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      March goal: We're almost there!   03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.

SC4 Files

Showing files in SimCity 4 Buildings, 3ds Models, Lots, Maps, Props, Textures and Mods & Tools posted in the last 365 days.

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  1. Today
  2. Think you can do the Comcast Center next?
  3. Damn...too bad I already went through them myself...could've saved myself quite a bit of work. I'm sure it will be useful for many other users though.
  4. Yesterday
  5. This is a great model. The building model itself is 5/5. The base texture 0xb113c130 is missing, the shadow on the lower roof is opposite direction of shadow in game and is darker. Is there supposed to be night-lighting? Maybe this model deserves a revision.
  6. Last week
  7. I understand that this mod must load after the NAM's. What about the dependencies, should they load after the NAM's also.
  8. Wow, These look amazing. Great job !!
  9. Some pack tremendous
  10. Thank you very much for this.I have just started a new region with this mod,and it looks really nice and real in game, compare to the normal "grey" industry.And not complicated at all,-to use and to install.Can´t wait till I get Hightech :))
  11. Hey guys your comments are Hilarious, XD, I'm sure not a Robot or I don't use drugs, But the truth is that I many of my models are ready since long time ago, I took a rest in 2016, but in this time I modeled many things, but they are finishing, So new models will take their time to be uploaded. Thanks for your comments, enjoy.
  12. challenge upload

    I will surely give it a try because my city has a Swedish name so I was looking for some Swedish brands. Still waiting for someone to create MAX restaurant or maybe an ICA MAXI
  13. Can you do that please? I am using NAM's sam parking texture as parking lots and I was looking for some variety. Besides, I don't like that cars can pass through other cars in sam's parking lots
  14. Papa bless ∨∧
  15. Earlier
  16. The old puzzle pieces are actually still there, albeit the puzzle-based height transitions have been under a separate option (unchecked by default) since NAM 33 (Additional Features and Customizations > Real Highway Options (click the "+" to expand) > Legacy Deprecated Height Transitions). There will always be some way to access them for those who absolutely have to have them, but we are focusing on draggable and FLEX items from here on out, and there are no plans to add any new features in conventional puzzle piece form. The reason we started making the old puzzle pieces harder to reach is because ready access to both the old and new systems created substantial user confusion in the NAM 31/32 era. The main reason we no longer see conventional puzzle pieces as viable for future development is because we began to get a lot of combination complaint/requests awhile back. People thought there were too many puzzle pieces to navigate, but at the same time, they had a pretty substantial wishlist of things they wanted to see added to the NAM. Unless we found an alternate solution, that meant even more puzzle pieces, which was the exact opposite of what was desired. FLEX pieces--which are plopped like puzzle pieces, but can be overridden by multiple networks (similar to the FLEXFly system, first added to NAM 28/RHW 4.0 in 2010)--ended up being the solution that allowed us to add features while reducing puzzle proliferation. Each FLEX item has a "base" configuration, but plugging another override network into one of the ends of a FLEX item can transform it to match that override network (see my early demo on the height transitions here). The result of that with the height transitions is that we've been able to use just 4 FLEX pieces to cover the same functionality that would require somewhere around 60 conventional puzzle pieces. In the near future, it's also going to allow us to finally offer full plop interchanges for the RHW. -Tarkus
  17. Version 1.0.0

    82 Downloads

    The third pack of restaurant relots come once again from various users across the STEX. Some restaurants were included in the first pack, but in the instance you would like a second variant of a model made by someone else I have created an additional relot. Note that each link below is a dependency if you want my relotted version of it. However, if you only want one of my relots just simply delete the other attached files. If you would like to clear up space in both your landmark menu in game and in your plugin files, you can delete the original lot file. All of these restaurants will appear in the landmark menu. 2x2 lots: 2x3 lots: 3x3 lots: 3x4 lots: 3x5 lots: Other Dependencies: BSC MEGA Props SG Vol 1 BSC MegaProps CP Vol. 1 BSC MegaProps Kevdan25 Vol. 1 BSC Texture Pack Cycledogg Vol. 1 VIP Carpack vol1 SuperSHK MEGA Parking Textures 1.0.1 SHK Parking Pack
  18. Mexico D.F.! Wow, you always have another surprise up your sleeve. I love how you cover so many different cities, world regions, and architectural styles. I would not have expected this brutalist piece after all the recent steel and glass skyscrapers. Once again, the building looks wonderful, and I'm sure we will soon see it pop up in CJs. Just like Edvarz, I wish you left the BATted ground out. Just the roof and the planters in this case, but not the pavement. This way we could use different lot configurations, adapt the lot flexibly with texture mods, put the building on differently sized lots... it would allow for so much more flexibility, and you'd have one less thing to worry about. Thank you for all the 3dsmax goodness you bring to the STEX!
  19. I'm guessing if what you found was with in the Paeng folders then you still need the Tabi files
  20. Some of the Maxis buildings still have an edge on user created content, and this building would be like the crown jewel of tall buildings in SC4. I think the interpretive height of the Maxis version is more artistically interesting. I also think the term 'realism' in SC4 user created content is mostly inaccurate as this environment is a 256 color, fixed isometric projection very far from state of the art 3D, 3-point perspective photo-realism. And that's not to mention a variety of other technical graphic capabilities beyond what is possible in SC4. With all the above said, a re-work of this building, a bit of smoothing and stretching, a bit more 'artistic' feeling to the presentation, and this building could be the very symbol, the singular iconic masterpiece, of SC4 user created content achievment over the past 14 years. Its already 90% of the way there.
  21. Cool Wawa convience store and gas station .
  22. These look awesome .
  23. Darn , you beat me to it . You did a nice job , I always thought the lot was too small as well . I'll have to fire up the old SC4 and get back here and give you a review . Thanks for sharing .
  24. @Simmer2 Apologies mate! Wasn't trying to downplay the lot's ingenuity. I was attempting to justify my request lol I go too far sometimes, keep talking when I should shut it!
  25. Outstanding work. I love slum houses and poor man's buildings, so this is always welcome. Are these Growable, and is there some way to ensure they don't dominate the landscape? I want to see other buildings besides this, obviously.
  26. gonna download this again for third time, but where are the two dependencies? "PEG Garbage Trucks""PEG SimNation Police Cars" I think those two were deprecated because as of 3/17/2017 I only found... PEG Refuse Relocation Kit PEG Cop Car Mod
  27. Thanks. Must be the JPEG. The game settings are default.
  28. Jack_wilds. What are your differences to this project that relate to lotting, lighting, and scale which would make this a more than decent piece of work in your eyes? Just curious.
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