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      March goal: We're almost there!   03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.

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  • - The R
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  • East Coast
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  • (SC4)。Gwaanjyut。関越。
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Found 5 results

  1. challenge upload

    Version 1.0.0

    296 Downloads

    KOSC presents: FA2 Open Grass Fillers (Beta) Introduction This is a small set of 2x1 FA2 compliant fillers aimed at eliminating the "staircase" wealth grass effect on fractional angled roads. As a beta release once again, there's a possibility for a greater and enhanced version in the future with support for other FA networks. Package Overview There are 10 pieces in total included in this set. Basic pieces include left and right side fillers as well as a inner transition piece (blank and with trees). Left and right side fillers are offered in 4 variants - 1 blank and 3 with trees (each are different). General Stats Lot Sizes: 2x1 Wealth: $$$ Cap Relief: R$ 2000, R$$ 2000, R$$$ 2000 Plop Cost: $5 (blank pieces), $10 (with trees) Maintenance Cost: $10 Lots are found in the parks menu. Dependencies Surprisingly light for once! Props BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 SPOT (for positioning helpers) Enjoy!
  2. Replies: tankmank: Thanks for your comment! To be fair the RHW has never interested me that much, while using it diagonally, and for FA, for cities has proven to be rather difficult, and time-consuming, to pull off. That's why I keep the RHW simple. kschmidt: Thank you! There may be a few too many European buildings however I needed more building variety. I am happy with the mixture of wooden and concrete housing. That "studio" in picture 2 is actually a convention centre, and in picture 5 this is an industrial BAT. tariely: Actually that diagonal park is part of the LOT, that's why I had a lot of them at the intersections. The next entry has even more suburbs and diagonals. raynev1: Thank you very much! Every RCI building is made historical and what I don't like, I demolish. Every other building is plopped in. kim026: Thanks! I use SFBT's elevated highway fillers- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2315. takemethere: I figured; may as well! As for the issue you have pointed out, well, the make historical option does work. One just hast to be careful to ensure every building is made historical. I have often missed a couple of diagonal homes because some of them are hard to query with the mouse, this is usually because the trees on the LOT are getting in the way. kingofsimcity: Thank you! Your parking sets have really helped towards adding fresh variety to Erinsberg and have been useful for parking and back alleyways. philforhockey51: Thanks! Dreadnought: Thanks! Picture 11 was a Herculean effort, but that was before I discovered Simcoug's diagonal R$$ homes could be plopped in. sunda: Thank you! gviper: It is actually an AVE-2 street. Perfect for suburbs when an AVE-2 T21 mod is applied. Fareru: I like to create distinctive areas, I do this by creating a theme for each area and spend a lot of time transitioning between themes. feyss: Cheers! Supernia: Nice, so roundabouts are a bit more common in the USA than I imagined. As for "more denser" the more is a qualifier, besides the sentence just sounded better with the more added in. Tonraq: Thank you very much! {---} Entry 54: Suburbs, Industrial Estates, Diagonals and other Stuff Two-thirds of this entry consist of pictures of recently completed areas, plus a smattering of overviews as well. The last third is a mini-tutorial concerning diagonal city building. So sit down, strap in and enjoy! {---} 1. Nearly all of the work I have done this week has been in the south of Erinsberg. 2. The downtown area. 3. W2W FTW. 4. 5 Using a mixture of pedmalls and SFBT diagonal fillers, I can extend the pavement and create simple diagonal parks. 6. 7. I recently rediscovered some R$ 3x3 C.P. Nineteenth Century Homes, they fitted in perfectly for this somewhat run-down, rustic area. 8. Paeng's Gridbuster Warehouses (found on the STEX) are invaluable for situations like this. 9. MOAR suburbs! 10. I have been experimenting with diagonal T-junctions and filling in the area with residential. 11. One of the industrial estates. I usually lay down the railways first then I fill in the areas. This helps to remind me about making sure the railway actually cuts through an area. Walls, trees and other barriers make sure that the railway is not something to easily access on foot in urban areas. Obvious I know, but in the middle of city building it is realistic details like this which can be forgotten about. 12. 13. Slope-friendly homes for a sloping area... 14. Making the most of C.P.'s BATs. 15. {---} A brief introduction to diagonal city building So from time to time I will post some walkthroughs/explanations about creating realistic/beautiful/interesting cities. It's nothing lengthy, just simple tips and ideas. The first one is a rather nasty area of the game- diagonals. {---} 16. Every player wants to gridbust- build in directions other than up, down, left and right. Vanilla SC4 only has orthogonal buildings, parks and fillers. Now the game has diagonal roads and the Network Addon Mod (NAM) has enabled players to go into FA (Fractionally Angled) territory, but the diagonal BATs and LOTs have not kept up with the various orthogonal options SC4 presents. It is possible to create several diagonal areas in a large city tile without it becoming repetitive. Ideally a city should feel like it is going in eight directions, not just the usual four. What about FA? I have only seen a few dozen FA BATs and LOTs. If you think incorporating realistic diagonals in a city is hard, then try exploring the dark art of FA design. It's something only the most skilled SC4 players use and very sparingly because the FA options are tiny. For now though let's focus on this rather nasty diagonal area. Adding in orthogonal buildings when there are diagonal roads and wide curves would look ridiculous. It's all very well laying down diagonal roads but without the means to incorporate them into the city, and masking the jagged diagonals (see the top left of the picture), then one should may as well stick to the grid in urban areas. Fear not though, there is a way to make diagonal areas look smooth, flowing AND connect with the orthogonal areas of the city. Note: I keep saying orthogonal, it just means right angles, or for SC4: up, down, left and right directions. 17. For starters clear the area, get out the grid and start counting the width of the diagonal area- number of squares. I've found that a diagonal building on its own, complete with a back-door filler, takes up two squares/tiles of width. The thinnest diagonal city block is three squares in width. Finally, to bound a diagonal building between a road and some kind of barrier takes between two or three squares width. Note: technically two rows of diagonal buildings, which don't connect, could be considered a city block. However, I've found it usually looks pretty weird. 18. This is really important because to complete a diagonal area one must know how much space there is available. There is nothing worse than demolishing the diagonal buildings because there was not enough space; it means many lost minutes as many inner-city diagonal buildings are scattered throughout the landmarks menu. 19. Having laid out a street template I have gone ahead and plopped in most of the Wall-to-Wall (W2W) buildings for this area. Fuse orthogonal with diagonal buildings, this really does give the impression that the city extends in eight directions/angles. I have compiled a small list of diagonal buildings, one link for each diagonal BATter. But that's all fine and dandy; what will stop the buildings not connected to a road from becoming abandoned? 20. The answer to this is pedmalls. Just one pedmall next to a building and it will never become abandoned. I don't believe this will work for residential buildings though, the Sims need to access the road network to find a job. Connected pedmalls though will ensure a connection. In the middle left you can see the pedmalls in action. For the player just starting to use these pedmalls I will say this- you will see that Maxis white pavement texture. I use a sidewalk mod and Paeng's pedmall parks to bring the sidewalks to life. A word of warning about pedmalls- when you plop them next to streets/roads the sidewalks will not appear. Plop any lot or building, on the other side, to make the sidewalks appear. Another consideration is the jagged texture tiles of the street. Do you want grass or pavement? Pavement works best for inner-city areas. But plopped buildings always cause the street to show jagged grass textures. Worse still, if you want to expand the pavement with pedmalls or diagonal pavements, it will only reinforce the jagged appearance. Here I will let you in on a little secret- the NAM has the SAM (Street Addon Mod). The SAM contains two streets which will always have jagged pavement textures: SAM 6 (cobbled streets) and SAM 10 (Japanese Moonlight textured streets). I use these streets often for diagonal inner-city areas. In this picture I used SAM 6. But a word of caution- use SAM 6 sparingly because cobbled streets imply old areas; pre-20th century and older. Think of the Old World and Europe, think of narrow streets and pre-modern architecture. I am building an American-styled city and I have used the SAM 6 sparingly because cobbled streets in American cities are, I believe, rare to see. 21. Fillers are important for making the area behind these diagonal buildings look convincing. Diagonal buildings often come with 1x1 lots which have a variety of textures. SFBT's diagonal pavements and pedmalls can make the appearance of these back areas more uniform and consistent. I will be applying two layers of diagonal fillers: 1. a half pavement/half grass lot and 2. a half forest/half transparent texture with a fence running through the middle. This will give the appearance of the area being closed off and mark a clear separation between building, road and whatever else borders the area. 22. In the bottom middle of the picture I improvised together a park since I was running out of space. I even snuck in some FA! I would say that this area has been reasonably filled in, fits in smoothly with the bordering roads and looks like another part of the city. But a special part because it is a diagonal area. Additionally the FA pavement, the numerous diagonal roads/rails and the curving highway all create the impression of grid-busting. In the area I filled can you see any jagged diagonal edges? THIS is an example of a seamless diagonal area. This was a small area about two hundred squares worth. This took me roughly 45 minutes to complete. For someone starting on diagonals for the first time it will take a couple of hours. Diagonals are rather tricky to get right, it does not help that the selection of diagonal fillers and BATs is far smaller than the selection of orthogonal fillers and BATs. Finally, to conclude, I recommend the following method for constructing diagonal areas: 1. Work out the width of the area. 2. Place in the necessary streets. 3. Plop in the buildings; be that diagonal, orthogonal and diagonal/orthogonal transitions (BATs which are as rare as gold dust). 4. Add in pedmalls and consider using SAM 6 or SAM 10. 5. Infill diagonal blocks with trees/pedmalls/fillers/concrete/paths/parks/car parks. The fillers can be a mixture of orthogonal and diagonal. 6. Extend the back area of a diagonal row of buildings with diagonal fillers, lay in at least ONE diagonal layer and then choose between further diagonal layers or extending the back with orthogonal fillers such as trees, grass tiles, etc... 7. Fill in spare space with either more buildings or parks or something unique. Be creative with how you fill in empty squares. {---} List of goodies: Diagonal buildings: xannepan's content- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1613 (LEX). Glenni's content- http://community.simtropolis.com/files/file/22357-transition-from-long-to-short-diagonal-buildings/ (STEX). prepo's content- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1324 (LEX). Ferox's content- http://community.simtropolis.com/files/file/18809-diagonal-euro-buildings/ (STEX + his other files are largely W2W). zero7's content-http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1174 (LEX). Paeng's gridbusting warehouses- http://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/. Motokloss's content- http://community.simtropolis.com/profile/422335-motokloss/content/?type=downloads_file. Reddonquixote's content- http://community.simtropolis.com/profile/68861-reddonquixote/content/?type=downloads_file. --Quite a few of his buildings have diagonal versions of them. Darknono35's content- http://community.simtropolis.com/files/file/29566-nybt-605-third-avenue-ny/. Simcity Polska links: http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=47, http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=145 and http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=83. Fillers: SFBT diagonal filler lots http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197. MGB - diagonal fillers http://community.simtropolis.com/files/file/29797-mgb-diagonal-filler-set/. T-Wrecks's IM IRM filler set - http://community.simtropolis.com/files/file/28298-industrial-revolution-mod-i-m-filler-set-1/. Diagonal industrial fillers- http://community.simtropolis.com/files/file/27699-nightowls-diagonal-industrial-fillers-and-extenders/. Bonus: Paeng's Pedmall Parks- http://community.simtropolis.com/files/file/26454-paengs-pedmall-parks/. The latest NAM (more support for SAM 6 and 10). RRP Wooden Fences- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1888. KOSC diagonal parking- http://community.simtropolis.com/files/file/30953-kosc-sp-modular-parking-diagonal-set/. AND Gobias' sidewalk mods. (Note- For some reason Gobias removed all the files, ask someone who has these files to send a copy. There are a total of ten different sidewalk textures he created with each containing a bonus generic plain texture to replace all the Maxis white.) PLUS grab the rest of T-Wrecks IRM fillers and while you are at all of his IRM files. FINALLY- If you are a real die-hard then type in "diagonal" into the LEX and STEX searches. Scour these exchanges and nab everything which says diagonal. It will probably take several hours but the reward of more variety is always worth it. {---} Additional content (edit- 08/05/2016) Rivit's RUM-http://community.simtropolis.com/files/file/29279-rum-for-rrw/. --This is for transparent railway textures. MGB - Terrain Grass NAM (TGN) for Gobias Berner Oberland- http://community.simtropolis.com/files/file/30159-mgb-terrain-grass-nam-tgn-for-gobias-berner-oberland/ --Replaces all the road network grass textures with the Berner Oberland styled grass. There is also a Sudden Valley, Appalachian and Pyrenean version of this mod to. Selecting the base texture replacement option for the Berner Oberland, Sudden Valley and Appalachian terrain mod installers. This goes hand-in-hand with the TGN. For Berner Oberland and Sudden Valley, Gobias, the creator of these terrains, removed the files from the LEX. So you will have to ask around to see if anyone would send a copy of these files. {---} And now here is one more overview of Erinsberg, this emphasises the urban area. Is this a city of four directions or eight? You be the judge of that. 23. {---} I will post another update next weekend. It wouldn't hurt searching for "overhanging" either...
  3. Replies: kschmidt: I will be developing some hi-tech industry around the outskirts of Erinsberg and also in strip mall areas. I won't be building an outer ring road, if I were developing a region then such a ring road would be built outside of the Erinsberg city tile if I were to make it realistic. As for the roads in the city centre I used mainly two-lane avenues and three-lane one-way roads, plus a three-lane avenue at one spot, since I feel the city centre does not any more wider road types. Thanks for the comment! MissVanleider: Thanks for your comments and for providing a link! To answer your question I use a replace base textures option which comes with the Berner Oberland and Sudden Valley terrain mod installers. Combining this with rsc204's Terrain Grass NAM (TGN) for Gobias Sudden Valley mod, SFBT's diagonal fillers and rsc204's Diagonal Filler Set creates rather seamless, uniform areas. rsc204's uploads have been a real game changer for SC4 since they change the game's appearance in a subtle but powerful way. My only foray into custom lotting was creating a transit-enabled railway grass filler so that I could have the grass texture when three or more railways were laid together. Otherwise the outer railways would have had the grass texture and this annoyed me a lot, thus I used the LE to rectify this issue. feyss: Thank you! The link MissVanleider provided contains the "crazy" Japanese skyscraper. tariely: A lot of those trees will remain intact in the hilly areas of Erinsberg. So there will be the best of both worlds. Dreadnought: Thanks! The "hill country" as you call it is something new for me as I usually build on flat terrain. However, GTA V has inspired me a lot since its fake LA outskirts are something I want to emulate in Erinsberg. philforhockey51: I'm going to be around for the next five to six months with first Erinsberg and then another, and more experimental, city tile which I will be working on. kingofsimcity: Keep in mind that all I am trying to do is create a Los Angeles feel: a few LA landmarks, my version of the Hollywood movie studios, the famous Hollywood sign, the mountains to LA's east and of course the famous U.S. Bank Tower; I may even get around to creating some drainage canals to... With that said, I am in no way trying to recreate LA; Erinsberg is its own unique city. Toothless Stitch: For the north part of Erinsberg I want to create a lot of green wealthy suburban city blocks, and then in the hilly areas create lots of fine mansions, a fake Beverly Hills if you will. kingofsimcity's car parks will be heavily used for the suburban strip mall areas. raynev1: I am really enjoying creating Erinsberg and inspiration keeps on coming. {---} Entry 52: Erinsberg Update This past week has been extremely fruitful as I continue to develop Erinsberg. I work city block by city block and wherever inspiration takes me. Here is a selection of completed areas, in particular I am very pleased with the final picture. Enjoy! {---} 1. As you can see Erinsberg has doubled in size. 2. The M20 roundabout. Roundabouts aren't very American but I just had to put a few in! 3. I realised that city blocks don't always have to be filled with buildings, even the city centre should have space and pretty parks. 4. FrankU's Dutch Plaza set has been invaluable for infilling city blocks. Additionally I have been using pedmalls to offset some buildings and to ensure they are not abandoned. I have discovered that any plopped building, not residential though, does not become abandoned if it is connected to just one transport tile: street, road and even pedmall. I made this discovery about a year ago when working on the rural area of Ravensworth, now though I am applying it a lot more. 5. Nothing like some Commie blocks to create a poorer area! Credit must be giving to the SFBT Moscow Housing Blocks http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3302 and other European flats uploaded by Andreas. 6. The SFBT PreFab Filler Lots (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3301) go hand-in-hand with these housing blocks! 7. A street winds its way through the outskirts of Erinsberg. I spent an entire evening terraforming the hills just so I could drag a series of roads to cut into the countryside and additionally to create some spots for villages. There will also be other special features in these hills to... 8. I am really enjoying the Cascadia Tree Controller. 9. Back to the city. 10. Creating the small green space to break up city blocks is a method I am now using with greater frequency. 11. The imposing grey building is Jasoncw's 994 Vargas Avenue, one of the finest W2W buildings in my opinion and one which will fit into just about any city. For those interested- http://community.simtropolis.com/files/file/31028-994-vargas-avenue/. 12. This is a special picture for me. I was going across the hills in Erinsberg when the bushy area in the top left caught my eye. Then I remembered that I had Mattb325's Fallingwater building and I realised this would be the perfect place for it. It blends right in and given the famous nature of the building in real life, I decided to create a small car park for tourists and create a small village next to it. Not sure why but it's one of the rare few SC4 pictures I took which is somewhat mesmerizing to me. {---} In future entries I will write more about certain pictures and the story behind them. It's kind of like a guide or let's play via pictures as I continue to explore the possibilities of the plugins folder. I am coming to realise that if more great filler sets such as KingOfSimCity's car parks, or SFBT's prefab filler lots, come along, then I may never have to consider lotting ever again. I am coming to the point where with the right fillers and MMPs I can integrate just about any building or lot I come across to the area it resides in. Next weekend I will post another update on Erinsberg.
  4. Hi 3d designers. I would like some half finished building props. I would like to use this on construction site fillers.
  5. Version v1.0

    2,636 Downloads

    Everybody needs some diagonal fillers, right? As usual everyone has their own ideas and ways of going about such things, so here is my personal "basic" set uploaded for others to make use of.   Features:     - All sidewalks will adapt to your Sidewalk Mod, so they will work with them all (Super light asphalt shown)*.   - Maxis trees used will be replaced if you have a tree replacement mod.   - Maxis Streetlight will show your streetlights if you have a Maxis Streetlight replacement mod.   Dependencies:   The only dependency is SFBT Essentials, however you only need one file from this set, SFBT_ArkenbergeJoe_Texturen.dat. If you are downloading these fillers for use with my TGN mod, then you do not need SFBT essentials, the file "Diag Filler Override" contains more compatible versions already.   If you use MAS71's walls, or install the file MAS71_GuideArrows_v100.dat from this set, you will see helper pieces to assist with orientation when plopping.   *Note: These fillers require a texture replacement mod that replaces the default Maxis LE textures with your sidewalk, otherwise they will show the default Maxis textures, i.e. white. In case your sidewalk mod doesn't have one yet, it only takes about 5-10 minutes to do, I've uploaded a tutorial here which novices should be able to follow.   If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg.   Enjoy,   MGB.