• New Articles

    • Teaser Paragraph:

      Learn how to write short, simple scripts using AutoHotkey to automate repetitive modding tasks. At the press of a button, something like this is achievable:


    • Teaser Paragraph:

      How to make a visually pleasing slope...

      …exactly the way you want it, without the help of a slope mod.


      Yes, it‘s right. We’ll attempting the almost impossible: Creating a slope that looks good, exactly the way we want it, without resorting to a slope mod. The goal of this tutorial shall be: We will be (for demonstrational purposes) making a 7.5m overpass over a railway line, where the terrain rises exactly by 1.5m per city tile.

    • Teaser Paragraph:

      Want to know the full ins and outs of the Japanese NAM Facelift Mod? Well look no further...

    • Teaser Paragraph:

      This is a method to let you reset cameras in Gmax with a right-click on the viewport as in 3ds Max. This is useful when after previewing different views with BAT scripts you are left with an ortho view locked in where perspective used to be, or you accidentally shift one of the top/left/side views into perspective and want it back.

    • Teaser Paragraph:

      The following article has links to various threads, tutorials, websites etc for any new players or others who are a little overwhelmed with information overload on the Simtropolis site.

      Be aware you will have to do some reading on the threads but there is some very good information in them and I think you will find them helpful.

      Have fun with the game and happy hunting!

      :] PLEASE Feel Free to Make Your Own Suggestions :]

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    • No I dont think so. Rather it's that the settings in the ini file seems to pertain to (regional) rendering, rather than the running simulation ingame. For instance Lowkee's Apalachian terrain mod offers an erosion setting, which makes for smooth region rendering (i.e. without any visible seams along the city tile borders).  However it's mostly unknown what effect the other ini settings have, let alone how the simulation would make use of them. 
    • Could that mean there are two ways of activating the simulation? Or I'm just confused? I checked if some relict Lowkee file was on my plugins, but no... That sounds really interesting! Currently both the terrain mod and the tree controller on my configuration act as on the northern hemisphere (i.e. more humid at the beggining-end of the year, drier on the southern slopes). If this could be used to inverse those configurations, I'm in!
    • Not sure if there's anything else to add, still 10% of the texture space is not used. Probably going to make a couple variations of it as well. There are some moire pattern issues since the texture is so small and has distinct lines but meh. Maybe I should increase the specular on the entire texture a bit, can barely see it now.  
    • I am looking into this with a different approach than decals. Because you can't put decals on decals and control their order, they kinda flicker around.
      I always wanted ploppable asphalt which matches the roads and can have decals on top of it. I found a shader which looks like the cliff texture of your map theme, but somehow you can make it show the upwardroad texture of the map theme.
      And it also is multiplied by the color variation. And decals work on top of it. So my idea now is making flat ploppable asphalt props which are very close to the ground.
      And making a mod which controls the color variation of those props, so you can match it to the brightness of your roads. The prop looks screwed up, but you can see it uses the upwardroad texture and multiplies it with the color variation, and decals are visible on it:  
    • I'm really enjoying the modelling of this ship so far. The model currently stands at 4500 tris and will probably hit the 7000 or more once fully detailed, which is less than I would have thought. However the LOD will be another story so I'm not looking forward to making it...