Jump to content

Leaderboard


Popular Content

Showing most liked content on 08/15/2017 in all areas

  1. 6 points
    Brugesboy84

    DOT Printing

    Version 1.0.0

    170 Downloads

    A growable printing factory providing 778 jobs. There are 2 versions: a Maxis nite and Dark nite. Dependencies are: BSC Mega Props JES Vol 01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props JES Vol 05 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props JES Vol 06 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 BSC MEGA Props Misc Vol 02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 SFBT Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=750 PEG MTP Super Resource Pack SHK Parking Pack SimFox Day and Nite Modd (if you choose the Dark nite version)
  2. 6 points
    coming along south of the first picture is a massive 10 RHW Bridge. Excited about this tile
  3. 6 points
    JP Schriefer

    JP Schriefer's BATs

    @Tyberius06 thank you very much! @Jasoncw thanks, Jason! I thought w2w buildings were supposed to be exactly the same size as the tiles. Do you think I need to resize and render them again? Thanks for the tip. @Francis90b thanks, Francis! I'll start to set it as 1.6m from now on. So I already have the informations about the old Singer Building. It was 33,5m x 17,7m. I believe that particularly in this case the best option is to resize it to 32m x 16m with no setbacks, otherwise it would be too modified. What do you think? In case people doesn't know what we're talking about: @Aaron Graham thanks, Aaron! I'm happy you like them, and I hope you can get time to bring us more amazing buildings again @darn42 thanks! It's great to see you around. @gtgx666 the roof from the Hearst Tower is now modified. I didn't bring it yet because since I'm doing modelled floors it's being a pain, but I'll post a preview soon then. TBH I'm not good with glassed buildings, so I'm not sure if someday I'll be able to do so gigantic glass structures. Another one from the drawer, Johns-Manville Building at 275 Madison Avenue:
  4. 5 points
    Dirktator

    Introducing "Clubs" at Simtropolis

    Introducing "Clubs" With the latest update of our community software, we're pleased to introduce the new "clubs" feature at Simtropolis. A club is a sub-community within Simtropolis. Any member can start a club. Club owners define the purpose or theme of their clubs. Other Members can join clubs or be invited into one. A club will have its own internal hierarchy of staff and members. All clubs will be able to create their own sections with discussion forums, city journals, galleries and/or STEX downloads. So if you want to dive in, go ahead. Or if you want to know a little bit more, details below! Types of Clubs The Club Owner can define the "openness" of the club; the following types are available: Public clubs - Clubs that anyone can see and participate in without joining. Open club - Clubs that anyone can see and join. Closed club - Clubs that anyone can see in the directory, but joining must be approved by a Club Leader or Club Moderator. Non-club-members who view the club will only see the member list - not the recent activity or content areas. Private club - Clubs that do not show in publicly, and users must be invited by a Club Leader or Club Moderator For closed clubs, there's an approval process: Users can request to join a club. the request must be approved by a leader. Leaders get a notification when a user requests to join. The user gets a notification when their request is approved or denied. Club Users Each club has three levels of user: Leader - A leader has all of the permissions of a moderator, and can add other moderators. They can also add content areas (see below). The club owner is automatically a leader. Moderators - Moderators, as the name implies, have the ability to moderate content posted within the club. Moderators can also remove members from a club. Users - Anyone else that joins the club. Club Content Areas Club Owners can create a variety of content areas for their club, including forums, city journals, galleries and STEX downloads. All of these areas will function just like they would on the core Simtropolis site, but they're associated to your club. That means they will appear in search results, activity streams, they can be followed, shared and embedded, and of course will respect whatever user permissions have been assigned. Create a Club for... your BAT team your region game group your City Journal - or expand a city journal into a club your indie projects discussing your favourite topics sharing files critiques brainstorming socializing ...whatever you'd like. You should know... We want clubs to be a fun extension of Simtropolis, so we're not going to bog things down with a lot of upfront rules. Let sound judgement and common decency guide you. But you should know: No club is 100% Private. Even clubs set to "Private" can still be viewed and moderated by site staff and admins. Your club is moderated by you first. Site staff will only ever step in if we receive concerning reports or if the club moderators have not been responsive for whatever reason. Our Guidelines for acceptable conduct applies to all clubs. An admin may request you to alter, moderate or remove content that we deem to be inappropriate. Admins reserve the right to close a club for any reason at any time with no explanation. Got a question? Thanks for checking out the new "clubs" feature. Feel free to post below if you have any questions about the club system or if you need some help on how something works.
  5. 5 points

    Version 1.0.0

    1,252 Downloads

    The Willis Tower, built as and still commonly referred to as the Sears Tower, is a 108-story, 1,450-foot (442.1 m) skyscraper in Chicago, Illinois, United States.[3] At completion in 1973, it surpassed the World Trade Centertowers in New York to become the tallest building in the world, a title it held for nearly 25 years and remained the tallest building in the Western Hemisphere until 2014 and the completion of a new building at the World Trade Center site. The building is considered a seminal achievement for its architect Fazlur Rahman Khan. The Willis Tower is the second-tallest building in the United States and the 16th-tallest in the world. More than one million people visit its observation deck each year, making it one of Chicago's most popular tourist destinations. The structure was renamed in 2009 by the Willis Group as part of its lease on a portion of the tower's space. As of December 2013, the building's largest tenant is United Airlines, which moved its corporate headquarters from the United Building at 77 West Wacker Drive in 2012 and today occupies around 20 floors with its headquarters and operations center. The building's official address is 233 South Wacker Drive, Chicago, Illinois 60606. This file Includes: Functional Landmark with 8,000 CO$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
  6. 4 points
    Haljackey

    Show Us What You're Working On

    It's a L0-L2 RHW transition on a incline, so yes steeper than your average overpass. However putting the rail over the RHW isn't an option. The terrain gets quite hilly to the north and the highway needs that 15m elevation boost to navigate it. The route started out as a RHW-2. Later twinned due to traffic, and recently widened and grade-separated, again due to traffic.
  7. 4 points
    Ronyx69

    Ronyx: NEW Docks Released

    Stuff: Updated Decal Hover Area to reduce decal culling:
  8. 4 points
    EvansRE4

    Show Us What You're Working On

    ...Work In Progress... It's slow going on the city. I've decided to create my own version of the city of New York. However I've called it Liberty City based of the GTAIV map... I'm now working on "Lower Manhattan" or "Lower Algonquin" whichever you want to call it...
  9. 4 points
    11241036

    Show Us What You're Working On

    This is surely the weirdest project I've ever been working on, and it took me weeks to complete it, and sharing it will be complicated due to tons of dependencies, as well as textures that I've copied from people that are no longer active on the STEX, and I'll probably only use it once in an entire region. However, this has been really funny to make, I simply had to do it. I hereby present to you: The legendary Temple of Seasons Inspired by its pendant in Oracle of Seasons, a game where there's a temple where you obtain the ability to alter the seasons of another country, I created a 13x13 complex, composed of 7 modular lots where I've duplicated a good amount of props and modified them to make them non-seasonal.
  10. 3 points
    Celast

    A New Old Mediterranean Town

    Hello and welcome to my first City Journal! The goal of this city and journal is to create an and experiment with a town located within the mediterranean. I will try and update is journal every week with the progress I have made within this city. I hope you will enjoy! The name of the newly arrived 'old' town is Urbino, named after a town in Italy. This town was once governed by a great man during the Renaissance called Federico da Montefeltro and created one of the centers of wisdom of that time. Even at this day Urbino holds one of the oldest Universities and is a sight to behold. All the pictures below show a portion of what I have already finished. I hope to post some pictures soon of what I m working on now. My mind shifts into many directions thus the amount of projects I m working on simultaneously is tremendous. All feedback is more then welcome! I present to you: Urbino!
  11. 3 points
    EvansRE4

    Show Us What You're Working On

    ...Work in Progress... So I've completely redone Lower Algonquin in Liberty City... Now I'm stuck on which version of the World Trade Center to use for the IEC. Whether I should use the Twin Towers or the New Complex...
  12. 3 points
    Hovering a puzzle pieces over a TE lot forces the game to check with the RUL code, in an attempt to auto-orient the piece for you. Much like it would if you placed it over an actual transit network, but because there is no code for TE lots, this creates a situation where the expected data is not returned, i.e. you get a CTD. The fix simply alters the way this function is handled to provide an expected result in all cases. As such, this won't help if you are simply querying the lot, since we're looking at a completely different function. The only thing I can think of that might cause this behaviour, relates to a bug that causes sound effects to be played infinitely when a lot is queried. Try simply disabling the sound and see if the problem has gone, that way you'll know if this is the case or not. To do that, add the following to your SC4 Shortcut Target: -audio:off If that's not causing the problem, then I think you might want to have a look for any conflicting plugins. I don't know of this as a general issue and just checked in my game and found no such problem when querying the lot from all 6 zoom levels.
  13. 3 points
    rsc204

    Answer to a question in SimPeg4

    The point of the question is that it should be obvious to a human, but a computer wouldn't understand it. So when was the war of 1812?, just as the question tells you, it was 1812. However, SimPeg has been offline for around 2 years now, the site simply doesn't exist. Therefore I'm really unsure how you would be able to register an account there. Best guess this is probably either advertising or a scam of some sort, as such I'd recommend you don't give any personal details. Whilst the forums are sadly gone for good, most of the SimPeg content was uploaded here to ST, you can find that in the PLEX on the STEX part of the site: http://community.simtropolis.com/files/category/32-plex-main-files/
  14. 3 points
  15. 3 points
    darn42

    Chicago BAT Project

    *Taps Mic* Hello? Is this thing on? It's about time to properly necro this old thread, don't ya'll think? I should probably give a short explanation why everything died, though. Basically... hard drive crashed and lost literally everything in 2015 and I haven't had the time to restart. That is--dun dun dun--until now! I'm thinking there's no better way to get back into the swing of things by refreshing the projects that I lost way back when. Without Further Ado... Tribune Tower: Take Number Deuce I never really felt like I did the Tribune Tower justice before. My experience was non-existent and I was a literal child. So now with some actual skills and a sharper mind, I think taking a final crack at it might just be cathartic enough to warrant the effort. What I've got right now: the main tower finished already on with the primary details filled in. My goal is to end with the full complex modeled, though. I still have a ways to go in figuring out proportions and whatnot of the extensions. Not to mention all of the little details that will breathe some life into the model that I haven't even thought about yet. Chase Tower: Shoot, this is the third one already This was always my next favorite project, but it somehow never got to the finishing line I haven't spent nearly as much time on Chase as tribune, it's still closer to being done anyway. I finished proportioning the plaza today, which makes the blockout 100% complete. Now it's just details-details-details. I plan on experimenting with some new tech while modeling this (You all know how much I like experimenting) especially with the foliage in the plaza. It's got these hanging Ivy's and I have an idea for a script that I think will make some real good looking leaf blobs. I know it's not too much but I'm excited to get back into the game again. My mantra has always been perfection and I'm hoping I can start to come close with these new additions. I'm hoping to get at least one of these puppies done by December. It's been 3 years already, I think that 4 more months shouldn't be too exhausting of a wait Anyways, that's me. I hope to get some actual previews next week once I re-install BAT4Max and have some free render-time. If anyone has any questions or wants to chit-chat feel free to message me, my doors are open as of today.
  16. 2 points
    In the search to find a better Chat, we're now experimenting with Discord, which some of you have suggested. If you've never heard of Discord, it's one of the most popular chat platforms geared for gamers and online communities. Here's what you need to know: Our invite URL https://discord.gg/9mf8uRr Note: In order to access Simtropolis member's only channels, you'll need to link your Discord account to your Simtropolis account. You can do this in Account Settings -> Discord. If you don't already have one, setting up a new account at Discord is fast, easy and free. You can also download the Discord app for your computer and mobile devices. So if you feel like it, come indulge us in the Discord chat experiment! We look forward to seeing you on! Enjoy! PS. If you don't link your Discord account to Simtrpolis, the Bot won't be able to recognize you as a member of Simtropolis and update your Discord role so you can access the #members-only channels, instead you'll be limited to just our #public channel.
  17. 2 points
    korver

    Tour of Africa: Introduction

    So for my next series of updates, I have something a little special planned. Over the last couple months, I've been slowly accumulating a large collection of African scenes - and it's finally starting to come together. With nearly 40 different scenes (the pics below are just a small little teaser of what's to come - the tip of the iceberg ), it's going to be like nothing I've ever done before - an unforgettable tour of just about everything the continent has to offer. We'll start off the six-part series by taking a look at one of Africa's most iconic cities - Johannesburg. From there, we'll stay in Southern Africa, exploring a variety of natural scenes - including one of Africa's most famous wildlife sanctuaries, the Okavango Delta. Along with the world's second tallest waterfall - Tugela Falls. Animations are going to play a pivotal role in this series - it's going to be quite the sight From there, we'll head east - getting to visit East Africa and the beautiful Indian Ocean along the way. With a number of unique wonders like the Tsingy stone forests - visiting Madagascar is also must. It's off to Central Africa from there - where we'll get to explore wild Africa at its finest along with a number of natural wonders. Algae-rich lakes such as Lake Logipi attract countless lesser flamingos - and when they migrate, it makes for one of the greatest sights on the continent. We'll then head out to West Africa - visiting a number of small rural scenes, like the ones found in Rural Congo. And we'll wrap up in North Africa - after traveling through the Sahara, we'll get to see one of the continents greatest landmarks, the Pyramids. Additionally, as you might expect - there hasn't been a great deal of African themed custom content to work with. Because of this, custom content creation has been absolutely vital to this series. I've been creating various BATs from scratch on a massive scale to make some of these scenes possible: WIP: If anyone's interested in some of the stuff I'll be using over the next couple of updates, feel free to PM me. I don't know yet though how long it will take me to upload some of this stuff, there's still lots of various odds and ends that I need to sort out and I've been extremely busy with my CJ/MD as of late. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "Bohemia" @Jeffrey500 Thanks! Bohemia is certainly one of my dream destinations Might be a while though before I find the time to upload this stuff so feel free to PM me if you're interested in anything. @mike_oxlong Thanks I've been slowly accumulating a whole bunch of pics really since the beginning of the year and I'm finally finding the time to put them all into proper updates. @dabadon5 Thank you for the comment! @Simmer2 @_Michael Thanks for the kind words! @JP Schriefer Thanks for the comment! @tariely Thanks! I had to do a lot of fiddling around in 3dsmax to make sure the models were just perfect, glad you liked it @raynev1 Thanks raynev! @Akallan Thank you! When I first saw that village I knew I wanted to do the update. It's so magical! @RandyE Thanks for the comment! I was thinking the same exact same thing when I was working on those. I actually got started on a Yosemite update a real long time ago (late May of last year I think? Never made much progress on it though.) and whipped up a really fancy national park themed banner like the ones you mentioned. Perhaps I'll have to give a couple US national parks another go in the future @TekindusT Thank you! @jmsepe Thanks for the nice words! @kschmidt Thanks for the comment! Those houses were actually just released on the LEX, check them out here @Namiko Thank you, glad you liked the animation I've been trying to work more of those in to my updates here recently. And big thanks to @Toby Ferrian, @Fantozzi, @Jeffrey500, @mike_oxlong, @Tyberius06, @Simmer2, @matias93, @bobolee, @kingofsimcity, @bladeberkman, @RobertLM78, @CorinaMarie, @_Michael, @RandyE, @JP Schriefer, @SC4L0ver, @Marushine, @huzman, @Manuel-ito, @raynev1, @Akallan, @nos.17, @MushyMushy, @mrsmartman, @AlexSLM520, @Silur, @kschmidt, @juliok92012, @Elenphor, @Yarahi, & @Namiko for all the likes!
  18. 2 points
    An interesting comment from the reddit thread I made on this: -----
  19. 2 points
    In a recent convo with @Cyclone Boom I found out he was deeply puzzled (as we've all been) about why that formula for the size of a grayscale image has to have the +1 on the end. (Number_Of_Small_City_Tiles * 64 +1) It turns out to simply be a programming shortcut to create much more readable code. Let me explain. A grayscale image is simply a two dimensional array of data. Internally SimCity 4 numbers them from the lower right corner for the grayscale image. Here's a small sample pic so you get the idea: Let's just examine a single large tile in the game. That's 256 x 256 tiles which corresponds to 256 x 256 pixels in a grayscale image (but has to be 257 x 257 to work). If the colored pixels were placed so they started in the very corner then because subscripts for arrays start at 0 then the last pixels would be in position 255. So, the programmers always create an array one pixel bigger each direction and consider the starting corner as position 1,1. (This is a carry over from grayscales for rendering a map in SimCity 3000, btw.) This means that code that might look like this: for (i=0; i<=Width-1; i++) for (j=0; j<=Height-1; j++) Do something with Array[i][j]; /* This line paraphrased */ } } Can now look like this: for (i=1; i<=Width; i++) for (j=1; j<=Height; j++) Do something with Array[i][j]; /* This line paraphrased */ } } And by eliminating the need for all those start at zero, Width - 1 and Height - 1 in the code it makes it easier to read, understand, and update. To show that the game ignores the far right column and bottom row I created a 257 x 257 grayscale image with a one pixel white border all the way around. It's shown here placed on a black background and zoomed up in size so you can see what I mean: And rendered in game: See how it ignored half of the white pixels? So, the mystery is solved. They did it to make their own code less cluttered.
  20. 2 points
    Yes (0 to 255) is 256 tiles using (0 to 256=257 corners) but I should have written Height-2, Width-2 as the bounds of the my loops <embarrassment> I then had a long think and realized that I was guessing the behavior at city tile boundaries so I did this experiment. TLDR: it confirms CorinaMarie's assertion that the last row and column (the +1) are effectively ignored. It also shows processing is strictly top to bottom, left to right and smoothing is biased that way too. Note too that at city tile boundaries it appears that the last row (column) of pixels is replicated to the first row (column) of the next city tile - presumably done to guarantee the boundaries match elevation. Then the smoothing takes place. When loaded these cities show rippling along boundaries that were loaded with constant height, a typical artefact of smoothing by convolution. Attached a text texture - staircased from top left to bottom right, but with the last row and column brighter than all other values, TestTerrain.bmp, and an Inverted one, for the first 128x128 pixels. These are meant to be loaded with a 4 small region config.bmp (i.e. 2x2 pixel red). TerrainTest.bmp TerrainTest Inverted.bmp
  21. 2 points
    There's usually a method behind the madness. Thanks for clearing this up once and for all! I suppose they could've made them be 1 pixel less before adding the +1, for a nice even 256, 512, 768, or 1024, etc, when importing greyscales. Though if I understand correctly, the big trade-off would mean the game's grid would be irregularly sized. (As it stands, each individual cell is 16x16.)
  22. 2 points
    Jasoncw

    JP Schriefer's BATs

    Yeah I would go back and reexport them with the 1.6m setback. It will take time to do that but I think it's worth it because the buildings lining up is so important to representing american cities. And I think you should also scale the old singer building. It's true that it will be scaling it more than you'd normally like, but the proportions being a little squashed is less important than the building being flush. Because you're recreating "the building", but there's more to the building than the literal building itself, there's also the building's surroundings. So for Paris, the fact that the buildings line up and have the same heights is just as important as what the facade looks like. Some buildings just don't fit the game very well, so compromises have to be made. The new building is looking good so far.
  23. 2 points
    _Michael

    Tour of Africa: Introduction

  24. 2 points
    Yarahi

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

    waybackmachine has got you covered https://web.archive.org/web/20160312185455/http://tadasu29.sakura.ne.jp:80/simcity4.html
  25. 2 points
    markussaage

    Renaming lots for menus

    Hey there, unfortunately I saw this post a little late. A couple of year I went to the same issues you're having with naming the buildings in the game the right way, and I wasn't even thinking about lotting myself. Quote: These are the first two screenshots, you've provided. If you take a look at the first one, in the second row the value of the property "Exemplar Name" is "USA City Light CHI - Orth" and in the row with the "Item Name" name property the name is "American Freeway Light - Orthogonal". So you have already 2! different names in the building exemplar file. Now you used the name that you want the lot to have in the second screenshot "Tariely Park 3x3 Red Chevrons v2". This is the lot file configuration. So what you gotta do now, is simply copy and paste the name of your name in the 2nd screenshot to both "Names" in the first screenshot by double clicking your name in the 2nd shot (another little window opens here and you mark the name "Tariely Park 3x3 Red Chevrons v2", ctrl-c to copy it and close that little window then) and paste it over the two names in the 1st one like you copied you item name to the clipboard. Than you save the lot by using the Save-Button in the upper left corner. BTW: what version of iLive's Reader are you using? I recommend the old version 0.93, because the 1.40 version is known to cause problems while saving files, newer versions shouldn't have this problem anymore, but I am oldfashioned, so I am sticking with the old version. So, because there are a total of 3! different names for this lot involved here, it can get really confusing to determine the right file in the game menu. Now to the LTEXT property. I usually use this little tool, also provided by iLive, to set LEXTs. No need to install this, just place this in the program folder of your choise and make a shortcut to the .exe file to ust it. When you start it, you'll see this: With this little tool you can easily edit property values in the building exemplar file in a user friendly GUI. In the next picture you'll see it with a files loaded: Now to the explanation: 1. Open your file by using the open button. Navigate in the opening window to the place, where your file is located. Then you'll see the same like in my example picture. 2. There you'll see already the exemplars name, that is given in your 1st screenshot under "Exemplar Name". Now you just type in a new name under (2) and when you're done, hit the "Apply" button under (4) and finally the "Save" button under (5). Now exit the application by clicking the known X in the upper right corner! You have to exit the program to take effect to the changes you made. And you just added a LTEXT property to your file and if you open it again with the Reader you'll see an LTEXT property in the file list. Now open the LEProp tool again, load your file, and type a text in the "Desc" window (3). This will generate another LTEXT in the file which will show up in the bubble in the game menu, when you hover over the icon of your lot file. You can put in it, whatever you want like the lot size or just a description of your lot. Remember to hit the "Apply" button (4) and then the "Save" button (5) again, before you close the program again! This is important, otherwise your changes won't take effect! So finally, if you change all the "Name" exemplars names, as I tried to explain here, you'll be able to see the name you want for your lot in the game menus. Complicated?! Disturbing?! Yes, at first and that's a lot of to work with, but you'll get used to it. SimCity 4 has a huge learning curve... I hope, this helps you out a little, if not, let us know! Kind regards! (Oh and BTW: if any of what I explained here has been already answered, Sorry about it in advance, I might have overread it!)
  26. 2 points
    Hordes Of Nebula

    Show us your MMP work

    I've really stepped up my MMP game since I last posted and I and beefed up my plugins folder a bit. This is a medium sized map and every single thing on here is an MMP down to each individual tree and it took me about 12-13 hours of play time to do but I'm pretty happy with the results. Next step is to build a rural mountain town! The lake is not an MMP and made with terrain tools but the surrounding marsh and woodlands are all MMPs.
  27. 2 points
    Width of 256 (tiles or pixels) minus one is 255, not 254. Yes, but if one combines that with a '<' comparator, then the 255 is never reached (because 254 is less than width-1, but 255 is equal, not less than). Don't fret -- many thousands of programmers have at one time or another run afoul of "loop termination" exactitudes such as this.
  28. 2 points
    Yep, the VB code is perfectly understandable. That's still using the 0 to 255 for the subscripts since you have Height-1 and Width-1. So the same thing applies. If you allocate one more to each dimension and simply don't put any data in row zero or column zero you'd have 256 x 256 of the elements with subscripts ranging from 1,1 to 256, 256 and no need for the -1s in the code. (Or, in the VB example, you could set option base 1 and skip all the off by one indexes.) For the tilting and corners, it seems you are referring to steps once the city tile has been rendered and now the code is dealing with pixels of each little in-city tile. My premise is concerning only the routine that interprets the grayscale image to make the region. It doesn't need any tilted corners to simply do a one to one translation of the individual grayscale pixel value into its working array. What happens later is beyond the scope of this idea. So, that +1 in the formula we actually use applies specifically to the size of the grayscale image. That's not to say it doesn't apply to other stuff later.
  29. 2 points
    Toothless Stitch

    Chicago BAT Project

    Oh no, don't make me come back to batting, too ... How dare you. You seriously expect me to leave you alone in Chicago?
  30. 2 points
    An equivalent explanation - imagine pixels in the greyscale image represent the corners of tiles. Tiles can be tilted in elevation based on the elevation of their corners. Taking the image as a whole region, if I want n * n tiles (little squares) in the region I must have (n+1)*(n+1) corners. I then chop this into small, medium and large cities all multiples of 64 tiles. eg. 1x1 tile has 4 corners (i.e. 2x2) , 3x3 tiles have 16 corners (i.e. 4*4), 256x256 tiles have 257*257 corners etc.
  31. 2 points
    gtgx666

    JP Schriefer's BATs

    what about Hearst Tower now?
  32. 2 points
    mattb325

    Tour of Africa: Introduction

    Just breathtaking - the tugella falls look stunning. The amount of work you put into this is amazing
  33. 2 points
    Bad Peanut

    Additional Public Transit

    Sounds good. Although what is the configuration for the metro track? Is it like this: [4m track][4m platform][4m platform][4m track] Or do the two platforms in the center overlap you just be 4m in total width? If it's 2 4m platforms side by side with an overall platform width of 8m I'd leave it as it is. If it's over lapping i would definitely make it overall width of 6m at least
  34. 1 point
    Woot! And other than my goof in my code example, I feel this is just an interesting and logical reason why the programmers would use the +1.
  35. 1 point
    The model is 7,5 m high - 0,5 m under the water - should be fitting under a 9m bridge
  36. 1 point
    Here's some screenshots of a new town
  37. 1 point
    Gmax and BAT do handle .pngs without too many problems. I have also had the BAT handle .pngs with transparency. The main difference here is that I have made the models from scratch within the BAT (when I used it) and then applied the textures. It is almost impossible for anyone to provide advice on unknown models from various sources which - I am assuming - are offered to you free of charge and made in programs other than the BAT and then themselves converted into different formats, anything can happen to both the model and/textures during the conversion process which makes an extremely old program like GMax have difficulty in opening them.
  38. 1 point
    The irony is that I had a burst of activity 5 years ago straight after LRMv4 came out and never touched it after that other than to update the light mast models to LRMv51 which were a big improvement. To test the 2-pass rendering with DarkNite (or MaxisNite for that matter.) do the following: in the sub folder zz_LRM40_zRVT Adds and Alters remove the file z5_RVT RVTNite 05-19 Seasonal Variable.dat which will leave the original Nite in action replace the zLightCones_RVTNite.dat with the corresponding one of those following below I found that the MAXIS buildings by night will always look like there's a full moon because of the strong blue cast and I don't use the Dark Nite myself because, as you say, there are too few examples. It does have its charm though as its a no moon spooky look. However if you're a city dweller, how often is it really that dark? I'm pretty sure that a judicious color adjustment of the FSH of Maxis Buildings could go a long way to making them compatible with Dark Nite, but it would take a fair bit of faffing about to make it better than a manual process. Knowing what the two light rendering settings in gmax (3dsmax) do would probably help a lot. LRM4_DarkNite 2Pass Cones.dat LRM4_MaxisNite 2Pass Cones.dat
  39. 1 point
    I'm uncertain what this would do for rendering the grayscale. The value of the data for each pixel determines its elevation in the game. (Modified by the scale setting in the terrain exemplar, ofc.) Width of 256 (tiles or pixels) minus one is 255, not 254. And that's used for the subscript for the array which can range from 0 to 255 to contain 256 elements.
  40. 1 point
    Haljackey

    Show Us Your Interchanges - The Sequel

    Diamond interchanges: approved. 1 2
  41. 1 point
    Ronyx69

    Ronyx: NEW Docks Released

    Working on that Icelandic project... Geyser: Moss & Rocks: Working on the map theme as well, realized that using huge oil/ore textures with very little tiling might be good to use for large scale detail. Since they seem transparent even with a white alpha, unless the texture is very bright, this is more like a color offset instead of a texture, but with more detail in the alpha: Here's the first "sketch" idea for the map: I think I will scale it down even more - that 5x5 area down to the 3x3 probably , I am putting more focus on detail and the custom assets, and I can't fill up such a big area with stuff... Also btw I asked BloodyPenguin why prop snapping forces props to stay on top of the ground, turns out the mod was just made to do it, so he updated it and now you can sink props as well: feel bad for those who made specific sunken versions of their props lol...
  42. 1 point
    RobertLM78

    Tour of Africa: Introduction

    That railyard is awesome!
  43. 1 point
    jmsepe

    Show Us What You're Working On

    A short update of what I am currently working on. Kaijo Metropolis now encompass 8 large city tiles with a total population of 3,607,202. I'm almost halfway of my goal of reaching 8 million. The tiles I'm currently working on is the airport in the upper left and the southernmost part of the city.
  44. 1 point
    Jasoncw

    mipro

    Thanks Today's work. Adding more windows to the base (and staring at the existing windows trying to figure out if their depth is right), and I finally put on the roof of the base.
  45. 1 point
    JP Schriefer

    Natural Wonders

    Amazing landscapes! I love the effects on Iguaçu Falls.
  46. 1 point
    Yarahi

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

    This set has a few different texture options; http://community.simtropolis.com/files/file/31346-various-lot-foundations-and-retaining-walls/ OlScare; http://community.simtropolis.com/files/file/28906-olscare-plazawalls-set1/ and Kergelen; http://community.simtropolis.com/files/file/28905-krg-parkings-on-slope/ also has some
  47. 1 point
    Isn't Origin the buggy and unpatchable one that makes everyone want to (cry and) demand their money back? Google "SimCity 4" + Origin, and then make plans to replace your game with a patched version from a reputable vendor such as GOG (which prices SC4 at $5 for maybe a week about twice each year).
  48. 1 point
    T Wrecks

    Res Plops

    With all due respect, this community has been active for ~14 years, it has been strong not only in numbers, but it has also seen many extremely knowledgeable members come and go (some have stayed, thankfully). These people haven't been sitting on their hands and drooling out of the corner of their mouths all this time. They have researched, tried, tested, experimented, documented, further developed, programmed, archived, refined, improved, analysed, tweaked, patched, expanded and optimized... So if you take a brief look and see something, chances are somebody has seen it before. Now, by all means, don't let that kill your curiosity or curb your enthusiasm! It's a good thing and the foundation of all improvement. So please do continue and have fun finding out stuff! However, I'd like to ask you not to jump to conclusions so quickly. In the cheats thread, you made it sound almost as if you had been the first one to document cheats and nobody knew anything about them. However, Cori linked two cheat collections that had been done before. Yours has the potential to become more complete and better, so that's good, and I welcome your effort! However, you could have paused to think for a moment and simply have asked "hey people, I haven't found any cheat documentation - hasn't this been done before?". Because if you think about it, it's very unlikely that nobody has ever done anything about it, isn't it? The same happens here. A simple question like "hey, look at this - am I up to something here?" would have been enough, rather than storming in and shouting that you have discovered the Holy Grail and wondering "why nobody saw this". We saw it. Just ask us, and we'll tell you. And if it's indeed something we haven't seen, then the discovery and the glory is still all yours, but we don't feel like you think we all may be morons. I know that feeling when you think you made the discovery of the century, but how do you think it feels for us when we read "I wonder why nobody [of you idiots - that's kinda implied here implictly] saw this", or "He who said that Res were not plopable and growable should go to front of a firing squad." (!!!), or "It's just hogwash!"? So that's why I'd like to recommend you take it a bit easier next time and try to formulate your discoveries a bit more neutrally and centered on what you observed, rather than making comments that sound derogatory. Now it takes more than a few words on the Internet to insult me, but others may be more sensitive - and what's more important: I don't think it is really your intention, and you are not doing yourself a favour because you might be misunderstood. So just be a bit more careful with your wording next time, ok? (To be clear, I'm not writing this as an 'official' statement in my role as a moderator, but merely as my personal feelings as a community member.)
  49. 1 point

    Version

    1,951 Downloads

    EBLTeam proudly presents, European house Add-on's latest addition: Azuleijitos Apartment European house Add-on is an effort to make your city's more variable in terms of housing, commercial and industry without either filling much your plugins folder nor unbalance the game. This is archived by a simply addition to the maxis original building families, which allows you to have more buildings and at the same time less space taken by dependencies and lot files. This building was made in accordance with the size of the Maxi's original building and it's occupant capacity. The rest of the values were archived using the PIM-X, which provides the best balanced values possible at the moment. This building is also multi-language, supporting at least Portuguese, Spanish, French, Italian, English (UK and USA) and German. But other languages may be included. For further information see the enclosed Readme file or visit the EHA thread at Simtropolis or at SC4Devotion MAC Users: File Juicer should enable you to use this installer package. Rates and Comments are welcome. Enjoy, Gn_Leugim
  50. 1 point
    bixel

    HK Kam Kam Tower

    Version 1

    9,197 Downloads

    HKABT Presents Kam Kam Tower! model: bixel modding: bixel readme: bixel Referenced from a real building located SOMEWHERE in Hong Kong. Kam Kam Tower Occupancy: R$$ 856 Pollution: Air: 12 Water: 12 Garbage: 60 Power Consumed: minimal Water Consumed: minimal LOT SIZE: 3x2 Stage 8 Euro Only Enjoy!
This leaderboard is set to Vancouver/GMT-07:00
×

volume5_md.pngURGENT! We need your help!

We urgently need your help to meet our September goal!

Please consider a donation today.

We need to continue to raise enough money each month to pay for expenses which includes hardware, bandwidth, software licenses, support licenses and other necessary 3rd party costs.

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation goes to help us keep the site running free.

Enjoy the site!

OK - See STEX Collections