For example, stringMatch cardIdentity "ATI*HD 4800 Series*".Add your own card's name in the list, separating the vendor and the card with asterisks.Locate the line partialRule "Fast card" -any within the file.Within the installation folder, open Graphics Rules.sgr with a text editor.For example, if 10DE-1086 is the Device ID, 0x10DE identifies the card's vendor, and 0x1086 identifies the card.The "Device ID" is a number that identifies the card, as well as the manufacturer.Copy down what is listed as the "Device ID" as well as the card's name.This can all by automated/simplified by using the Graphic Rules Maker. 11.5.12 Area 5.1 Air Force Base No Exclusion Fix.11.5.6 Carpool Incentive Program Ordinance Fix.11.5.3 UV Map Fix for Maxis Monorail Models.11.5.1 Texture Fix of Jenkins Consulting.9.3 Error message: "Could not initialize graphics card".3.5.1 Experiencing issues on Apple ARM devices.a lot of work for any computer to have to do. Besides, if they didn't, you'd have to have each building be a dynamic object, adjusting itself to suit the terrain, which would be. :) As far as I know, all Lots will have buildings grow on them which convert the lot area they occupy to perfectly flat terrain. In short - SC4 is "good enough" without certain psuedo 3D niceties. And, because of some inefficiencies in the way pathfinding must be calculated, one may not want something like a front door and back door or other access point being at differing elevations for just about every single structure. So, for instance, it doesn't "see" 3D when making pathfinding calculations. Even when looking at the stuff built on the lots there is no logic in the game perfectally flattening the lot to the highest or lowest point of the lot, because the houses when seen in reality are built on gentally sloping lots.Īs far as I know, SC4 handles everything in a 2D fashion. Like in reality where lots are gentally sloping here and there. Originally posted by StoneRyno:Does that just make the built in random buildings that get built build on the lots without making them perfectly flat? When looking at the lots they are virtually flat. It's a big series, but there are a good many decent tips scattered throughout it: But, it does take a good bit of practice before one can become very efficient, even when using some of the best tools and mods.Įdit-Add: There are a bunch of terraforming vids out there, but this series of general "Let's Play" vids is pretty good for giving one a handle on using the various tools in the game to make terrain adjustments when in Mayor mode. I use NAM v32 with it's "hole diggers" and other tools, but I always find myself going back to using road and rail pieces for leveling. The best thing to do is to open up a new city, terraform hills, gullies and water into it, then practice with the tools available to you, either using a mod that gives you the default terraforming tools or by making innovative use of the limited terraforming tools you have in Mayor mode combined with the leveling effects of roads and rail. However, it has to be noted that SimCity 4 has a limited mesh resolution and it takes a bit of practice to learn how to level and terraform the map so that it works well with improvements in an existing city. (Not sure what submod they're from, but they work very well.) The NAM mod also comes with a set of elevation tools that can be very helpful. For long stretches, rail sections can work well, too. Road stubs work well for leveling out terrain. Planting them next to each other (not drawing, just click to plan them) is a very easy way to flatten the the area for zoning. If your buildings tend to get raised in flat areas, then do 1 or 2 titles more space around them. elevation changes around hoses are rarely that steep, or have extended flat area for cars and parks around them. Just think any suburb, town or city with ups and down. Instead workers flatten the area for separate buildings, or make terraces for large building projects. You rarely ever see anything build direclty to hill. For building purposes, it would be best to think elevation changes as topographical map and use tools to work hills accordingly, when you are about to zone something there. SC4 provides very smooth hills, without any natural terraces. I had made a tutorial about this, but it was lost when SimPeg 4 crumbled to dust.
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