Jump to content

Leaderboard


Popular Content

Showing most liked content on 07/18/2017 in all areas

  1. 15 points

    Version 1.0.0

    792 Downloads

    The Transamerica Pyramid at 600 Montgomery Street between Clay and Washington Streets in the Financial District of San Francisco, California, is a 48-story postmodern building and the second-tallest skyscraper in the San Francisco skyline. Its height will be surpassed by Salesforce Tower, currently under construction.The building no longer houses the headquarters of the Transamerica Corporation, which moved its U.S. headquarters to Baltimore, Maryland, but it is still associated with the company and is depicted in the company's logo. Designed by architect William Pereira and built by Hathaway Dinwiddie Construction Company, at 853 ft (260 m), on completion in 1972 it was the eighth tallest building in the world. This file Includes: Functional Landmark with 4,000 CO$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
  2. 9 points

    Version 1.0.0

    205 Downloads

    INDUSTRIAL REVOLUTION MOD SkyLimit Satellite Research by GreatDane 1 - INTRODUCTION/OVERVIEW OK, time for more IRM stuff. I'm still doing high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. The third upload in this series is a somewhat obscure BAT, I guess - it's 13 years old, and the author is by no means as well known as the likes of SimGoober and others. However, I still think it's one of those underestimated little BATs that withstood the test of time comparably well: SkyLimit Satellite Research by GreatDane. The lot is pretty simple and straight forward; I merely tried to align the building with the lot textures (which worked quite well), added one of gascooker's smokestacks to break the blocky appearance a bit, and made rather extensive use of CycleDogg's excellent shaded props.. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 45 I-HT jobs, the quadrupler version 180 I-HT jobs. The following lots are included in this download: 3x5, Stage 2 5x3, Stage 2 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Skylimit Satelite Research 1 - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for the BAT go to GreatDane - you might want to check out his other stuff, too! IMO he made some rather neat lots, especially considering it was the early days. T Wrecks, July 18, 2017
  3. 8 points
    Spaghetti goodness...
  4. 7 points
    CT14

    Show Us What You're Working On

    @11241036 Check out Glenni, JMeyers, CP, onlyplace4, SG props. I like the direction! Here's another Historic Harbor project: Dockside Railways. Shown are @Simmer2's RRW NSB Tex pack, and Jestarr's train props.
  5. 6 points
    Brugesboy84

    Brugesboy84's BAT's

    It's been awhile since i've been here but I have been really busy at work. Finally got the time to do some modelling again. Started this new project: a printing factory. Started with the offices that will sit in front of the factory itself.
  6. 6 points
    Here's my latest real-life inspired interchange creation in SimCity 4. Click the link below the image for full size (a whopping 6485x3868) Full size: https://c1.staticflickr.com/5/4318/35181620833_13397f1017_o.png
  7. 5 points
    EvansRE4

    Show Us What You're Working On

    This is the future location of downtown Raccoon City. Thinking about maybe going for a more Japan style look for downtown. Any ideas guys on what to do with the Island connected with the two bridges to the mainland?
  8. 3 points
    1. So, first, after deciding things had got to change in Middletown and its region, Mayor Arielle had herself built a new Mayor House. Not quite Mies Van Der Roe-ish, close to the very orthogonal Downdown, close to the very proper City Hall, but still, it was a clear declaration of intent : let’s get into the XXIst century, people – or at least the XXth ! 2. 3. Then she enticed IKEA to open a store downtown : 4. At that time, the whole eastern part of the city was still fields and woodlands. As many new people were coming to Middletown, Arielle B. rezoned it residential and commercial. But most of all, she asked the city planners to let go of the grid. Until then, the town had grown according to the good old orthogonal Vulgate, especially south of the tracks. 5. 6. 7. But it HAD to change in the new north and west parts of town. 8. A plaza illustrating the modern, curvy Mildletown was built in the middle of the first new neighbourhood, and was named of course after the daring Mayor : Arielle Plaza. 9. Arielle B. had not expected her citizens’ resistance to the Ungridding of Middletown. Despite the new roads and streets, they obdurately kept on orthobuilding for a while. 10. There were definitely mixed results. 11. At first the resistance was fierce, albeit polite. Then, little by little, it slowly faded. Tax inducements helped, and the fact that the older griddy rich migrated away from the new neighbourhoods. The new citizens were not very wealthy, but they were young and more enthusiastic about modern living. 12. 13. 14. 15. The great Ungridding battle is over now, Arielle B. has mostly won (the neighbourhood towns are going antigrid big time) and Middletown has settled back into its normal life. Quiet neighbourhoods… 16. Quiet fields (this last untouched one will likely be transformed into a bona fide park, at some point)… 17. Quiet shopping sprees in big and small markets… 18. 19. 20. And, for the daring, some excitement brought from the Outside World by the truckers for whom Middletown is a welcome stop. The Rocking Truckers Motel’s bar-restaurant transmogrifies into a disco with live bands on weeks-ends and holidays ; the local band, The Midnight Ramblers, are all ex-choir boys and began in the St-Felicity Church basement. Now, that’s modernity for you ! 21. 22. 23. 24. 25. And Arielle is happy !
  9. 3 points
    SC4 Plugin Client What's been said so far has kind of confused me, but I'd just like to toss out there the possibility of the plugin client being a torrent system under the hood. For example, when you get a download from Blizzard's game launcher, you're not downloading it from Blizzard, you're downloading it from other players through their torrent system. This would dramatically reduce hosting costs for the community, because only one server would need to be maintained just to ensure availability of the lesser used files. I have no idea what the programming is like for this though. I know there are already a few plugins folder manager programs out there and tbh I haven't used them, so I don't know what functionalities they have that should be included. But I think the basic user experience should be that someone logs into and browses a website, sees things that they like and click on an "add to collection" button, and behind the scenes the client should download the files and dependencies without the user ever having to look at their plugins folder. And likewise on the website a user should be able to view their plugin collection with a similarly visual interface, and click on a "remove from collection" button and the client should remove the files and any unused dependencies automatically. Tilesets Standardization in this area is necessary for making both large packs, and user friendly content. An experienced user will know which tileset individual buildings are in but an inexperienced one won't. With only 4 tilesets available, the current arrangement is good, but imo people have been misusing it. The specific names and dates given to the tilesets are meant for people without architecture knowledge to understand the associated clusters of styles, but aren't a literal description. For example, Aqua should not be in the Chicago tileset. But Maxis themselves didn't seem to fully understand what the difference between the Houston 1990 and Euro tilesets. Many BATers have used the Euro tileset for historical European buildings. imo "Euro" was intended to be "contemporary". For anyone who doesn't know, in the world of tacky American home decor, "European" is synonymous with "modern" "contemporary" "designer" "luxury" (example). When I'm modding, I personally interpret Houston 1990 as being corporate postmodernism and late modernism, because that was the reigning architecture style of that time and place, and Euro as being mid century modern and current buildings which follow in the modernist rather than the postmodernist tradition. It's not perfect but it's what I do. I'd like to keep the Chicago 1890 and New York 1940 tilesets the same, and clarify the difference between Houston 1990 and Euro, and tidy up accordingly. My inclination would be to move the historical European stuff to the Chicago 1890 tileset, with some of the newer pre-WW2 european buildings going into the New York 1940 tileset. Someone making a European city is presumably not making an American city at the same time, so their plugins and Maxis blockers would be set up for one or the other, and that way all players could use the more universal modern styles of the later tilesets without conflicts. Plus European players would get two tilesets for differentiation between historical building styles instead of one. But tilesets is a big can of worms by itself. But if the goal is to really have a completely seamless user friendly experience we'll have to go through and work out as many of our standardization issues as possible. Stage Standardization With our new .DLL abilities, it may be possible to add more densities (for example, "Very High") to the existing ones. My ideal situation would be to do that, and then redistribute the stages across the densities in a more realistic way. Right now low density residential is anything from rural to dense inner city, and medium density is Manhattan. High density residential practically only exists in Hong Kong and a few other places. I'd like the stages to be redistributed so that you can zone medium density and get something like a neighborhood of rowhouses or short apartment buildings, without having to abuse "make historical". If someone was able to make this happen, I would BAT a *giant* pack of growables to fill the new distribution smoothly for each tileset and common lot size. This is kind of a pet idea of mine and a lifelong complaint about SC4, so I'm just tossing it out there. I also think that the CAM, or maybe just a CAM-Lite (maybe just the new stages unlocked and stage 8 maxis buildings remodded, but stage 1-7 left as is) should be the standard. I view the CAM as more of a bug fix than anything else, because without it, everything about the building growing/replacement/selection process is broken at stage 8 without the CAM. The CAM is also easy to adopt as a standard because of the PIMX.
  10. 3 points
    SimCoug

    Sharing Plugins Folders - Discussion

    I agree, changing the tilesets may please some players, but not others. Basically, we can't please everybody. That is why I think it's best to just stick to the basic gameplan that Maxis laid out.
  11. 3 points
    T Wrecks

    Sharing Plugins Folders - Discussion

    @matias93: That tileset manipulation is something highly subjective, I think. For my part, I like to play around the default tilesets: I'll start with wooden houses and old-style stuff in the Chicago 1890 tileset, go more urban / Art Deco with the NY 1940 tileset, and when I want to develop the result into a modern city, I'll switch over to Houston 1990 eventually, with Euro-Contemporary reserved for either central European or HK stuff, depending on the plugins currently installed. It's hard to tell what your average newcomer would prefer, but many may not even be aware of the different tilesets and the way the game can be set to stick to either single one or either combination of them, or cycle through them in selectable intervals. I guess many just start playing and building, and after a while they notice new stuff popping up as their city is developing, and are happy to see that. Actively restricting / isolating / managing tilesets, let alone manipulating them to fit into a different system, is probably a technique that only avid custom content users and highly advanced players really need - not least because it requires a huge amount of plugins and some good game knowledge to either fill your custom tileset(s) sufficiently or play around the gaps that you may have in them. I can envision users lacking that knowledge and that amount of plugins getting frustrated because nothing grows after selecting a custom tileset, and raising lots of support queries. In fact, I've seen compaints/questions along these lines brought forth by users who did nothing more than add a Maxis blocker to an otherwise chock-full folder of plugins. Indeed, even 3 gigs worth of plugins doesn't mean that you have, for example, enough stage 6/7 residentials to grow on the lots that you zoned, effectively stalling development. I really like that you brought it up, and it can't hurt to hear some more opinions on it. Personally, however, I must confess that I'm rather skeptical about it. _________________ This thread has moved at mind-boggling speed while I was away... from skimming through it, I gather that there's a chance of automating much of the download ordeal. However, how realistic is that, and what timeframe are we looking at?
  12. 3 points
    matias93

    Sharing Plugins Folders - Discussion

    Whatever it be, it has to match a zany acronym. MODPACC is the frontrunner on that by now...
  13. 3 points
    rsc204

    MMP Issue: Game skips one step

    Another user was recently also having problems with MMPs, although not identical, very similar problems: At the time I could only conclude that something was probably wrong with the user's setup, given that I'd never heard of the problem elsewhere. Frankly, that's still a possibility, although I know you do know what you are doing technically, I wouldn't want to rule it out. Of course 2 cases of similar weirdness may be a compatibility issue somewhere, even thought it's hard to understand why that just affects the "Flora Cluster type" functionality. Given that we're looking at two versions of Windows, both versions many people play with without problems, I think we can probably rule out the O/S. Could it be related to graphics drivers?, seems a long shot, since this isn't affecting graphics/rendering, but actual code function. So it would appear some hardware/software in your machine may be causing an incompatibility with some code/library etc that is preventing the intended behaviour. Without more data regarding the problem, all I can suggest is try the usual suspects. Make sure the game is patched fully (I know, it's a digital version, but check the version number to be sure). Remove your plugins suite and test, maybe with a single, test MMP, ideally with Maxis props only. Try updating your drivers for things like sound/video cards and other devices used by Direct X. Switch the rendering mode to software, it's worth a shot. Disable all security/antivirus tools completely. Best to disconnect from the internet whilst testing. After that, I'd try disabling all background apps on your PC. Under Win7 this would be using the MSCONFIG application to disable every program, service and startup application you could, whilst still allowing SC4 to run. Not sure if you get MSCONFIG on Win10, but there should be an equivalent one hopes. That would be your baseline test, if the problem remains, no point continuing. But if somehow it went away, then you'd need to manually enable apps one at a time until you found the culprit. The problem here is that the behaviour is very odd and it really doesn't make sense: That was one of my conclusions with the last problem I linked to. Not the same as yours, but related to incorrect function of MMP exemplars. Odder with your problem is that the first item never appears. Without that exemplar being read, it would be impossible for the MMP to function in the first place to show the second item. Similarly, the linked IDs are the order of the exemplars being read, which must be happening for it to skip showing a given flora item. The code must be reading the exemplars of those items it doesn't show, or it wouldn't link (jump) to the next one's ID. So it is reading all the data, but simply skipping every other objects display? You know that resonates totally with the problem you are seeing. We could look at the more complex problems, but I really think SimCoug is on the money, it's simply the most probable explanation here. Perhaps the driver doesn't like archaic versions of DirectX? Perhaps your mouse has super-sensitive buttons? (Or like one I got recently which double clicks when pressed once, OK that was a cheap nasty second hand mouse I got free with a laptop, but still)... It just seems that two clicks = every other item shows, that's simply too neat to ignore as the most likely cause. If that's not it though, things get very tough frankly to diagnose, let alone fix. Such problems are rarely going to be hardware/driver based issues. Of course code is all written in different languages and yes something could break compatibility with the libraries function that enabled that code. But to do so for such a small and specific part of the whole is very odd indeed. You may find it nigh on impossible to track the real cause with any certainty. Especially since we don't know enough about how the game works at a code level to offer targetted advice. What I'm setting myself up to say here is, if you can't get it working easily, you most likely never will. As such, I'd look to try running the game in a VM or some other work-around if you get to that point.
  14. 3 points
    11241036

    Show Us What You're Working On

    It's me again. Trying to resurrect the MTP by relotting Pegasus' content and trying to create sort of a historical mountain village, made up mostly of wooden buildings. Since the choice of wooden buildings is somewhat limited, I'd appreciate if you could help me find some rural buildings that would fit into this scenery; especially industrials are welcome.
  15. 2 points
    romualdillo

    romualdillo's assets

    I've recently started modelling for Cities Skylines and, as it's the first time I have to deal with low poly models, normal maps, specular maps, colour maps, etc. I've decided to create a new topic to show the assets and try to get some advice in order to improve my models. I haven't uploaded anything yet, because I'm not sure if I've got a good balance between tris and texture. My models are CS versions of models I previously made for SC4 and they are relatively small. They're inspired by small residential buildings of Spain and other Spanish speaking countries built before WWI. I've done one and a half building so far. Both are very similar, so I can't say they're two different buildings. The first model fits into a 1x4 lot, the other into a 1x3 lot. Buildings at sunrise: 1x4 Building: 451 triangles, Texture 1024x512 1x3 Building (the one without backyard): 294 triangles, Texture 1024x512 I hope you like them. Any help or advice will be welcomed!
  16. 2 points
    Thank you very much for your help! I am aware that I will not be able to carry over anything I have already built, but I think it will be worth it anyway
  17. 2 points
    Yes, there is, but the results could be not of the best quality. The first thing to keep in mind is that this kind of modification is incompatible with keeping the current built city tiles: you'll modify all the terrain, so everything on it must change. Given that, we'll do a brand new region. You'll need the SC4 Mapper to get a grayscale image of the current region, so download and install it (and it's important DLL dependencies) first. Done? Then open your region and Export it as a 16 bit PNG file. This formatte will allow us to use any image editor to do the desired changes. Save it on an easy place to find it later, as your desktop. With any image editor, go and resize the image to the desired proportions (in this case, 200% on each dimension). If your image editor allows you, test several different interpolation algorythms: as the editor will be basically inserting pixels in between the existing ones, different methods can produce better or worst results for your use. Based on my experience, the smoother the resulting image, the better for this purpose, unless you are trying to preserve detailed earthworks (as trenches or seawalls). If your image editor has the needed tool, use something to smoothen the image, particularly the tiles' borders: this is much more precise and effective than harmonising borders in-game. On this step, you can also alter the third dimension of your region: as is a grayscale image, the whiter the higher, and the more contrasted, the stronger the slopes will be interpretated by the game. Keeping this stats the same will result on all your topography to be significatively flatter than on the original region, so keep that in mind. I'm not suggesting an specifical measure of change on this, because frankly I don't know how to keep the proportionality, so my better recommendation is to try saving different versions of the image and testing all of them. When all the changes are done, return to the SC4 Mapper and Create a new region, using the 16 bit PNG as a base. Choose your file, and check that the size is the desired one (it is calculated automatically in base to the image dimensions, but it can be changed). When imported, the Mapper will propose a default distribution of tiles, but you can (and should) change it with the Edit Config.BMP button. Once done, Save the region to the game, giving it an unique name and try it on the game, preferably checking a hilly tile for the proportionality between the length, width and height of the topography. Hope this helps!!
  18. 2 points
    Look into SC4 Mapper and/or SC4 Terraformer. They might have an option for that. I do know one or the other allows you to save a grayscale image which you could then double in size in an imaging program and re-render that in the game. But, there might be a much better option available in one of those programs. Make a backup copy of your region someplace safe cause if that is an option I'm guessing you'd lose anything already built. I do my own method for making maps so I've not actually used any of the 3 main mapping programs. (The other is Landscape Designer, btw.)
  19. 2 points
    Simmer2

    Show Us What You're Working On

    @raynev1 A clean version will be part of the pack. @CT14 It is nice to see my work put to excellent use!
  20. 2 points
    Overlays make completely accurate RL road layout almost too easy. It's like paint by numbers. No guesstimating, David
  21. 2 points
    Tarkus

    Show Us Your Interchanges - The Sequel

    They're simply supposed to be a more rural-looking version of the Road network--no sidewalks, and (at least the appearance of) passing permitted. They're basically Road Cosmetic Pieces. The NAM doesn't change the actual drive side and never has. The NAM's installer reads the registry, and picks the appropriate box based upon that. There are boxes for "RHD" and "LHD" on there, but generally, users should not be messing with them, as all you'll end up with is the same drive side and a borked NAM installation. The only time someone should check a different box on the drive side is if they changed their drive side through a Locale swap and a shortcut command line, using smoncrie's trick, instead of through the registry, as the NAM installer cannot detect that sort of change. If you're looking for dirt roads, you should check out the Street Addon Mod. There's multiple options there. -Tarkus
  22. 2 points
    I couldn't agree more, Jason. But again, this could well be my megalomaniac tendency to oversize every project in which in involving (something that has wrecked havoc on my thesis, honestly). Maybe the sane option would be to define the new standard and to begin the reclassification process with the maxis' files only, to then both encourage creators to follow them for new content, and to recruit volunteers to produce overrides for the already published and inmantained files (with this, a technical doubt: it is possible to release only overrides for existing lots or out its required to modify or redo them to change their tilesets?) This really sounds like an offer we cannot refuse. Sadly I lack the abilities to do that, otherwise I would be starting right now... And about your tileset classification, I understand that it is roughly equivalent to this: Chicago = historical + neoclassical + Beaux-Arts (roughly s. XV to 1920) New York = art nouveau + art decó + proto-modernism (1920 to 1945) Euro = modernism at large, including soviet architecture and brutalism (1920 to 1980) Houston = post - modernism + deconstructivism and anything futuristic and not dated (1980 - today)
  23. 2 points
    Logistics Warehouse: http://steamcommunity.com/sharedfiles/filedetails/?id=1080114922 Started Tamurakoma Office: not much so far, messy shapes Continued: Continued: Continued:
  24. 2 points
    Just a quick update from me: Work is continuing to press forward on the massive RTMT 4.0 stations build .. and we are starting to near completion for this mod.., at least in terms of the Development/ build portions.. The problem right now is neither Pierre or I know much about the RTMT props ( which still need work), and even less about how to build the install EXE( which as most players know is quite complicated and involved) .. So therefore , I cannot give any kind of projected date for release, but I will now try my best to update this thread to give interested players some updates here.. thanks, Brian
  25. 2 points
    Diego Del Llano

    Westin Regina

    Version 1.0.0

    605 Downloads

    This Luxurius beach front condos, are located in Puerto Vallarta , Mexico, my Hometown, the height is 196,85 ft, (60 meters). DEAR PEOPLE FROM SIMTROPOLIS: YOU CAN FIND THE VERSION WITH "NO PLAZA" IN THAT VERSION YOU CAN MODIFY THE LOT, PUT PROPS, FLORA, MAKE THE LOT AS BIG AS YOU WANT... FEEL FREE TO EDIT THIS VERSION. ENJOY. This file Includes: Functional Landmark with 1,200 CS$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugin
  26. 2 points
    Simmer2

    Show Us What You're Working On

    Thank you everyone for the kind words!! If decrepit is what you aim for, then here is an old decommissioned spherical oil tank I just finished. Perfect for that out of the way oil depot old tank farm awaiting demolition. They are standalone units. 1 2 Simmer2
  27. 2 points
    Krio

    Krioworks

    After a small break, I returned to BAT and new Tahvontorni is almost complete. You can see that ground floor is missing few walls and then lights of course. So, what do you think? I always hate roofjunk, so urgh. And logo changed blue to red, because original Tahvontorni had red Alko-logo so red M suits better. And trivia: Metrobank is a subsidary of Roxxon Oil Company in the Marvel Comics.
  28. 2 points
    This is completely inefficient and a huge waste of space. However, I love how it looks, the curves are super-smooth, and I had to share.
  29. 2 points
    It's so busy that I converted it to a SPUI / Single Point Urban Interchange and widened the highway. It's my first SPUI since my 'Building A City From Scratch' series. It was a tight fit! It's too bad the SPUI pieces can't be 7.5m yet, would make things a little easier. Wasn't too much work to retrofit this to 15m, however.
  30. 2 points
    Busy diamond interchange Zoom out Due the fact it's the only highway crossing for a long stretch, it also receives heavy pedestrian traffic
  31. 2 points
    A simple cloverleaf interchange...
  32. 2 points
    Finally got back in the game after a year The RHW team is magical. I'd never imagined this would be possible in SC4
  33. 2 points
    I had two highways in a hilly rural area to connect. The solution was a seven boxes long connecting road.
  34. 1 point
    jzeltman

    romualdillo's assets

    These remind me a lot of the buildings in Buenos Aires, which has a considerable population with Spanish heritage, so hopefully I am correct in saying that the height of these doors, windows is intentional. Most of this style of building here in Buenos Aires is 3-4m tall doors and first floors. They are very lovely indeed. I would also concur about upping the texture density/size to eliminate blurryness. But overall great work, I am very excited to use these, and not have to make as many of this style building for my Buenos Aires build
  35. 1 point
    korver

    Transamerica Pyramid

    Gorgeous!
  36. 1 point
    kschmidt

    Slow, Slow we Go !

    Slow, slow we Go ! Last CJ took a trip around our latest city. This CJ we take another short trip around the Fort Grayon - Sampson City area. We gona take a trip on the Fort Grayon - Sampson City canal. Still there is a lot activity around this area. Some agriculture, a lot of Coal and some other activities. Here a map of the area with the route marked ! We start at Fort Grayon old harbour ! Early day´s this was a very busy port. Today it´s a small business hub. We move on to the seaport area with some of the older industrial quarters ! The old navy yard on left corner. Traditional Cheese, Mustard, Shoe, Pencil, Postcard, Match making and Chocolate Factories around. With some twists, turns and locks we travel to the the mayor junction with the Mayon City exit ! The Fort Grayon Rail Depot. We sea on the left a textile mill, on the right a saw mill and the Duff Brewery. On the right is the Mayon City section ! Up we go to Sampson City ! Highest section of the Canal got a saw mill. Upside we see the resevoir wich feeds the canal. Modern water management tries to save as much water as posible. Norther American do have a lot of rain still every drop is treasured. Next we cross a array of coal mines and a agricultural landing ! Some older relic of railway Fort Grayon bypass highspeed passenger line from before the Sampson City - Evansville tunnel to serve to connection to Thareaxville and Providence City with furthur connection to the neighbouring province. Country fair and another coal mine. Last coal mines before we enter Sampson City ! Old town is quit a distance from the harbour, we cross the highway and the railtrack inbetween Fort Grayon and Thareauville. Finaly the end of our yourney. Sampson City harbour ! This yourney took us just about through a dozen of locks to complete. All the time in the world to take up the surroundings wich got small varity of activities to enjoy ! Hope you enjoyed this CJ and hope to see you back the next time !
  37. 1 point
    UrbanFoxx

    Mt. Thorntown

    Mt. Thorntown Mt. Thorntown is a municipality in the northeaster section of the Minderian Republic, a country on the planet of Astergea in the Aires constellation, approximately 66 light years away from Earth. This city is primarily known for its vast commercial options, as well as being a major tourist spot for those looking for a mountain getaway. The city reported a population of 20,000 during the 3265 census. This is a shot of one of three commercial districts in the city, showing a Sam's Club, directly adjacent to a Walmart for those who don't want to purchase a annual membership. A significantly smaller commercial district in the central portion of Mt. Thorntown. Here, you see an Outback, a Ruby Tuesday, and a Burlington Coat Factory. This is Mt. Thorntown High School, home to the Wolf Pack. This school has some of the lowest MAT scores in the country, with a score on 1112/1500. This makes the school a C school, with few schools below it in all of Minderia. The largest commercial district in the city, home to the local McDonald's, a Friendly's Ice Cream (Best Ice Cream EVER) and a Carmax Auto Center. This is also where the hotels are, for anyone just coming off the Minderia Turnpike (Highway W3). Finally, a small piece of outer suburbia near the police station. Just an image to finish this off. (I really need some new houses.)
  38. 1 point
    mike_154

    NICE HARBOUR

    Hi all.Building a new lot for a container port.Work still ongoing as you can see.
  39. 1 point
    tariely

    (Aaaand... we're back !) New Things in Middletown

    Thanks, and , oh, it won't go. That city is done. P. R. was just speculating...
  40. 1 point
    <RANT warning="politics ahead"> Those who want to know why this is happening need to read up on "net neutrality". The short version: Up until recently, a few big-money companies paid to get the bandwidth they wanted when they wanted it. The rest of us were freeloaders, sneaking our packets through when it was convenient for the carriers (exactly like flying standby on the cheap). The mix of paid-express and freebie-standby worked for almost everyone for several years Then some pseudo-egalitarian dimwit cried foul, screaming that it wasn't fair for some evil-corporations to get higher priority service just because they pay for all the bandwidth that the rest of us use for free (all the rest of us have ever paid for is the connection to our homes -- the bandwidth has really been completely free piggy-backing on surplus evil-corporate capacity). Some moron in the government recently agreed, issuing some new regulations forcing all Internet packets to be given the same high priority. Quite predictably, all those packets will now need to be bought and paid for. The free bandwidth for all us freeloaders is going away as an unintended consequence of "fairness" -- in reality the banning of flying standby. If you didn't mind free, second class service that's too bad -- you aren't allowed to sign on for it because evil-corporations are no longer allowed to give it away. The "upside" is that when somebody sends you an email, it will arrive in under a second instead of sometimes taking 2-15 minutes. When you load a web page, your packets will move in milliseconds, not seconds. When you stream a movie, you'll get the packets just in time instead of having to charge up your RAM by buffering minutes in advance -- saving you literally pennies worth of electricity and avoiding a minute delay you've probably never noticed. Is that worth the loss of free Photobucket bandwidth etc? I for one already miss being allowed fly standby. If you're like me, then you might write to President Trump asking him to kill net neutrality. The good news is that he has already taken aim at it, so we might get our free Internet back in a few years -- if we're just willing to wait for it. </RANT>
  41. 1 point
    MushyMushy

    Mushy's Random BATs

    Regrettably I haven't been working on this too much lately, but I have done some work over the past few days. There really isn't all that much left to do on the day render... I do still need to post those HD closeups of the trucks though. One of these days I'll post on here why I'm so sporadic with my postings and why I jump around between projects so much. I can assure you there is a valid reason aside from my hatred of exporting and modding... gahh... --- I have a job now (my first!), and have been there for a few weeks, so I have been busier than I usually am this time of year. -Mushy
  42. 1 point
    Razip

    Show Us Your Interchanges - The Sequel

    A trumpet interchange for future's highway expansion and the industrial zone's traffic jam which the interchange barely resists (imagine how it would've been looking if I hadn't chosen a Cloverleaf over a Diamond interchange).
  43. 1 point
    Dear Friends of Simtropolis: I write to you this message to advertise that my models contains 4 zipped files, You can find two (Maxis Nite & DarkNite) with plaza renderized by me, and other two version without File.SC4Desc and without .Lot File, the last two are for you free edition, feel free to do anything you want with them. I ask you the most attentive way next thing... Do not ask me for files with lots edited by me in the SC4 lot editor with plops, flora, overlay texture, etc. I really, really, really, really hate with all my soul edit in plugin manager and lot editor, and then I don't understand very well what are you trying to say, my language is Spanish and translators are not clear. Please, understand, my passion is just modeling buildings, Please do not make me hate this awesome hobby, and make me stop uploading new building in this forum. Thanks for your time and reading this, is important for me, thanks for downloading and using my models, and remeber is just a hobby and nobody gets paid for this hard work in here... love you guys! Sincerely, your friend... Diego Del Llano. "Just Another Typing Monkey".
  44. 1 point
    Tarkus

    Show Us Your Interchanges - The Sequel

    NAM 37 will be right up your alley. The new FlexSPUIs will actually be interfaced with the upcoming FLEX Turn Lanes, providing several new configurations in terms of the number of through and turn lanes. Here's a taste: -Tarkus
  45. 1 point
    Tyberius06

    Can't find it?... Ask here!

    Yepp, that one is APTX Isetan Shinjuku building and you can find here: http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=886 There is a lot more staff here, sadly just a few with pictures, but use your web browser search on page function "isetan", and you will find it.
  46. 1 point
    Thank you guys! I took into consideration every suggestion, I made the posts bigger, changed the angle of the lights and I am including a generic third version with no signs. I did some in-game testing here and got a couple of them to grow.
  47. 1 point
    countkrzysztof

    Show us your Detail Shots

    Leaving little pieces of old infrastructure in my cities is a fun way to add a bit of realism, I've found. This shot shows the run-down remains of the old state highway, replaced about a decade ago by a shiny new freeway:
  48. 1 point

    Version 1.0.0

    2,700 Downloads

    Gas Company Tower is a 52-story, 228.3 m (749 ft) class-A office skyscraper on Bunker Hill in downtown Los Angeles, California. Located on the north side of Fifth Street between Olive Street and Grand Avenue, across from the Biltmore Hotel, the building serves as the headquarters for the Southern California Gas Company, which vacated its previous offices on Eighth- and Flower-streets in 1991, and is home to the Los Angeles offices of Arent Fox and Sidley Austin. This file Includes: Functional Landmark with 4,500 CO$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
  49. 1 point

    Version 1.0

    4,547 Downloads

    INDUSTRIAL REVOLUTION MOD I-M Filler Set 1 1 - INTRODUCTION/OVERVIEW This is a set of 12 ploppable filler lots for manufacturing industry (I-M) that can be used to complement grown industrial areas with some open yards, walls, and several types of cargo stacked outside. The set has been made for the IRM and, as such, blends in well with I-M areas because it uses the same base texture, and the rather neutrally designed walls are a good compromise between old and modern, which will make them look good in connection with any I-M facilities. You will find these lots in the landmark menu, conveniently grouped together right under the I-D fillers. Names and descriptions are bilingual once again, i.e. if your SimCity installation has a German locale, you will automatically see German names and descriptions. All other locales will display English names and descriptions. The lots with stacked cargo on them will be restricted to relatively level ground - after all, you wouldn't stack containers or pallets of cargo on an incline! The open areas and walls, however, are highly slope-tolerant, which makes them extremely versatile fillers. Check the existing I-D filler set for more details. Most props have been highly randomised. In some cases there is not only a random selection of the particular prop to appear, but also a certain probability wheter any prop will appear at all - or not. This has been made to maximise variation and visual interest. When you have these lots on your mouse cursor, you will notice orange-coloured bars being displayed on them. These are positioning indicators that show the position and alignment of the most important props before you plop so there is no trial and error involved. Play around with it a bit, and I'm sure you'll find it to be self-explanatory. After plopping a lot, the positioning indicators will appear once for a second or so, and then disappear forever. In terms of game stats, these lots are almost neutral. They do not contain any park/landmark effect, cause a negligible amount of pollution, and cost §6 to plop/bulldoze each. There are no running costs whatsoever, so plopping a lot of these will not harm your budget even in the tiniest starter town. INSTALLATION: I recommend extracting the ZIP file into your main IRM folder (...\Plugins\IRM\). After installation, a new folder called "I-M Filler Set 1" should have appeared, which contains the 12 lot files you will need in order to use this set. However, there is no technical necessity to use this folder; any place inside your plugins will work. 2 - THE TECH STUFF Not much this time, since these are pretty plain eye-candy lots. As mentioned above, use with the IRM is recommended and will yield best visual results, but there is no technical interdependency. 3 - DEPENDENCIES If you already have the I-D filler set, you have all you need. If you use these lots as an extenstion of the IRM, there will only be one additional dependency: SFBT Essentials - for the diagonal overlay and those nifty positioning indicators. This pack will be used on upcoming filler sets as well. If you use these lots as a standalone set, you will also have to download the following dependencies: BSC Mega Props Jestarr Vol.01 - for most of the cargo props and some ancillary objects BSC Mega Props Jestarr Vol.02 - some less important props BSC Mega Props Gascooker Vol.01 - for the containers and a dumpster model I used. 4 - FINAL WORDS Two down, one to go! A similar filler set for high-tech industry is in the making. This one will not feature old-fashioned brick walls, but modern security fences. T Wrecks, Dec 17, 2012
  50. 1 point

    Version 1.1

    5,183 Downloads

    INDUSTRIAL REVOLUTION MOD I-D Filler Set 1 1 - INTRODUCTION/OVERVIEW This is a set of 12 ploppable filler lots for dirty industry (I-D) that can be used to complement grown industrial areas with some open yards, walls, and several types of cargo stacked outside. The set has been made for the IRM and, as such, blends in well with I-D areas because it uses the same base texture, and the brick walls look good in connection with older brick factories and their side buildings. You will find these lots in the landmark menu, conveniently grouped together. Names and descriptions are bilingual once again, i.e. if your SimCity installation has a German locale, you will automatically see German names and descriptions. All other locales will display English names and descriptions. The lots with stacked cargo on them will be restricted to relatively level ground - after all, you wouldn't stack containers or pallets of cargo on an incline! The open areas and walls, however, are highly slope-tolerant, which makes them extremely versatile fillers. Most props have been highly randomised. In some cases there is not only a random selection of the particular prop to appear, but also a certain probability wheter any prop will appear at all - or not. This has been made to maximise variation and visual interest. When you have these lots on your mouse cursor, you will notice orange-coloured bars being displayed on them. These are positioning indicators that show the position and alignment of the most important props before you plop so there is no trial and error involved. Play around with it a bit, and I'm sure you'll find it to be self-explanatory. After plopping a lot, the positioning indicators will appear once for a second or so, and then disappear forever. In terms of game stats, these lots are almost neutral. They do not contain any park/landmark effect, cause a negligible amount of pollution, and cost §5 to plop/bulldoze each. There are no running costs whatsoever, so plopping a lot of these will not harm your budget even in the tiniest starter town. INSTALLATION: I recommend extracting the ZIP file into your main IRM folder (...\Plugins\IRM\). After installation, a new folder called "I-D Filler Set 1" should have appeared, which contains the 12 lot files you will need in order to use this set. However, there is no technical necessity to use this folder; any place inside your plugins will work. 2 - THE TECH STUFF Not much this time, since these are pretty plain eye-candy lots. As mentioned above, use with the IRM is recommended and will yield best visual results, but there is no technical interdependency. 3 - DEPENDENCIES If you use these lots as an extenstion of the IRM, there will only be one additional dependency: SFBT Essentials - for the diagonal overlay, the barrier, and those nifty positioning indicators. This pack will be used on upcoming filler sets as well. If you use these lots as a standalone set, you will also have to download the following dependencies: BSC Mega Props Jestarr Vol.01 - for most of the cargo props and some ancillary objects. BSC Mega Props Jestarr Vol.02 - some less important props [information added Dec 17, 2012] BSC Mega Props Gascooker Vol.01 - for the containers and a dumpster model I used. Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - for the base textures. 4 - FINAL WORDS After so much growable stuff, I hope you will enjoy these ploppable fillers as well and find them useful to "dress up" grown industrial areas. Similar filler sets for manufacturing and high-tech industry are in the making. T Wrecks, Dec 15, 2012
This leaderboard is set to Vancouver/GMT-07:00
×