"SimCity Societies: Korea" Mod Project (take 2)

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Azeem
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"SimCity Societies: Korea" Mod Project (take 2)

Postby Azeem » Fri Aug 22, 2008 9:06 am

씸씨티 소사이에티즈: 대한민국
SimCity Societies: Korea


As I've been reflecting on what I see in the cityscapes of Korea (and as I've finally got more free time), I've been mulling over re-starting this project.

There's an unfortunate lack of East Asian buildings in SimCity Societies and what we do have is little more than a wierd mix of this and that. SCS may feature Thai-style temples, Tibetan Monasteries, Japanese-style homes, and a Chinese-style tea house, but there really isn't anything that would allow for a specific Asian setting since all of them together makes for a bizarre appearance that wouldn't accurately reflect any East Asian cityscape. Another very unfortunate thing (something that I'm personally extremely disappointed in) is the lack of the ability to actually create and include new building models. So much for the "most moddable SimCity"! :rolleyes: [Note the rolling eyes, EA and others involved :rolleyes: ]

In any case, looking at some of the buildings and some of the new buildings Destinations came with, it *is* possible to re-texture and modify building stats of various structures to at least mimic a standard modern South Korean city. We most definitely won't be able to re-create Seoul or Gyeongju, but we can perhaps create a shadow of a smaller city that historically was not a major cultural center such as Mokpo. So with this in mind, I've been thinking of transforming various existing SCS buildings as well as vehicles and retexturing them to fit in with the theme of modern Korea.

"SimCity Societies: Korea"
Korean Rural
Japanese Traditional House A--> Hanok 1 Completed
Japanese Traditional House B--> Hanok 2 Completed
Japanese Traditional House A--> Hanok 3 Completed
Japanese Traditional House B--> Hanok 4 Completed
Japanese Traditional House A--> Hanok 5 Completed
Japanese Traditional House B--> Hanok 6 Completed
Japanese Traditional House A--> Hanok 7 Completed
Japanese Traditional House B--> Hanok 8 Completed
Japanese Traditional House A--> Saemaeul House 1
Japanese Traditional House B--> Saemaeul House 2
Bookstore--> Nonghyup Bank Completed
General Store--> Nonghyup Hanaro Mart Completed
Tourist Information--> Sikdang Completed
Pavillion--> Korean Pavillion Completed
Japanese Traditional House A--> Geungnakjeon Completed
Janitor--> Village Office Completed
Quilt Maker--> Mudang
Antique Shop--> Folk Handicrafter Completed
Textile Factory--> Building Materials Factory Completed
Kerosene Distillery--> Distillery
Butcher Shop--> Rice Cake Maker Completed
Orchard--> Gyulbat
Woodsman's Hut--> Carpenter
Hedge--> Rock Wall
Japanese Traditional House B--> Seowon
Bed and Breakfast Inn--> Minbak
General Store--> Fruit Shop

Korean Town
Dive Bar--> Computer Repair Shop
Dive Bar--> Cyber Cafe
Dive Bar--> Norae Yeonseupjang Completed
Counseling--> Nonghyup Local Branch Bank
Corner Deli--> Coffee Shop Completed
Liquor Store--> Pyeoneuijeom Completed
Brownstone--> Villa Apartment 1
Brownstone--> Villa Apartment 2
State Housing Block A--> Small Apartment Complex 1 Completed
State Housing Block B--> Small Apartment Complex 2 Completed
Slum Apartments A--> Modern Home 1 Completed [re-do to be done]
Slum Apartments B--> Modern Home 2 Completed [re-do to be done]
Slum Apartments A--> Modern Home 3 Completed [re-do to be done]
Slum Apartments B--> Modern Home 4 Completed [re-do to be done]
Pueblo B--> Brick House 1 Completed
Pueblo B--> Brick House 2 Completed
Pub--> Korean-Chinese Restaurant
Pawn Shop--> Digital Plaza
Charity Center--> Middle School
Scooter Shop--> Local Supermarket
Religious Bookstore--> Storefront Church
Brewery--> Soy Sauce Factory
Welfare Center--> Gyoyukcheong
Clinic--> Haneuiwon Completed
Butcher Shop --> Household Necessities Store Completed
Corner Deli--> Kosa Mart
Butcher Shop--> Lotteria
Machine Workshop--> Auto Repair Shop
Tourism Bureau--> Travel Agency Completed
Metal Club--> Small Commercial Building Completed
Media Marketplace--> High-rise Shops
Dive Bar--> Music Store
Fish Market--> Susansijang Completed
Record Shop--> Bakery Completed

Korean Urban
Charity Center--> Central Post Office
Counseling Center--> Sinhan Financial Completed
Realtor--> Budongsan
Realtor--> Coffee and Waffles
Media Marketplace--> Samsung Digital Plaza
Vocational School--> High School Completed
Counseling Center--> Woori Bank
Cullinary School--> Paris Baguette
Game Developer--> Korea Telecom
Tourism Bureau--> Hagwon
Steak House--> Korean BBQ Restaurant
Liberal Arts College--> University
Campus Bookstore--> Haksaeng Hoegwan (Student Union)
Off-track Betting--> E-Sports Cyber Cafe
Hostel --> Officetel
State Housing Project A--> Apartment Block A
State Housing Project B--> Apartment Block B
State Housing Project C--> Apartment Block C
Mega Arcade--> Baekhwajeom
Foundry--> Hyundai Heavy Industries
Game Developer--> LG High Tech Industries
Chocolate Factory--> Food Processing Factory
Mall--> Lotte Department Store
Shopping Center--> Sangjeomga
Warehouse--> KIA Motors Auto Plant
Pizza Shop--> Mr. Pizza
Karaoke Lounge--> Noraebang
Fire Analysis Center--> National History Museum
Electronic Signboard--> Korean Commercial Advertising Signboard
Billboard--> Korean Tourism Advertising Signboard Completed
???--> Manhwa Shop
Parking Garage--> Juchajang
Clothing Store--> Euiryujeom Completed
Skyscraper--> Downtown Office Tower

Korean Destinations
Hostel--> Yeogwan
Sesshin Center--> Gungjeon Completed [re-do to be done]
Dojo--> Waeseong
Pagoda--> Baekje Pagoda
Pagoda--> Seoktap
Japanese Traditional House A--> Royal Villa
Sesshin Center--> Sawon

Society/City Types
Capitalist--> Metropolitan
Capitalist+Authoritarian--> Yusin
Industrial+Authoritarian--> Juche
Contemplative--> Traditional
Small Town--> Eup-Myeon

Korean Specialist Sims
Student Activist <Effects similar to Street Preacher; makes some happy, makes other unhappy>
Student Radical <Shuts down Government buildings; enemy of KCIA Enforcer>
Community Activist <Temporarily increases happiness effect of Child-safe venues>
Tutor <Temporarily increases happiness effect of Educational venues>
Secret Police--> KCIA Agent <Same function as Secret Police>
Men in Black--> KCIA Enforcer <Targets all Activists>
Witch Doctor--> Mudang <Has chance of curing people; attacks Zombies>
Break Dancer--> Pungmul Performer <Same as Break Dancer but in Nongak band costume>
Ggangpae <Korean version of Midrealm's Gang Muscle>

Korean Specialist Sim Classes
Activist: Student Activist, Student Radical, Community Activist
Preacher: Mudang
Resarcher: Tutor
Enforcer: KCIA Agent, KCIA Enforcer
Artist: Pungmul Performer
Criminal: Ggangpae

Sim Clothing Texture Sets
Witch Doctor--> Mudang
Robe--> Hanbok
Last edited by Azeem on Sat Jan 08, 2011 12:46 am, edited 100 times in total.

ModDuffer
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Joined: Tue Jul 08, 2008 2:22 am

Postby ModDuffer » Fri Aug 22, 2008 10:02 am

I like the idea. It would be neat to include historical footnotes in different era buildings as well.

"Azeem" wrote:
씸씨티 소사이에티즈: 대한민국
SimCity Societies: Korea


As I've been reflecting on what I see in the cityscapes of Korea (and as I've finally got more free time), I've been mulling over re-starting this project.

There's an unfortunate lack of East Asian buildings in SimCity Societies and what we do have is little more than a wierd mix of this and that. SCS may feature Thai-style temples, Tibetan Monasteries, Japanese-style homes, and a Chinese-style tea house, but there really isn't anything that would allow for a specific Asian setting since all of them together makes for a bizarre appearance that wouldn't accurately reflect any East Asian cityscape. Another very unfortunate thing (something that I'm personally extremely disappointed in) is the lack of the ability to actually create and include new building models. So much for the "most moddable SimCity"! :rolleyes: [Note the rolling eyes, EA and others involved :rolleyes: ]

In any case, looking at some of the buildings and some of the new buildings Destinations came with, it *is* possible to re-texture and modify building stats of various structures to at least mimic a standard modern South Korean city. We most definitely won't be able to re-create Seoul or Gyeongju, but we can perhaps create a shadow of a smaller city that historically was not a major cultural center such as Mokpo. So with this in mind, I've been thinking of transforming various existing SCS buildings as well as vehicles and retexturing them to fit in with the theme of modern Korea.

The Planned Changes:
Buildings
Butcher -> Nonghyup Hanaro Mart
Liquor Store -> Pyeoneuijeom [available, but needs to be converted for SCS: Destinations]
Tourist Information -> Rural House [available, but needs to be converted for SCS: Destinations]
Karaoke Bar -> Noraetel
Video Arcade -> PC-bang
Sesshin Center -> Daeungjeon
City Bistro -> Dabang
Sushi Restaurant -> Sikdang
State Housing Block -> Apartment Block
Japanese Traditional Home -> Hanok
Dojo -> Dojang
Monastery -> Yosachae
Flea Market -> Minsok O-il Sijang
Pagoda -> Botapsa

Transportation
Generic Airliner -> Korean Air Lines [completed]
Generic Airliner -> Jeju Air (as an alternative to the previous)
Generic Airliner -> Asiana Air Lines (as an alternative to the previous)
Airport -> Gukje Gonghang
Seaport -> Hang
Bus -> Shi-nae Bus
Bus Terminal -> Gosok Teomineol
Subway -> Jihacheol

Another idea I had was to also create a new societal theme, calling it simply "Korean." When a city has this theme, all street signs will be written in Korean Hangeul.

A scenario that could be made specifically for this would be to mimic Korea's rise into prosperity from poverty by having the player take control of a fictional village called "Geumhae" starting at the level of a ma-eul (village) and transforming it into a gwangyeok-si (metropolitan city).

Azeem
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Postby Azeem » Sat Aug 30, 2008 1:47 am

If there was a way to get rid of those weird Simlish signs, it'd be easier to retexture things to make things more atmospheric. But those are part of some of the building models...

Anyways, another thought is that I could create two different societal themes - Korean Rural and Korean Urban.

Azeem
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Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Fri Oct 10, 2008 9:29 pm

First retexture project in the works:

The Hanok [traditional Korean House].

This is a retexture of the Japanese traditional house. The roof is a darker gray color and the walls are whitened. A characteristic aspect of Korean architecture is its combination of simplicity and elegance; it is neither extravagant to the point of excess nor is does it zealously follow a Zen-like aesthetic. Once seen as a hinderance to modernization by the utilitarian despots of the 1960s to the early 1990s, Koreans now view these graceful classical homes as emblematic of their cultural heritage. Even in ultra-modern cities such as Seoul can one find remnants or restorations of the Joseon hanok.

Societal Energies:
+2 Spirituality, -2 Productivity, +1 Creativity

Population:
4 Workers, 16 inhabitants
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Last edited by Azeem on Fri Oct 10, 2008 9:43 pm, edited 4 times in total.

Azeem
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Postby Azeem » Fri Oct 24, 2008 6:40 am

Korean Hanok in game.

There will be three variations of Hanok.
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Azeem
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Postby Azeem » Mon Nov 17, 2008 5:25 am

Finished 2 hanoks. Both available for download. :D

The next thing to do is to retex the shops to make them look Korean.

I'll need to re-do those Korean country homes (the one I labeled as "Jeju Houses" here). With some basic Korean shops and homes as well as that nice S-Oil station made a while ago, you an make a complete little Korean village. :)

Azeem
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Postby Azeem » Sun Dec 07, 2008 6:39 am

Next in the works: a Nong Hyup Hanaro Mart. Basically, it's a small supermarket that's under Nong Hyup (Agricultural Cooperative), which is a bank that also deals in farmers' goods and equipment.

EDIT: Hmm... Unable to upload. I'll try again later.
Last edited by Azeem on Sun Dec 07, 2008 6:43 am, edited 1 time in total.

Azeem
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Postby Azeem » Fri Dec 19, 2008 7:51 am

My latest project - the Nonghyup Agricultural Cooperative bank. I've made a bit of an error in retexturing the sign. Need to do a bit more experimentation. :o The awnings will be green as well.
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Azeem
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Postby Azeem » Wed Dec 31, 2008 8:09 am

A new preview:
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Azeem
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Postby Azeem » Sat Mar 07, 2009 4:07 pm

I'm not satisfied with the Nonghyup retexture, so I'll do a newer one sometime later. Here's my latest - a coffee shop:
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Azeem
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Postby Azeem » Sat May 30, 2009 4:42 pm

In a few weeks, I'll have free time [finally]. I'll be re-starting this project since I somehow have the urge to play SCS again. Not sure if anyone is at all interested in SCS these days, but any stress relief is good stress relief. ;)

Anyway, I'll be doing the following in June:
1) Coffee Shop: Retexture of of Corner Deli
2) Apartment Block: modded "Housing Project" building with a few Korean embellishments; high-rise apartments don't automatically produce criminals, one thing I didn't like about the original in SCS
3) Nonghyup Bank re-do
4) Pyeon-eui-jeom re-do
5) Hoet-jip: Retexture of Sushi Joint to a Korean raw fish restaurant
6) Daeungjeon: Retexture of Sesshin Hall
7) Korean Traditional Houses re-do
8) Royal House: Retexture of Traditional Japanese home with Korean ebellishments in the style of a palace home

MidrealmDM70
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Corner Deli

Postby MidrealmDM70 » Sat May 30, 2009 9:01 pm

I attempted to retexture the corner deli once but could not find the texture (skin) files. They weren't labeled 'corner deli' Can you tell me what the texture file for the corner deli is named?

P.S. Good look for your buildings.

P.P.S. I've always liked the 'Sim language' signs as they make it less belonging to any one culture.

Azeem
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Postby Azeem » Sat May 30, 2009 9:18 pm

The Corner Deli and the Tenement building share the same texture file.

By the way, the issue I have with the Simlish signs is that they still look too out of place if you're going for an Asia-themed town. I think changing the signs all to Korean Hangeul would make for a more atmospheric look. ;)

MidrealmDM70
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Postby MidrealmDM70 » Sun May 31, 2009 3:47 am

"Azeem" wrote:The Corner Deli and the Tenement building share the same texture file.

Thanks - I don't know how you figured that out, but thanks! :D

"Azeem" wrote:By the way, the issue I have with the Simlish signs is that they still look too out of place if you're going for an Asia-themed town. I think changing the signs all to Korean Hangeul would make for a more atmospheric look. ;)


Oh certainly I would agree about that.
By the way once you get all of these done, do you plan to post them in a single large 'Asian mod'?
I believe you had mentioned earlier about trying to set up an Asian Profile and metric that would include music, etc. I think that would be a great idea, if you can pull it off.

I'd be glad to offer any feedback or advice that might be useful.

Azeem
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Postby Azeem » Sun May 31, 2009 5:41 am

I thought of doing a "Korean" metric, but I've looked through the files and still don't really get how it really works and how to add a completely new metric.
Last edited by Azeem on Sun May 31, 2009 5:47 am, edited 1 time in total.

MidrealmDM70
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Postby MidrealmDM70 » Mon Jun 01, 2009 5:38 pm

"Azeem" wrote:I thought of doing a "Korean" metric, but I've looked through the files and still don't really get how it really works and how to add a completely new metric.


The metrics assign a numeric value to each building
Positve adds to that moving the society towards it, while negative moves it away. Since every building has a metric for every society, each building probably adds to several differnt socities while taking away from others.

When you sort by the society type, I think only those with a positive value are shown (maybe non-negative so a 0 value would be show). So a building that doesn't show up on the filter is probably counter to that society.

If you find the Profiles folder
Data\XMLDb\Game\Profiles (I think)

You will find 4 profile .xml files for each society.

The profiles list at what four numeric metric value the socity changes.
And what music to use, what props to eliminate or change, etc.
It would definately take some toying with.

If you were to go ahead with this, I would pick a decoration object and make a copy of it (just like a modded building) and assign it a metric of 10000 or so. That may you can drop down the one item to induce the metric.
(I've done this to all the trophies so I can test the different society profile effects on my mods - so with placing one object my whole society becomes Authoritarian, or Cyber-punk, etc. It saves alot of time in testing.)

If you look at the ones from Destinations they didn't establish any new features, they simply recombine existing ones.
Religious uses some aspects from Contemplative socieity
Forced Fun uses aspects of orwellian and funcity

So to make your own, you can do the same, use the sky from X, the roads from Y, and mix and match the props as desired - I would think maybe heavily from Small town if you wanted a rural Korea.

Keep in mind though, if you make a new profile, you have to define the metric not only for your buildiungs, but for every building already existing in the game. Well you don't have to, but it would be best, Otherwise the Cybercorp office building would not count against your korean profile.

Also don't forget to define the P_categories for your new (modded) buildings so that the pops (mailboxes, baloons, fountains, etc) appear when the different profiles are called. See this link - http://www.tiltedmill.com/forums/showpost.php?p=256831&postcount=3 for more info on P_Categories
Last edited by MidrealmDM70 on Mon Jun 01, 2009 5:44 pm, edited 4 times in total.
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Azeem
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Postby Azeem » Thu Jun 18, 2009 11:54 pm

Coffee Shop preview. Still can't get the Localization Text to work... I don't recall how I got the Hanaro Mart's text to work. :confused:
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MidrealmDM70
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Postby MidrealmDM70 » Tue Jun 23, 2009 3:29 pm

"Azeem" wrote:Coffee Shop preview. Still can't get the Localization Text to work... I don't recall how I got the Hanaro Mart's text to work. :confused:


What is wrong with your localization text?

Azeem
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Postby Azeem » Tue Jun 23, 2009 11:03 pm

Nothing is. It's in the right location, it has the right label, and it's in the right format...and yet it doesn't show in-game. :confused:

MidrealmDM70
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Postby MidrealmDM70 » Wed Jun 24, 2009 5:22 pm

"Azeem" wrote:Nothing is. It's in the right location, it has the right label, and it's in the right format...and yet it doesn't show in-game. :confused:


Ok - Are we talking about the Localization_Text or the Building_Text?

What exactly is not showing up (Building Name, Ability Description, etc)

One thing it may be -
If you have to same building or ability referenced twice (in the same file or in two different files) only the second will apply.

For example if your have this:

<Building id="HouseName">
<Name>Plain House</Name>
<Name_Plural>Plain Houses</Name_Plural>
<Description>An ordinary House.</Description>
</Building>

<Building id="HouseName">
</Building>


The second one will apply and have missing string data.
Same is true if they are in two seperate files (although I think it depends on the order the files are loaded.)

This is true of any data in the localization files, not just building descriptions.
=-=-=-

Although Destinations seems to not like the default Localization folder for modded files. I have seen it read from there for the localization text before. (It just won't check the sub-folders ObjectText and SimNames)
So check there as well to make sure you don't have an incomplete copy of your localization file.


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