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Hey I made this video as a tutorial for beginners on how to build their first city from scratch. It is not the definite answer for creating a city, it is a brief guide for beginners of the game. Perhaps you will watch this video and give me your thoughts and feedback about it. thanks

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Module Seaports Part 1


Seaports. If you want to build your seaports such as these,

tawanza7.jpg

 
(Expect better. This is just an old one that I was experimenting with.)

You ones you should look to is:

pegasus - (Mostly everything to complete a port.)

SOMY (Look in the asain fourms to find his ports)

Jesstar - (You need his props mostly and in some cases his BATs.)

Jeronij - (You need seawalls aswell for the slope mod.)

NAM - (You NEED THIS)

north country dude - (You need his railyards and junkyards to create a decent looking port.)

smoncrie - (Hole digger lots are very usefully in anything you create.)

These creators are just the basics you need to actually create your port.

Making your port requires using the lot editor to actaully expand the port itself so it looks like the real-world. While using the lot editor, (that's why those authors above has most of their ports and whatnot into porps for your own use.) you need to create cranes, brages, warehouses, anything that goes with a port.

For your workers, you also need grimmy housing projects too to surround the port for looks. Use these authors' creations for your slums.

Frogface - (Middle-eastern Slums)

goofyguytpa - (American Slums)

Glenni - (Europen Slums)

bixel - (Asian Slums)

Pixawa - (Getto Slums)

SOMY - (No need to explain, his BAT goes well with anything.)


Hope this gives you an idea of a port. Part 2 coming soon!

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    My latest tutorial

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    Okay- heres one

    HOW TO RUN SC4 in WINDOWED MODE for windows!

    excuse me if you already know this one...

    _________________

    1. create a shortcut for SC4(or skip to step 2 if you already have one!)

    2. Right click, click properties,

    3. rename the Target:

    add a space a dash and w to the end AFTER the " marks

    so:

    <"C:\Program Files\Maxis\Sim City 4 Deluxe\Apps\Sim City 4.exe" -w>

    for me

    4. Open Up sc4 and VOILA, its in a borderless window...

    very handy for quick play, i also find it runs faster this way

    Hope this Helps.

    • Like 2

    Check Out My CJ!

    sunderlandg.jpg

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    Originally posted by: starrdarcy

    Zoning for Industrial

    By starrdarcy

    8O Zone parcels for industrial??!!

    zone-ind10b.jpg

    Yes, it can be done – zoning for industrial. And it is actually very beneficial for you city and also adds some more realism to your industrial lands.

    I’m surprised more people don’t know how to zone proper industrial parcels. The default way of putting down industrials isn’t very realistic because you don’t often see the actual lots as well the development is often very clattered and unorganized. With parcel zoning for industrial you have control of how the development will build.

    The process is very simple: just hold down the CTRL and drag industrial near a road as if you were zoning for residential and commercial. You can also use the ALT key to alternate parcel direction when facing more than one road. I supplied a few pictures to demonstrate my point.

    Step One: Find some land

    You need land in order to lay out some industrial parcels. I suggest finding zoning and medium or large area, however you can zone small areas for community industrial and to raise local residential demand. In the following picture I kicked out some farmers for the new high-tech industrial park.

    zone-ind1.jpg

    Step Two: Roads and Scenery

    You obviously need roads to get the lots working, so start putting down some roads to service the lots. 

    Roads and streets: You may lay out the lots in whatever pattern you like, keep in mind that it is usually not a good idea to make to many diagonal roads because the lots will look strange when they develop. I suggest lay out a simple design when building roads.

    Scenery and trees:In order to make a nice looking industrial area, why not add some scenery like trees and parks? Add some trees around the area for border or a noise barrier. Parks and pads can be used when your interested in create a high-tech village. You can even use a golf-course for the workers to tee of at lunch time!

    zone-ind2.jpg

    Step Three: Start Zoning!

    Ok, the most important step is to actually lay down the zones. Be sure not to make the parcels too big! Because the lots won’t develop or will take a very long time to build. I usually zone 2X2, 2X3, 3X3, 3X4 and similar.

    Ok. Select either medium or heavy industrial and zoom down to your new industrial area. Then hold down the CTRL, click and drag the industrial near the road. You will not actually see the parcel arrows (like for res and comm.), so just remember the concept that all zones will point to the nearest road. One you release, the new industrial parcel will appear. If you zone near two roads, you can alternate the parcel arrows by holding the ALT key. This is the result:

    zone-ind3.jpg

    Watch and Develop

    As soon as you complete the industrial area, make any last minute changes and make sure you have your lots ready. You will now start the forward button to start the simulation. The first thing you notice when you turn on the power is that the lots develop into tidy lots and look very similar to real life industrial areas. And because the parcels have been pre-defined, the game will not cut up, and randomize the development layout. Sometimes, the game will take over nearby lots to create a larger building, don’t worry about this – it's a good sign when that starts to occur.

    The first development!

    zone-ind4.jpg

    Later on in the simulation…

    zone-ind5.jpg

    You can now start to zone more industrial nearby for a larger area or you can start a whole new area. I chose to add to my small industrial area, I annexed some nearby farms and laid down some more parcels. I kept with the scenery theme – high-tech suburban industrial park.

    More industrial for businesses your Sims will never know about.

    zone-ind6.jpg

    No doubt it developed. In SimNation S, development tends to happen very fast with very high demands. The new parcels were snapped up and built into more soon-to-be-broke dot-com companies and AMD chip manufacturing plants.

    zone-ind7.jpg

    A few suggestions to keep in mind

    Be sure that your zones are not to big! This is a must if your lots to develop. Some larger zones will eventually develop however it will take a while before the demand is strong enough to justify the building of the lot. The common parcel sizes are displayed In the next two pictures.

    For large area, the most common parcel sizes.

    zone-ind8b.jpg

    For smaller parcels.

    zone-ind9b.jpg

    Another suggestion is to create several medium sized industrial areas so that Sims don’t have to commute far and to spread out the pollution when dealing with dirty industrial. The parcel method for zoning is best for manufacturing and high-tech, dirty is just a waste of space often. And remember, adding scenery is also a good touch to the work place, so add trees, parks, pads and alike.

    If you want a short animation on the process, you can find the download HERE. This file is around 8mb’s.

    So that’s it on zoning for industrial. I’m sure the veterans on SCC already know how to do this already, and they can probably relate to what I’m talking about. The last pic is what happened later on in the game.

    Comments welcome.

    Cheers,

    -starrdarcy

    an-final.jpg

    FYI: the farmers did get a lot of money for those lots! 
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    Here's a tutorial I've made (first of a series) about building realistic rural highways and interchanges:

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    Rural Highways Mod (RHW ) can be found here= https://www.simtropolis.com/stex/details.cfm?id=19188 It needs the Network Addon Mod (NAM) which can be found here= https://www.simtropolis.com/stex/details.cfm?id=21355.

    and don't forget about the NAM Essentials, found here= https://www.simtropolis.com/stex/details.cfm?id=18239

    and don't forget to read the readme (s).... will make SC4 life better. 2.gif


    photo-145389.giftumblr_l9k4snrJjF1qe2w11o1_100.gif

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                                                                                                               How to make a realistic road, RHW, highway, avenue, and one-way road overpass

    Part 1. Road, first get out your hole digging lots (NHP,smoncorie it doesn't matter)

    cocanutpalalmdec2807126.png

    Then get your NAM road on-slope pieces

    cocanutpalalmmar9081262.png

    Next get a NAM road over road, rail, RHW, highway, avenue your choice

    cocanutpalalmapr1508126.png

    and then that's it you're done

    Part 2. Rural Highway, first get out your hole digging lots (NHP,smoncorie it doesn't matter)

    cocanutpalalmjun2108126.png

    Bulldoze both hole digging lot and roads, and place your rural highway on-slope pieces

    cocanutpalalmaug1508126.png

    Now instead of plopping a puzzle piece we'll have to drag it over the network you want (excluding mass transit network) using the RHW tool.

    cocanutpalalmoct1908126.png

    Then your'e done

    Part 3. Highway, first get out your hole digging lots (NHP,smoncorie it doesn't matter)

    cocanutpalalmjun2108126.png

    Bulldoze both hole digging lots and roads, and place your'e Highway on-slope piece, drag and done

    cocanutpalalmmay1109126.png

    Well i'm done for today, updates next week

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     Bare Basics For Interchanges

    What You Will Need:

    -Network Addon Mod

    -Rural Highway Mod

    -Your Choice of Slope Mod

    -Hole Digger Lots ( highly suggested but not required )

    -General Knowledge on how to use NAM

    I really like using the Rural Highway Mod but when I first started it was nearly impossible to figure out how to make well functioning Interchanges.  So for any new users of the Rural Highway mod I will show you how to make some great interchanges and will hopefully inspire ant of the older users.

    So to start here are three easy to create interchanges.

    Diamond Interchange

    First construct a two lane Highway

    Create2lanehighway.jpg

    Next raise an area 15 meters on either side of the highway.

    Raiselandwithroad.jpg

    Next Use puzzle pieces to create an overpass. * Make sure to use the " T on slope " piece.

    UsepuzzelpeicesforoverpassT.jpg

    Now drag one way roads to create on-ramp and off ramps.  Demolish the one way roads making sure to leave small sections of the one way road behind.

    Createonewaystubsandslopes.jpg

    Now Place the exit/entrance ramps and connect to the pieces of one way road to create your basic diamond Interchange.

    DiaomondInterchnge.jpg

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    Bare Basics for Interchanges 

    Parcolo Interchanges:

     Create a two lane highway

    Create2lanehighway.jpg

    Next raise an area 15 meters on either side of the highway.

    Raiselandwithroad.jpg

    Next Use puzzle pieces to create an overpass. * do not use T on Slope puzzle piece *

    UsepuzzelpeicesforoverpassNOT.jpg

    UsepuzzelpeicesforoverpassNOT.jpg

    Next Place ramps like so.

    Arrangerampsparcolo.jpg

    Next Connect the ramps 

    Connectrampsparcolo.jpg

    Arrangerampsparcolo.jpg

    Repeat on the other side to create a parcolo interchange.

    ParcoloInterchange.jpg

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    Bare Basics for Interchanges

    Roundabout Interchange :

    First Plop a roundabout

    placeroundabout.jpg

    Next dig holes 15 meters down for tunnel entrance.

    Digholesfortunnelenterance.jpg

    Build A highway tunnel and Connect the 2 lane highway to the tunnel.

    createtunnelsandconnect.jpg

    Use one way roads to feed into the roundabout.

    creatonewayroadstubs.jpg

    Connect Ramps to roundabout

    roundaboutinterchangejpg.jpg

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    Convert YouTube Music to SC4 In-game Music

    Ever see music on Youtube that you want in your sim city 4 game? It's simple!

    *Note: you must have a email adress for this to work.*

    1. Go to Youtube and go to the song you want.

    2. Copy the whole webite (including http://)

    3. Open a new tab.

    4. Go to Zamzar.com

    5. On the bottom of the screen you should see a step 1, step 2, etc. On step one, click the URL button.

    6. Also, paste the website from step 2. (make sure there is no double http://.......)

    7. On step 2, click the convert files button, and under music formats, click mp3.

    8. On step 3, type in your email adress (Zamzar will not share it)

    9. Click convert.

    10. Go to your email account (example: aol.com) and sign in

    11. Click on the email Zamzar gave you (It may be under spam or old, so make sure to check everything!), and then click on the link included in the email.

    12. When the new window opens, click the Download button. Save the file to somewhere you can get to easily.

    13. Open the folder you just saved the file to.

    14. Copy/paste the file(s) to C:\Program Files\Maxis\SimCity 4\Radio\Stations\Region\Music for to hear the song in region view or C:\Program Files\Maxis\SimCity 4\Radio\Stations\Mayor\Music to hear it in game mode.

    15. Enjoy your new music!

    I hope you find this helpful!

    [Added Title - abcvs]

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     Making More Realistic Highway Offramps

       This is my way of making highways. You may be able to do this with the RHW, but I haven't tested it yet. You will need the latest NAM for one of the steps

    Step 1: Create a Highway, like so...

    step1s.jpg

    Step 2: Then, go into your highways menu, and select the offramp tab, the one with 2 ramps on them, and once you select it, hit tab until you come across the one way road one. You can choose ground or elevated, depending on the type you are using. Set them up like so, leaving about 4-20 tiles of space between ,depending on how big you want your exit.

    step2u.jpg

    Step 3: About halfway inbetween the ramps, drag out an avenue. Make sure it crosses the highway on both sides, in order to build a bridge. If you are using elevated then drag the avenue under.

    step5w.jpg

    Step 4: Drag the oneway roads from the exits, up to the avenue, and up to the next ramp, like so

    step4k.jpg

    And there you have a large exit ramp! If you would like you can follow step 5 for added realism, especially if you are using this concept in the suburban or urban areas

    Step 5 (optional) From those exits, you can choose to make them go on even longer yet, by dragging them past the ramps, like so. This trick looks best in suburban exits

    step6q.jpg

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    How to make an EL-Rail in highway tutorial

    By:Nathanthemayor

    1)Create your elevated network, as shown, or any style you want. But only do it for one side only.

    elrail1.jpg

    2)When you are satisfiied, then put an el-rail through the other lanes like this:

    elrail2.jpg

    3)Do the same as #1 but instead put a new highway as shown, and then follow step 2

    elrail3.jpg

    4)Transition from highway to road. Extend a highway a little ways down, then attach avenue to it, then a one-way road to the side of the highway is the RHS:

    elrail4.jpg

    5)Draw an el-rail through it, and then repeat for the opposite side;

    elrail5.jpg

    6)This is what you should get. Enjoy it!!

    elrail6.jpg

    • Like 1

    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
    STEX Uploads  and  Guidelines/Rules/Tutorials

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    I don't think he is going to post, so I have Jumpthenfence's "Graffiti for BATs" Tutorial.

    None of this is mine, I just wanted to share it! 

    Clicky! 


    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    Hey There everyone,

    Today I'm going to show you a neat little way to connect your city tiles by street (eye-candy only)

    Now before we begin you will need the Street Add-on Mod(SAM) which can be found here, Now on with the tutorial.

    Step One: drag street to about 3-4 tiles away from the edge.

    drawroadup.jpg

    Step Two: Select the SAM (street Add-On Mod)starter piece of your choice.

    sam.jpg

    Step Three: Place the puzzle piece on the edge of the tile just like in the below image.

    starterpiece.png

    Step Four: Bulldoze the one section of the puzzle piece.

    BulldozeSelectedtile.jpg

    Step Five: Drag street to the puzzle piece that you didn't bulldoze.

    DragStreet.jpg

    If you do each of the steps above correctly you should be left with this :)

    finalqj.jpg

    Hope you found this helpful,

    GTSC


      Edited by GrandTheftSimCity  
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    EDIT

    Found the other older one after digging through the menus, this is it Here. It was buried in menus, so i didnt find it earlier.

    Ive posted this in the omnibus, but it wont be up for a bit (My nightlights one wasnt) so ill post it here for the time being.

    Creating functional landmarks

    This is my basic guide that shows you how to add jobs to a landmark. It will be far from perfect, as I’m doing it from memory, but the last one isn’t in the omnibus for some reason and it’s a common question in the Chat room, so im making one.

    This tutorial requires: Ilives Reader (https://www.simtropolis.com/forum/files/file/21343-ilive-reader-0-9-3/)

    It is possible without creating your own model, as long as you have the .SC4model file. Don’t know if it works if that is compressed in a Dat, I’ll try it later.

    Right then, to business. I’m going to use

    https://www.simtropolis.com/forum/files/file/22473-hk-elizabeth-house/

    Because I like the BAT, and it looks right for a CS$ which is what I’m going to make. (Obviously that’s not all you can do, but I need one and this is a good excuse.)

    It’s normally an Resi building, but Plop able Resi’s are a bit buggy, so don’t attempt it.

    First find the model and stick it, and only it, in your plugins. This makes the Lot editor and such open quicker, and it is easier to remove mess after if you want.

    Landmark

    Quick hint, add LM and GR to the exemplar names. Makes them easy to distinguish later.

    landmark.png

    The landmark one doesn’t need too many changes from default, Budget cost will be removed later anyway. Change the item name and description if you want a different name in the menu. The only Real area that needs editing for this is the wealth section. MAKE SURE ITS THE SAME AS THE WEALTH YOU ARE GOING TO USE. I set mine to low after this, as I was doing CS$, but for CO$$$ it should be high. This isn’t needed for everything, but I’ve had crashes on some of the ones I didn’t do this to. Best be safe.

    Growable

    cs1.png

    The only things that need Changing drastically are the in game features. Capacity satisfied is normally MILES higher than a city can provide, so lower that. (If you’re using more than $ the higher values when you click it are the lower wealth.) Don’t worry about the hex code on the left when you click there, ill deal with it later. You’re also going to want to change the Pollution and consumption figures; as if you look there they are incredibly high before changing them. That’s really it; you can change other stuff if you want. None of this is really necessary, but if you want it to have any useful purpose then do it.

    Lotting

    Make your landmark Lot, no need for a growable. Just get this done, not really major, but it needs to be done before the modding itself as Lot Editor can strip away the modding you do, leaving the files useless. It may not happen at all, I’ve only had it happen once, but it is a possibility. This is where using an empty plugins folder comes in useful, as if, like me, you have 5 GB of plugins it takes a while to load LE.

    Now we get onto the hard bit...

    Modding

    This is the tricky bit. Open the Lot file in reader. Go to filters and select only the exemplar box. Click refresh underneath the boxes.

    exemplars.png

    Once you’ve done that you should get 2 exemplars. For the minute we want the one that looks like this.

    unmodded.png

    Remove these ones.

    unmoddedstart.png

    These are what ties it to the landmark and interfere. So remove them. A few require editing, but I’ll get onto that later. As ever, you can remove more, and edit more, but that picture there shows the ones that really need to be removed. (Just right click delete property.)

    Now open the Growable. (If you close remember to save, reader wont prompt you.) You need to copy these properties from that exemplar over into the landmark Lots exemplar you just edited. (Right click copy and paste or CTRL+C CTRL+ V) (EDIT also select growth. Dont know why, but I forgot it in this pic)

    moddedstart.png

    Now we need to do some cleaning up. This is what the landmark exemplar looks like now. (Or should.)

    clenaupstart.png

    To start with we need to clean up occupant groups. Double click on it.

    Delete the bottom two, and then go to the Growable exemplar.

    occupantgroups1.png

    When you do, you should be able to see quite a few there. We want the second one down. Copy that over, by copying its hex code from the bottom into the other one, separated by a comma, the others aren’t needed as the ploppable shouldn’t grow, and we don’t want the game to think it should.

    occupantgroups2.png

    You should get this once you press the apply next to the text box in the bottom. Press the apply next to cancel to continue and save.

    occupantgroups3.png

    The next tricky bit.

    This bit is a bit of trial and error unfortunately, ive not managed to work all of it out. The other exemplar within the Lot has some properties, which also require editing. These are the 3 in question.

    editing1.png

    Zone types is an easy edit. Simply double click, and add the code 0x0F into the box.

    Wealth types is also simple. Add 0x01 for low wealth, 0x02 for medium and 0x03 for high wealth.

    Purpose types is harder, they are all different. I’m going to look into various files to find them, but

    for now this is what I’ve found out.

    CS$ 0x02

    CS$$ 0x02

    CS$$$ 0x02

    CO$$ 0x03

    CO$$$ 0x03

    I-D

    I-M

    I-HT 0x08

    Just for reference, R is 0x01.

    So just as an example, if you’re confused, mine now looks like this.

    editing2.png

    Remember I said you don’t want to confuse the game and make it grow this Lot? Well just to be sure make the “Growth stage” one 0xff. This sets the Stage to 255, which even the CAM can’t manage.

    (No pics, im sure you get how to do it by now.)

    This Lot is now testable (and most likely usable) in game, well done.

    As always, don’t worry about asking me for help, I’m normally found in Chat and if you can’t find me there PM me.

    Timmystwin.


      Edited by Timmystwin  

    My Current (Albeit Delayed) Work in progress? A falloutSC4 mod.

    http://www.simtropolis.com/forum/topic/35769-timmystwins-bat-thread/

    Often oppressed in ST chat.

    Warning: This person may use sacasm, do not feed, touch, or provide fodder for his twisted sense of humour, doing so will result in sudden, disasterous outbreaks of sarcasm

    simmarsteammember.png

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    May as well stick this one in here. (Double post as to remain organized.)

    NIGHTLIGHTS IN GMAX

    This is slightly more advanced than the other one, and requires iLives reader (HERE) and basic knowledge of it to do it quickly. Possible for a complete novice, just a little confusing.

    A basic understanding of GMAX is also needed, but i doubt nightlights would be on the menu if you didnt have that.

    1. Create your scene. Day only, No nightlights.

    2. Create one spot, name it nitelite_spot01 and turn it off. (You can put nite- in front of any objects name, and it will only appear at night, but a light is best.)

    3. Double check that you have NO night-lit windows (press h and search for "nite_ or nitelite_")

    4. Do the render as normal.

    5 Remove the .sc4model file from your plugins. Move it to your desktop, or somewhere you can find it.

    6. Open up your day scene. Modify it to Create your Night Scene. Here you can do normal BAT nightlights, or you can use the following method:

    6.1 Go into the material navigator, and press on new. Go to bitmap and open the file that you want it to look like, a drawn window for instance. Apply that material to your object. The links below are good for textures though. You can skip the next step now. Windows textures

    6.2. Click the box next to the diffuse color, (I dont usually do this step)and navigate to a trunite map. Leave the color at a lighter gray.

    6.3. Click the box next to the "Self-illumination" box, and find the same texture you used for diffuse. Set the self-illumination to 100 (Or lower if you want. 70-100 is good. You can also control the brightness with the diffuse color.

    6.4. Apply to your night windows. Use the UVW Map modifier to make it fit into your window. Generally the maps will fit into a 1.5-2m wide by 4m tall window perfectly.(Doesnt have to be a window, be creative) (Or edit the texture or other such stuff)

    6.5. Do a test preview. Medium quality is good. You will still be looking at the Night render in BAT.

    6.6. If you like what you see, go to step 7. If you want to 'spice it up, continue reading)

    6.7. You can also change the geometry around, so long as it fits within the same LOD, and it remains basically the same shape. So you can take down things that appear in daytime , but maybe not nighttime.

    7. Proceed to Export your new night scene. No need to rename it, as we want the night FSH iid's to be the same. Be sure your day scene was removed from your plugins folder

    8. once finished, open up your day scene in Reader. (download link above)

    9. Go to Filter (Blue). Uncheck everything (Red) , and choose the FSH Texture (Yellow arrow). Click refresh.(Green.)

    tutorialpic2y.jpg

    EDIT, some people found all this confusing, so here is a pic.

    10. Click the instance tab (Blue in pic below)to get the instance numbers in order numerically.

    11. This is where things get tricky.

    Find all Instance IID's that have an 8 in the middle. For example:

    000f8000. This is the starting night light FSH instance ID for the Campbell Mithun Insurance buiding. The last one is 000f843d.

    Drag select all of the FSH Files with the 8 in the middle like that, and remove it. Carefully do this, because if you remove one of the DAY FSH files, your model will not appear right in the game.

    12. Open your Night scene in a brand new Reader. Select all of the FSH Files with the 8 in it using the method explained above, and right click, copy files (Green). Then go into your other Reader, the day scene. Delete the files with the 8 in here, and ONLY them (Red) and paste, after right clicking(Green), your Files in there. You should now have your night windows from your night scene, in your day scene. We do this, because self - illumination works in the day as well.

    tutorialpic1.jpg

    Remember to save! Put your day render into yourp lugins, and remove the night render. Test it in game, remember that if you make it a landmark or building it needs power to show nightlights!

    That should be it. Hope you do understand it, and dont hesitate in asking me questions. Im often found in live chat, and if that fails PM me. (May be a slight wait on the reply, but it will come.)

    Timmystwin.

    This is my own heavily edited version. However, I give Credit to Swat Medic, who made this article originally, which allowed me work out how to do it and produce this edited version.


      Edited by Timmystwin  

    My Current (Albeit Delayed) Work in progress? A falloutSC4 mod.

    http://www.simtropolis.com/forum/topic/35769-timmystwins-bat-thread/

    Often oppressed in ST chat.

    Warning: This person may use sacasm, do not feed, touch, or provide fodder for his twisted sense of humour, doing so will result in sudden, disasterous outbreaks of sarcasm

    simmarsteammember.png

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    How To Build A Compact RHW Cloverleaf Interchange

    By Nathanthemayor

    Cloverleafs are realistic interchanges that look good in SC4. However, they take up a huge amount of space. I have found a way to reduce that space.

    1.Build a bridge over one highway using EL-RHW4

    tutorial21.jpg

    2.Click 8 tiles away from the RHW(see photo) an drag out a ramp from the 8th.

    tutorial22.jpg

    3.Place a RHW-2 T-Splitter on the ramp you just drew, and connect two sides together like this. I reccommend to use smooth curves.

    tutorial23.jpg

    4.This is the final result. Enjoy it!

    tutorial24r.jpg

    • Like 1

    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
    STEX Uploads  and  Guidelines/Rules/Tutorials

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    I know how to make a dust storm in SC4. I thought I could share it here.

    1. Go to Adobe Photoshop.

    2. Go to "Adjustments", and "Color Lookup".

    3. Choose a dark yellow or golden color.

    4. Go to "Filter", then "Noise".

    5. Make the amount of noise 50, or near 50.

    6. Go to "Filter", and add "Blur".

    That's how I made a dust storm.


    Signatures are for fuccbois who haven't said enough

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    A new tutorial I made(Ignore the fact that there's 2 "Step 3s")

    tutorialg.jpg

    • Like 5

    Click the links below to visit my:

    City Journals  *All CJs are now inactive*
    Dante's Peak    Paridise Island (v2)    The United Cities

    Workshops  *Inactive*
    NTM's BAT Workshop II  and  NTM's Lot Workshop

    Show me Your:
    Roadsigns!!!  or  Transit Hubs/Transit Centers!

    Other Significant Links:
    STEX Uploads  and  Guidelines/Rules/Tutorials

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    Okay- heres one

    HOW TO RUN SC4 in WINDOWED MODE for windows!

    excuse me if you already know this one...

    _________________

    1. create a shortcut for SC4(or skip to step 2 if you already have one!)

    2. Right click, click properties,

    3. rename the Target:

    add a space a dash and w to the end AFTER the " marks

    so:

    <"C:\Program Files\Maxis\Sim City 4 Deluxe\Apps\Sim City 4.exe" -w>

    for me

    4. Open Up sc4 and VOILA, its in a borderless window...

    very handy for quick play, i also find it runs faster this way

    Hope this Helps.

    Be warned,

    I just tried this and now (After removing the space - & w) my game still plays only in windowed mode and I now have no auto scroll ability ingame. You then have to resort to the arrow keys to move around the city... Very annoying! If anyone can tell me how to reset it, besides reinstalling the game, it would be much appreciated. I also tried deleting the shortcut on my desktop and re-creating a new one and re-checked, the space - and w are no longer in the path but the game only opens in windowed mode now... I only hope it isn't true for all my other games as well now...

    Alternatively, and really quite simple, all you have to do is hit Tab + Alt, or even Alt + Tab in just about any full screen game to drop it down, minimized, to do multiple things at once. When you are ready to go back ingame, you just click the game's program bar at the bottom of your screen and it pops back up to full screen. Again, if anyone knows how to undo this, it would be greatly appreciated. :-)

    -Cheers

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    Welcome to Simtropolis...

    I just tried this and now (After removing the space - & w) my game still plays only in windowed mode and I now have no auto scroll ability ingame. You then have to resort to the arrow keys to move around the city... Very annoying! If anyone can tell me how to reset it, besides reinstalling the game, it would be much appreciated.

    Simply removing the "-w" does not turn window mode off. Once you turn on window mode you must return to full-screen by placing a "-f " at the end of the shortcut target line similar to how you had placed the "-w".

    • Like 1

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Welcome to Simtropolis...

    Simply removing the "-w" does not turn window mode off. Once you turn on window mode you must return to full-screen by placing a "-f " at the end of the shortcut target line similar to how you had placed the "-w".

    Awesome! Man, look at the time on that response, you guys rock!!!

    A lot of very helpful, cool stuff in here too, been wanting to say that.

    -TYVM

    • Like 1

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    I really like using the Rural Highway Mod but when I first started it was nearly impossible to figure out how to make well functioning Interchanges. So for any new users of the Rural Highway mod I will show you how to make some great interchanges and will hopefully inspire ant of the older users.

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    SimCity 4 Tutorials

    Basic Tutorials








    RHW Tutorials

    • by Asteconn
    • by Adoxx
    • by Asteconn
    • by Adoxx

      How to build (RHW)

    • by Asteconn
    • by Adoxx
    • by Asteconn
    • by Adoxx
    • by Asteconn
    • by Asteconn
    • by Asteconn
    • by Asteconn
    • by Asteconn

    • Like 3

    ★★ Visit my YouTube Channel: Adoxx Productions for SimCity 4 Tutorials & Let's Plays! ★★

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