[MOD] Hidden buildings

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Mailman653
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[MOD] Hidden buildings

Postby Mailman653 » Mon Jan 07, 2008 1:29 pm

This addon adds two new buildings included in the game but were hidden in the game due to missing XML files. This adds a parking garage and a research lab. Also included is a small modicifation that enables the riot police to use armored SUV's.

Screen shots can be found here: http://www.tiltedmill.com/forums/showthread.php?t=15081

http://www.filefront.com/14717497/Hidden%20buildings.7z
Last edited by Mailman653 on Tue Oct 13, 2009 10:44 pm, edited 1 time in total.

Sim2Kid405
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Postby Sim2Kid405 » Mon Jan 07, 2008 4:21 pm

I found a peoples concourse and i did the xml file it is in decorations and it wasn't there so i put it there, heres the pics and files, i did a scspack install file so it be easy for you to install it, the png files should be in your graphic folder already and the xac files are there, theres a pay phone they never finish also, and its not complete in the xac files, heres the pic and file, see what you can do with it also. I tried my best. :D
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Mailman653
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Postby Mailman653 » Mon Jan 07, 2008 6:38 pm

Great stuff, nice to see we can bring some of these buildings out into the light. In regards to the two textures you posted in the other thread, they did not seem to work when I tried out the building in-game, perhaps I made a mistake somewhere though I used the same method to get the garage and research center working just fine.

Sim2Kid405
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Postby Sim2Kid405 » Mon Jan 07, 2008 9:56 pm

Mailman653 wrote:Great stuff, nice to see we can bring some of these buildings out into the light. In regards to the two textures you posted in the other thread, they did not seem to work when I tried out the building in-game, perhaps I made a mistake somewhere though I used the same method to get the garage and research center working just fine.



those pics i posted has no xac files what so ever, I have no idea why they will be in there.

Khanon
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Postby Khanon » Wed Jan 09, 2008 11:05 pm

As far as I know, the concourse does exist.... I had used 3 in my authoritarian/capitalist city that I made an entry on SCS's Story Exchange with, even...If it's not the Concourse you have displayed here, it looks a heck of a lot like it and it's called a Concourse...

Kuplo
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Postby Kuplo » Sat Jan 12, 2008 12:12 pm

Do the residents use the parking garage? i.e. do you see them drive their vehicles into it's driveway or at least have the appearance of them driving into the building or is it a static model?

Mailman653
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Postby Mailman653 » Sat Jan 12, 2008 2:32 pm

Just a model as far as I know. Buildings have something called props that gives them special abilities like have a dog run outside or someone sitting on a roof etc, I'm not sure if the garage has it's own prop.

Mailman653
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Postby Mailman653 » Tue Oct 13, 2009 10:42 pm

I've uploaded the mod again, problem is it's not compatible with the latest version of SCS, if anyone wants to update the file and upload it, they are more than welcome to.

Azeem
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Postby Azeem » Wed Oct 14, 2009 3:01 am

What iteration of SCS did you release this under?

The "Supermarket" phantom building does exist in the latest version in SCS. Although I haven't found the other textures that you mentioned.

Mailman653
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Postby Mailman653 » Wed Oct 14, 2009 3:26 am

Update 2 or 3? Ha ha ha....it's been ages since I've been around here.

Azeem
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Postby Azeem » Wed Oct 14, 2009 5:28 am

In that case, this mod really would need to be updated. If I had the time, I'd gladly do it. Maybe some other modder here could? :o

MidrealmDM70
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Postby MidrealmDM70 » Mon Nov 23, 2009 2:54 pm

"Azeem" wrote:In that case, this mod really would need to be updated. If I had the time, I'd gladly do it. Maybe some other modder here could? :o


Some of those look like they were used abandoned - like the android factory (there is also an android skin for a special sim figure)
Others - as Azeem said - were used in expansions,

Most likely all of these would have been developed further if the game had been more successful, but the fact that we now may have access having to never before seen models, even just a few, sounds very promising.

I've added it to my list of things to investigate

After finishing my modding guide
...and the western mod
...and Catmajik's buildings
...and some winter buildings for PCGamer
...and a Dinner Theatre for Norm35
...and a Cyberpunk themed mod

Am I taking on too much? :o

If I didn't have to work, I would probably be taking on alot more. :D
Last edited by MidrealmDM70 on Mon Nov 23, 2009 7:14 pm, edited 2 times in total.

Azeem
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Postby Azeem » Thu Nov 26, 2009 4:01 pm

I'll have to look further into the missing buildings things once I get the free time to do so.

I think the Parking structure should have a more abstract purpose rather than serve as a workplace - maybe have it produce Productivity and increase the attractiveness of nearby venues.

I'm really curious as to what the Ancestor Shrine and Hydroelectric Plant looks like.

[Also should mention that Bingo Parlor isn't a "hidden building" in SCSD - it's one of the tourist venues now. Solar Plant is already in SCS so it's no longer a mystery building. Also the Dock and Cabin are SCSD buildings too. :) ]

R8-Q88
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Postby R8-Q88 » Tue May 25, 2010 1:19 pm

Can someone make the parking garage and the bionic cybernetic research lab into a SCS pack? I'm not good at finding where all those files are supposed to go.

MidrealmDM70
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Postby MidrealmDM70 » Tue May 25, 2010 3:55 pm

"R8-Q88" wrote:Can someone make the parking garage and the bionic cybernetic research lab into a SCS pack? I'm not good at finding where all those files are supposed to go.


I will be looking into these in the future - but I can't give a date as to when.

Parking Garage will probably be first

Karstedt
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Postby Karstedt » Mon Jun 07, 2010 4:06 am

I made an ability to increase the capacity of transit buildings. I can't really tell if it works or not because the transit buildings don't have their "stats" displayed in game. But it would be a nice emitter ability for the parking garage.

Azeem
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Postby Azeem » Tue Jun 08, 2010 1:23 am

That's an excellent idea. A whole lot better than what I had in mind initially; basically, I thought of simply making it make venues more attractive. :o

TheCuriosity
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Postby TheCuriosity » Tue Oct 19, 2010 5:57 am

Any one have the parking garage/research lab? the link doesn't work any more. :(

Zebediah
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Postby Zebediah » Sun Apr 24, 2011 6:36 pm

I'm working on my own version of the parking garage; I'm testing it now, and should be ready to post it in a couple of days.

jolo99
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Location: Planet Earth

Postby jolo99 » Fri Aug 08, 2014 9:41 am

Download link doesn't work. :(


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