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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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  • (SC4)。Gwaanjyut。関越。
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  1. View Album Just traipsing through some fields and villages in my new region... :-) Overview Nightviews And Thanks again to all who nominated this CJ for a Trixie!
  2. View Album A town that has struggled for a long time with the different water-levels from the surrounding rivers and lakes... We enter near the northern flood control station... The inland industrial complex... Click for fullsize... Nearby housing project... Edge of industrial zone... Turning toward the inner city... Wealthy residential area... The city garden with theatre, bandshell, aviary, museum... and some shopping opportunities... Financial and government district - celebrating the tamed waters with some artificial ponds... Nighttime... Large overview...
  3. Welcome to the development thread for CT14 lots and BAT. Here's a quick list of current releases so you don't have to scroll through the thread to find them all: North American Freight Sidings Llama Terminal Company SABER LA River Troy Gasholder Building FAB Diagonal Industrials North American Freight Sidings original first post: Inspired by the lack of existing lots representing protypical North American freight railroad sidings, I've created a system of lots that can be used to create eye-candy rail sidings. They are transit-enabled for appearance. I have been encouraged to share my progress in a dedicated thread by helpful feedback in the Show Us Your Railroads general thread, especially from SimCoug, T-Wrecks, raynev1. And the whole thing wouldn't exist without the Jestarr props. Features: 18 ploppable lots for different railcar types on double track rail Transit enabled connections to make the lots fit in seamlessly anywhere Three prop families to provide a variety from Jestarr's boxcars, intermodal and general merchandise freight ("Junkers") RRW compatibility Known issues: Transparent texture bug as described here http://community.simtropolis.com/forums/topic/42425-transparent-texture-issue/ The lots need custom icons created and added, through Reader as described here: http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Inserting_a_custom_menu_icon_with_the_Ilive_Reader Future development ideas: Single Track Rail lots don't match exactly when using textures extracted from the RAM .dat, and I probably need permission to use them separately in any case. So, STR sidings may be a separate release at some point. Four-track lots would be prototypical for large yard trackage, but don't exist in RRW. Custom textures might allow some eye-candy four-track lots in future, this would resemble an updated subset of NCD. Dependencies: BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 For RRW, you need the NAM with RRW enabled. Download: Please report bugs here. Thanks!
  4. Replies: Takingyouthere: I believe that after about 110 entries I fully switched the CJ over into the dedicated CJ section. Annuq had many highlights and it holds up very well. But the thing is I went even further with both the quality and the layout, now Annuq had both rural and urban scenes and I really thought I could not go any further at the time. Well I developed my rural skills even more in Faverdale, and I reckon the best-looking urban work was in Garforth; that was my peak. Finally I combined the rural and the urban together in Erinsberg as one complete package. Furthermore Annuq was created in mid 2015, Erinsberg was made in early to mid 2016. Not only was I using filler sets that I once thought would never work (FrankU's parks and plazas for instance or SPAM), but there were new toys available which gave me further options. So Annuq is very good but it's not my best. It was a template for the progression I made last year. JP Schriefer: Thank you! The 2016 highlights simply double down on all that you said. mike_oxlong: It does take time and I had to do it on an industrial scale as I sought to complete a large city tile. {---} Highlights from Entries 101 to 110 From this point on we get to the VERY good stuff: starting from late 2015 in the CJ's history and moving forwards all the way to the present. And it only gets better moving towards the present. Now, most of the entries are from Annuq with a few towards the end from the rural city tile of Faverdale. So enjoy! {---} 1. The heart of Annuq's downtown. Always go full W2W. 2. 3. 4. 5. It was getting to the point where even that small area with the church required about thirty minutes or so to get right. 6. Another overview of Annuq. 7. 8. 9. Annuq's city centre east. 10. 11. rsc204's TGN mod in action. 12. 13. Being from Britain, roundabouts often feature as centrepieces to entrances to industrial and/or retail estates. 14. 15. Annuq's city centre west. 16. This is probably the largest, compact, urban interchange I have ever built. 17. 18. The coolest thing about newer versions of the NAM is the interconnectivity of avenues and the altered MHW. 19. 20. The roundabout of grid-busting. 21. And now moving on to northern areas of Annuq. 22. As much as I love to build cities and create urban environments, I love to create rural areas and agriculture even more. 23. 24. It is in agriculture and rural areas where one can truly grid-bust. 25. 26. 27. 28. 29. 30. The greenhouses are from FrankU's farm fields set. 31. Since ionionion's OMCO filling gravel (MMP) has a wide range then it can cover streets and roads with dirt and grit. 32. The factory and large car park surrounded by fields and green areas was an industrial concept I should have explored more. 33. I also started experimenting with MMPs to expand the lots of buildings and ploppable structures. The car park is fully MMP. Inspiration for this came from Fasan's Krokanien MD work. 34. MMPs can also connect lots which are "incomplete" and not "self-contained". 35. 36. 37. A picture taken from Faverdale. The field dominating the picture is my favourite field, I used three MMP layers to create a thick, vibrant flowery look. 38. And back to Annuq. 39. This is in north-western Annuq. 40. Mixing W2W with semi-detached properties and apartments can yield some impressive results. It emulates what is seen in British cities with clumps of semi-detached housing, apartments, terraces and other W2W residential. 41. But while I build in a British way I mix up European, USA and British buildings together. 42. That offset house in the centre is the Stax house. 43. Eastern European Commie blocks are the best. 44. 45. Welcome to Faverdale. 46. Faverdale was the first of three completed city tiles which I made in 2016. 47. 2016 was the year where I worked out to create something reasonably realistic and then ran with it. 48. Faverdale's theme was that of rural settlements and the countryside. I did most of my best and varied MMP work in Faverdale: fields, forests, grassland, rocks, rivers, marshes and agricultural scenes. 49. It was in Faverdale that I heavily used SPAM: fences, buildings and MMPs. I'm glad I used it as it provides much needed agricultural variation. 50. Using one of Bipin's petrol stations. They work well: both in grungy urban environments and in rural ones too. {---} This Friday stayed tuned for more rural delights from Faverdale- which includes some of my most favourite countryside pictures ever.
  5. Replies: _Michael: Thank you! Abrams124: The ABBT buildings have been somewhat obscured, but the BATs are timeless and a must-have for any W2W area. RandyE: Cool! Simmer2: Thanks; it's all about space and what's behind the buildings. mike_oxlong: Cheers! PaleoCardio: I don't use the Lot Editor, so all I can do is improvise and experiment with the plugins I've got. kschmidt: A lot of the buildings were plopped. A lot of the industrial BATs are often early to mid 20th century- which I like. Thanks for your comment! matty575: Thanks! TekindusT: Correction; how to build industrial areas almost two years ago. There are now new toys to play with. Akallan: Thanks! And to answer your question I have two words: NAM 32. This was before the existence of the insane flex-piece wizardry of NAM 35, if I had had NAM 35 two years ago then this interchange would have been very compact. BugeyedDragon: Two links and just two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2578 and http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=193. {---} Highlights from Entries 91 to 100 This is a bigger update since I tried to get more highlights from the 100th entry. Now, in these ten entries all the pictures are from Annuq. So prepare for canals, oil refineries, heavy industry, commercial, suburbs, ruins, wasteland and dense W2W areas. On a different note entirely, I have also been recently working on a few small areas to get some fresh pictures for the finale entry- once the highlights are all done. {---} 1. Diggis ponds, MMPs and NBVC's modular oil port. 2. In Annuq I decided to combine canals with industry. 3. City centre. 4. Never go full diagonal! So much time lost... 5. 6. 7. Forestry and ruins. 8. Heblem's legendary Mall del Sur. He released this mall in early 2015 and I believe it is the biggest mall BAT/LOT ever created. 9. And an overview of Annuq itself. This was the first city where I actually checked every building and made sure it fitted. Annuq was my own personal benchmark; at the time I thought I could not go any further but the 2015 SC4D Christmas Calander BATs and LOTs really changed that, so too did Simmer2's and KOSC's custom content work... 10. Dead centre is Annuq's oil refinery. 11. For the oil fields I used Deadwoods oil fields- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=472. 12. 13. And for the oil refinery buildings (those grey, grimy ones) I used Citynut's Modular Oil Refinery- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549. For good measure I combined all of this with NBVC's Modular Oil Port. 14. Throw in T Wreck's IRM IHT fillers and they complement NBVC's oil storage tanks. 15. 16. As I was building Annuq I began to throw in more MMP elements to add some more to the wildness and griminess of industrial areas. 17. The smoke stacks can be found in Bipin's Industrial Essentials. 18. 19. 20. Industrial wasteland. 21. 22. 23. nos. 17's relots of malls and FrankU's warehouses really go well together. 24. 25. 26. 27. 28. 29. I chose 5x5 residential plots to expand the size of the city blocks, the idea being to give the impression of larger, sprawling mid-rise suburbs. 30. rsc204's TGN mod in action; grass texture unification. I first used this mod in Annuq; it's very subtle but it changes the whole dynamic of urban areas and green areas inside of urban areas. 31. T Wrecks 5x5 apartment relots in action. 32. Some middle-class mid-rise suburbs. 33. Add in small T-junction street entrances/exits to visually connect RCI lots to road networks. 34. 35. T Wrecks W2W IRM in action. 36. W2W IRM is great for mid-rise industry located in residential/commercial areas. It can also be used to create large city blocks; infill them with T Wrecks IRM fillers. 37. Who said vanilla SC4 industry had no place in cities? See centre-right! 38. One of my favourite intersections in Annuq. Count up how many street entrances there are to buildings and car parks. 39. This is KingOfSimCity's Lakeside Place relot- the massive office building. 40. 41. One of the trickier things to design is W2W building variety and suitable back alleyways. 42. The blue glass building is Xyloxadoria's London Bridge Quarter Place 1; a fantastic mid-rise commercial BAT. Even better it is squat and chunky and those kinds of commercial BATs are hard to come across. 43. 44. 45. 46. 47. 48. And back to the industry. 49. In early/mid 2015 I started combining fillers, MMPs, diagonal buildings, fencing and ruins to give a more dynamic and grungy feel to industrial areas. It's a type of industrial SC4 haute cuisine. 50. 51. 52. The Chelsea Mills Grain Elevator- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367. A VERY cool industrial building and lot! It has both railways and canal sections! 53. 54. The remains of two levelled factories- sure would draw Trump's ire! But seriously this sort of thing can be seen across the northeast of England. 55. Since the start of the new millennium a lot of these wasteland sites have been redeveloped in the northeast: they are now housing, shops, supermarkets or leisure facilities. 56. My first foray into lumber and the timber industry. 57. 58. 59. {---} The rest of the highlights are from 2016 with a small remainder from Annuq, I posted 47 entries last year so there will be six more highlight entries and then the finale. To be fair the 2016 entries are the real highlights of this CJ; so stayed tuned for some SC4 magic. {---} Bonus: These pictures and many more will be included in the finale of this CJ. No Lot Editor was used.
  6. Hi everyone I am having a problem with Paengs IND Alleys. I only get one single tile instead of 3 tiles (straight piece) and cannot connect tiles together as the notice shows the neighbour tile is already occupied (though it is blank). See pic. I can separate the tiles, but cannot get them together to make a concurrent alley: Does anyone know why this is the case or am I using them incorrectly? I have tried dragging road through, but they remain as road in between Thanks for any help. PC
  7. Replies: Simmer2: Thank you very much! Tyberius06: Thank you! The factory is this one- And the train station is this one- mike_oxlong: Thanks for that comment. But I am moving on from SC4 since I am focusing on story writing. Also thanks for providing the links! Akallan: Cheers! MissVanleider: Thanks, and yes I suppose it would be Simcity China since the Lego blocks are probably made in China! philforhockey51: Thanks for that. I would suggest browsing through the forum version of the My SC4 CJ Scrapbook, a good place to start would be about here to answer your question- tariely: rural areas and low-rise areas and suburbs interested me more and more as I played SC4. Takingyouthere: The 2014 pictures are good, the 2015 ones are better and the 2016 ones is where I peaked. {---} Highlights from Entries 71 to 80 These pictures are from two city tiles: Broadsville and Weckum. Broadsville is where I experimented heavily with diagonals and industry. Weckum is where I fine-tuned the W2W city blocks and the eye for detail and consistency; consistency in the RCI was something which the 2014 entries of this CJ sorely lacked! These entries cover a six-week period from the first day of 2015 up to mid-February. The progress I made with rural design, urban design, W2W buildings, ground texture consistency and other SC4 areas was very substantial. I would go on to consolidate what I had learnt with the city of Annuq and go beyond that in 2016. {---} 1. We start off in Broadsville. 2. During the winter of 2014/2015 there were new buildings and lots to try out, a special shout out must go to nos.17 who single-handedly gave fresh life to malls, commercial strips and low-rise shopping complexes thanks to his great relots. 3. Though Broadsville was never properly finished there were many areas complete; the town centre for instance. 4. It was in Broadsville that I discovered diagonal buildings. 5. I tried out every possible combination and arrangement, suffice to say it was a very steep learning curve. 6. I learnt that the hardest part of creating city blocks with diagonal buildings is the fillers and the gaps between the buildings. 7. The other main area I finished in Broadsville was the industry just east of the town. 8. It was a chance to once more explore FrankU's warehouse set. 9. During this time I also discovered WorkingMan Productions. It was a small team who specialised in relots and rural BAT/LOTs. 10. The city tile of Weckum came about by accident. It was originally a testing ground for a new type of mod the IRM W2W, that is T Wreck's wall-to-wall Industrial Revolution Mod. The IRM W2W uses buildings and props to help create W2W industrial areas. 11. This is a very brilliant mod as it is super useful for creating an early/mid 20th century feel to urban areas. In those times factories and warehouses were often closely situated to homes and shops. 12. And back to Broadsville and the industrial area. 13. I wanted these areas to have more car parks and space. 14. 15. This area is a very weird mix of elements: highway lots, residential, alleyways and rural industry. But it somehow works... 16. Here I push to the limits Jestarr's BATs. It's all about how to combine them all together. 17. 18. 19. 20. And now for something very different; a Medieval town! 21. Here's the link for xannepan's castle: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3036. 22. The rest of the buildings are from Wallibuk who creates a lot of East European buildings which can be found on the STEX. For the castle walls look for the Slovak/Hungarian smalltown file. 23. This trick I picked up from Fasan (of SC4D). The trick is to plop in vanilla agricultural fields and hide their edges with MMPs. This simple method can yield some ridiculously realistic farming scenes. 24. 25. 26. And now back to Weckum. As strange as it may sound but industry as often been my muse in SC4, it was the first thing which pushed me towards more realistic city designs. 27. In early 2015 I was still figuring out how to create "realistic" cities. These days I don't even think about the realism anymore, now it's 100% aesthetics. 28. Yet more work on creating seamless diagonal fillers. 29. By this time I was heavily using T Wrecks 5x5 apartments to infill suburbs. T Wrecks is one hell of a relotter! 30. And another power station! 31. This big, black skyscraper was a happy accident, yet it came to define the city centre of Weckum. 32. The city blocks on display here are some of the first where I began making sure every building fitted. This greatly added to the time required to finish cities, while it also involved insane amounts of demolishing buildings still I got the right one. At least I managed to find the lotplop cheat though during this time! 33. And the completed city tile of Weckum. 34. 35. In an interview on the now defunct PLEX, Paeng stated how he would focus on one area trying to make sure every building, every fillers, every MMP, every lot, every square tile looked right and "fitted". Three years ago I thought this was obsessive, but I came to adopt this style during 2015. 36. It was in Weckum that I discovered how MMPs could complement urban areas. The cars in the back alleyway are all MMPs despite them appearing as props on those building lots; MMPs can help to give extra detail and spice in lots! 37. I also discovered Goofyguytpa's W2W buildings, these are invaluable for infilling urban areas! 38. Another thing I started doing as well in early 2015 was making sure the ground textures flowed smoothly. Ground textures trip up many SC4 players in their quest for realism. This became my strength in 2015 and I explored this even further in 2016 in both rural and urban settings. 39. 40. {---} In the next set of highlights there is a lot from Weckum and also from Annuq. It was in Annuq that I found a standard I was at last happy with- quality, ground texture consistency, good RCI placement and variety and all kinds of other factors.
  8. Version 1.0.0

    197 Downloads

    FAB Diagonal Industrials Type: Landmark (I-M) Menu: Landmarks Lot size: 1x1 (overhanging building prop with right angle 45 degree trapezoid footprint) Plop cost: 50 Bulldoze cost: 10 Capacity satisfied: 23 Prop family: 1, 2, 3, 4 story buildings in HD Variations: Left and Right versions Theme: 19th century/early 20th century/brown brick/W2W Night lighting: Maxis About: Here is the first release in the Fractional Angle Building series, the FAB Diagonal Industrials. They fill the space next to any diagonal network. Mirrored left and right versions are included. The buildings use a prop family with between one to four stories appearing randomly on placement. No dependencies. Version history: 2/19/2017: v1.0 release Development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  9. Version 1.0.0

    2,273 Downloads

    Selby Shoe Factory, by Mattb325. --------------------------------------- So ...... given my 3yr license on 3DS Max 2013 will expire next week, I spent the morning installing 3DS Max 2014 and troubleshooting to get it to work with Bat4Max (there's half a day out of my life I'll never get back, but it is either that or no more BATs!). This is a quick test building to ensure that 3DSMax 2014 works as far as getting content into game: it was too nice to simply leave as a test, and as it's been quite a while since I made any I-M content, I thought I'd share it. This BAT is an early 20th Century shoe factory inspired by the Selby Shoe Company in Ironton, Ohio. It is your typical mid-size, brick manufacturing building that can be found in so many towns and cities all around the world. Today, like so many other manufacturing buildings, this one stands empty. This is presented as an IM anchor building on a 4x4 lot. Use the CTRL key while zoning to assist growth. --------------------------------------- STATS (IM§§): Growth Stage: 3 (high density industrial zone only) Bulldoze Cost: §452 Capacity Satisfied: IM§§ 329 Pollution: 19 (Air)/ 13 (Water)/ 4 (Garbage ) Pollution Radius: 9/13/0 Power Consumed: 20 Mwh Water Consumed: 296 Gal/Month Building Style: N/A Occupant Group: Industrial / IM / Anchor --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot or Desc files! If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: This file requires no external dependencies. --------------------------------------- To install, simply unzip the file into your plugins folder. Thankyou and enjoy.
  10. All this time playing SC4 and I had been building a very large industrial area. The puffs of smoke started to become irritating and causing the game to lag. I was going to ask if there's a mod to eliminate the smoke, but then went to Graphics Options and simply changed Visual Effects to Low and the smoke puffs disappeared. The vehicle automata improved. I'd rather see the vehicles than all that smoke. So this is an option if you are building a major industrial city.
  11. Replies: _Michael: It took a lot of terraforming and road laying to get them roads smoothly rolling over the hills. tariely: That final mosaic was an absolute nightmare to do. Crashes, crashes and more crashes every time I was moving away from the city centre. Finally I got about six photos and the game crashed, so what I did was carefully note my position on the map to carry on taking pictures. I was only two pixels out! raynev1: Exactly- BAM! And thanks for that comment, all I do is show what is possible without using the Lot Editor or Korver's style of photoshopping. aciaKa: Thanks! whiteshark365: It took six weeks, I would go to work and then come back home and spend most of my time laying down grass and tree MMPs. JP Schriefer: I like both, the urban and the nature, equally. _marsh_: Put it this way- I couldn't take enough pictures which is why I used a lot of mosaics. MeMyself&I: Erinsberg is a fantasy-styled Los Angeles. kschmidt: Thanks- for the woodland I used the tree controller and then used MMPs to increase flora density. I had to use the road as the parking nearby had a road transit-enabled lot. Thank you very much for your kind comment! {---} Update 152: West Erinsberg This area is a mixture of commie flats, apartments, shops, light industry and of course the Staples Centre. {---} 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. {---} Next weekend the next entry will be back to the countryside and to the mountains...
  12. I made another little experimental city with 4000 people (not yet about the number of jobs). The issue I'm trying to work out is that I have a whole strip of industry on top of the map, is it normal to have to rely heavily on industrial zones? I know that commercial won't come until there is a much bigger population (and by my standards, 10000+ is big). Without modding, is there anyway I don't have to rely on so much, crippling my water and air pollution ratings?
  13. Version 1.0.0

    775 Downloads

    A set of American branded tractor trailers and cabs to make your logistics and freight automata more realistic for American themed cities. There are also 10 different colors of International cabs to pair with these trailers. There are 79 in all: 5-Hour Energy, 84 Lumber, AAA Cooper, ABF, Allied, Amazon Prime, Arnold, Batesville Casket, Baylor, Cargill, Carlile, Caterpillar, Celadon, Central Transport, CH Robinson, Churchill from Detroit, Covenant, CR England, Crete, CRST, Dart, Dayton Freight, DFS Danfreight, Estes, Fastenal, Forward Air, Freymiller, Gardner, Goodwill, Heartland Express, Hirschbach, Hogan, Hub Group, Interstate, JB Hunt, Knight, Landstar, Little Debbie, Lucas, Lumber Liquidators, Lynden, Marten, Mayflower, MDS, Menard, New England Motor Freight, North American Van Lines, Old Dominion, Phillips 66 Motor Oils, Pitt Ohio, Prime, R&L, Roadrunner, Ruan, Saia, Schneider, Smith, Smokey & The Bandit, Steelcase, Stevens, Sunco, Swift, Sysco, TransAm, Two Men & A Truck, Tyson, United Van Lines, Universal, US Foods, USA Truck, US Xpress, Werner, Western, Wheaton, Willig, Xtralease, & YRC. 10 Different colors of cabs: Blue, Baby Blue, Purple, Green, Orange, Silver, Black, Burgundy, Yellow, & Gold. Also there is a surprise van from my previous van set that was scrapped last minute, improved to look good enough for the game These are also compatible with the cabs from @Simfanatik's Trucking sets, his Internationals and Scanias work with them. If you want more cab-trailer variety, I suggest using these as well: To install: simply extract to your Plugins folder.
  14. Hello everyone!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Some industrial warehouses/manufacturing + a Pepboys and Lowes. More industry Bonus substation + grungy warehouse + brewery Logistics, warehouse, Dollar General, and the back of Tina's Grocery Caldor, bank, and front of Tina's. Firestation, inn, theatre, old threatre, italian restaurant, old Shell station, starbucks, arby's, car repair, Sam's Club, small convienence + condo Industry, cellphone tower, dye vats, warehouses, etc, you get the drill Onto the suburbs Low-mid-highrises That's it for this segment Bridge. Windmills, gas station and some low-midrises Windmills + low-midrises. That's it for this segment. Crematorium + suburbs Suburbs Sheep farm + family house and backyard Pig farm + that old guy who has a motorcycle and a car Guy who has friend over at house who owns an rv he never uses + cow farm That's it for this segment Lastly, farms. That's it for this segment. That's the whole of Numty, everyone. Thank you all so much for tuning in, it validates this entire process and it makes me feel really great knowing people like my hard work. Seeya next time!!
  15. Hi guys so i've been trying to get rid of RealRailway mod from the game because it doesn't fit well with my style.I've tried to remove it through the NAM installer but it's still here.What can i do?
  16. Version 1.1

    165 Downloads

    ATTENTION: Use one of the HD or SD model sets, not both. Remove the folder for the one you don't want. This is the Troy Gasholder Building, built in 1873 for the Troy Gas Light Company in Troy, New York state, USA. Designed by Frederick A. Sabbaton, it housed a telescoping iron gasholder of the type found in Gascooker's prop packs and default Maxis industrials. For more information please see: https://en.wikipedia.org/wiki/Troy_Gas_Light_Company Lot info Size: 3x3 Type: Natural gas power plant Menu: Power Plop cost: 900 Power generated: 300 The building is lotted as a 3x3 power plant with 10% of the plop cost, and 10% of the power generated as compared to the default Maxis natural gas power plant. Historical accuracy caveats The prototype lot would be close to 3x8, including a coal shed, maintance shop, and pipelines. In the interests of space, this lot presents a small storage and maintenance yard, along with a propane filling station. The real building is red brick with stone courses. This lot features a prop family with two alternate versions to fit in better with different areas: brown brick, and whitewashed/boarded up. The boarded up version has no night lighting. However, the small greenspace on one corner is found in the real life version, which is located in a residential neighborhood of 2-story rowhouses. Dependencies BSC Mega Props - JES Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props - JES Vol09.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 Installation Simply unzip this folder to your plugins folder. Removal Bulldoze any examples of this obsolete Victorian folly which remain in your cities, then remove this folder from your plugins folder. Upgrading The HD models share their IDs with SD, and there have been no change to prop descriptions, so it should be possible to upgrade without bulldozing existing plops. Remove the "Plugins/CT14/Troy Gasholder Building v1.0" folder to a backup location, then move the v1.1 folder into Plugins, as for example "Plugins/CT14/Troy Gasholder Building v1.1".
  17. From the album Railroads (S3-16-W)

    Non-retouched image of several freight trains running through a dirty industrial area. The ancient Maxis steam engine is flanked by the classic Canadian National diesel engine.
  18. Replies: feyss: Thank you! raynev1: Indeed they are. I have further ideas for creating clouds in GIMP and I found a way of creating any cloud I want to complete with reasonably realistic lighting and shadows. korver: I think subconsciously your CJ entries may have pushed me into experimenting with GIMP. tariely: I associate in SC4 more trees with higher wealth housing. Which is why Sanariya Hills has some of the most lush suburbs in all of Erinsberg. kschmidt: Those are FrankU's Dutch plazas, they make for excellent commercial fillers. I'm going to continue including weather to add further variety to the pictures. The park, in pic 3 of the Downtown part 2 entry, is a combination of lots from FrankU's Dutch Parks. Thank you! _Michael: I am tweaking night-time pictures and adding weather pictures to increase the variety in future entries. sunda: Thank you very much! Takingyouthere: I've now worked out how to create proper clouds complete with shadows and reasonable lighting. Akallan: That's FrankU's plazas in action! They are superb fillers. {---} Entry 65: Cromney Today you are in for a treat: FA industry and some more cloud scenery. {---} 1. 2. 3. 4. Simmer2's railside slidings- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3332. 5. 6. 7. 8. 9. The VW Automobile Factory, only the largest industrial BAT ever! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2578 10. 11. 12. 13. 14. 15. 16. One thing about industrial areas is that there are often wide grassy areas between buildings and site complexes. 17. 18. 19. High traffic volumes and still days means lots of smog. 20. And now the good stuff! 21. Scour the LEX for C.P.'s FA industry. 22. Here is one link for the biggest FA factory- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3298. 23. 24. 25. 26. 27. 28. FrankU's warehouse pack, a must have for industrial area fillers- http://community.simtropolis.com/files/file/22968-modular-warehouse-pack/. 29. 30. This is my third picture were I painted in clouds. Man's got to experiment. {---} The next stop of this tour is the city centre. I have an even bolder idea for a cloud picture- a cloud inversion. Just wait and see!
  19. From the album Two ways

    This is a city that has developed around the industrial, traffic and concrete, with little or no green areas or laws against pollution, the population suffers from various diseases.
  20. Version 1

    2,804 Downloads

    You may remember Odd From Sweden, he released several European styled BATs on the STEX, most notably his German Wall to wall buildings. Eitherway he's mostly lost interest with Simcity 4 for now, and is instead an eager model railway builder. Either way these are some of his BATs he never released. Many of them seen in Test Town. A CJ about his Test City for BATs he was testing. Either way i talked to him about this on Windows Live, and he agreed to send me a folder with some of his finished buildings he could find, plus some buildings he had not fully finished, which i took care of,  overhauled textures, and modeled the missing pieces. i have full permission by him to release this. There is only so much i can fit in two STEX description pics, so please check the ZIP for more images. This contains the Following: Odd Cafe Central Odd MekanoBrothers Industrial Manufacturing Odd Offices for rent in several variations Odd Warehouse Manufacturer Industrial Mechanical lots comes in 3 variations Oddbats Blyverkstaden in 2 variations Oddbats Bulkstorageunit tower in 2 variations Oddbats DDT & Sons in 3 variations Oddbats POWER Substation Oddbats Water Bulkstorageunit-B in 2 variations I hope you enjoy this, and let's all hope he returns to BATting one day, eh?     2014-03-31 - Prens: Added basic tags.  
  21. Maybe we have some images of what we imagine future cities might look like. My view of cities is very highly industrial and hi-tech like some of Somy's creations.
  22. I recently installed the IRM on my PC. First I went through the entire list of 13 dependencies (14 counting the optional one) to make sure I had the correct ones (I believe I do). I installed them all on my PC, which is not the computer I use for game play, so the Plugin folder was empty except for NAM. I started a new city as recommended to test things. This didn't go well as I need to test I-HT and a new city doesn't have the people with the right IQ for this. So... copied all dependencies, placed them in their rightful place in my MAC Plugin folder (that hosts 115 addons), and added the IRM. I opened an existing city with I-HT, bulldozed an area, re-zoned and let the game run. Lo and behold a 3x2 I-HT popped up with a brown box. A stage 1 building called Kane Tiberium. I went through my folder and quickly noticed the IRM Dummy Building model file was missing in the root of the folder system. I logged out, added the file and logged back in. The box is now gone - as is the building that is supposed to be there. I see the lot just fine, with props and stuff, but no actual building. Has anyone else run into this problem? If so, how did you solve it?
  23. Today, we work on eradicating the industrial section from our city!