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KOSC presents: SuperSHK MEGA Parking Textures
Take parking lots to the next level! SuperSHK MEGA Textures is the backbone of my Superparking Project, and combines the original Volume 1 alongside the newly complete Volume 2 set. This MEGA set combines both for the ultimate parking lot texture resource for SC4.
This combined set contains at total of 1281 overlay textures (352 from Vol 1).
Volume 2 contains a mind-boggling 929 new overlay textures. This set focus on expanding the core aspects of Volume 1 while adding some rather ridiculous new options. As with before, many of the new textures influences were found primarily from around North America's tech centers including Overland Park, Denver Tech Corridor, Silicon Valley, and Irvine. Additionally, some other inspiration came from various locations around the UK, including Portsmouth - these were largely responsible for my designing of a bunch of UK-style road markings.
As it is now officially part of this combined set, SuperSHK Parking Textures Vol. 1 is now obsolete! This set retains every single texture from volume 1 and provides some overall enhancements to a large amount of them, including the following:
Smoother curves Alignment fixes Smoothing and resizing of existing road markings to maintain consistency Furthermore, the "Extra" textures included with both modular sets are also no longer necessary. To aid you in cleaning any leftover old stuff, there is a Cleanitol file included. You may also refer to it for manual deletion as well.
These textures are broken into 8 DATs. The included resource guide offers more detailed explanations.
DAT 1 - Ortho: Combines a ton of new pieces with the original Ortho set. Deals mostly with orthogonal parking and associated transitions.
DAT 2 - Islands, Paths & Curbs: Combines the original set of Islands & Curbs with Paths (excluding markings). Adds many brand new curb pieces and transitions from various different parking types.
DAT 3 - Diagonals: Combines the original set of Diagonal with new ones. Adds islands, offset diagonals and more orthogonal transitions.
DAT 4 - Markings: Contains road marking goodness! Highlights include more block-end stop markings, pathing, and an entire section of UK-specific ones. Also comes with a way to transform standard parking spaces into "boxed" ones.
DAT 5 - D-Types: Contains significant support of the original SHK diagonal-oriented spaces. Includes a full complement of transitions, curbs and some bonus special pieces including handicapped spots and an alternate style.
DAT 6 - Combo Pieces: Adds an enhanced set of standard parking and curb textures with sidewalks and grass.
DAT 7 - Miscellaneous: Includes some additional pieces that didn't quite belong elsewhere like parking-to-path transitions and S-curves.
DAT 8 - Alternate Style: Adds an alternate orthogonal parking style in two colors.
Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive set!
Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X.
Lotters, copy the contents of PIMXGroups.txt into your groups.ini file located in the PIM-X install directory.
None. This set will serve as a future dependency for my lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage.
Credit to shokthrpy for the original set, which served as the template for me. It wouldn’t have been possible to create this without it! Additional thanks goes out to rsc204 & rivit for granting me tools to refine this development process, nos.17, Belfastsocrates, MushyMushy, T Wrecks for various texture tweaks and suggestions, and everyone that left a like/commented on any of my parking posts!
KOSC Presents: IndustryMania - Trucking Essentials
Do you want to recreate a large distribution center with ample truck parking space of all angles and populate them with tons of random trailers from different freight and logistic companies? This essentials package, which is the prelude to my upcoming IndustryMania re-lot series, provides a set of custom truck parking textures and prop families for @MushyMushy's HD North American trucks which will allow you to do just that.
This package contains a set of 38 unique overlay textures, offered in either white or yellow paint for a total of 76. Additionally, there are 36 prop families that cover all of the props included in the original trailers and semi cab sets. Additional details are in the enclosed README.
Drop the files in your My Documents/SimCity 4/Plugins folder. Note that the prop families DAT supersedes the original props' .sc4desc files. It is recommended that you relocate or remove the original from your plugins folder to avoid potential conflict.
The textures are standalone and will not require any dependencies. However, the prop families will not function properly without the original trucks:
HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 Credit goes to MushyMushy for the wonderful set of trailers and semis!
KOSC presents: SuperSHK+ FA3 Parking Textures
Happy New Year! Need some irregularity in your lotting? SuperSHK is back with a plus and a whole assortment of FA3-aligned textures for you to play with.
This set contains at total of 482 new overlay textures.
SuperSHK+ takes the original set and adds quite a bit of additional support for FA3 angled pathways. Additionally, there are a host of extra textures included meant to patch some missing areas from the first set.
These textures are broken into 4 DATs. The included resource guide offers a slightly more detailed look at the different texture options offered here.
DAT 1 - Curbs: Contains an assortment of FA3 aligned curb pieces and connectors.
DAT 2 - Parking Transitions: Contains transitions and intersections between different parking types with FA3 curbs.
DAT 3 - Pseudo-FA3 (PFA3): Contains a set of FA3 aligned orthogonal parking spaces and a few basic transitions.
DAT 4 - Extras: Adds medians and additional support for S-Curves from the original set.
Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X.
NONE. This set is a dependency. Lotters that want to take full advantage of this set will need the SHK Parking Pack and base set:
Credit to shokthrpy for the original SHK set. Additional thanks goes out to rsc204 & rivit for their invaluable work with GoFSH (and Bender) and texture replacement - this set would not be possible without their tools.
Please feel free to develop your own lots using these lot foundations/retaining walls, but if sharing them, please point to this files as a dependency.
Some lots, when being placed on slopes, will either raise the floor beneath them, or cut into the hill. In the former case, a lot foundation is being created, in the latter, a retaining wall. Perhaps it's just me, but I’m quite surprised that I’ve only found very few plugins with custom foundations and none at all with retaining walls; therefore, I’ve turned some textures by Maxis or other authors (see below for credits) into lot foundations and retaining walls. This plugin therefore acts as a dependency for plugin developers, providing them with the necessary textures and exemplar files.
As it is a dependency itself, this plugin has no external dependencies.
LotFoundations.dat: Contains textures and exemplar files for lot foundations. Mandatory.
RetainingWalls.dat: Contains textures and exemplar files for retaining walls. Mandatory.
TestLots.dat: This file contains some testing lots that have one texture from both files applied to them, allowing you to test them in-game. These lots do not cost anything and do not have any special features. They are at the bottom of the park menu. If you do not want these lots, you can remove this file safely.
Other than that, this download contains a Readme (unfortunately, due to its size, this time only in English) containing all necessary informations, as well as a tutorial on how to actually switch to another fondation/retaining wall and how to use lots if they are supposed to be placed on slopes.
Move or copy all files in this archive into the Plugins folder of your copy of Sim City 4. To uninstall, just remove these files.
This plugin should be compatible with all versions of Sim City 4. If you find out that this is not the case, please tell me.
My special thanks go to all authors that kindly gave me permission to modify and share their work. At the moment, this ist just one person:
Mas71: His set of Japanese hill retaining walls surely is part of the plugins that I’m using most frequently. Now, their functionability is even being expanded.
By RandyEThese textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content. The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures is now included in the FOLDER: Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML.
The texture '.dat' file size is 498K with 55 textures. This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood. Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown.
DAT FILE INCLUDED:
FOLDER: Elements Textures DAT
FOLDER: Test Lot 7x8 Park
This is one lot with all 55 textures in a 7x8 grid. This lot may be used to preview the textures in-game, then delete.
FOLDER: Elements Sample Lots
1.) Subfolder: Patterned Grass (Anti Pollution)
Menu description: Base Textures Elements (Anti-Pollution)
Vol. 1: Grass Texture. This lot is a sample which also provides some radical relief from pollution and garbage.
2.) Subfolder: Color Reg Mark (Radiation Reducer)
Menu Description: Base Textures Reg. Colors (Anti-rad.)
Vol. 1: Elements, Use this lot as a registration mark for color and contrast. In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127). This lot will radically decrease radiation. Use this lot in the event of a nuclear power plant meltdown. When you plop this lot you will see the Maxis 'Sparkles of Purification'.
3.) Subfolder: SC4 Logo (50K Business Deal)
Menu Description: Base Textures Elements (Bus. Deal)
Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood. Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month, Use this lot to help get your city started, then bulldoze it. When you plop this lot it will appear as a 'Business Deal' in your budget panel.
INSTALL the TEXTURES and SAMPLE LOTS
To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder. The sample lots are found in the Parks Menu.
To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder.
ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS
The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4. The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens.
If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file. No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots.
The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion. http://sc4devotion.com/forums/index.php?topic=2101.0 To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D.
By rivitBring new life to your coastal areas with these innovative foreshore, inshore and offshore textures.
The Coastal Modd consists of 10 colours of rippled sea texture, 12 inshore colours, 5 sandy foreshore and
beach colors, 4 rock foreshore colours and a transparent beach texture.
The sea is rippled at all scales (a light breeze), cleanly tiles, and gives new realism to the surf,
whitecaps/glints and boats in the game. Colours are based on mods previously done and so should meet most requirements, but keep in mind that your monitor affects the colours you see.
To apply: choose
Zero or One .dat file from each of
groups and put into Plugins.
If you pick a Sandy Foreshore choose the corresponding beach texture too.
If you pick a Rocky Foreshore you may want to make the beaches Transparent (or not).
Tech note: SimCity combines the three textures at the coastal margins depending on the depth - deeper=darker.
The game defaults are brown sand, mauve inshore and light blue flat sea. Foreshore starts at 4m elevation, and the Inshore texture disappears at 50m deepth. A sun texture is also applied over the top of the scene. You can optionally choose waves (surf and whitecap highlights) from the graphics options
Ron Aug 2009
This mod would have fundamentally impossible to do without the work of Rivit, MGB, Gobias and KOSC.
I'm basically blending their creations or mimicking them, and using their software to create usable plugins.
King of SimCity recently published a repository of its SuperSHK and SuperSHK+ textures and taking the opportunity to expand the coverage of my sidewalk mod, I've downloaded it and created this custom textures, that REPLACE KOSC's ones. Why replace? Because it allows you to use them directly on any lot that already uses SuperSHK parkings, and because I'm lazy enough to not even try to get my own IID range.
As a design choose, this textures doesn't include the coloured tiles on the paving (because keeping it produced some strange cropped and jagged motives), but only the base tiles, subtlely wealthified as in the sidewalk mod.
This is the Sudden Valley version of the retexture, but it uses an open source texture that merely matches the colour and feel of Gobias' mod, so there is no actual redistributing of his work. In the near future and according to the users' demand, I'll release more versions for SD and HD grass textures; same thing if I manage to publish the basalt tiles' sidewalk.
This mod REPLACES the original SuperSHK and SuperSHK+ (FAR) textures, so get sure it will load AFTER THE ORIGINAL KOSC FILES; alternatively, you can overwrite them to use less disk space, but that's not necessary. As they are a replacement pack, the textures will be automatically changed on all lots that use the original
The files are updated on 7z format, because it does wonders with repetitive bitmap files. You'll be downloading the full pack on just 3.4 Mb, while the full repository is 180 Mb. To open this files, you'll need Seven Zip, which is a free, open source, cross-platform, lightweight and programmable file compressor (unexplainably not the standard for everything); download it here. If, for any reasons, you cannot open the file or can't download sevenzip, send me a PM or left a comment here and I'll upload a more compatible zip version in no time
DEPENDENCIES: <-- copied from the original SuperSHK readme
"None. This set will serve as a future dependency for my [KOSC] lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage."
As is obvious, this mod will work but look awkward without using both Gobias' Sudden Valley terrain mod and my Veredas Santiaguinas sidewalk mod. You can also achieve a more seamlessly look complementing with MGB's TGN for Sudden Valley. Even more obvious, as this is a replacement pack for a dependency, you'll see nothing of it working unless having lots that use the textures: look for lots that require the SuperSHK textures or use KOSC Superparking modular lots to create your own parking lots ingame.
This mod has a Creative Commons Attribution - Non Commercial 4.0 International license, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it.
To create the textures, I used a grass texture on the public domain and Paint.net to mimic the colour of Gobias' Sudden Valley; and obviously, KOSC's SuperSHK repository. This last one is subject to its own license (check the linked post above) and previous authors, particularly Shokthrpy.
SUPPORT and HELP:
I made a development and support thread on Simtropolis, you can visit it on the following link:
By SamertonMaxis Highway Override - Concrete Retexture
by @Bipin, @rsc204 and @Samerton
- This mod will replace the textures for the Maxis Highway Override network included in the Network Addon Mod to a concrete texture.
- To install this mod, paste the folder entitled "z____Concrete_MHO" directly into your plugins folder.
- If you are installing the mod into a custom folder within your plugins, ensure it loads after the Maxis Highway Override itself.
- Four optional files are included, please remove any that aren't needed:
For users of the Shinkansen (BTM) mod included in the NAM
For users of the Alternate El-Rail mod included in the NAM
For users of RealRailWay from the NAM
For users of the Japanese NAM Facelift Mods Overpasses. Ensure this loads after the Japanese NAM Facelift mod itself.
Including these files without having the corresponding mods installed may cause issues.
- To uninstall this mod, simply remove the folder containing the mod (by default "z___Concrete_MHO") from your plugins folder.
- Network Addon Mod with Maxis Highway Override installed
- Thanks to @MandelSoft for providing the model files for the Maxis Highway Override tunnel entrances
- A huge thanks goes to @rsc204 for the new version 2.0 models and fixes - check out other projects by rsc204 here
- If you're experiencing an issue with the mod, you can find the support thead here:
Textures created by @Bipin and Samerton - check out other projects by Bipin here
Modded by @Samerton
This pack contains a set of Cold Color textures which can unify the sidewalk and the BSC parks texture------just make them look the same.
The sidewalk mod will replace the default street,road and avenue sidewalk textures with these new ones. BUT no diagonal textures were included.
HOW TO INSTALL:
Just like the "BSC Parks Texture Set",you can ONLY choose one coupe of"bsc_parks_texture_XX.dat" and "sidewalk mod XX.dat" into your plugins folder,and keep the others away.
Cuz all the textures use the same ID,and only the last loaded one is used.
And at last,special thanks to Deadwoods, Pegasus,and all the other creators for these excellent textures!
Enjoy guys, and please do not grudge your messages
By ILL TonksoThe Docklands light rail is one of the three London Metro networks (along with the Tube and Tramlink). The DLR opened on 31/07/87 connecting the new London Docklands development (e.g. Canary Wharf) with the city.
Note: Only one GLR skin may be used to prevent mixing of trains.
This mod would have much harder to do without the work of Rivit, creator of GoFSH and the original Coastal Modd. My job was simply to create and replace some images, then letting the program to do its magic.
When planning my upcoming CJ, based on a volcanic island, I noted the lack of a black texture to match basaltic sands: the available ones were granitic, grey sands, or overly black and unrealistic ones.
This newer sands should match adequately in any volcanic or basaltic coast, from Iceland to New Zealand, provided they are match with a dark cliff texture (there's an upcoming one from this part!).
This mod replaces textures both for terrain and beach lot sands, including custom ones.
Just asure you this mod is loaded AFTER anyone changing the default sand textures.
Also, being an SD texture, this is not compatible with HD terrain mods (like Gobias' and Lowkee ones), because they read the images as being four times bigger, stretching and pixelating them in the process. Also, those mods usually include their own sand textures.
LICENSE: <-- this time there's no typo
This mod has a Creative Commons Attribution - Non Commercial 4.0 International licence, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it.
To create the textures, I used a sand texture made by tatyana.
SUPPORT and HELP:
I made a development and support thread on Simtropolis, you can visit it with the following link:
matias93 Unexpected mod workshop
A Special thanks to @rsc204 and Vortex for their Valuable help in understanding the Texture Index.
This file contains every texture I have ever made including the new field texture I just made. This is the final release under the name of JBM. You will need this pack for all upcoming lots.
A Special thanks goes to @CorinaMarie who was very helpful with the new texture added to this package. Thank you for your ideas and your support.
Anyone may use these textures. Please do not distribute them rather please point others to this file. Thank you.
By Andreas RothThis mod will give the roads a more European look by changing the yellow double-line into a single white dashed line, as it is common throughout Europe. I changed every road texture, such as straight and curved pieces, crossroads and intersections, bridges and tunnels etc., as well as the textures from all new Network Addon Mod additions (roundabouts, overpasses, puzzle pieces,...). Also included is a complete set of textures for the Street Addon Mod (SAM), and textures for various lots.
Note: This mod completely replaces the Euro Road Textures Mod by Thorvin and all previous beta versions by frimi2, so please delete them first before installing this mod! This download comes with an EXE installer, a ZIP version for Mac users can be found here.
By VeeTHisHello everyone! This is my first Texture Pack.
This contains a variety of textures for "plazas", and you can place the textures on Lots in the Lot Editor.
Hope you enjoy.
By HeblemMexico Terrain Mods (Bajio Terrain Mod), This is a sub-tropical terrain mod, based amoung of "El Bajío Zone" (North Centreal Mexico) where states as Jalisco, Aguascalientes, Guanajuato, Michoacan are located, also the terrain is similar to the landscape of Guadalajara city. This file includes a controller where you can set the altitude height, beach height, etc...
I suggest using Maxis rock mod for this terrain mod.
Special thanks to C.P. for allow me to include some of his terrain textures on this terrain mod.
If you download this file please pick one type of terrain mod you want, depending you want snow over it... the normal (or the one that doesn't say hight or low height) that's the no snow version,, the low height is the most covered snow version and high height is the few snow version...
This file only compatible with SimCity 4 "Rush Hour" or SimCity 4 Deluxe.
Installation: Just double click on the installer and it should automatically install the terrain mod into your plugins folder.
Uninstall: For uninstall, look at your documents/SimCity 4/Plugins/LBT/TerrainMods and delete the terrain mod contain folder.
NO DEPENDENCIES NEEDED Credits:
C.P. for allow me to include some of his terrain textures on this terrain mod.
By flunightThis pack contains only textures. The textures are similar to the sidewalks of Rio de Janeiro beaches like Copacabana and Ipanema.
This pack has been created for the Rio 2016 Project.
Unzip the file and move its contents to Documents/SimCity4/Plugins
By Simmer2Ever wanted to place just the rails on a concrete surface?
Well, with 398 pieces at your disposal, now you can.
PIMX and LE users rejoice!
This RRW compatible sleeper-less and ballast-less texture set is made to be used on concrete, asphalt, brick and stone surfaces.
I have covered almost every possible rail configuration. I left out some that would not be suitable to place on lots.
Included with this pack is a comprehensive jpeg collection of some of the possible configurations to get you started.
Remember that you can flip, mirror and rotate the tiles for even more possibilities. Your imagination is the limit.
If you have any questions or would like me to add even more configurations, please visit my thread at SCD4 to post your requests. http://sc4devotion.com/forums/index.php?topic=17211.340
Dependencies? Well none, because this is it!
Simmer2 aka SM2
KOSC presents: SuperSHK Parking Textures Vol. 1
THIS PACKAGE IS NOW OBSOLETE. GO HERE:
After weeks of experimentation, I am proud to bring you my first texture set as part of my Superparking project. Originally conceived as a simple modular parking set, it evolved into an extension of the base SHK Parking Pack, and quickly turned into its own beast. Now this agglomeration of random parking lot ideas is finally a reality.
This set contains 352 new overlay textures for building and customizing your parking lots to your heart’s content. Many of these ideas were from parking lot layouts utilized by many business parks around North America, such as Denver's Tech Center and Silicon Valley. Note that this set avoids the full-parking-block-on-one-tile option – I’m referring to the single tile textures with back-to-back parking spaces, which has long been a part of SC4 (it shipped with the game!). Unfortunately, most of these are completely unrealistic, since vehicles have either one car length or less to back out on, not to mention the one-car width paths. Ultimately this set is geared for lotting more realistic style of parking, which are largely influenced by our resident nos.17.
These textures are broken into 4 components, each with separate DATs. The contents are as follows:
Pack 1: SHK+ Plus Orthogonals
An extension of the original parking textures (quite literally). Spaces are approximately 20% longer so that the car props now stay within the spaces rather than jut out past – credit goes to MushyMushy for this one. Unfortunately with this change, these overlays aren’t quite compatible with the original SHK end island props, but that’s actually remedied somewhat here as well. This pack also introduces brand new transition pieces which are offered in all 3 standard wealth options with both pavement as well as grass choices.
Pack 2: Islands, Curbs & Paths
A set of parking “islands” and curb pieces meant for general pathing. Curb pieces contain all 3 standard wealth grass and pavement options. Also introduces diagonal parking block “bisectors”, which is just a diagonal path that cuts through an orthogonal parking block.
Pack 3: Junctions and Road Markings
Contains basic junctions and road markings. Markings include solid median lines in yellow and white, as well as stop signs and zebra crossings. LHD is supported.
Pack 4: Diagonals
Contains a basic set of diagonal parking textures and necessary pieces to make fully standalone diagonal parking lots. Includes orthogonal transitions, end islands, and some pathing related pieces. This is the main highlight of this set, as diagonal parking has been a rather neglected component of SC4. Well, not anymore I say!
Bonus: Lotting Examples
There’s a small folder included called “Lotting Examples” that contains a few images of layout combinations that are now possible with this set. Hopefully lotters will find this useful .
This set contains no actual lots -- those will come at a later time!
Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X.
None. This set will serve as a future dependency for my lots. While it is technically a standalone texture pack, SHK Parking Pack is a requirement to take full advantage.
Credit to shokthrpy for the original set, which served as the template for me. It wouldn’t have been possible to create this without it!
By timotheus4Requested by Illinois. Larger picture inside. Get your own water at http://www.simtropolis.com/idealbb/view.asp?topicID=55999. Unzip into my documents/simcity 4/plugins to install.
By HaljackeyThis package contains a variety of updates for Throvin’s Asphalt Highway Texture mod which helps to make it more compatible with the NAM and other downloads lurking in your plugins folder.
Since the mod’s release, various new pieces for the Maxis Highway (MHW) network have been added by the NAM team and do not contain an asphalt texture. They will remain concrete-based while the rest of the highway is asphalt-based.
An alternative is to use Mandelsoft’s Highway Restyling (HRS) mod, but some still like the grey look of Thorvin’s textures on our highway network.
The screenshots displayed show compatibility with various components
-Screenshot 1: Pieces fully compatible and textured for the NAM
-Screenshot 2: Textured base Maxis highway network pieces
-Screenshot 3: Pieces fully compatible and but not properly textured for the NAM
This mod has only one dependency file, and that is the [b][url="http://community.simtropolis.com/files/file/13705-asphalt-highway-texture/"]Asphalt Highway Texture[/url][/b] by Thorvin
-Euro Highway Texture replacements by Thorvin
-Highway Signs remover by Mandelsoft
-On-Slope connection texture by OnlyPlace4
-Diagonal ramp pieces by Warrior
-Updated Asphalt Highway Textures by Samerton
-Packaging and documentation by Haljackey
If you have any questions regarding the mod, post below for support.
By Moonraker0Note: This pack is now included as an option in the base NAM 31 package. You no longer need to download it separately and it is only on here for informational purposes.
This is a transit texture pack for the Tram-Road Addon Mod (T-RAM) in the Network Addon Mod. I made it in the GIMP because I usually don't build cities that would have the European textures originally in the NAM. This pack replaces everything that needed replacing except tram-in-avenue, changing the single white line in the center of tram-on-road to double yellow ones. Tram-in-road has a single yellow line on each side of the tram lanes, and center lines have been removed from crosswalks entirely. The only dependency is the Network Addon Mod (NAM). To install this, put the .dat file into your Network Addon Mod\Plugins folder.
By sithlrd98With the updated release of the NAM , I am updating this mod to remove the models from this mod as they no longer need to be included.
This mod will give you sidewalk textured NAM curves. As I have created other sets , only ONE set can be used at a time
The only dependency is Network Addon Mod January 2009
SMP Sidewalk Reaplcement MOD
and for the Road curves/FAR Sithlrd98 Road Curves Sandstone v2
The T21 data can be found http://www.simtropolis.com/stex/index.cfm?id=20435
To Install , Simply un-zip into your \ My Documents\SimCity 4\Plugins\Network Addon Mod\Plugins
A special thanks goes to
David (Dedgren) for his hard work on "Breaking the grid" , Ebina for the discovery that made this mod possible , and the NAM team for all the hard work!
This pack includes 4 different terrain mods to choose from, blue moon, green#2, lava rock, and red. All of these will work with the snowcapped terrain mod.
A readme and pictures are in the zip.
Requests are welcome.
By Batmarc6Never thought of myself as an innovator, but when I saw "Starry Night" after frekle downloaded it, I was compelled to act.
Made from purple, glitter, felt..I've been using these backgrounds for about 3 months after many trials and errors. They're seamless, mildy unique per each view, and while space is black, the dark, sparkly purple gives the suggestion of black holes, comets, novas, meteors, suns of a few different colors, planets, satellites, quasars, pulsars, etc.
...and shame on me for not sharing earlier...STEX ROCKS!!!
PS: Do urself a favor: check out Whaleridge Bridegport. I'm playing on a 4079x4079 one(ver. 1, Photoshop enhanced for xtra depth, for whales, of course...not an issue for ver. 2) that took about 11 hours to render..I don't think I'll play any other region ever again!!
By sithlrd98Updated 3/2/08
Added 3 textures including a diagonal.
If you downloaded before update , just let this file overwrite the previous download.
These are filler textures that I had created for my use to blend the sandstone texture with the maxis white texture.
The images are just a representation
There are no lots , these are only textures for you to create your own using Lot Editor.
To install , simply place Sithlrd98_SimpleTextures_1.dat
into \My Documents\SimCity 4\Plugins and fire up Lot editor & they will appear towards the end under Base Textures. These textures are in compliance with the BSC texture index so there shouldn't be any conflicts.
These are my first attempts at texture creating so please be gentle!
Thanks for downloading!
Special thanks to RebaLynn for her input!
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