We need your support to help keep Simtropolis online. We also need a little bit more this month to enhance the new chat with some features, such as mobile support! Please consider a donation today if you can help out, it would mean a lot! And we'll send you a little gift in return. Help us reach our May goal so we can keep bringing you site improvements as well! Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
This is my third park lot using the vanilla props from SC4. This park is part of an urban beautification and vitalization project for the inner-city.
Named after the Parthenon in Athens, an architectural and cultural artifact representing the foundations of modern civilization, and attributed to Athena, the personification of calmness, wisdom, ethical, and civil society. The park design utilizes the dimensions said to be essential to the Parthenon following the golden rectangle ratio, calculated in SC4 city tiles as 8 (width) by 5 (depth). The Parthenon building landmark was released as an update to SC4.
The park is well-lighted with a variety of animations and park-related props including the Zen Rock Garden, Greenhouses, Koi Fish Pond, a Pool, Fountains, Swing Sets, Slides, Refreshment Stand, Gazebo, Billboards, Basketball Courts, and a small Skateboard arena.
This lot is animation and graphics-intensive, found under the parks menu, but intended as a main feature or central city park, and so should only be plopped once in any city you are building.
Monthly Income: 150
Air Pollution: -30, 10
Water Pollution, -10, 10
Park Effect: 100, 40
Landmark Effect: 80, 20
Maxis Night Lighting
MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps
All files listed above and below are in the same sequence as the previews.
Earth Signature 1x1
Earth Hemispheres 1x2
Earth Squared 2x2
Earth Continents 2x3
Earth Relief 2x3
The following text is contained in the zipfile in readme.txt and HTML.
INSTALL the REGIONS Folder: SC4M Earth 2x3 Relief
I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.'
FOR ALL OTHER MAPS using the SC4 in-game Map Renderer
From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region.
The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'.
All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format.
The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under.
Instructions for rendering the maps with SC4 can be found at the bottom of this page.
SCALING in SC4 3D SPACE: The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height.
Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km.
Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'.
Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m.
There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth.
Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth.
INSTALL INSTRUCTIONS: 1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want.
2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner.
3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder.
4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match)
The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete.
No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, and are network and transit enabled (capacity: 100) Maxis lighting.
This project is inspired by the first version of SimCity (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The 7th preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com.
In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to re-lot all 6 of the large commercial office buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis.
The queries are the same queries used for the buildings as grown in the game. The associated reward will only be indicated in the reward menu as the item is selected and plopped.
The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so the reward function was not evaluated, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward.
NOTE: Residential ploppables may indicate some usage initially, but will quickly degrade to Abandoned Due to Commute Time so are not functional as Residential.
Previews of Buildings Featuring Terrain Mods (see Preview and Install.html in zip file)
Terrain Resources Listed in: Cori's Terrain Shoppe
Descriptions of the 10, 5x5 Large RCI and 1 Civic Building are included in the zip file:
The buildings appear in the reward menu with a unique menu icon, the building and reward names. The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu.
• Van Prooijen Trading: Commercial: Convention Center
• Ong Condos: Residential: Major Art Museum
• Hurt Enterprise Headquarters: Commercial: Tourist Trap
• Hogan, Wallace, and White Insurance: Commercial: Resort Hotel
• Cahalane Communications: Civic: Bureau of Bureaucracy
• Lind Entertainment: Commercial: Stock Exchange
• Byall Tower : Residential: Opera House
• Tubing Facility: Industrial: Advanced Research Center
• Alvin's Acres: Agriculture: Farmer's Market
• Pedriana Pharmaceuticals: Commercial: TV Station
A stage 8 CO§§§ building in the Chicago tileset. Capacity: 7,103
I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city.
Wiki SC4Devotion: http://www.wiki.sc4devotion.com/
Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4
• Elongated shape to extend the radius of park and landmark effects, set at 90% for both over 20 tiles.
• Illumination of area in Maxis night-lighting, adding contrast to night scenery.
• Blinking light, pigeons, sparkle effects and people animations.
• Original sculpture made from Maxis rock block props.
• Custom query based on tutorials and a sample lot file by Equinox and Daeley (2005) found on Simtropolis and SC4 Devotion,
• Addition to Park Menu ploppables, no external dependencies.
• Note: the 'Bulbs Changed' Goofy Stat. is not programmed, its simply a static number written on the menu graphic.
Place the 'Promenade_of_Light_Plaza_3x16.SC4Lot' file in 'username'~/Documents/SimCity 4/Plugins folder. Start SC4 and look for the lot's icon in the Parks Menu.
The zip now contains 2 independent lots so:
For the working fountain plaza also place the 'Promenade_Fountains_Plaza_3x16.SC4Lot' in the same folder, or choose either one as each one stands alone.
Newest STEX Uploads
Recent STEX Reviews
Recent STEX Comments
Nice idea. Should anyone have preferences or favourite buildings they recall, it would certainly help narrow down the total. Especially with the filter list on the Wayback, the accompanying preview images are there at least to give some visual indication for anyone searching. If there really are 10,000 buildings, I suppose it's not even worth uploading 10% of them given the likely inconsistencies with quality.
That could be arranged. But since these are legacy files, I don't think it matters too much either way since credit would be given. If Cori would like to continue uploading these (as intended following Dirk's approval), it may be nice for her to receive the occasional Rep as a by-product reward for retrieving, packaging and uploading them here. With hundreds if not thousands of them, it'd require a mammoth effort after all. (Should the quality of content resemble anything to the old SC4 EA exchange, I'm guessing it's not worth restoring all of them.)