: Mods (Files)
Topic: Unpacked skins
Replies: 13
Views: 4682

Unpacked skins

I was originally going to do a "wild west" mod also, but I decided I'm done with SCS altogether so I thought I'd go ahead and toss these out there before I got rid of everything. There are textures bumps and 1 spec, which is all I had completed when I gave up on modding long ago. Anyways, the bumps ...
by Lilbluesmurf
Thu Mar 27, 2008 7:25 am
Forum: Mods (Discussion)
Topic: Soldyne's Mod Project Thread
Replies: 30
Views: 9591

Well, I haven't actually looked at any of them, but nice job anyways. Lots and lots of stuff there. One day when I hope I return to SCS these will be surely be great to mess around with.
by Lilbluesmurf
Wed Mar 05, 2008 10:59 pm
Forum: Mods (Discussion)
Topic: Landscape Mod
Replies: 18
Views: 2490

Why do you guys release things in such small groups anyways? It seems like a pain in the ass to have a huge number of mods when one (or even just a couple) would work.
by Lilbluesmurf
Wed Mar 05, 2008 7:22 pm
Forum: Mods (Discussion)
Topic: Landscape Mod
Replies: 18
Views: 2490

No portraits, that can be time consuming and I had left it for last. Really, the only things needed to finish this and release it is making portraits for the individual items (since groups are done, unless you do 'mixed' groups), and editing the language file to have more descriptive names. And no, ...
by Lilbluesmurf
Wed Mar 05, 2008 2:48 am
Forum: Mods (Discussion)
Topic: Landscape Mod
Replies: 18
Views: 2490

Well, since this stuff is starting to come out in pieces, and I have given up on modding for the time being, I thought I'd share this. This has modified xml's for all the unused rocks and vegetation, portraits for the 'groups', terrain set xml data for the groups and individual objects (not sure if ...
by Lilbluesmurf
Fri Feb 29, 2008 3:03 am
Forum: Mods (Files)
Topic: [MOD] Tall Chainlink Fence
Replies: 11
Views: 3415

She's not actually making anything, just created the needed files to use existing items that didn't make it into the game. Model creation/editing still isn't possible.
by Lilbluesmurf
Sat Feb 16, 2008 7:57 pm
Forum: General Discussion
Topic: SimCity Societies Destinations subforum open on EA site
Replies: 2
Views: 1270

Bah, they REALLY need to switch to an actual modern forum not that bulletin board pain to use wannabe thing.
by Lilbluesmurf
Wed Jan 30, 2008 7:35 pm
Forum: Mods (Discussion)
Topic: Custom bump maps not working
Replies: 4
Views: 1693

Posted 2 other times about this same thing in different subforums and got no response.
by Lilbluesmurf
Wed Jan 30, 2008 5:34 am
Forum: General Discussion
Topic: Game Update #3 News at 1up.com
Replies: 99
Views: 12704

At any rate, I hope the pricing is not reflective of US prices. I feel like I am already being ripped off by an expansion pack that seems like it should be a patch and if it's like 30$ over here, that is just a slap in the face. If it was a straight change to 18$ I guess thats not quite as bad. I'm ...
by Lilbluesmurf
Sat Jan 12, 2008 6:24 pm
Forum: Mods (Discussion)
Topic: My Island - What do i wrong
Replies: 10
Views: 2324

Thats the mickey mouse club song.
by Lilbluesmurf
Sat Jan 12, 2008 1:33 am
Forum: Mods (Discussion)
Topic: MOD - One Lane Road
Replies: 28
Views: 7949

Not likely. If anything, I'll force myself to finish the landscaping mod. I have to say that I am just getting turned off to modding here. Nothing seems to work quite right, and there are a lot of limits beyond recoloring (yes I say recoloring not retexturing since even bump maps aren't working). Ma...
by Lilbluesmurf
Thu Jan 10, 2008 4:48 am
Forum: Mods (Discussion)
Topic: SCS mysteries
Replies: 13
Views: 7680

Actually, there are some settings in one or more files that related to docks, I can't recall exactly where but I think it was something like depth required to place. There was probably a lot of partial stuff that didn't make it in since it was in development for such a short time.
by Lilbluesmurf
Tue Jan 08, 2008 3:45 am
Forum: Mods (Discussion)
Topic: Zero7's cosmetic surgery
Replies: 9
Views: 2490

I was looking for solutions to my bump map problem and found this. Are you sure that the window ridges are modeled, or did you do a custom bump map and it just didn't use it?
by Lilbluesmurf
Sun Jan 06, 2008 10:05 pm
Forum: Mods (Discussion)
Topic: New buildings should be affilliated to a
Replies: 2
Views: 1428

For some reason I am thinking that these are additive files also, meaning that you can make a small file that adds a couple buildings to a particular metric and not have to duplicate the whole thing or worry about other mods overridding your file (unless building ids are the same). But clarification...
by Lilbluesmurf
Sun Jan 06, 2008 12:53 am
Forum: Mods (Discussion)
Topic: Problems with installing mods...
Replies: 2
Views: 1493

The problem is probably that there are no localization files for your language included. You can go into the localization folder for en, copy the mods file(s) and then paste those into the correct language folder. It seems like all the mods right now are made to work with english, though a few have ...
by Lilbluesmurf
Sat Jan 05, 2008 9:26 pm
Forum: Mods (Discussion)
Topic: Custom Bumpmaps working?
Replies: 4
Views: 1576

Custom Bumpmaps working?

Is anyone else having the problem of bump maps not overriding the default? I can get textures to override fine (except in some cases ;) ) but bump maps don't seem to want to override. I have made significant changes to some textures, so using the old bumps is simply not an option. The two buildings ...
by Lilbluesmurf
Sat Jan 05, 2008 8:20 pm
Forum: Mods (Discussion)
Topic: Override not happening...
Replies: 2
Views: 1346

I just used it as an example. But that is exactly the point, it WON'T show in game. Public Clock is the only building I've encountered so far that doesn't seem to allow overrides. I'm hoping it's just that something other than "default" needs overridden.
by Lilbluesmurf
Sat Jan 05, 2008 8:33 am
Forum: Mods (Discussion)
Topic: Override not happening...
Replies: 2
Views: 1346

Override not happening...

Okay, I am fooling around and ran into a problem. I have added a building based off the public clock, and it shows up fine in the build menu with a new name etc. The problem is that the texture doesn't want to overwrite. I have messed with it and double checked spellings and it won't work. I've atta...
by Lilbluesmurf
Wed Jan 02, 2008 8:01 pm
Forum: General Discussion
Topic: An interesting request
Replies: 3
Views: 1423

Morpheous has a mod that allows you to place decorations that trigger the societies. To do what you want though, you would have to go in and change the settings or create new societies because you can't just take part of one and part of another, etc etc. They come as a whole package, so everything w...
by Lilbluesmurf
Wed Dec 26, 2007 2:13 am
Forum: General Discussion
Topic: Proposals for next patch : patch 3
Replies: 52
Views: 5640

Ah, my bad. I thought it was just like the maintenance mod.

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