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    • By RandyE
      Provides lighting, parking, news-stands, food-carts, benches, and pigeons.
      Blvd Park
      Width 5
      Depth 1
      Plop Cost: 150
      Bulldoze Cost: 80
      Monthly Cost: 25
      High Wealth Park
      Pollution:
      Air: -5, radius 5
      Water: 2, 2
      Garbage: 1, 1
      Flammability: 1
      Park and Landmark Effects: 30, radius 15
      No Dependencies
      --------------------------------------------------------------------------------------------------
      Anti-Pollution Grass Park 1x1
      Medium Wealth Park
      Plop Cost: 50
      Bulldoze Cost: 10
      Monthy Cost: 10
      Air and Water -50 over 20,
      Garbage and Radiation -5 over 5. 
      Park and Landmark Effect 10 over 10.  
      Build trees on top of grass to increase land value.
      -----------------------------------------------------------------------------------------------
      Install to user Plugins folder under SimCity 4 in Documents folder.
    • By Joe_Winko_From_YouTube
      i make A LOT of buildings in SimCity 4 with BAT, and i've been having this problem for quite a while. the buildings are getting 'mixed up' with each other. and it's getting annoying
      here's a video of an example of whats going on:
      does anyone know how to fix this?  please help! ♥ 
    • By CT14
      Welcome to the development thread for CT14 lots and BAT. Here's a quick list of current releases so you don't have to scroll through the thread to find them all:
      North American Freight Sidings
      Llama Terminal Company
      SABER LA River
      Troy Gasholder Building
      FAB Diagonal Industrials
      Lowrider Props
      In-N-Out Lowrider Show
      Old Time Power Plants - jestarr Boilerhouses
       
      ---
      North American Freight Sidings original first post:
      Inspired by the lack of existing lots representing protypical North American freight railroad sidings, I've created a system of lots that can be used to create eye-candy rail sidings. They are transit-enabled for appearance. I have been encouraged to share my progress in a dedicated thread by helpful feedback in the Show Us Your Railroads general thread, especially from SimCoug, T-Wrecks, raynev1. And the whole thing wouldn't exist without the Jestarr props.


      Features:
      18 ploppable lots for different railcar types on double track rail Transit enabled connections to make the lots fit in seamlessly anywhere Three prop families to provide a variety from Jestarr's boxcars, intermodal and general merchandise freight ("Junkers") RRW compatibility Known issues:
      Transparent texture bug as described here http://community.simtropolis.com/forums/topic/42425-transparent-texture-issue/ The lots need custom icons created and added, through Reader as described here: http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Inserting_a_custom_menu_icon_with_the_Ilive_Reader Future development ideas:
      Single Track Rail lots don't match exactly when using textures extracted from the RAM .dat, and I probably need permission to use them separately in any case. So, STR sidings may be a separate release at some point. Four-track lots would be prototypical for large yard trackage, but don't exist in RRW. Custom textures might allow some eye-candy four-track lots in future, this would resemble an updated subset of NCD. Dependencies:
      BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 For RRW, you need the NAM with RRW enabled. Download:
      Please report bugs here. Thanks!
    • By CorinaMarie
      Introducing Temere Locus Full, the 4th map in my could-be-a-real-place-but-isn't series.
      This is a SimCity 4 region I created using the Offline Planet Map Generator. (If you want the program, scroll down there and it's the first linky under the pictures. Get the one that includes the source code because that also has the color table files.) I used 942669825 seed number and magnification set to level to 1.0. To avoid having to adjust the gamma color level in GIMP I set the -i parameter to -0.051 for creating the grayscale image. (This adjusts the initial altitude for the sea level as seen by the Planet.Exe program.) Here's the complete command line I used:
      Planet.Exe -X -pq -s 0.942669825 -m 1.0 -C Greyscale.col -w 3073 -h 1536 -i -0.051 -o 942669825-08-(12x6Lg)-SC4Gray.bmp
      ^ If that line wraps it's not supposed to when you do that at the Dos command line.
      You might notice the height parameter is set to 1536 even tho we want 1537. This is because otherwise the program will create a single pixel white row across the top which turns into a wall when rendering in SC4. So, once the grayscale was generated I pulled it up in GIMP and scaled it to 3073 x 1537. (This is the size for 12 x 6 large city tiles (72 total). Then I added Gaussian Blur of 15.0 both horizontally and vertically to make the rendered map more slope mod friendly. And finally, I set the mode to true grayscale before saving it. Additionally, I modified the Columbus Terrain Mod 2 by setting MaxBeachWidth to 0x9 and MaxBeachAltitude to 9. I feel this defines the coast lines better.
      The pictures above are:
      Simulated SC4 height map as seen in game of the mini map with All Off and Zones data views. Same as # 1 with Contour Lines added. Mollweide projection as if this were a planet (cause it looks cool) Satellite view from Region Census Traffic view from Region Census To use: Put the three files in a folder called Temere Locus Full under your Region folder of SimCity 4 in your Documents.  Then simply render in game with Shift+Control+Alt+r from that region screen like any other grayscale import.
    • By CorinaMarie
      Introducing Temere Locus, the 3rd map in my could-be-a-real-place-but-isn't series.
      This is a SimCity 4 region I created using the Offline Planet Map Generator. (If you want the program, scroll down there and it's the first linky under the pictures. Get the one that includes the source code because that also has the color table files.) I used 942669825 seed number and magnification set to level to 2.0. To avoid having to adjust the gamma color level in GIMP I set the -i parameter to -0.051 for creating the grayscale image. (This adjusts the initial altitude for the sea level as seen by the Planet.Exe program.) Here's the complete command line I used:
      Planet.Exe -X -pq -s 0.942669825 -m 2.0 -C Greyscale.col -w 1537 -h 1536 -i -0.051 -o 942669825-SC4Gray.bmp
      ^ If that line wraps it's not supposed to when you do that at the Dos command line.
      You might notice the height parameter is set to 1536 even tho we want 1537. This is because otherwise the program will create a single pixel white row across the top which turns into a wall when rendering in SC4. So, once the grayscale was generated I pulled it up in GIMP and scaled it to 1537 x 1537. (This is the size for 6 x 6 large city tiles (36 total). Then I added Gaussian Blur of 15.0 both horizontally and vertically to make the rendered map more slope mod friendly. And finally, I set the mode to true grayscale before saving it.
      The pictures above are:
      Simulated SC4 height map as seen in game of the mini map with All Off and Zones data views. Same as # 1 with Contour Lines added. Satellite view from Region Census Traffic view from Region Census To use: Put the three files in a folder called Temere Locus under your Region folder of SimCity 4 in your Documents.  Then simply render in game with Shift+Control+Alt+r from that region screen like any other grayscale import.
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