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  • Undella bay. a city story.
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  • Alister
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  • SC4 Capitol River Region
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  • the Mayon Volcano... the most famous town... - Part 2
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  • NAM 32 won't install
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  • The Begining Of A New Age.....
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  • The New Beginning
  • Anvers, Diamonds and Containers
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  • The & Region
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  • Jaymerica!!!!
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • FUTURE CITY JOURNAL
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
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  • Let's Play Cities: Skylines
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  • Arkaden Journal
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Found 553 results

  1. Version 1.1.0

    453 Downloads

    This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 ___________________________________________ Sci-Fi Description: The science-fiction descriptions for alternate tech. lots with radical improvements helps to fit the lot conceptually into the game while justifying what others might simply call a 'cheat'. This one is a bit of a whopper, but entirely plausible. Water is compacted into super-dense ice crystal cubes and delivered to the Aquifer generators by vertical descent from orbit. Anti-grav. tech. is used to manage the very heavy cubes (not shown). The cubes are then decompressed and the water is pumped into the aquifers, providing fresh-water to civilization and to ecosystems suffering drought. The added benefit is improvement of atmospheric, tectonic, and tidal ⇌ (equilibrium), and saltwater pH balance for life-support of the Earth. This tech. may also be used to re-pack glaciers effective to surface albedo and global climate improvement . ___________________________________________ INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above. NOTE: You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the relot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. Please read instructions carefully before hastily making negative reviews. Please ask questions respectfully if there are any problems with the use of my mods. Thank-you.
  2. SANTANA ISLAND - Traditions die hard Chapter 01 - Introduction DEDICATED - OP4 (Onlyplace4, Mike) NOTE: This is a conservative City Journal in the style of classic 3RR by Dedgren (David). I will expand this step by step page. _______________________________________________________________________________________________________________________________________________ This unit is for my words of gratitude. Sorry if I can't remember them all. But (sites, programs, teams, and people, names and logins): Diktator, Jeronij, Pegasus, SC4 Polska, OP4, NAM Team , VIP Orange, JES, Ilive Reader, SC4PIM, PNG to FSH, Dat Packer 2008, SC4 Model Tweaker, Tool SC4, SC4 Icon Creator, HHarbor Team, DocRorlach, Dedgren, Ionionion with "OMCo Serial", NBVC with "All His Objects" too... etc. New day - new names: 2017-04-25: SimForum BAT Team (SFBT), FANTA, SM2 and ... 2017-04-26: CP - Today The list is very large - sorry - I'm going to continue it ... _______________________________________________________________________________________ The story began in 1949, but more on that later. Today 09-01-1950. Now we come to the island Santana on a light aircraft. This Gent, B-07-07. Twenty years ago, someone built a village here. Then she left him. 01-01 01-02 01-03 This is a map of flight from Gloria state to Santana Island. 01-04 This is Osbourne City 1949. The continuation very soon ... Thank You, Silur ...
  3. Hello everyone, it's been a long time since I've not been around here. I got a problem. My FPS locked at 60 FPS and whenever I zoom in/out, FPS drops huge, like to 1 or 5 FPS and it's quite bothering. I changed my "Graphics Rules" and "Video Cards" files properly. I switched integrated GPU to high performanced GPU in NVidia Control Panel. I set launch options properly either, like -CPUCount:1 -CPUPriority:high -d:DirectX etc. and I chose hardware rendering in game options. All I want is to play SC4 smoothly with my GPU but without V-Sync, without huge FPS drops, without having any freezing and slowing issues. And lastly, I've noticed that when I save graphic options in game and then restart the game, it doesn't take any effect, it resets to old options. Any help would be just perfect. Thank you already!
  4. This will be the home for all BATs by Bipin, as I'm sure you figured by the title. These won't just be any BATs though, these will be ones centered around a cohesive theme. In other words, I'll be making the BATs that you've always wanted, but never gotten; the essential BATs no one has ever got around to making. ___________________________________________________________________________________________________________________________ I'll start off with something that is essential to any city; suburbs. While we have older suburban houses from the 50's up to the 80's, its difficult to find modern houses. So with that, I present to you... I've made all this in 8 hours today, I worked hard! On top of that, this is my first time making anything in 3dsMax, so I hope you like what I've done so far. As a side project, I'm also in the process of creating retaining walls and ramps for FARHW-MIS: Now, none of these are rendered, but there is a reason to that. Whenever I try and download and subsequently run BAT4MAX, the .mzp unzips itself, instead of opening an install prompt, so if anyone has suggestions as to what I can do, let me know. I'm running 64 bit Windows 7. I hope you enjoy my seeing my progress so far, comments, questions and any other concerns are always appreciated!
  5. As everyone knows, there are TWO God's Mod. One before founding a city and another after. Sometimes you start a city and realize that you forgot to plant an enormous amount of trees. On the first God's Mod, trees are free, on the other one they will cost you a packet. Many other examples come to mind, with the terrain leveler, for instance. Here is a solution : once in the founded city, choose Ctrl+Alt+Shift and click on the God's Mod. And presto, you got the first God's Mod ! How many people knew this trick ? Hoping I'm not deluding myself.
  6. It's about time there was some utility love in this forum. If you have a power facility, water facility or garbage facility then this is the topic to post it in! I shall start with a small recycling centre in the middle of some rural suburbs. Another one would be the hydroelectric dam I created in Faverdale.
  7. Located on the island of Cephalonia in the Ionian Sea, few beaches across the globe can compare to Greece's breathtaking Myrtos Beach. Due to it's remote and rugged location, the beach is completely inaccessible by foot - the only way to reach it is to traverse your way down a series of steep hairpin curves. Once you make it there however, you'll be rewarded greatly with pristine, warm Mediterranean waters, perfectly soft white sand, and of course, incredible views. Our journey gets started off with us making accommodations at a timeless Greek villa - our room overlooks the edge of the beach, giving us a fantastic view of the sunset. We'll be staying here tonight, and tomorrow we're off to the beach. We set off for the beach early in the morning, driving through endless fields of daisies and poppies along our way. However, just as we roll down our windows to take in the smell, the clouds darken and it starts pouring. It looks like our day at the beach could very well be in jeopardy. Fortunately for us however, it was nothing more than a quick rain shower. The sky eventually begins to clear up and the beach starts to come alive with tourists. We stake out a prime spot on the beachfront and soak up the sun - no better way to spend an afternoon! Myrtos Beach is more than just a beach - it's an experience. Activities such as hang gliding are extremely popular throughout the area, so we throw caution to the wind and decide to give it a shot. We make our way back to the beach just as the day begins to wind down. Once nightfall approaches, we get a little peace and quiet once the beach starts emptying out - being sure to take it all in one last time. A perfect end to our day. I hope you enjoyed your visit to Myrtos Beach! Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  8. Version 1.0.1

    5,926 Downloads

    Grand Central Chicago Station, by Mattb325. ---------------------------------------
  9. Replies: Abrams124: Yep, once more unto the breach! _Michael: Having a smaller plugins folder helped. About three months ago I had deleted everything in the plugins folder and then rebuilt it. CT14: I utilised a very heavy MMP approach for several non-farming areas, part of this was inspired by Fasan's Krokanien MD on SC4D. Fasan often used MMPs to expand building profiles and create scenes to the sides of and to the backs of buildings. JP Schriefer: Thanks; I realised it would be the best way to bow out- one last city tile with large but highly detailed scenes. sunda: Thank you! Akallan: raynev1: With the ruralness cranked to 11! tariely: The grey road is a road texture lot found in Bipin's Industrial Essentials- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086. The cool thing about it is that it gives the appearance of driveways ACTUALLY connecting to the road! feyss: It's a large finale. mike_oxlong: Keep an eye out for the links I will posting in this entry and the remaining nine. I'm going to be revealing a lot of tips and secrets about how I create these rural areas. korver: Cheers! {---} Part 2 of the Finale - Grasmere East The tour starts with Grasmere East. This is the first part of Grasmere that I completed and it all started with that grey concrete road... {---} 1. Grasmere East. 2. For the grey road I used the road texture lots found in Bipin's Industrial Essentials. 3. 4. 5. 6. 7. 8. caspervg's Oosterzele Recycling Centre- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3296. 9. 10. 11. kingofsimcity's Anyone For Tennis park facility- a very cool sports addition! Link: http://community.simtropolis.com/files/file/31324-aot-tennis-parks-beta-green-green-tennis-greens/. 12. And to the top-right is one of the relots from Fantozzi's The Big Paeng Theory, this is something I highly recommend for park fillers in both urban and rural settings. 13. One big-ass mosaic! 14. 15. These R$ diagonal houses are part of jmyers2043's housing set- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2822, while the diagonal fillers lining the road are from SFBT's diagonal fillers- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197. 16. To the right are some of T Wreck's 5x5 housing relots- http://community.simtropolis.com/files/file/24639-stratton-apartments-multi-building-lots/. 17. For the fields I use MMPs from Chrisadams3997's RRP Pasture Flora (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886) and the various grass and flower MMPs from girafe. 18. And at the top is a park made from FrankU's Dutch Parks set- http://community.simtropolis.com/files/file/30548-franku-dutch-parks/. 19. I extensively used c.p.'s 19th Century $$ Houses http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. 20. 21. And to the top left is another one of the relots from Fantozzi's The Big Paeng Theory. 22. 23. {---} This Friday we move to the Grasmere Industrial Estate.
  10. Version 2.0.1

    711 Downloads

    These Business Deals have been modified from the originals and appear in the reward menu at the start of the game. The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added. The impacts of pollution, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. These rewards may now be used safely to add income to your budget. Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game.. Eco-Friendly Toxic Waste Dump Business deal income: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440 Humanitarian Army Base Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440 Particle Testing Range Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440 Social Rehabilitation Center Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440 Digital Gaming Center Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400 Teleportation Facility Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400 Area 5.1 Amusement Park Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400
  11. I've been trying activating the "TerrainQuery" cheat, as it is supposed to show the cursor coordinate information. (I'm hoping it's not just a X and Y info.) But no matter how I put on, [on], or any other variation I come out null.
  12. It's been some time... 105 days in fact. I've been away from SC4 for a while having been weighed down with RL events, but I finally managed to get more work done on the city of Niederbauen. I completed the historical center to an extent that I felt ready to show you guys and there's a lot left to show. Hope you enjoy it! ----------------------------------------------{--------}---------------------------------------------- 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. There appears to be a protest in town... 34. ----------------------------------------------{--------}---------------------------------------------- Replies for "Some Winter Scenes" ----------------------------------------------{--------}---------------------------------------------- Thanks for viewing. Remember to like and comment if you enjoyed and follow the CJ to see all the latest from Niederbauen!
  13. A SimCity 4 Tutorial Cloud Oriented Region Import Method Adding Painted Streams by CorinaMarie@Simtropolis In this guide I present a method to create a grayscale image from which to render a random rolling hills terrain map that has water streams and rivers added. Here's a random sample of a map I created using this method: Note: The following is merely an alternative method to create a semi-realistic, fictional region map for SC4. Before you waste any time reading this please be aware that the defacto standards for map making are: SC4 Mapper, SC4 Terraformer, and Landscape Designer. Use them if you want something better. Also, as mentioned by @RobertLM78 in a reply in this thread there is another one by Ordio called Simcity 4 Region and Config Creator. However, many peeps have said they cannot run those programs on later versions of Windoze or other OS's so what I'm presenting here is simply another method by which one can make a decent map with minimal time and effort. I'm using GIMP for this guide because it's free to anyone. Any good image editing program will have the same tools I use in this guide. The method is quick and easy. Initial Steps 1. Load your SimCity 4 Rush Hour or Deluxe game and create a new region. Name it whatever you want. For this tutorial I'll use Cloud Map. Exit the game, or at a minimum, exit the new region by opening a different region. This is so the existing config.bmp file is not in use. 2. Create a new config.bmp file. For this tutorial mine will be 12x12 pixels. See Config.bmp: How to Make it Yours if you are not already familiar with it. 3. Save that config.bmp into the new region folder you just made. (Overwrite the existing one.) 4. You should now have region.ini and your config.bmp in your new region folder. Making the Grayscale Image 1. Go outside and take a picture of some clouds. 2. Load the picture into a decent imaging program. 3. [Optional] Crop it if there are cloudless parts you don't want in the image. In Gimp it's the Rectangle Select Tool over in the upper left of the tools box. Or you can press R. Draw a box around the part you want to keep. Then go to the Image Menu and select Crop to Selection... 4. Scale the image to the appropriate size based on the config.bmp you will be using. As we learned in @Birdin's config.bmp guide we multiply the dimensions of config.bmp by 64 and add 1. So 12 * 64 = 768 + 1 = 769. The height and width are the same since my config.bmp is 12 x 12. Go to the Image Menu and select Scale Image... That brings up this Scale Image dialog box. First click the little linked chain to the right of the Width and Height boxes to break the chain. This tells the program that we are not concerned about keeping the cropped selection proportional to the original image. Type in the Width and Height dimensions that you calculated in the beginning of this step. For this tutorial I entered 769 in both boxes. Then click the Scale button. 5. Convert to grayscale. Go to the Image Menu and select Mode --> Grayscale. 6. Export the image as a .Bmp file. Go to the File Menu and select Export As ... When the export dialog box comes up, look in the lower left for the little bitty plus sign in a box by the Select File Type (By Extension) and click it. That will open up the File Type selection box. Scroll down and click Windows BMP image. In the upper left in the name box, type in Gray 1 in front of the .bmp. Note only the name portion is pre-highlighted in blue indicating what part to type over. (Brilliant programming imo.) Remember which folder you export (save) the file to. That's indicated by my arrow in this next pic. Mine is going into My Documents. Click the Export Button. The next dialog box has some options. I simply click the Export Button. (I believe one could select the Run-Length Encoded to reduce the file size. I haven't tested that, so I leave it unchecked.) And here's what I created: 8. Close all files. I personally do not let it save my original clouds with the cropping and changes so that way I still have my unaltered original. 9. Close your imaging program. (Or if your comp has plenty of memory, just minimize it.) First Render (These interim steps are what I did when learning. I skip them now I know what I'm doing.) 1. In SimCity 4, open the new region you created. Mine is called Cloud Map. 2. Press the magic key combination of Shift+Ctrl+Alt+r. This brings up the file selection box. 3. Drill down to where you saved your grayscale image file and select Gray 1.bmp then click Ok. 4. Now wait while the map is rendered. You will see Creating New City like this: And here's our first draft render. Note that it's way too choppy. We will fix that soon. The reason I did this preliminary render is to see what part is water. Tweaking the Grayscale Image 1. Reopen Gray 1.bmp in your image editor. We will paint in our rivers and streams before we smooth out the rough, choppy bumps. Select the Paintbrush tool and set it to Acrylic 05. Leave the size at 20 point for now. I selected Acrylic cause it adds a random pattern to the edges of what you paint. 2. Click the foreground color selection box. It's right under all the tools on the left. That brings up the Change Foreground Color choices. Type 40 in Red, Green, and Blue. Yes, I already hear peeps saying: Wait, that's too dark. Stay with me on this. 3. Now paint in streams / rivers. A twitchy hand actually improves the realism. 4. Now to smooth out the choppiness of the hills. From the Filters menu select Blur --> Gaussian Blur... This also blends the rivers and streams so that's why I picked color level 40 (which equates to 120 meters height after rendering but doesn't count the blur merging). This'll be an area to experiment on your own based on your original cloud picture. 5. In the next dialog box change the Blur Radius to 10.0. Or pick your own number. Higher numbers means more smoothing and lower ones give less. 6. Export the image as Gray 2.bmp. Here's my new grayscale: 7. And here it is rendered: The map is now ready to paint trees in game or load your favorite terrain and tree and other landscape related mods. Or, tweak it some more. Further Refinement 1. Let's say I want everything to be a little lower elevation to get a bit more water. From the Colors menu select Levels... 2. Then I adjust the Gamma Level to 0.85. (I derived this number thru trial and error for this particular cloud image.) 3. Here's the new Grayscale image I exported as Gray 3.Bmp: 4. Here it is rendered: 5. And then I painted Maxis trees in every tile: Edit 2016.11.02 I've discovered a couple new things. I started with this cloud picture: Then in GIMP I did the normal stuff outlined above and then I used the Burn Tool to lighten the banks of the rivers: And I blurred it after that. Here's the grayscale I created: Another new thing I noticed is having mods for terrain, rocks, water, and beaches already installed means the import rendering colors the region view with them so I don't have to go into each tile to do that. Here it is rendered: Then I did go in and paint Maxis trees as thick as the program would allow: ^ What I really like is the banks of the rivers seem more realistic to me inasmuch as they show the effect of previous flooding. Also my heavier use of Gaussian Blur means the map is much more friendly when using a slope mod to lay out the transportation network. Where to go from here 1. You can alter the gray shade of your paintbrush to a lighter one and paint along the sides of the streams to create gentler slopes if you like. It's best to do that before adding the blur cause the blur does a bunch of evening out. (See my edit above. Using the Burn Tool works even better for this.) 2. If your cloud picture has a much lighter blue sky you might want to play with brightness, contrast, or color levels to darken it before for you start any other part of the editing. Use the Color Picker Eyedropper to see what shade any given area in your grayscale is. Providing you have not installed a Height Mod with an alteration to the scale factor and/or sea level, grayscale 83 is slightly below sea level. Lower values are farther under water. Grayscale 84 is slightly above water. Higher values are then higher elevations up to a max of 255 (white). 3. Experiment with various options in the imaging program. Render and see what you get. Learning by doing is loads of fun. 4. Experiment with altering the moisture content as discussed here to change the ground texture appearance. 5. Extract the Terrain Properties exemplar from Simcity_1.dat and play around with the variables there like ImageImportScaleFactor and SeaLevel or the Erosion settings. And Lastly Feel free to post your map creations in this thread. Ideally, post both the final grayscale image and then a region screenshot. Reply with what you've discovered that might be useful to other peeps.
  14. Replies: Fantozzi: Every city tile I ever did always had a different feel to it, I always had something different. Usually each new city tile coincided with more new BATs and LOTs that I discovered, this helped to keep things fresh and reduce the recycling of certain BATs and LOTs. feyss: Thanks for that! As for the sports field it is one of these two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1744 OR http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2307. At any rate they make for great fillers: urban or suburban or rural! MissVanleider: The traveller site was a genuine moment of inspiration. I was going to add in strictly trees to fill in the curved space but then I realised I had trailer MMPs. Lastly- thanks for providing the link! VicRusty: Cheers! sejr99999: Thank you very much! madhatter106: Thanks! raynev1: The finale will be good, I've gone all rural! As for the sci-fi novel- that will take a few years. Simmer2: arthurjr98: Thank you! metarvo: I needed something special for the 150th entry, I then realised that construction scenes are few and far between. It came together quite quickly as an interesting one-off. JP Schriefer: Thanks! kingofsimcity: Thank you! Erinsberg was good, but in the finale I still have a bit more to show and this is about just how rural SC4 can really get. heartattoo_gsc: Any of the IHT-, IM- and ID- addons can be used for orthogonal car parking. They won't be functional but they will look good, also MMP vehicles and Sims can be added for extra variety. mike_oxlong: Picture 22 is one example for the reason I spent so much time MMPing the top third of Erinsberg. The process of MMPing woodland created by the Cascadia tree controller required MMP themes which matched across the city tile. It was truly an industrial operation and it took a six-week period and ALL of my spare time in that period just to finish the top third. It was utterly gruelling and NOT something I recommend- unless you have lots of spare time to throw away. _Michael: {---} Highlights from Entries 151 to 154 So we've come at last to the final set of highlights, these pictures are all from Erinsberg. After this entry I will post another one this Friday to explain the schedule for the finale and of course reveal the special surprise. This entry is NOT the finale of my CJ! For now though enjoy these 45 pictures! {---} 1. Victoria's Quarter. 2. Victoria's Quarter. 3. Victoria's Quarter. 4. Victoria's Quarter. 5. Victoria's Quarter. 6. Victoria's Quarter. 7. Flander's Hills. 8. Flander's Hills. 9. Flander's Hills. 10. Flander's Hills. 11. Flander's Hills. 12. Flander's Hills. 13. Flander's Hills. 14. Flander's Hills. 15. Flander's Hills. 16. Flander's Hills. 17. Flander's Hills. 18. West Erinsberg. 19. West Erinsberg. 20. West Erinsberg. 21. West Erinsberg. 22. West Erinsberg. 23. West Erinsberg. 24. West Erinsberg. 25. West Erinsberg. 26. West Erinsberg. 27. West Erinsberg. 28. West Erinsberg. 29. West Erinsberg. 30. Chunder's Mound and the Griffith Observatory. 31. Chunder's Mound and the Griffith Observatory. 32. Chunder's Mound and the Griffith Observatory. 33. Chunder's Mound and the Griffith Observatory. 34. Chunder's Mound and the Griffith Observatory. 35. Chunder's Mound and the Griffith Observatory. 36. Chunder's Mound and the Griffith Observatory. 37. Chunder's Mound and the Griffith Observatory. 38. Chunder's Mound and the Griffith Observatory. 39. Chunder's Mound and the Griffith Observatory. 40. Chunder's Mound and the Griffith Observatory. 41. Chunder's Mound and the Griffith Observatory. 42. Chunder's Mound and the Griffith Observatory. 43. Chunder's Mound and the Griffith Observatory. 44. Chunder's Mound and the Griffith Observatory. 45. Chunder's Mound and the Griffith Observatory.
  15. Since this not a real bug, I opted to put it here. I get this message from the transport counselor, but I can't find it. Most times, by clicking the highlighted name (Transit Station) takes you to the location. If could see the the thing, would be some help.
  16. Has anyone used this strange mod. I installed it and when reloaded the game, my RCI showed all the columns at max ! It threw off to say the least. Couldn't decided what I really wanted. So I nixed that mod. It looked interesting at first, but it hampered my game.
  17. 8/1/2016 - I've uploaded several new barriers; orange, yellow, and white marker posts/delineators! Go check them out! Releases Work In Progress
  18. Hello all! I have downloaded Peg's Brigantine Water Mod, but when I go to extract the files, my Norton AV declares its unsafe and deletes it. I have downloaded other Peg Mods with no issues (Streams, Ponds, Utopia, SPAM, etc.). Has anyone else had this happen and do you know a workaround? Simtropolis has an excellent reputation of keeping viruses and other bad things out of the community, so I find it hard to believe it could be a virus. If anyone would like to investigate this, here is the file Norton Insight removed and quarantined as a medium risk: http:simtropolis.community.com/file/file/11836-peg-water-mod-brigantine/?do=download and the .exe file: peg_watermod_brigantine_205.exe Thank you so much for your help!
  19. Hello people! My name is Seb and today I am sharing with you a Region I just began to create. The name is a little bit odd... It might change as the region isn't complete yet. So the idea of the map I am building is to make it a large island with many medium/large sized islands on the other sides. Also, the coasts are very high and the most flat part is at the top of those cliffes. So now, let take a look at the work wich has been done yet. Feel free to message me here. Or even on Steam! http://steamcommunity.com/id/trylk248seb/ Now let see the work! Whoops! Images are unavailable... I currently am working to get 'em back!
  20. So give or take a couple of days, it's now been exactly one year since I decided to seriously get involved with SC4. To celebrate the occasion, I've decided to do a retrospective entry on some of mine and the community's favorite pictures from this CJ in 2016, with some commentary as well. Additionally, I'll be expanding upon various tips and techniques I discussed in 2016 along with adding some more as well. I'd also like to take this opportunity to thank everyone once again for your supportive comments and likes in 2016 - they really kept me going, even when motivation was running low at times. Additionally, I apologize for the lack of updates recently. As you might expect, the last two updates of 2016 (Sydney and South America) were extraordinarily time consuming and draining - so some time off was in order. I'm still slightly burnt out.. but I am finally starting to finish up a couple of updates, so I will be unveiling those shortly. Lake Bogoria For my first entry in True Earth, I wanted to make a big entrance - so what better way to do that than a 10,000 pixel tall mosaic? Key pieces in Lake Bogoria included SE Asian slummy houses from nihonkaranws + Heblem tiki huts in the villages, various trees by SimFox, Heblem, girafe, and CP, Flamingo generators from SC4Devotion, and geysers from Craig-Abcvs. Journey Through The Sahara I've always loved the idea of an ultra crowded market, so Djenne, Mali was one of the first urban scenes that I created for this CJ. Generally, my rule is simple when it comes to these scenes - keep on adding more and more props in LE until I hit the prop limit (1,200 or so). nbvc's bazaar and Asian street market was vital here - but perhaps most important was Uki's stalls. It's amazing what you can find after doing a little digging around on various Japanese SC4 sites. For anyone interested in this lot, it's available on the STEX here (slightly trimmed to cut down on a massive dependency list). The sweltering small oasis town of Bardai, Chad. Given the small amount of desert-looking buildings readily available on the STEX and other sites, I had to get creative, utilizing a a little bit of everything that I could find. This included a mixture of kevinman houses, frogface slums, Wallibuk slums, Heblem tiki huts, and others. But perhaps the most interesting was the SimMars buildings that I used that fit surprisingly well. To finish off the scene, careful usage of the Poseidon terrain brushes was instrumental. Conquering Mount Fitz Roy Patagonia's mountains are impressive, but just as impressive is its fall colors. The Rio Fitz Roy dramatically cuts through the landscape - a mixture of brown Murimk MMP rocks and the brown boulders included in nbvc's Rock 'n' Stones (just don't drag them - click over and over until you get the big ones) did a great job of achieving that mountainous feel. Now we come face to face with the majestic Cerro Fitz Roy. Mountainous terrain mods are difficult to perfect in SC4, but I felt the one I made for this update did a pretty nice job of bringing out the imposing nature of this mountain. Myrtos Beach One of my favorite updates I made during 2016, Myrtos Beach was originally planned as the final piece to a massive Greece update. However, it quickly became apparent that it deserved an update of it's own. I got things started off with this simple yet beautiful sunset picture - it's amazing how small details such as photoshopped lights on the boat, house, and cars can make a big difference, making the picture feel much more alive. We move on to the overview of the beach. For this scene, it was vital having the right portion of various MMPs working together - which included Girafe Parasols + Cypresses and Heblem plop rocks + Chihuahuan flora. Greece - Part II I've always liked ruin scenes - there's always seems to be something magical about them. Bringing the Tholos of Delphi to life in the SC4 world meant lots of Aubrac walls, nbvc stone paths, and an assortment of random rocks and plop sands. After getting the hang of this technique quickly, I further explored the idea of SC4 MMP ruins with my Great Zimbabwe pic in my "Scenes From Africa" update. Athens - my first true city scene. Once I saw some of swi21's great Athenian buildings I knew I wanted to make an Athens recreation - but the lack of Greek urban buildings was an issue. I ended up finding some pretty close replacements on SimCity Polska - check the "After 1920" section. Meteora, Greece. The trickiest part to this picture was definitely the mountains and how to make sure they didn't look stretched. Vortext gave me a great tip - make sure you check the 'TerrainTexTilingFactor" property in your Terrain controller (If you're using a terrain mod - just search "controller" and you *should* find it in your plugins. Some are named differently though - so you might need to do a little looking around.) The terrain tiling factor is set at 0.2 by default - which generally produces stretched rock faces. Increasing this number to say, 0.25, 0.3, or higher will give a more realistic look on steep surfaces, but it will look a bit more tiled as a slight trade off. It's still a big improvement though over the default. South Pacific Anakena Beach, Easter Island. Here, I experimented heavily with MMPed grass - my technique was to work in layers. I got started off placing a base of PEG grass/moss for a lush, tropical look. After that, a random assortment of girafe seasonal flowers were plopped down, acting as areas of tall grass. Finally, I sprinkled in some of ChrisAdams' green rye grass to make certain areas thicker than others. One last thing I did was also sprinkle in some brown rye grass, light straw, and regular straw from ChrisAdams - these acted as areas of dead grass, and provided some much needed color variation. Small girafe bushes, berries, and feather grass were added too, to break up the landscape a bit. Also, an important note for anyone ever planning on using Moai in SC4 - make sure they have their backs facing the ocean. The locals believed that this signified the Moai were watching over them from intruders. I had to re-do the pic because of that Adamstown, Pitcairn Islands. For scenes like these, I wanted to place MMPs right around the buildings - which meant shrinking the occupant size down to 1x1x1. Additionally, I wanted them to blend in perfectly with the landscape - which meant deleting any existing base/overlay textures. (note: before making any edits, please note that plopping lots stripped of textures on steep surfaces may result in a visual glitch where the texture turns black instead. If you are considering placing these lots onto steep surfaces, one workaround is to place the already shrunken to 1x1x1 prop/building (if it's the latter, you'll need to convert it into a prop via Plugin Manager/PIMX) onto the the default Pz1x1 Grass lot in Lot Editor and delete the textures on that lot instead - small filler lots like these do not seem to suffer from the same issue.) Your lot will of course now function as a park, but it will allow you to plop it where you want without base texture issues. (One additional note - sometimes the .sc4lot and .sc4desc files will be bundled into a .dat file. In that case (and if you're able to track down the .dat file), you'll need to do some searching around for the right files - clicking the "entry" tab at the top will sort them, so that should make your job easier). The first thing you need to do is shrink the occupant size so you can place MMPs around the perimeter - open a lot's associated .sc4desc file in Reader, choose exemplar file on the left, click the Occupant size category, and shrink it down to 1,1,1 (pic). Click "set", "apply", save the file and you're done. As deleting all base textures is not possible in the Lot Editor, you'll need to instead find the .sc4lot file associated with a lot and open it up with Ilive's reader (make sure this is set up with the correct options/property files first) From there, navigate to the "Exemplar file" category on the left (there might be multiple "exemplar files" - the one you need for will say "LotConfigurations" at the top") and scroll down the list of "LotConfigPropertyLotObjectData" entries. Any entry beginning with 0x00000002 will be a base/overlay texture - deleting all of these (pic) will clear the lot of any and all textures (make sure you right click again after doing any deleting and choose "Reindex LotConfig" too) Scenes From Africa The chaotic African capital of Lagos. Continuing on with the trend of crowded cities, I don't think I'll ever make another one as packed as this. A mixture of Motokloss cars and cars from the massive LBT prop pack 1 fit the mood nicely - especially the yellow vans from the Motokloss pack which matched the infamous yellow Danfos buses that crowd the streets. As for building selection, you can't go wrong with Walibuk's South American buildings + his African slums too. Some of Glenni's buildings + the Hong Kong themed buildings in the Dong He Night market pack fit surprisingly well too. Majestic Victoria Falls. I once saw a pic a long time ago in @_marsh_'s legendary CJ "Royal Gansbaai Kingdoms" featuring an awesome photoshopped waterfall and it blew my mind. I knew it was something that I just had to try out. The Amazon Deep in the heart of the jungle lies Manaus. I really wanted to portray a city that truly felt like it was in the jungle - so I went a little heavier than usual with the editing. Mist/cloud brushes, a levels adjustment to really bring out some of the yellows/oranges, and a soft white diffuse glow all gave the the feeling of a hot Amazonian city. Now we move into the jungle itself with one of the Amazon's many stunning tributaries. My favorite part to this picture has to be the sand bars. To get them perfectly razor sharp, a technique that I employed (both in this picture and others) was to combine a water mod with an MMP such as JRJ dirty ploppable water or PEG grass/clover on the edges. Make sure the two are of matching colors - and you will be able to use the MMP to sculpt razor sharp lines along the borders. It generally should blend together perfectly (but you might need to tweak your water opacity, look here for a guide on how to do that). Scenes From Europe Pisa was the first time that I experimented with creating a completely customized texture for a city scene. It was tricky though, because the footprint of the buildings I used in this picture didn't match real life, so a perfect 1:1 scale recreation would look off. So I had to do a different technique for this picture. What I did was plop the important buildings in the game first, closely aligned to real life. I then turned the grid on in game and created a checkerboard pattern in Photoshop like this, outlining the placement of the buildings in the game. I'd then overlay the checkerboard from time to time while constructing the texture, with the final result turning out like this. From there, it was a matter of simply creating a flat plane in 3dsmax (I believe it was 10x13), placing the texture on it, and rendering it for use in game. The simple scene that I initially made in the game was then reconstructed in the Lot Editor, placing the main buildings on top of the big flat texture prop I made, along with lots and lots of detail work. Ronda was one of my absolute favorite pics I made. The lotting was especially tricky for this picture however, with the jagged cliffs causing issues. Because you can only make square lots in Lot Editor, this meant that some of the base textures would be overhanging over the edge of the cliffs. To remedy this, something you can do is place the base textures (I recommend choosing different textures - and also noting their texture ID) you want deleted as the very last thing you do before saving. You can then open up the .sc4lot file in Ilive's reader, and the textures/props placed last will be the very last "LotConfigPropertyLotObjectData" entries. To confirm you're deleting the right ones - any textures start off with 0x00000002 and their texture ID will be visible as the last value in the 13 rep entry. Delete the textures you want gone and you can now have a lot in pretty much shape you want (although, it will still "technically" be a square. This is more of a visual trick.) Heblem's dam set is one of the more underlooked BATs out there. The first time I saw it I knew I had to put it to good use - so I recreated one of the most impressive dams in the world, Switzerland's Contra Dam. Sydney The day overview of the Harbour city. Laying out the roads wasn't too horribly dif