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Equinix AM4 Data Center (Amsterdam)

Description:

Amsterdam is with the Amsterdam Internet Exchange (AMS-IX) one of the biggest data-intersections in the world. Equinix has many data centers in Amsterdam, with the new AM4 as its flagship (for now). This 11.000 square meters new data center is about 70 meters high opened earlier in 2017 and is located next to the older AM3 (2012).

Why this would be beneficial for the game or community:

Today's economy is merely data-driven. Areas like Amsterdam with the AMS-IX attract many data centers. These power consuming monsters have a positive boost on CO$$$. Any realistic high-tech area needs data centers. I have found a data center BAT: http://descargas.capitalsim.net/?sitio=csc&descarga=3601 but some more would be nice!

Extra info:

http://www.equinix.com/locations/netherlands-colocation/amsterdam-data-centers/am4/
https://blog.equinix.com/blog/2017/07/06/9-awesome-photos-of-the-am4-launch-event-in-amsterdam/

AM4-Equinix.jpg

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On 9/9/2017 at 5:35 AM, korver said:

@nRVOUS There actually was a Landmark Tower made by Uki - you can get it here on his old site.

I actually have it but I wish there was a more modern version


"As we build our city let us think that we are building forever" - Inscription in Houston City Hall

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I know that trees are difficult and mostly an specialised endeavour, but maybe somebody would like to make this...

A Pepper tree (a.k.a. California Pepper Tree, Pimiento, Molle)

Gavaran.jpg

Frequently used as ornamental trees on mediterranean climates, they are native of Peru but have been introduced extensively on California, South Africa, and the Mediterranean, even becoming pests on Florida and Australia, where they have displaced native flora by rapidly outgrowing their canopies. 

2512.jpgThey reach up 15 metres tall and some specimens have lived for more than 150 years. Their leaves are small and compound, and while the tree is evergreen, the leaves are continuously falling from it, creating a permanent litter under the canopy. The female trees also display dense clusters of red or pink berries that are used as spice, hence the name of the species.

Culturally adopted in California, they were introduced by Catholic missionaries dscn8424.jpgand became a typical sight on missions, to posteriorly assuming an urbanistic role on boulevards, akin to what Canary palms do today. Also, because of their big and dense folliage, they were used as dust barriers around urbanised areas on eroded environments, or simply as shade trees on parks and squares.

Being  a vector of some fungi that also affect citrus trees, they were massively uprooted and eliminated from California at the beggining of the 20th century, while citrus production increased. Nevertheless, they are still regarded as an icon of the region.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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So many Ginza (Tokyo) buildings have been made here and they are wonderful. The Ginza Pearl, Applebox, Fujiya, Sony, Tamaya, and a couple others as well. My downtown building style is similar, with lots of W2W buildings that give a city lots of shopping flair and high fashion. I'd love to see even more (Forgive me if they have been made and are on the Hide and Seek exchange or something). For those uninformed, it's like the Times Square of Tokyo.

Christian Dior
ZGi282H.jpg

Yamaha/H&M
Q2hqfkv.jpg

Giorgio Armani

QfDXYbo.jpg
Zara/Swatch
NrtT0KT.jpg

Haier/Ricoh, centerpiece area for Ginza (this one may have been made but I'm not sure)
KirJAxS.jpg

(Also would love to see Conde Nast/4 Times Square in NYC but I'm pretty sure everyone has requested that *:P)

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On 9/1/2017 at 9:28 AM, 9gruntsand1hammer said:

Some buildings that I would like to see in the game. The all have a unique design and come from different eras of architecture. I would like to see these in game to help complete my Toronto recreation but they can be used for various other uses in different cities people create.

The Fairmont Royal York: 29 floors, 124m, completed 1929.

f0e5fd82fba9149be932f342cb4f55b6.jpg

Royal Bank Plaza, North Tower: 26 floors, 117.1m, completed 1976. South Tower: 41 floors. 180.8m, completed 1979. Both would be nice but I would like the south tower if only one could be made.

1464967386482

Bay-Wellington Tower: 49 floors, 208.1m, completed 1992.

926452-Large-bay-wellington-tower-toront

TD Canada Trust Tower: 53 floors, 263m, completed 1990.

ba1c6908e5f8e2aa3bb1d74bd37cb43f--mortga

 

If even only one of these buildings could be created it would be greatly appreciated. 

The The Fairmont Royal York Building would be a great addition to STEX.  I wish I was made to do it myself.  I just don't know how and where to get started.

 

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I'm back with more suggestions of Southern w2w small town and small city buildings, and other stuff:

 

Hibernia Tower, New Orleans LA.

Related image

Biloxi City Hall, Biloxi MS.

Related image

Row of buildings in Slidell Louisiana

Image result for Downtown Slidell LA

Corner Building, New Orleans LA

Related image

Corner Building, Downtown Gulfport MS.

Image result for Downtown Gulfport MS

Hotel Markham, Gulfport MS.

 

Image result for Downtown Gulfport MS

Downtown Crowley, LouisianaImage result for Downtown Crowley LA

Abbeville Louisiana

Image result for downtown Kaplan, Louisiana

That is just a few more suggestions as I still feel we always need more southern US and small town/small city stuff in general.

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47 minutes ago, Doctoryzer said:

Biloxi City Hall, Biloxi MS.

Very beautiful facade. Considering the fixed perspective of the game wouldn't be most of it remain invisible?

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42645764.jpg

Description:

This is a church located in Bello (Medellín), Colombia. It is called Iglesia de Nuestra Señora del Rosario de Hatoviejo. It is a colonial style church and resembles the typical south american church style. 

Why this would be beneficial for the game or community:

This is a petition to make a latinamerican styled church. There is a huge lack of Latin american buildings in the SimCity 4 communities. Churches are a big part of a latin american city.

And  I am sure that many other people from south america that play SimCity 4 would like to be able to have some typical buildings from their lands.

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No picture, as two words are sufficient: Concrete Seawalls. A complete error free set simply does not exist. As a possible bonus - the shorelines in my region have FAR angles, which I dont believe any set can currently handle concrete or not.


Known as Kitsune on sc4e. NAM Team Member.

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@gb901 I remember that @Maloskero is doing a church from a town on the Brazilian Nordeste, which is not much different from this one, but blue. Sadly, as neoclassical and barroque buildings are very detailed, not many BATters do them, and most of whom dared to do have very long queues.

* * *

@redfox85 which kind of concrete seawalls? vertical walls, or sloped ones? monolithic structures, or blocks, or even tetrapods? Think also that those kinds of modular sets require several dozens of pieces and very fine tuning to make them look good on a myriad of different uses.


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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7 minutes ago, matias93 said:

 

* * *

@redfox85 which kind of concrete seawalls? vertical walls, or sloped ones? monolithic structures, or blocks, or even tetrapods? Think also that those kinds of modular sets require several dozens of pieces and very fine tuning to make them look good on a myriad of different uses.

Slab - and just simple plop like nbvc's two sets.


Known as Kitsune on sc4e. NAM Team Member.

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1 minute ago, redfox85 said:

Slab - and just simple plop like nbvc's two sets.

In that case, you could try luck with the Model Tweaker and try to replace the textures... It's worth the experimentation...


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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I've been browsing the Exchange for new museums and a thought occurred to me. We have museums for light houses and ones for rail, but there haven't been any air museums in a long time and i've never seen any auto or maritime museums either. Most major cities will have them, and it would be a nice break from the art-centered ones the sims have seen a bunch of times

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29 minutes ago, airman15 said:

I've been browsing the Exchange for new museums and a thought occurred to me. We have museums for light houses and ones for rail, but there haven't been any air museums in a long time and i've never seen any auto or maritime museums either. Most major cities will have them, and it would be a nice break from the art-centered ones the sims have seen a bunch of times

I guess lotting an air museum would be relatively simple and possible with the current contents: there are lots of aircraft props available, even if it would be somewhat lacking for the oldest ones, and you can reasonably reuse some hangar building as the main structure of the museum itself.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Basically I agree and I like the idear by @airman15 only thing missing would be some historic aviation and uncommon objects.

early-flight.jpg

P38Tom2006.jpg

uncommon_flying_machines_32.jpg

 

[EDIT]

You know, on this RL museums and SC4 museums are all the same - they need some eye catchers.

 

 

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3 hours ago, redfox85 said:

Concrete Seawalls. A complete error free set simply does not exist. As a possible bonus - the shorelines in my region have FAR angles, which I dont believe any set can currently handle concrete or not.

Are you sure no set is error free? I mean, I strive for perfection and junk a lot of content because it's not quite right. But even with a high level of pickiness, I've found a home for some of the most well known sets of seawalls and similar lots in my plugins. The Quays de Seine do have some rough edges, but are fantastic looking if you get past that. Since you are looking for simple, what about the Jeronji Seawall sets, nothing hugely wrong there? Or the NBVC seawalls, OK not exactly concrete all of those, but all very good content.

The thing is, LODs are a nightmare for such sets, as is correctly aligning all the models and offsetting them so everything is where it should be. In fact I'd go a step further, the game is actively fighting you as a creator in such circumstances, little issues are practically inevitable.

I think of all the content in this area I know of, only the NBVC marina walls even come close to perfection. Documentation is practically non-existent to help a modder with these problems too. Put simply, it's a nice "wish", but I wouldn't hold out for this one.

FAR may be possible, but without issues, I can foresee technical limitations preventing that from being a reality. Modding is similar to canal modular pieces, when I worked on the diagonals, I left some rough edges, because there really isn't any choice. Mathematically it all lined up and was perfect, but say a piece is 16m long, you can't simply have another one 16m long and have them line up without seams/gaps. To remove the seams, you make the pieces slightly longer, so they overlap. But then z-fighting takes over and you simply can't control which texture will show at a given moment. When you take this to diagonals, the problem gets worse, FAR is likely to be even worse still.

Even so, such a project would be a mammoth commitment, no one not already wanting to create such a thing is seriously going to consider it.

3 hours ago, matias93 said:

In that case, you could try luck with the Model Tweaker and try to replace the textures... It's worth the experimentation...

Model tweaker is very limited in what you can do with it, perhaps it's better to say it's a Tightly Focussed application. The texture replacement only works for RTK0 or True 3D models, it allows you to re-id the textures used for a huge number of models very quickly, so it can be highly useful for transit modding. In fact, that's how I managed to help Samerton with the Concrete MHO mod. At the time, I'd just finished re-packaging the entire MHO mod for the NAM. I had all the files and recent knowledge, which allowed me to very quickly swap the IDs and build a complete replacement set of models. If it wasn't for that feature, you'd be talking an insane number of individual edits that would have been prone to errors.

So if you have a BAT model, i.e. a regular 2.5D one, with 2D textures on a 3D LOD, you will never be able to alter these without serious effort. Model Tweaker can't help with this in the slightest. You must extract all the textures and manually edit all 20 (or more) in an image editor. That's 20 textures for each piece too, not to mention, editing 8x8px, 16x16px and 32x32px textures, which are also offset with non-uniformly scaled angles/sizes. Frankly, getting good results is a labour of dedication and huge skill, it's not worth the effort for mere mortals.

Ideally you want the original model files so you can alter/re-render them in such cases. Because then you just change one texture and click Export. Just extracting the textures, making them usable (combining multiples), Cutting them again and re-making the .DAT file is itself a longer process. That's before factoring the time you will need to edit them. And yes, that is using the absolutely most efficient method of working with textures/automation via GoFSH. Long and short, barely worth considering for any sort of set of items, literally quicker to make new ones from scratch.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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10 hours ago, matias93 said:

I guess lotting an air museum would be relatively simple and possible with the current contents: there are lots of aircraft props available, even if it would be somewhat lacking for the oldest ones, and you can reasonably reuse some hangar building as the main structure of the museum itself.

I'm thinking something along the lines of a late-60's type of collection as it's not uncommon for those types of aircraft to be on outdoor display. However most museums will display their collections in skewed angles and oftentimes have their own platforms. For example, the way the Pacific Coast Air Museum is laid out may let you get away with making multiple aircraft into one singular prop.

As for a main building, I have seen some hangars used as the visitor's center but that's not always the case for every museum. The McMinnville example is a special-purpose building that gives the impression of Hangar, without being an actual hangar.

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@rsc204 The one set I know of that is just concrete requires the sea level cheat, or no water to plop, seams and black boxes on region view. Now I guess I can fix these myself, but its only diagonal and straight. I wonder if its a better idea to substitute the rock mod in the region for concrete - although that will mean there will be depth to the seawalls.


Known as Kitsune on sc4e. NAM Team Member.

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1 hour ago, redfox85 said:

seams and black boxes on region view

That's exactly the sort of thing I'm talking about above, such things are near impossible to make right, at that level the game is using 8x8pixel textures for each model/texture. There just isn't enough detail to make that look right in lower zooms, it's not an error. You can consider that a game limitation as much as anything.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I just read an article about a building boom in Silicon Valley. Apparently, several giga-corps have erected stupendous, multi-billion dollar monuments to their profitability...

Apple:

1-jun17-22-674538252-1200x675.jpg

 

Facebook:

20150331__0401facebook1.jpg

 

Google1:

7522510142_3f29ca0091_b.jpg

 

Google 2:

20150529_030106_0530googhq.jpg

 

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-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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really difficult thing to get a picture of.... so top down view from google earth required. It is the North Gate Long Beach port pier 400 / mearsek terminal. Its about 108 meters x 10 meters. We have great props for the queue - but nothing for the actual building.And nothing like it exists for SimCity amazingly considering the communities love for container ports. The white line was googles attempt at showing a road through it.

 

terminalgate.jpg

 

 

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Known as Kitsune on sc4e. NAM Team Member.

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so my second post to that disappeared umm? I'm guessing the server gremlins from early this week are to blame. I did locate a side view finally.. on streetview: Link

 


Known as Kitsune on sc4e. NAM Team Member.

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Is there any chance that someone could make some Interstate Highway Markers for me?  I'd do it myself, but unfortunately my ancient PC refuses to run the programs needed to do so.  I can't even use terraformer anymore to make maps like I did a number of years ago.  I've got some interstate markers, but they're all extremely tiny and difficult to see.  Someone once told me a couple years back that BATters won't do highway markers because of the time it takes to render every individual sign post, but was also led to believe that slapping a new 'sticker' (don't know what else to call it) on the model doesn't take as much time.  If that's correct, I do have a model that can be used if it saves time.  It would be greatly appreciated as I'm building on a map of a wide tributary flowing into the Congo River (44km x 44km in size) about a 100-150 miles upstream from the coast and have room for quite a few freeways that need designation numbers and I really like the Interstate markers.

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I have two buildings I'd really like to see.

First is the Chicago Cultural Center. It was first built in 1897 as Chicago's main public library, and has since been converted into a museum and event space.

Chicago_Cultural_Center_and_Chicago_Publ

The second is San Francisco's 181 Fremont, which is a tower currently under construction.

181_20fremont.0.0.png

I'd especially like to see the Chicago Cultural Center as I think there aren't nearly enough buildings of that style.

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Yo, guys --

I have a very simple request -- though I have no idea how hard it would be to "bat".

I was looking for some water features to put into custom park and plaza lots, and discovered that there is a shockingly conspicuous absence of things like reflecting pools.  You could make them with a modular canal set -- but they would be too big. 

Could someone with these skills work up a few different types of reflecting pools and fountains and release them on the site as props or even lots?

I have attached a picture of the only thing I was able to find in the props menus -- but the "notch" in the corner is something of a drawback.  Something similar -- or with variations, I think, would be a welcome addition to the "lotting" community.

5iSn3Lc.jpg


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@Dreadnought

You might have a look at the NBVC fountains props:

Or - if there's nothing that fits you might try the one attached, which is just the basin taken from my water purification plant with a different texture.

Fz_longfountain.dat

 

[EDIT]

Ah .. I completely forgot ... I came here to make a request too ...

Could somebody do some senior citizens with walking frames props?

This would add realism, I think and could be used on many lots.

 

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Scoty Modular Airport

The project "Scoty Modular Airport" (SMA) aims to divide an airport into more or less large Lots typical and varied (common to all airports), to build them in a few clicks and a minimum of preparation, like a little puzzle, from which we could choose some of the pieces and their locations.5a26f2865cfde_Fichier1_min.png.3d16c72b85f2145186aafdbb7e9ec643.png

This is not a question of competing with RMIP and ACTeam..., who have done a great job, but rather to extend their creations and facilitate the "assembly" of airport.

For this project  a little ambitious for one person, I need the help of seasoned BATers, for a number of Building/Props needed.

I set up this site : http://hugaroux.free.fr/ dedicated to this project, where I explain, enumerate - as and when my thoughts - all the needs, the preparations and the progress Lots.

Many thanks in advance to all those who want to help this project.

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What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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