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  1. Today
  2. In this episode, we design the layout of Fawn Park along with the mining district of Fawn Mines, and add a ferry line.
  3. Revisiting Prop Pox and Prop Theory

    Thanks for the suggestion. But no, I'm afraid HTML is not an option for Member Titles (I've tested this). Adding or editing the existing CSS class is possible, but it'd need to be defined on a per-user basis. Otherwise all titles would inherit and display the same formatting. However, another way forward is to use a CML profile field, which do allow custom formats to be rendered.
  4. Yesterday
  5. Glenni's BAT Viking Homestead

    Here's a slight update. With some help from JasonCw and Mushy I made a more varied and darker glass texture, keep in mind that there is no glass in the windows to the side yet, though.
  6. Show Us What You're Working On

    Another project I'm working on This is a company called "Port-A-Lube". I don't know much about them, but from what I understand you would call them and they would send out a roaving mechanic, to you house or residence and give your car a quick tune-up. this is the CS version. It's 2x2 and contains a small office and holding pen for the companies trucks This is a 3x2 "Office" variation which includes an office thats really just owners home (Common for company owners in the construction and service industries to combine their living residence and their offices)
  7. Show us your SimCity 4 funnies/glitches

    That's actually how you're supposed to do it, use both lanes all the way up to the merge ----- Might have to install some wildlife crossing signs These walls should help
  8. Show Us Your Interchanges - The Sequel

    A fresh new FARHW parclo And surrounding area (for now) Full size
  9. Poppy Multiplayer Regions for SC4

    So what you are claiming is that the same sims who won't take a highway or train across a jobless sector are willing to do so in a ferry, that ferries are special that way. Is that correct? Half of what I am wondering is whether there's a way to coax sims to commute via highway and rail across similar, almost-empty sectors that have no jobs. It may be that the "must have jobs" condition (echoed by Z1) was not exactly correct, that there's a trick (like running time off the clock in the intervening jobless sector) that can assimilate one connection's job availability so it will enable commuters to enter via another. Perhaps I should take my concern to a separate thread in a transit net forum where those experts can see it.
  10. Show us your Downtown / CBD

    Downtown Chicago's skyline at night.
  11. Show Us Your Overview of Your City/Town

    An overview of 1930's Midtown Manhattan at night.
  12. Show us your Rush Hour / Traffic Jams

    Rush hour in Berlin's Gendarmenmarkt.
  13. Show us your Night Shots!

    Sydney's stunning CBD at night.
  14. Show us your city's detail/close-ups

    A closeup of one of Rome's most stunning landmarks - the Trevi Fountain.
  15. Show Us Your Small Towns

    Wintertime in Yellowknife, Northwest Territories.
  16. Show us your... Nature!

    Some hot air balloons over some of Greece's natural landscapes.
  17. Show us your parks!

    A mosaic of New York City's Central Park.
  18. Show us your farm land!

    More farmland from rural Greece.
  19. Show Us Your Anti-Grid!

    An anti-grid scene from Sydney.
  20. Show us your Mosaics

    A rainy day in Cephalonia.
  21. Show us your MMP work

    One of Cephalonia's many winding roads.
  22. BAT Request Thread

    I just downloaded the file and had a look; he has made both building and prop family exemplars in the dat file. All you would need to do is select both these (building file and prop family file 0xa000091d) from the family button and arrange them on the lot editor (limited to a 6x6 size). Without the PIM-X, you could make a large lot by using the reader (recommended) or you could use an existing large IHT lot that someone else has done the hard work with (not recommended, it is better to start clean) and replace the building file that way. However, at this late stage in the game & if you are seriously wanting to use custom content, I would strongly recommend trying to get the PIM-X to work. There are a lot of technical people who can help over on SC4D if you post the error messages that you receive when trying to install the PIM-X.
  23. Krasner B.A.T. thread

    Really nice idea! In any case, that roof grass will be much more easily done by using plant props than modelling them directly on the main building.
  24. I think this is the correct forum for this. I am attempting to build a custom region based on Tar Valon from the "Wheel of Time" Series. I built a 16kX16K (approx 10miles square) that looks like this: It is based on the map and dimensions given here: http://wot.wikia.com/wiki/Tar_Valon For the buildings and roads, I cannot use just the regular zoning because that would put modern looking buildings in the mix (or at least I cannot figure out a way to prevent that). In fact, except for running the program for 1 or 2 game months to get money from an infinite money park, most of the game will be "played" on "pause." Perhaps the architecture of the buildings in "The Wheel of Time" is described somewhere in the books, I really can't remember that specific detail, but it strikes me as "midievel," and I have found the following to put in the appropriate scenery: Buildings: for "mideivel style" buildings, I found the following here on STEX: Castle 1100 ad set, castle walls, and I think another that I can't remember the name of. Faneuil hall is not "mideivel" architecture, but I think it looks cool as a "rich merchants mansion" or "town center" when surrounded by stuff from the "parks" menu (the best I have found is either the medium flower gardens, open grass areas, and the tree fillers from the FLOG country club set). For the walls surrounding the city, I think I can use the stuff from the "castle walls" set. White tower: No one has made a "ploppable" reproduction of the "White Tower," or at least I have been unable to find it if they did, but I think I can make a "Aes Sedai Center" using some of the stuff from the landmarks menu and the parks menu. For the central building, I could use one of the many castles on the STEX (or sc4devotion) or the Palacio Real (I think). Then I could use various of the other buildings from the landmarks for the quarters of the various ajahs and the novice and accepted's quarters. Roads: I think that modern roads or streets would not right, but that within the city, the roads should be cobblestone or red brick, and the streets outside the city should be dirt roads, and I found a mod that can do that (again, can't remember the name). It took me a while to figure out how to actually use it, and I still have not figured out how to make those types of roads angled, so for now I will sort of have to make my roads straigh N-S ir E-W, and can't make them diagonal like in the picture from the fan site. Bridges: I don't think it is possible to make bridges that are angled like in the picture on the fan site, so I will have to make the bridges straight N-S or E-W. The best I have found so far are covered cobblestone bridges, I think. I am not sure, but I think I got those bridges from the add-on that gave me the capability of making the cobblestone roads in the first place, I think. Dragonmount: According to the maps in the books, Dragonmount is a bit to the west of Tar Valon and I will make that using the god mode tools. Farms: I am not sure if any of the countryside surrounding the city is farms, but I would like to put a few there anyway. I am not sure how to do this however. I can't just zone some of the area as agricultural, because that would put modern barns and grain silos and whatever on those farms. If there is some mod that makes the agricultural zoning put only "medievel looking" farms, I have not found it. If there is another way to build them, I am not certain how to do it. For the buildings I can use some of the buildings from the "1100 AD" set, in fact some of them are specifically labeled as barns. For the fields, I have not idea what to do. The best I have figured out so far is to use the open grass area from the parks menu. If I finish this sometime between now and the end of the universe, I will post pictures of it. I also belong to a facebook group that dicussed the Wheel of Time novels, so I might post it there as well. Brian Christiansen
  25. Show us your railroads

    A lot I may put up on STEX soon, it was inspired by a short-line railroad yard in Hugo, Oklahoma. (Its no where near the actual design of the RL Yard, that yard was what inspired me though to build this lot. It's a lot more bare bones than the real one.) - This one is a bit more "controversial" This one is a Frac Sand unloading facility based on TSS Sand in Fort Stockton Texas. Since there are no sand unloading props in SC4 (Yet), I used Airport baggage loaders as stand-ins.
  26. RRetail Development

    @RRetail How about MK's Japanese buildings? Once I figure out how to link posts from SC4edit I'll show ya
  27. This game costs between $6 and $7 during relatively frequent sales. That shouldn't be an insurmountable sum, especially if you have a computer that can run it and an internet plan that allows downloading whole games and lots of mods. And that's all you need for the stuff you ask about.
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