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  2. SM2 True STR Sidings Vol1

    Is time for enjoy! YAHOO!!!
  3. SM2 Air Purifier Facility

    Too much GREEN!!! No more pollution! I like it!
  4. 1. Overview

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  6. Creating Prop Families by Jeronij

    This article is a tutorial on the SC4 Devotion Wiki, it was originally written by Jeronij, unfortunately over time all the pictures have gone missing from this document, but I've still got the original pictures. Hi everyone, after some questions over at SC4 Devotion, I wrote up a little tutorial on prop families. I made it mostly for my own use as the tutorial I used to use is a little out of date (its the one on the STEX), but thought it might be useful for Jeronij's site if he wanted it. I'm not sure if there is an existing tutorial that covers the same material (if so then this one is redundant) I've posted it here first for people to preview if they want, and comment on whether or not its suitable for release. I think it probably covers some existing material, but I could leave it out if necessary. Also, since its based on what I understand of prop families there may be some mistakes, inaccuracies or omissions. So I didn't want to post it publicly without letting people here see it first and having option of veto. Especially since most if it is BSC material. I thought it might be useful to have a current compilation if there wasn't already one. Tutorial: Using Existing Props in New Prop Families This tutorial expands on my basic outline of how to make prop families. It also explains how to make a copy of prop files and add them to a new prop family while leaving the original files intact. I have learned the hard way to never modify core dat files, or dependency files from other creators. Disclaimer: this is a new tutorial and there may still be some minor errors or omissions. If you find any please let me know so I can correct them. Its also not official material, it is just how I do this process. Other people may have different methods. None of this material is my original work (except the compilation of it), it has been a long process of research by many people to work this out. Many of those people were BSC members.The tutorial assumes the audience is fairly familiar with Ilive's Reader and its functions. What is a Prop Family? When using the Lot Editor, you can place props on a lot. When you place an ordinary prop it always uses the same prop when the lot is plopped or grown in the game. You can make your lots more interesting by using prop families. A prop family contains a number of different prop models. If you place a prop family on a lot, each time you plop or grow the lot in the game, it will choose a random prop from the family. This way you can make one lot, but have it look different each time it is used in the game. You can make your own prop families, but it requires a bit of modding. Its not too difficult though. Prop Family IID Range If you are going to create your own prop families, then please ask Barbyw for an instance (iid) range for your families. Each prop family must have a unique iid, and using your own range will ensure that yours don't conflict with anyone else's. There is a request thread here. It is the prop family iid that links all the props into the family. This is how the game knows which props are in the list for it to pick from. Making a prop family from existing props I do not create my own props. I must use props that others create, and these are usually found in published prop packs. Lets say I find some nice props, and I want to put them into a prop family. I will assume that I already know the names of the props I want to use, and which prop pack they are in. I will also assume that the original creator has said its ok for me to use his or her props. I'm going to use for my example Cycledogg's four Street Trees that can be found in his BSC CP PropPack Vol02 (CP_PropPack_Vol02.dat). The prop exemplar names I want are: CP_SpruceTree_StreetA CP_SpruceTree_StreetB CP_SpruceTree_StreetC CP_SpruceTree_StreetD Firstly I start Ilive's Reader and then open BSC CP PropPack Vol02. I locate the four exemplar files that I want and highlight them in the middle pane. Then (still in the middle pane and with my mouse over one of the four exemplars) I right click, and from the pop-up menu, select Copy Files. Now I create a new dat file (go to the File menu and select New) In the middle pane of the reader, I right click and choose Paste Files. The screen should look similar to the picture below. Now I have a new file with the four prop exemplars in it. At this point we have a problem. You may notice that the TGI numbers of these exemplars are exactly the same as those in Cycledogg's original prop pack (compare the images above). We need to make sure our new exemplars have their own unique TGI numbers. (TGI: Type Group Instance) To do this, in the middle pane, I select all four exemplar files, right click and select Generate New Group and Instance. The results should now be similar to below. Notice the exemplars now have different TGI numbers. At this point ReIndex and Rebuild the directory file (in the middle pane, right click, and pick ReIndex. Then, again in the right pane, right click and pick Rebuild Directory File). Then save the new dat file before something bad happens (go to the File menu and choose Save As). Give it a good name. I'm going to call mine sam_CP_SpruceStreetTrees_propFamily.dat With this name I can tell: It is a file I modified It contains prop families The original creator was Cycledogg (CP) It contains the Spruce Street Tree prop exemplars These exemplars should not now conflict with any other in game file. But it still doesn't do what we want. The props still belong to the families that Cycledogg originally gave them. To change these, I select the first exemplar file in the middle pane. Then in the right hand pane, I double click the Building/Prop Family property. The results are shown below: Since this is a new exemplar file I can safely delete the iids that Cycledogg added (since they are still in the original file), and add my own. I will delete the first rep (the first white cell under the values list) by clicking on it, then clicking the Remove button. I will delete the second rep the same way. I will then find the next available prop family iid in my range, which is 5A100050. I overwrite the third rep with 0x5A100050. Then I click the apply button on the lower right, then click the apply button on the lower left. Your results should look similar to the picture below. Note the value in the Prop/Building Family property now appears as we wish it to. But we have only done the first exemplar out of four. So at this point, you will need to change the other three in the same way (ie pick the file to modify in the middle pane, then in the right pane, find the Prop/Building Family property, double click it, delete any unwanted values and add your own) Then all four of our new exemplars should belong to our new prop family. At this point it is wise to ReIndex and Rebuild the directory file, then save your dat file. We now have our new props in a new prop family. They should be available in the Lot Editor, listed under the family iid. Advanced Feature - Naming Your Prop Family We can if we wish, give the family a name by adding a Parent Cohort file, using the method outlined by Jeronij. This name will appear in the list of prop families in the Lot Editor, which makes choosing the right family for our lots much easier. In my example above, the iid of my Parent Cohort file must be 6A100050 (because the family iid was 5A100050, I must add 1 to the left most digit). Then in the Lot Editor, the new family will appear in the list with its name. To do this, I'm going to copy a Cohort File from one of my previous prop families. (Open the file that contains the family, find the Cohort file to copy in the middle pane, right click, and select Copy File) The Parent Cohort file should appear in the middle pane before any of the prop exemplars that use it. To do this, in the middle pane I'm going to click on the first exemplar file in the list. Then I right click and choose Paste File. This will put the Cohort file as the second item in the list which is not what we really want. So I will now copy the first file in the list (the exemplar file above the cohort file), click on the parent cohort file, and paste the exemplar file. This will put a new copy the first exemplar file below the parent cohort in the list. Now we have two copies of the same exemplar, so I can safely remove the copy above the parent cohort file in the list. (In the middle pane click on the file to be removed, then right click and select Remove File) Now all our files are present and in the correct order, but I need to make some changes to the Cohort file. First I change its instance id to 6A100050. (In the middle pane, click on the Cohort file. Then on the Reader's top button bar, click File Info button. On the pop-up screen click the Edit button. You will get a new pop-up screen. In your head or on a piece of paper, take your prop family iid and add 1 to the left most digit (my prop family iid was 5A100050 so the new number will be 6A100050). Type this new number into the Instance box of the latest pop-up screen, then click ok. (see the second picture below) Close the File Info box. Its a good idea to Save. Now I need to alter some of the properties in the Parent Cohort file. (If you click on the cohort file in the middle pane, the properties are shown in the right pane). Note in the picture below the properties of my cohort file have incorrect values (because it is just a copy from another family) First I need to alter the Building/Prop Family property to match the prop family iid that I have used for the family, ie 5A100050 In the right pane, double click the Building/Prop Family property. There should only be one Value box. I change this to match the prop family iid and apply the changes. Now I alter the prop Exemplar Name property. To do this, in the right pane I double click it, and in the values box, I give it the name I want. This is the name that will appear in the prop families list in the Lot Editor. My personal preference is to put the family iid at the front of this name, so that I always know which family I am using in the LE. Apply the changes. Tip from Deadwoods: make sure the family name is not too long or you won't see all of it in the family window in the LotEditor. The Cohorts properties should now look similar to the image below. Re-Index, Rebuild the directory file and Save. Our prop family file is now done. We should be able to use it in the Lot Editor now. Note: Our prop family only contains the descriptor files for our props. The model files are still in the original prop pack, so this prop pack will still be a dependency of any lot that that uses this prop family. Unfortunately this may not be detected by some dependency scanners. I always keep a spreadsheet of the prop families I have created and the prop packs the models came from. This way I can make a complete dependency listing for them. Appendix: One other thing I should have mentioned - when I create new prop exemplars from existing props I usually change their exemplar names. Every prop exemplar is listed in the Lot Editor props list (the list that appears when you click the Add Prop button). This can clutter up the menu if we keep making copies of props, and make things hard to find. Usually I add to the original exemplar name a prefix which indicates the new props are from a family. This way I know not to use them when adding props from the prop list (as opposed to the prop family list). For example, I might rename the first prop exemplar above to zz_spf_CP_SpruceTree_StreetA zz_ this should make the prop appear towards the end of the Lot Editor's prop list, out of the way of the regular props spf_ short for sam's prop family (indicates its a prop family prop made by sam) CP_SpruceTree_StreetA indicates the original prop exemplar this prop is a copy of, and that it was made by Cycledogg. I renamed the exemplars I used in my prop family and you can see from the picture below, the individual props now appear at the end of the Lot Editor's prop list, well out of my way. This is purely a personal preference of mine, but other people are likely to have different methods.
  7. Article was originally created on the SimPeg website by Paeng, website now deleted and Paeng has given permission for it to be on Simtropolis. NOTE from Catty - Work in progress - re updating URL links, etc CHEAT SHEET: LOGGING OPERATIONS IN RURAL AREAS Seeing that I'm not the only one favoring the logging industry for mountain areas, I dug in and added some more goodies to the current collection. At the same time I'm trying to give an overview of what we already have - basically the core around which we can build a very successful logging industry, and also a perfect "cheat sheet" for all who are about to start their logging operations. Note that this list makes a Ready-to-Go "package" - if you download everything, you can immediately play - hopefully without searching for any other dependency. It contains ONLY items that are 'tagged' directly as LOGGING pieces - the concern what other sets or items 'will go nicely' with this branch of industry shall be up to the player... (except for a few small general deps, e.g. fences or railfleet etc., which are already in use on the existing pieces). I'll be happy to add any other ready made items to this 'package' as long as they jive with these two conditions (explicit for logging, no further dependencies) - or they are a (dedicated) dependency on their own, like another Logging Props pack. So if you can think of any - gimme, gimme :-) EXISTING COLLECTION PEG General Resources and Props PEG MTP SUPER RESOURCE PACK * http://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ PEG MTP Logging Industry RESOURCE * http://community.simtropolis.com/files/file/20965-peg-mtp-logging-resource/ PEG MTP Mayor Menu Logging Scenes * http://www.simtropolis.com/forum/files/file/20895-peg-mtp-mayor-menu-logging-scenes/ #7in1 Terrain Kit is part of http://community.simtropolis.com/files/file/27712-the-peg-terrain-kit-7-n-1/ * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=2 PEG Rail-Fleet RESOURCE PEG Security Fencing Kit * http://community.simtropolis.com/files/file/19338-peg-security-fencing-kit/ PEG TLC/LTUSA Logging Lots (IND, COM and Utilities) PEG-MTP Saw Mill * http://community.simtropolis.com/files/file/20970-peg-mtp-saw-mill/ PEG MTP TLC MaintenanceYard * http://community.simtropolis.com/files/file/21028-peg-mtp-tlc-maintenance-yard/ PEG MTP TLC Rail Transfer Yard * http://community.simtropolis.com/files/file/21072-peg-mtp-tlc-rail-transfer-yard/ PEG-MTP LTUSA Container Generator * http://community.simtropolis.com/files/file/21103-peg-mtp-ltusa-container-generator/ PEG MTP LTUSA Cross Roads * http://community.simtropolis.com/files/file/21147-peg-mtp-ltusa-cross-roads/ TLC/LTUSA AddOns (IND, COM and RES) * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=595 Paeng's MTP Logging AddOn Vol 01 #Includes Becca's Quonset Barracks# * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=670 Paeng's MTP Logging AddOn Vol 02 #Includes Nexis assorted Logging props, various updates and Patches# Recommended Logging Lots and Props (existing) NBVC (IND, Props, MMPs) * http://www.simtropolis.com/forum/files/file/27240-logging-set/ NBVC Logging Set #only IND Lots need addl. dep# * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=430 NBVC Lumber Yard NEXIS (IND, Props) * http://www.simtropolis.com/forum/files/file/11769-nexis-wood-pile-props/ Nexis Woodpile Props * http://www.simtropolis.com/forum/files/file/647-nexis-sawmill/ Nexis Sawmill * http://www.simtropolis.com/forum/files/file/2196-nexis-used-lumber-and-stuff-co/ Nexis Used Lumber and Stuff Co SLAYTFORK (IND, Utilities, Props) * http://www.simtropolis.com/forum/files/file/15907-slaytfork-mill-revised/ Slaytfork Mill Revised * http://www.simtropolis.com/forum/files/file/15246-logging-mill-accomodation/ Logging Mill Accomodation Optional (some items differing in scale) * http://www.simtropolis.com/forum/files/file/15235-logging-props/ Logging Props * http://www.simtropolis.com/forum/files/file/15883-wild-west-power-house/ Power House * http://www.simtropolis.com/forum/files/file/15912-mill-office/ Mill Office * http://www.simtropolis.com/forum/files/file/15916-slaytfork-mill-with-jobs-bls-bsc/ BSC-revised version Neutral Dependencies (not purely logging, but widely used and good to have) * http://www.simtropolis.com/STEX/details.cfm?id=15287 BSC MEGA Props - SG Vol 01 * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=640 Grunge Concrete * http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=589 SPOT (Orientation Helpers) Make sure to check the corresponding ReadMe files for any of these packs to make sure there are no further dependencies (which we might have forgotten to include here). Collection of of Other Sets Useful for Your Wood Industries Almirall Almirall Paper Pulp Treatment Plant * http://www.simtropolis.com/forum/files/file/19893-almirall-paper-pulp-treatment-plant/ Saturn * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=199 Stacja Wyprawna * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=195 Betonownie * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=193 Plac Drzewny * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=197 Saturn Prop Pack * These are sets outside the scope of this listing - make sure to check what additional dependencies you may need for them. And then, going further 'upstream', you can find a host of related items with producing, manufacturing and retailing ventures - all the way to the fancy designer outlet in your busiest urban center.... But that's another story ~ Above listings are not necessarily complete. Subject to changes and additions... ~
  8. Article was originally created on the SimPeg website by Paeng, website now deleted and Paeng has given permission for it to be on Simtropolis. Here is a comprehensive list of related items useful to build up your coal-related industries... useful for players and lotters. We have searched out the most valuable prop packs and re-lotted dozens of lots to come up with a package that is streamlined in style, dependencies and modding. The listing breaks down in two parts - a) NEW lots - created from the dependency packs we have selected for this project; b) RELOTS - many existing lots redone. Note that this list makes a Ready-to-Go "package" - if you download everything, you can immediately play - hopefully without searching for any other dependency. It contains ONLY items that are 'tagged' directly as COALING pieces - the concern what other sets or items 'will go nicely' with this branch of industry shall be up to the player... * The NightOwl Coal Collection All re-lots plus a bundle of resource files - additional props, textures, documentation and so on... GENERAL DEPENDENCIES Note: These dependencies serve both NEW and RELOTTED items! Saturn Prop Pack * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=197 BSC MEGA Props RT Vol04 * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2066 BSC Mega Props JES Vol09 * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 Murimk Prop Pack Vol03 - Industrials * http://community.simtropolis.com/files/file/27698-murimk-prop-pack-vol03-industrials/ Grunge Concrete Set * http://community.simtropolis.com/files/file/26425-paengs-grunge-concrete-set/ PEG Security Fencing Kit * http://community.simtropolis.com/files/file/19338-peg-security-fencing-kit/ SG 01 Megapack * http://community.simtropolis.com/files/file/file/15287-bsc-mega-props-sg-vol-01/ * NEXIS Coal Items (included) * COAL Textures (included) OVERVIEW: THE COAL COLLECTION - NEW AND RE-LOTTED ITEMS NEW * Coal House * Conveyor * Fuel Station * Head Frame * Mine Office * Pit open * Processing Center * Shed simple * Vehicle Maintenance * Warehouse03 * Weigh Scales * Bunker * Bunker empty * Head Frame tiny * Loading Station * Pile small-triple * Hopper Loader * Hopper Railstrip RELOTS * Bistagne Mine large * Bistagne Mine small * Coking Plant * Hardun Mine * Old Mine * Wharf * Alkaline CoalWasher * Saturn CoalPowerPlant * Cleaner CoalPowerPlant * Hardun CoalPowerPlant * Coal Fired PowerPlant (Jestarr) * Coal PowerPlant (Jestarr) * OldRural CoalPowerPlant * Tailing Pile large * Tailing Pile small * BucketWheel Excavator long * BucketWheel Excavator tall * Coke Dock (plopwater) * Dock main (plopwater) * Dock small (plopwater) * Bulker1 (plopwater) * Bulker2 open (plopwater) * Bulker2 closed (plopwater) SOURCES FOR RELOTTED ITEMS In order to use the RELOTS, you still need to get the original downloads and extract the necessary models! A detailed list of the needed files and some installation instructions are part of the included documentation. BLam HIDP Bistagne mine pit * http://community.simtropolis.com/files/file/18192-blam-hidp-bistagne-mine-pit-2/ BLaM HIDP Bistagne coal mine single pit * http://community.simtropolis.com/files/file/17815-blam-hidp-bistagne-coal-mine-single-pit/ Hardun Industries Coal Mine * http://community.simtropolis.com/files/file/14941-hardun-industries-coal-mine/ BSC Newman Inc Coal Mine v3 * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2109 Pit-Head Frame * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=172 SOMY Bucket Wheel Excavator - links a 2part *.RAR file - links a 2part *.RAR file * http://somy.gozaru.jp/p7.htm Alkaline Inc Northwest Works Coal Washer - Currently not available * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1924 Alkaline Inc Northwest Works Coal Washer - (get it from ST instead) * http://community.simtropolis.com/files/file/20919-alka-inc-coal-washer/ BLaM HIDP Jamison Coking Plant * http://community.simtropolis.com/files/file/17970-blam-hidp-jamison-coking-plant/ AC Saturn Coal PowerPlant * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=196 Clean Coal PowerPlant * http://community.simtropolis.com/files/file/24759-clean-coal-power-plant/ Hardun Coal PowerPlant * http://community.simtropolis.com/files/file/15092-hardun-coal-power-plant/ Small Coal PowerPlant * http://community.simtropolis.com/files/file/2493-small-coal-plant/ Coal PowerPlant (Jestarr) * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2361 Coal PowerPlant 2 (Jestarr) * http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=928 BLaM Jamison coal docks * http://community.simtropolis.com/files/file/17339-blam-jamison-coal-docks/ SG Canals Coal Wharf * http://community.simtropolis.com/files/file/15093-bsc-canals-coal-wharf/ SOMY Coal Docks and Bulk Ship * http://members3.jcom.home.ne.jp/somy000/simbat/somy_industrial_port_set01.zip Bistagne Coal Tailings Pile * http://community.simtropolis.com/files/file/19978-bistagne-coal-tailings-pile/ Small Coalpile * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=60 Note: Waterfront items (Docks, Wharf, Boats etc.) are re-done to work with ploppable water! For game water you can still use the original items. QUICK GUIDE (Excerpt from the Documentation) 1) Download and unpack any or all of these items. We recommend to unpack them to a location outside your Plugins. 2) Look for our prepared dedicated folder 'Relots/Models'. Inside this folder you find an alphabetical list for easy comparison. 3) Copy the indicated 'Needed Original Files' into this folder. 4) Disregard any listed dependencies. 5) Store your downloads and unused files in a safe location. 6) Fire up your game and have fun. Make sure to consult the included documentation for more detailed information and guidance! Any Lot/Relot you do not want to use, just take it out of your Plugins. Same with the models - you do not need to load any models for those re-lots you're not going to use... Our suggestion would be to assemble the complete 'kit' once and store it away. For play, just copy it into your Plugins and throw out all the lots and models you're not going to use for that tile. OTHER USEFUL PROP PACKS (Optional) From http://www.simcitypolska.pl/ * SimCity Polska - some new items (released AFTER we assembled the 'Cheat Sheet'): Bucket Wheel Excavator * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=397 Coal Ground * http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=390 Note: The following packs are not necessarily 'dedicated' coal-related props - but will be useful in any Coaling Project... PEG-PPonds Scows Prop Pack (some of them transport coal) * http://community.simtropolis.com/files/file/22893-peg-ppond-scows/ PEG-CSK Barges Prop Pack 2.05a (some of them transport coal) * http://community.simtropolis.com/files/file/13493-peg-csk-barges-prop-pack/ * Any GridBusters you can get your hands on ~ Above listings are not necessarily complete. Subject to changes and additions...
  9. SM2 True STR Sidings Vol1

    Oh, yeah! Finally the STR siding has arrived! It is a quite usefull addition. We can build up with this quite nice industrial areas, where rails are involved. I have a few spot where these sidings will fit perfectly. Thanks to sharing them! And thank you for the nice prop packs too. - Tyberius
  10. SM2 Air Purifier Facility

    This is a fine addition to our industrial areas. It looks old, rusty, but still working and cleaning the air. Nice, really nice! Thanks for sharing! - Tyberius
  11. SimCity 3000 BAT project

    I peeked at the bat guides before but I don't know it just looked too complicated
  12. SM2 Air Purifier Facility

    Version 1.0.0


    SM2 Air Purifier Facility Plop this baby and watch the air pollution disappear before your eyes!! Scrubs the air clean up to 50 tiles in any direction. But it consumes insane amounts of power and water I guess nothing is for free. Lot size 2X3 Plop cost 9000 Power 300 Water 100 You will find it under the utilities menu. Dependencies SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587 SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 Simmer2
  13. SM2 True STR Sidings Vol1

    Version 1.0.0


    SM2 True STR Sidings are here! Sidings are used mostly as a parking spot for trains and they are found practically in any nation that has a rail network. This pack consist of 12 different STR sidings. They are from 16 to 22 tiles long! Made with dozens of proprietary train props families for maximum diversity. Every time you plop one it will have different railcars showing on the lot so that even if you plop them side by side they will look different. I also made a custom rail design overlay therefore almost all of them have different rail design. They will connect to your RRW STR network and both your freight and passenger trains will run through them. NOTE! You only need the GP38 folder (the locomotives) from the North American Freight Cars Prop dependency listed Dependencies SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop Pack Vol7 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3571 SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587 SM2 Prop Pack Vol9 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3588 SM2 Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 North American Freight Cars Prop Pack https://community.simtropolis.com/files/file/31976-north-american-freight-cars-prop-pack/NOTE! You only need the GP38 folder from the North American Freight Cars Prop. Have fun Simmer2
  14. CAM Download Problems

    It sounds like you may have placed the installer (.exe) files directly into your Plugins folder. These are technically archives in their own right, so need to be run in order to extract the contents within. It's common for dependencies on the LEX to use these, and by default they will create a subfolder structure using the author's name. In almost all cases this setup can be safely changed should you wish to add them in folders of your choice. Otherwise it's a good idea to check the readme documentation for any specific instructions. Most dependencies once fully extracted are either DAT or SC4Model files. The former being a collection of any game data such as props, textures or modded properties. So just double check these files are somewhere inside your Plugins folder.
  15. CAM Download Problems

    I know for certain the BSC Essentials needs to be unzipped and then the Install_BSC_Essentials.exe file has to be run. It'll then put the dependency files in the plugins folder. The others are likely the same.
  16. Prepping my First Region

    As promised, here is a picture of the interchange with most of the trees removed. Any thoughts?
  17. CAM Download Problems

    just to clear up, do you drag the unpacked and downloaded dependencies (I am using BSC essentials and BSC VOLUME dependencies) into the plugins folder of simcity4?
  18. CAM Download Problems

    I was slightly editing my reply while you were replying. It could be deps of the deps. (I'm not a CAM expert tho so I'm sure one of our gurus will have better advice when they get here.)
  19. CAM Download Problems

    yes, I have gotten the official CAMlots and downloaded all of them, as well as the dependencies. i dragged them to the plugins folder, yet they yeild no result
  20. CAM Download Problems

    You'll want to take a look at each download page for the files you acquired and see if there are any dependencies listed that you have have missed. Also, some dependencies have their own dependencies. The CAM itself does not contain any buildings, but many BATS have been made to work with the increased CAM stages (aka CAMeLOTs).
  21. CAM Download Problems

    yeah so I got the CAM mod with deluxe edition, and I can get all the buildings and the dependencies, but when I start up the game, a warning just says "these plugins arent available on your machine." all camlots have brown boxes, and i dont know how to fix it. what should I do? is this a bug? i have a steam retail version so please explain in simplified format on what to do to fix these missing textures.
  22. that missing section in the bottom right of capital city will be demolished soon, and the inner ring road will be complete. I just built enough to get me in profit, and on cheetah, for enough money for a big build.
  23. Member of the Month: February 2018

    Congratulations! Both your outstanding efforts go such a long way with making SC4 more accessible for everyone. Whether providing guidance in the forums or working on projects behind the scenes, thanks for all you do.
  24. Can't find it?... Ask here!

    @redfox85 SOMY made a high quality one, link on this page: http://somy.gozaru.jp/p9.htm
  25. My Story in Minecraft Community

    Cori has given excellent advice there. Even with good intentions, it's possible that written words are misinterpreted by others. Sometimes I've found it helps to take a step back before posting and think how it could be perceived. Are certain sentences worth rephrasing to help more clearly portray the intended message? Because one of the shortfalls with text-based communication is the tone can so easily be lost. That means others may read what's said and get a completely different idea of not only the apparent meaning, but the underlying purpose behind it. This in turn could lead to a negative response, then others jump aboard and follow-on having latched onto the wrong idea. Should this happen, it may also be worth taking a moment to carefully read through replies, give it some thought for a little while considering whether a reply back would help or hinder. It might well take a few hours, or even a few days to decide either way. But once time has passed, it could be easier to weigh up other's opinions and make a measured response accordingly. Forum topics can occasionally turn heated when there are so many people with varied views on a subject. On its own this isn't a bad thing. But when it becomes personal and diverged away from the subject matter, that's when it often leads to a conflict. By giving others chance to air their thoughts, it could potentially encourage an interesting discussion rather than a war of words. Though it's true this isn't always the case. Understandably it's not easy, and when clear even a good-natured reply wouldn't help a situation, there are times when it may be better to walk away. Having the knowledge that you've tried your best, and then re-focussing on another project or idea at a later stage. Learn from what happened, but don't be discouraged and keep at it.
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