basic pim x modding seminar
TRANSCRIPT
By Travis
Something I find quite disappointing in the SimCity community is when someone puts in a great effort, producing a beautiful, near-flawless model, only to have its modding and lotting done simply as an afterthought. Many BATters simply didn’t want to deal with the hassle of proper modding. Fortunately, out came a tool that makes this final stage of the content creation process a lot easier- PIM-X.*
*also known as X-Tool or SC4PIM
PIM-X is basically a replacement for the Maxis
PIM, in which you would place your model into
a category which determined the building’s
properties. However, PIM-X has the ability to
do more advanced functions, with more
accurate properties, in a more efficient manner.
PIM-X also has a Lot Editing component,
known as LE-X. We’ll cover this in a later
section.
In the following section, we’ll cover taking a
basic model into PIM-X, and modding it
appropriately.
Loading screen:
Here’s where you select which Plugins folders (there
are more than one!) and which folders in the plugins
to load in PIM-X. (Note: it is recommended to only
select and load the folders you need, to prevent PIM-
X from lagging)
Main Screen:
This is where why dive in. On the right, you’ll see a
tree of categories, which we’ll investigate shortly. The
first one we shall concern ourselves with, however, is
“Standard Models”
After selecting “standard models” a list will
appear of models that were loaded into PIM-X.
Select your preferred model, then its time to
decide what category it should fit.
Our next step is to, after our model is selected,
drag it from the models window into the
category you want. I selected “Landmark -
Eye-Candy” because the model I’m using I
don’t want to have any game effects, nor to
require road access.
After we drag & drop the model into the desired
category, a small window appears:
In this window, we type what we want the
building to be named in-game. By default, what
you named the BAT will appear.
Click ok, and voila! A descriptor is created.
Well, if you created a landmark, you’ll notice
some properties highlighted in red. We need to
create a lot to fix these:
Right-click and select “create ploppable lot using this
building”.
Now, you can select the size of your lot. Note
that you can only create a lot larger than the
default, not smaller.
And up pops the Lot Exemplar tab- but we’ll
come back to this, so for now, click back to the
building exemplar tab:
Now, notice the red boxes are gone! But, we’ve
still got some business to attend to before we
are done with the Building Exemplar. First and
foremost, we need to change the “Filling
Degree”, which is arguable the most important
property you will edit. This property controls
most of the others, and the degree to which the
building has effects in-game. So, right-click on
the exemplar, and select “recompute properties
as -------”
Now, we determine the filling degree by
estimating how much of the yellow box (on the
bottom left) the building takes up.
In this case, we’ll estimate it at 0.30% (this will
differ on the building you’ve selected to use)
Input the number into the box:
Now, before we finish up in the building desc.,
we need to add in the Menu Name (if it’s a
growable, you’ll only need to add an Item
Name Ltext)
Now, right click again, and select “Convert Item
Name/Exemplar Name to LTEXT – Multilingual”
and type in the name of the building that you
wish to see ingame. Right click once more, and
select “Convert Item Description to LTEXT –
Multilingual”
This is the description you will see in the menu.
Well, that about wraps up the Modding
seminar- you can proceed to edit the lot in
either regular LE or LE-X, but that’s beyond our
scope. ;)
Thank you all for taking the time to listen in-
perhaps someday, we’ll do a lotting seminar as
well. Have a good day, folks! If you need further
help, PM me here or at SC4D, or refer to the
PIM-X userguide, found here on the LEX:
PIM-X User Guide