• Moose

Bipin's American Roadsign Collection 1.0.0

(5.00)    (1 Review)

1 Screenshot

About This File

8afcd250766da88d66672b7dcaccb615c6ffb9a5

Please follow this page for future updates!
New files in this collection will be added to this page periodically.
 
 
 
bipincsl_splash_amsign2.jpg.ddfe4061246f
 
 
 
 
The American Roadsign collection - popular on the Steam Workshop - has now been added to Simtropolis! This collection includes gantry signs, barriers, delineators, and all sorts of other goodies. It's always expanding, so keep up to date by following this file or the Steam Workshop collection!

Currently, the collection includes over twenty assets. Here's a taste of what you can expect:

 
 
 
DA646F585F456EC6DD11AD2BEE705F1A104474FE
 
788D21EA7F6D22BF151072E7CDDC852B2D98A4BC
 
52A622BE66B024C8B0E613CB37524BFE7E342863
 
 
 
These gantry signs are great for any sort of avenue or highway. They're generic enough for most situations, and just the right size for most road types.
 
 
 
DAE95DB8A45096936451D4DEC6FD90070188A761
 
http://c714091.r91.cf2.rackcdn.com/8afcd250765e670191ece61d45388ffbdaa4901d73.png
 
8afcd25076a7380ea1df7fa7e55d755ae909fb9b
 
 
 
While we've got plenty of aptly named BGS's - big green signs - there are also some smaller exit signs available for download!
 
 
 
513E86F1D98AB83BB9C3AF9394B2EAD74B91DF9D
 
580FE4DE12C6EC980AED718F424337C5D7874480
 
8afcd25076f897299a7c61290eaff5e1d1220234
 
 
 
It doesn't stop there - delineators, barriers, and markers are essentials too!
 
 
 
A459848E865BEE7CEB36AF2492BB844C8926E245
 
2155134CC92CEA57D41F71DF60BF18F79CCE234F
 
AFEBA083E430CD86AAA1B18A6923D78509A56750
 
 
 

For this and more, make sure to hit the download button here or on the Steam Workshop! Don't forget to subscribe to this page either - that way you'll know exactly when new content has been uploaded!


What's New in Version 1.0.0   See Changelog


Released

No changelog available for this version.


gfvsims, bobolee and Supernia like this



User Feedback

On 8/2/2016 at 10:43 AM, Supernia said:

This will be the detail I need when I start playing C:S again!

Thanks, glad to hear that! :D It's for comments like this that I labour over my props.

Share this comment


Link to comment

Love this MOD, however; may we have signs with adjustable boards so that we can select from small, medium, to large boards on a post on either the left, center or right side of the gantry as to create boards that feature multiple control destinations, multiple routes, ect?

Thanks.

Supernia likes this

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now
  • Announcements

    • Dirktator

      06/12/2017

      If you can, please help us reach our June donation goal!  Please note that the STEX Collector's Set gift can now be sent to you by digital download, as well as by mail! Simtropolis runs mostly on donations, as you know, every dollar helps us keep things up and running and bring in improvements from time to time. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
    • Dirktator

      06/22/2017

      We've received a recommendation to consider some hardware upgrades to our aging server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the additional load to handle all these new toys is taking the server a bit to task.  You may have noticed that we've been forced to temporarily disable the chat as we work out allocating resources for more optimal performance. We've also applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is something we'd like to be able to upgrade. The last time we upgraded hardware was a in 2012. Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Your contribution means a lot!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
  • STEX Featured

  • Similar Content

    • By nos.17
      "Come in and enjoy an outrageously delicious burger with Bottomless Steak Fries. Pair it with a cold beer or signature Freckled Lemonade."
      (source)
      This beautiful BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and so this was just sitting around on his hard drive. After talking to him, he graciously handed his work over to me to finish and subsequently upload for yall.
      For comments/feedback/critique/praise visit my lot thread or drop me a pm. I'd be happy to help. Also, visit the website for full sized images.

      -------
      Stats:
      -------
      4x4 Plopable CS$$ + 4x4 Growable CS$$
           238 CS$, 62 CS$$
           Growth Stage : 1
           Plop Cost : $11100
           Bulldoze Cost : $1110
           Power Consumed : 6
           Water Consumed : 70
           Flamability : 40
           Minimal Pollution

      ------------------
      Dependencies:
      ------------------
      SHK Parking Pack
      BSC Mega Props - SG vol 01
      SuperSHK MEGA Parking Textures
      LBT Mega Props vol1
      BSC Mega Props - MJB Vol01
       
      And above all... have fun!
      nos.17
    • By rsc204
      SWN is coming...
      !!IMPORTANT INFORMATION!!
      This page has only been updated so I can get everything ready...
      SWN is in the final stages of preparation for release, so for now the download here only contains the original SEN mod. SWN will add support for US users, TGN, NGN and TSR compatibility and much, much more. SWN is the replacement for SEN, bringing texture unification to new levels. Want to try out an early preview version?, take a look here where you can download it:
      ===================================================================================
      This Mod contains a complete Sandstone override for much of the NAM content including the RHW, NWM, TULEPs, Tram in Avenue/Road/ Street, GLR/Rural GLR, Turbo Roundabouts, Misc Fixes and more too. It has been my aim to kill every bit of Maxis white possible, and I'm finally at a point where I am satisfied I've met that goal. I've made this mod for my own game, as I find I don't use the NAM pieces that don't fit, so they are based on Euro Textures only right now. I use a LHD setup, but have included RHD versions also and from the limited testing I could do myself for such a large mod, they seem to be pretty complete.
      Load Order
      To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your SimCity4 Plugins folder without renaming it. Also note it will need to load after any mod that changes the textures of the included components.
      Options

      You can choose just the files you need, or decide to use a complete install, whichever you do please remove all the LHD files if you are a RHD user or all the RHD files if you are a LHD user, otherwise stoplines may appear on the incorrect side.
      Dependencies

      The Tram in Road textures require the file "TIR-s3d fix.dat" contained in Magneto's Super Light Asphalt Mod or a few will not display correctly.
      The Japanese NAM Facelift Mod (links contained in tutorial) is highly recommended, if using this make sure that the Sandstone Euro NAM loads after the Japanese Facelift Mod.
      Notes:
      Please read the included readme, it goes into more detail than I have here and will help to avoid problems with this mod. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg.

      A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools to lighten the workload on this project considerably.
      I would also like to thank all those community members who've offered me assistance in order to improve the quality of the released project. Their time and the time taken by those who have written various tutorials has enabled me to create this mod in the first place.
    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD (IRM)
      Base Pack - Maxis Lots

      1 - INTRODUCTION/OVERVIEW

      What is this mod?

      The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots:
      The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you.

      What does this mod offer me?

      Imagine building a city where...
      ...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair
      Does this sound like a deal?

      If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for.

      How does the mod work? How does it achieve the changes mentioned above?

      APPEARANCE

      The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at!

      GAMEPLAY

      Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic.

      Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other.

      With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones.

      In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway?

      Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage:
      On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems.
      So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities.


      2 - THE TECH STUFF

      What does the download contain?

      This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.)

      Can I simply add this mod to a pre-existing city/region?

      Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear.

      If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before.

      How to install this mod?

      Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder.

      What if I want to de-install this mod?

      It's pretty much the same as with any other download:
      Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins
      Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.

      Is this mod compatible with the Industrial Jobs Quadrupler by Toroca?

      Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots.

      Is this mod compatible with the Colossus Addon Mod (CAM)?

      No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots.


      3 - DEPENDENCIES

      ...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying...

      PROPS
      BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one.
      BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this.
      BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack!
      BSC Mega Props Gascooker Vol.01 - yet another old classic.
      BSC Mega Props DAE Vol.01 - yet another old classic.
      BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic.

      TEXTURES
      BSC Mega Textures Vol.01 - the most widely spread texture pack of them all.
      BSC Mega Textures Vol.02 - not too exotic, eh?
      BSC Mega Textures Vol.03 - another rather common one.
      Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this.

      OPTIONAL
      I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack:
      PEG MTP Super Pack


      4 - FINAL WORDS

      I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.

      I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!

      The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.

      I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.

      Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.

      Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.

      T Wrecks, December 2, 2012
    • By fujikazu
      I just recently started playing again for the updates since After Dark and wanted to update a previous interchange asset going by the same name that I made. Which, this whole time was missing 2 connections but I never noticed. It's easy enough to fix the other one yourself if you prefer the cheaper and slightly smaller 3-lane version but this 4-lane version should have all highways connected to the others allowing travel from one highway to the other 3.

      All ramps are two-lane one-way highways for higher speeds and all road pieces have sound barriers(also easy enough to change to the non-barrier version yourself if you prefer).

      I have included a picture with arrows showing the connections(forward, left, right, U-turn) just in case anyone wanted to make sure. 

      If you get a slope too steep error it's probably because of the turning ramps. Either get a mod or edit it yourself in the editor if you feel it happens too often.
       
    • By Martin892
      Hi all,
      Some new life on the sc3k forum reminds me of this question I have for years.
      Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments