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    • Teaser Paragraph:

      Are you tired of building in the same four directions? Do you wish to break free of the shackles of SC4's grid system? Well this tutorial will give a basic overview about diagonal gridbusting.

      Diagonal city building, or gridbusting as the SC4 veterans call it, is a hard skill to master. One requires a great many mods and attached is a list of relevant mods to help get you started. There are numerous in-game barriers to overcome and a great many visual issues which must be addressed to create that dream diagonal area.

      Read on if you are interested in grid-busting!

    • 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:

      Ever wanted an explanation of the Hexadecimal system used by SC4 for IDs? Well, here's your Hex 101, don't be scared, i promise to keep it simple.

      • 1 Comment
    • 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:

      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.

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    • i am flashed .. amazing work ... and eventually just a bit too much light - the 3d picture is quite bright.  
    • Thanks a lot for all your suggestions they helped !   Anyway - i finished the Model with light and texturing - all to do is the LOD-part. I realized that you can use the Move-It Mod also in the Assets-Editor and i used it to move the Ingame Floodlights into my Lamps here the "final" preview (the train is one the Game generates - Fits perfect) :     if you have any suggestions regarding the Model - don´t hesitate At the end .. i used a Rock Template for this Model .. so it needs no Road or anything else. What is your Opinion? Is a another Template better for the use?   And i installed also the "Asset UI Category Changer" - technically i should choose to put it where it belongs - in the Train tab .. is there any known problem with this?   and again .. thanks for help & suggestions - fine community this is
    • Looking good, it will be a good addition. About scale issues in blender. (In case you dont know) When you choose 'metric' for measurement and put 0.01 in 'scale' then you are ready to go. In that way you can use real measurements (for me it is meters) and you wont need to play with scale while importing asset(leave it 1). It is also good to put a box equal to 1 cell in game (8x8 m) while modeling. Or you can use simple 90cm x 180cm box when you want to compare your model with human size (especially good for building with doors) . These are very simple tricks, probably you already know them but I learned them very late my bad  
    • When you have time...we win! Those are awesome looking..thanks so much
    • This thread is so promising. I think your project is a great idea...I hope you don't grow tired of it. I love farms too....these lots you have look really nice. This is something I look forward to. Great job so far! cheers, tiger