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Real Highway (RHW) - Development and Support

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how can i make to sunken??? i don't know how :(

is there any place to learn that?? please tell me anybody plea~~~~~~~~~~~~~~~~~~~~se :(

There's a bunch of tutorials on this on Youtube.

Nice work on the Real Highway stuff.

Long time player here, probably my first post. I've been trying to make a intersection for a while now and the closest I got to the real thing is similar to this tutorial.

The intersection I'm trying to recreate is this one where I work.

I'm missing, or can't find them, pieces to seperate the small lanes to the gas stations. And I don't think growing similar buildings in those locations is possible either.

If anyone has some tips for me I would be gratefull. My current version looks almost exactly like in the tutorial I linked, even down to the not matching textures because it's sloped.

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There is a way to split a single-lane ramp (an MIS ramp, in RHW terminology) into two single-lane ramps. There's not a puzzle piece for it, however--it's a strictly draggable setup. Just draw a "Y" intersection off your existing ramp.

Additionally, the version in that tutorial was Version 3.0, whereas the current release of the RHW is Version 5.0. I'd make sure you are running an up-to-date version when trying it--you'll also need NAM 30 in order to use RHW 5.0. (Previous NAM releases will not work with current RHW releases, and previous RHW releases will not work properly with old NAM releases.)

-Tarkus

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Wow I watched the Secret Weapon video and the idea of a "Flex-transition" IMO will make building RHW a way lot easier..

Good work on it!


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There is a way to split a single-lane ramp (an MIS ramp, in RHW terminology) into two single-lane ramps. There's not a puzzle piece for it, however--it's a strictly draggable setup. Just draw a "Y" intersection off your existing ramp.

Additionally, the version in that tutorial was Version 3.0, whereas the current release of the RHW is Version 5.0. I'd make sure you are running an up-to-date version when trying it--you'll also need NAM 30 in order to use RHW 5.0. (Previous NAM releases will not work with current RHW releases, and previous RHW releases will not work properly with old NAM releases.)

-Tarkus

Hi Tarkus, thanks for the reply.

I just tried and it works if I drag the MIS ramps from the exit/entrance ramp. This opens posibilities :)

I'm pretty sure that I recently updated my NAM and RHW to 3 and 5 and also installed the RAM, NWM, HSRP, addon bridges, STR bridges and Maarten/Riiga's Euro textures.

I attached a screenshot of what I'm attempting and I'm wondering if it's my setup that breaks the texture matchup or if it's supposed to be that way. I haven't tried a intersection like this one without being on a hill like this so I never noticed textures mismatching like this before and this is my first time using the FAD-44 Type A Full in combination with FAMIS to FARHW-4 transition B.

intersection.jpg

Is it possible to connect the dragged MIS ramps to the MIS puzzlepiece? It keeps complaining about reserved spaces, which is caused by the puzzle pieces I think. Not sure if it's my slope-mod made (by Ennedi) or the puzzle piece.

If there's a MIS to road/street piece then it would be perfect to make the gas-stations actually usable for the sims.

To end on a positive note, I noticed just now I can put the entrance back after the gas-station just before the avenue crossing, which is pretty much like the real thing, there just seems something wrong with the texture there as well :(

Thanks again,

Dennis

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I could be wrong but I think your issue is due to a texture misalignment in the Euro texture mod for the RHW.


In other news, There are new RHW Interchange Guides: How to make a 4-level stack: http://t.co/ySDppAMl

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I could be wrong but I think your issue is due to a texture misalignment in the Euro texture mod for the RHW.


In other news, There are new RHW Interchange Guides: How to make a 4-level stack: http://t.co/ySDppAMl

I've seen your tutorials around, they are good and helped me in other cities. Yesterday I spent like 6 hours tinkering with this one, taking out and replacing slope mods as I was trying stuff.

I just tried placing the FAR TULEP out and the FAMIS to FAR B piece to narrow it on a bit of land I just levelled and the texture looks the same, is that something in my installation? I only have the RHW main in the zz folder of the RHW folder. I use it in combination with the euro style roads and Maarten's Dutch traffic lights.

Edit: I think, looking at your second tutorial in that link, that part of my problem is the scale as well, I mean that green building at the right side inside the on-ramp is 13 stories high and the gas stations would take up 2x3 tiles including the roads I think.

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You can't split MIS off of FARHW like that, it's just not possible. You can split Diagonal MIS off of Orthogonal MIS and Orthogonal MIS off Diagonal MIS, but that's it.

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Thank you all for the replies. The flex thingy sounds interesting, I'll read some more about that now, I've seen the secret weapon vids and that looks very impressive, nice work.

I could be wrong but I think your issue is due to a texture misalignment in the Euro texture mod for the RHW.

It is an known bug, and I've uploaded the fix here:

I hope I'm not being a bother but... I've tried installing this in the NAM RHW Euro sub folder, the root plugin folder and a folder called zzzz_euro_rhw_textures in the root plugin folder and all 3 times it ends up looking like:

intersection1.jpg

Which makes me think something is wrong in my installation. Next to the bridge is a RHW 6S Type A1 entrance from a dragged RHW 6S and the texture looks nice when I hover it over the Highway, but when I plop it down that bit of grey covers the divider thingy (not sure what to call it in english, the white thingy before the road splits up/comes together).

I think I'll put this thing on hold until I make some pictures myself of this intersection. I was smoking a cigarette on my break today so I walked on that avenue bridge and took a better look. Right under the bridge there's a 2 lane through with a Bus lane on each side, with a huge bus stop starting on the bridge which goes all the way to where the green starts, actually 2 stops I think, hard to make out with streetview.

It also slopes down, the freeway is almost at the same level as the -2 parking garage of the 13 storey building I work in, I can walk all the way to the edge and look through some vents and the cars are like half a meter below me so I need to redo that whole bit.

Also I think I'll take out the Diamond TULEP out pieces and try working with normal roads at the top near the other green building so I can place a bus stop there as well. Then I'll figure out what to do with the MIS lanes near the gasstation. And then the real fun begins, this intersection almost connects to a huge 5 lane roundabout (6 if you count the bus lane) intersecting the A16 just before the van Brienenoordbrug. It's a fun project and also my first time working with a slope mod so it's a lot of trial and error, save, try this, no this, no without slope mod, perfect, save, etc. o.O

Anyhow, if anyone can spot what I'm doing wrong with placement of that Type A entrance before the bridge or can spot why the fix from Maarten isn't fixing it (and the FAR puzzlepiece) for me then please enlighten me so I can fix it.

Oh, one final thing, is that FAR Diamond TULEP out supposed to be without traffic lights?

Regards,

Dennis

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I hope I'm not being a bother but... I've tried installing this in the NAM RHW Euro sub folder, the root plugin folder and a folder called zzzz_euro_rhw_textures in the root plugin folder and all 3 times it ends up looking like:

Have you added the fix to these installation locations of the RHW Euro Textures? This will correct the orientation of the FAMIS. It's important that the fix get loaded after the Euro textures themselves.

Which makes me think something is wrong in my installation. Next to the bridge is a RHW 6S Type A1 entrance from a dragged RHW 6S and the texture looks nice when I hover it over the Highway, but when I plop it down that bit of grey covers the divider thingy (not sure what to call it in english, the white thingy before the road splits up/comes together).

I know a lots of English road-geek related terms and yet I have to find out what the translation for "puntstuk" is in English...

It's a known bug that it does that (and this espcially is appearent in the Euro version, but unfortunately I can't do anything about it at the moment.

Oh, one final thing, is that FAR Diamond TULEP out supposed to be without traffic lights?

Well, in the standard version they aren't added yet. However, you could try my which includes these setups.

Best,

Maarten

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Hey Maarten, thanks again for the reply.

Ok now I know something is wrong, I made sure the fix loads almost last, it should load just before your stoplight mod. Here's all 3 TULEP's, as you can see only the small one has traffic lights:

tuleps.jpg

And here is a image of my plugin folder, I tried listing it with the tree command but that acted weird and was missing folders in the list, like the entire NAM folder for instance so I made this screenie instead:

plugins.jpg

There's quite alot there. I recently got a new machine running win7. I did a clean install of SimCity 4 Deluxe on it, then moved my entire documents/simcity4 folder over from my old harddrive and downloaded updates for NAM and such and installed those. The result is what you see in the image here. In the SimCity4 folder is BuddyBud's sunken highway walls mod. Props and Models hold RTMT stuff and in Plugins there are Tag_One's I-m filler lots and buildings and Lex downloads holds the images from Tag_One. Lastly, NDEX holds Ill Tonkso's Modern GLR station.

There's obviously something conflicting and I don't have a clue what it might be. The only thing left with rural in the name seems to be BuddyBud's sunken walls, which I've never actually used, but that shouldn't cause this. I was thinking euro road texture, but I took out that folder and there's no change placing the pieces down again :(

BTW I saw a very cool screenshot of the van Brienenoordbrug, is that released yet or will that be a NAM addon? That would be perfect for my little project ;) Is it also 12 lanes with barriers/dividers and markings like the real thing?

Dennis

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That FAMIS is going in the wrong direction. And the Avenue diamond doesn't even have LHD textures, it just uses the default US ones for some reason...

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That FAMIS is going in the wrong direction. And the Avenue diamond doesn't even have LHD textures, it just uses the default US ones for some reason...

No, the diamond is suposed to be RHD. And it's not the default USA texture: that looks different with different looking RHW (with yellow median lines). But yes, the FAMIS is going the wrong way. You can notice it by the wide shoulder lane being on the wrong side.


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About the Diamond, I was referring to LHD games using the default texture for some reason.

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That FAMIS is going in the wrong direction. And the Avenue diamond doesn't even have LHD textures, it just uses the default US ones for some reason...

No, the diamond is suposed to be RHD. And it's not the default USA texture: that looks different with different looking RHW (with yellow median lines). But yes, the FAMIS is going the wrong way. You can notice it by the wide shoulder lane being on the wrong side.

Pooh this is harder then I thought.

Thanks for pointing that out, took me a couple minutes to realise what you meant since I'm only using "MIS straight 1" pieces and no FAMIS. But tabbing through the puzzle pieces I can see why you thought it was, the slope makes it look like the FAMIS short curve pieces when it's infact a straight piece going down to the highway. I first thought you meant I put the RHW4 to FAMIS wrong and tried placing the A variation but that wouldn't fit on one end.

I took out the Euro texture and the problem was clear as day:rhw_no_euro.jpg

So some bulldozing and fiddling with the straight 1 MIS piece, it kept jumping back the other direction and it only cooperated when i rotated it far away from any highway piece and even then it kept jumping back to facing the wrong way but eventually I got this:

rhw_no_euro_mis_replaced.jpg

At this point I saved and tried putting in the entrance before the bridge again, same thing happened with the grey bit overlapping a bit of the MIS lane it creates but not as apparent as in the Euro texture version. I then put back in the Euro texture:

rhw_euro_mis_replaced.jpg

Looking much better. I then bulldozed part of the MIS again and tried putting it down in the proper orientation but that was very hard to do with the tiny yellow lines showing on the ghosted preview.

How do you guys do this, do you just build the whole thing without the texture mod and then add cosmetic pieces in later after the main network is layed out and the texture mod is put back in?

And I also just noticed there's no MIS to road/street changer, or is that in another menu like the bridge pieces? The closest I can seem to get to what I'm trying for the gas stations is something like this:

mis_to_road1.jpg

Heh, doesn't look quite right.

As a side note, I came to work today and noticed something changed. They added whole new markings and it looks so crisp and sharp now when I look out the window. I also noticed they no longer have the solid "puntstuk" divider thingy, it's now just the outline and not filled in. I'll take a picture of it tomorrow, it's like they replaced the entire thing over night, asphalt is darker too. I thought someone read my post here and decided it looks better like that and redid it for me, lol. Funny coincidence.

Thanks again for the help guys, I guess this will have to suffice until the new NAM. Speaking about new NAM, would it be easier to make this on/off ramp intersection thingy (I don't know the term for it, sorry) with the new NAM and do you have a ETA for it's release?

Dennis

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I think it's time I drop in.

And I also just noticed there's no MIS to road/street changer, or is that in another menu like the bridge pieces? The closest I can seem to get to what I'm trying for the gas stations is something like this:

Well, that's the problem: A MIS to Road transition is deemed illogical, because you're going from a two-way network to a one-way network. In other words, you need something else entirely.

Additionally, the curved MIS to Road T crossing is also deemed illogical.

How do you guys do this, do you just build the whole thing without the texture mod and then add cosmetic pieces in later after the main network is layed out and the texture mod is put back in?

That all depends if you have a texture mod installed at all. Since I work with the default North American textures, I have the ability to differentiate the direction each "carriageway" is going, simply by looking at where the yellow lines are at.

Since Euro Textures have all-white lines, you simply can't differentiate by colour, but instead by width of the shoulder. There's an even easier way: DrawPaths Cheat. Install and then in the game, press CTRL+X, then enter in Drawpaths. You should be able to see green arrows all over your networks, and which way they're going. (Hidepaths hides the paths.)

Typically, I would go main network features, then cosmetic pieces, but then I would build things much larger out than your example.

Speaking about new NAM, would it be easier to make this on/off ramp intersection thingy (I don't know the term for it, sorry) with the new NAM and do you have a ETA for it's release?

If you mean a Ramp Interface, then it gets exponentially easier with only 4-6 pieces to suffice for 200+ ramp interfaces. If you mean a Fractional-Angle Diamond piece, then I doubt it'll be changed for the next release.

And according to NAM Team Policy, we don't give out release dates. We simply don't know when it'll be done, and if we do give out a release date and we don't fulfil it, then it aggravates all parties. And yes, there is a real-life example of this kind of thing happening: It's called Gemcraft Labyrinth.

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Additionally, the curved MIS to Road T crossing is also deemed illogical.

Why would it be something you'd never see in real life?

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Why would it be something you'd never see in real life?

We can't just define every possible crossing there is, simply because we have a hard limit for how many network tiles we can possibly put in. This isn't the hard limit, but the average is about 256 per network.

-----

Scratch that; For some of the crossing that can be defined, we haven't even defined them.


  Edited by Ganaram Inukshuk  

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I think the matter is complex enough now that a universal set of crossing is now NP complete.


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I took some pictures today and covered about half the intersection, lol. I've posted them on my WordPress for those interested. I don't want to spam this topic with about 30 pictures ;)

I think it's time I drop in.

And I also just noticed there's no MIS to road/street changer, or is that in another menu like the bridge pieces? The closest I can seem to get to what I'm trying for the gas stations is something like this:

Well, that's the problem: A MIS to Road transition is deemed illogical, because you're going from a two-way network to a one-way network. In other words, you need something else entirely.

Additionally, the curved MIS to Road T crossing is also deemed illogical.

Thanks for jumping in.

What is logical? Behold the wondrous roundabout between what I think is a FAMIS and a street that goes straight into the highway and branches off into 2 underground parking garages:

imported-photos-00019.jpg

This thing is a horror if you need to go into the -2 parking garage.

How do you guys do this, do you just build the whole thing without the texture mod and then add cosmetic pieces in later after the main network is layed out and the texture mod is put back in?

That all depends if you have a texture mod installed at all. Since I work with the default North American textures, I have the ability to differentiate the direction each "carriageway" is going, simply by looking at where the yellow lines are at.

Since Euro Textures have all-white lines, you simply can't differentiate by colour, but instead by width of the shoulder. There's an even easier way: DrawPaths Cheat. Install and then in the game, press CTRL+X, then enter in Drawpaths. You should be able to see green arrows all over your networks, and which way they're going. (Hidepaths hides the paths.)

Typically, I would go main network features, then cosmetic pieces, but then I would build things much larger out than your example.

Thanks for that link, I've seen it before but never had a use for it since my old cities mainly use rail and a simple highway with a offramp here and there, nothing like what I'm trying here. I think I'll just take out texture pack while building, I'm kinda lazy like that and I've seen screenshots of the drawpaths that were so confusing that it gave me headaches.

Speaking about new NAM, would it be easier to make this on/off ramp intersection thingy (I don't know the term for it, sorry) with the new NAM and do you have a ETA for it's release?

If you mean a Ramp Interface, then it gets exponentially easier with only 4-6 pieces to suffice for 200+ ramp interfaces. If you mean a Fractional-Angle Diamond piece, then I doubt it'll be changed for the next release.

And according to NAM Team Policy, we don't give out release dates. We simply don't know when it'll be done, and if we do give out a release date and we don't fulfil it, then it aggravates all parties. And yes, there is a real-life example of this kind of thing happening: It's called Gemcraft Labyrinth.

That sounds impressive, I've seen a video of it being demonstrated and it looked very "flexible".

I was first thinking of trying to make this in the lot editor, that's why I also took pictures of the parking places/entrances today because I still plan on making the buildings myself, but I found a article about TE lots which made me think making a huge lot like this intersection with buildings wouldn't work.

When I was younger I did some 3D stuff as a hobby until I lost all my models so I'm thinking of modelling the buildings myself when I can get the highway just right. I'm thinking of lengthening the avenue a bit before the bridge, maybe 2 tiles, like in real life which would also mean the building would work because it was connected to the avenue and not the MIS. Then I can add a visual road to fix that for buildings A and B. I just don't have a clue where to start. I downloaded a tool from here for windows 7 recently and read the documentation but it didn't mention how to import stuff I would make in a 3d program.

I've seen the NAM policy quoted before. I was hoping for a "before christmas 2013" kinda response, take your time though, it's a hobby, like trying to make this is my hobby I guess ;)

Additionally, the curved MIS to Road T crossing is also deemed illogical.

Why would it be something you'd never see in real life?

This one is slightly curved, not a road though, it goes into a parking lot in front of building B.

imported-photos-00008.jpg

In the meantime you can always just use a TuLEP slip lane piece like so:

R3H36.jpg

It may not look all that great, but it works.

Hmmm, that looks like my first try with the MIS branching off and transitioning to road I posted above before I redraw the highway over the broken textures. I'm sure I can find something that works now that I took a closer look at some bits of this thing. Google Maps and streetview only go so far, there's alot more detail when you're actually standing there trying to compare it to NAM network pieces :) For instance, one of the MIS switches to what I think is a FAMIS, 2 lanes for specific traffic before it meets the avenue, right across it is pure one lane which is called MIS I believe. And on the other side is a T street into curved FAMIS before both lanes integrate into the giant roundabout which leads to the A16 above it. So many terms to learn, i'm also trying to learn a new programming language at work at the same time ;)

I think I'll work on the north side a bit, add the roundabout and figure out if I can use the bicycle routes I downloaded a bit going into the residential areas which are going to form there. And I should try to figure out how far away that raised subway is that I can see from my desk if I turn around. When you think about it we have some weird stuff in this country, subways that end above ground are quite common, Amsterdam has them too. The Hague has raised trams and a station with raised tram platforms I believe.

The city I live in, Delft, is also undergoing heavy mass transit changes, new train station, moving the tracks from elevated on the side of the road with parking under it to underground. That entire area is a mess and I'm glad I no longer work in The Hague and now go the other direction. But you can feel the impact almost everywhere you try to drive in a car or on a bicycle, also because they are tearing down existing tunnels and bridges and renewing them and extending the tram line to the university part of the city. Almost everyday is a surprise on where they are working but that's probably my own fault for leaving for work so early :P

Anyway I'm rambling, I promised a pic of the new markings so instead I'll end with a before and after picture. Wish I had a better before picture but thats the only one on my phone, and the one where you can see de Kuip :P

Before:

imported-photos-00028.jpg

And how it is today:

imported-photos-00003.jpg

Thanks for putting up with my rambling and keep up the good work ;)

Dennis

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I was told to post here. Hi. I just DL'ed a mod for street lights that are supposed to work on streets, highways etc. Is there a way to put lights on an elevated highway?? I also don't seem to have any medians on my highways. Thanks

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I just DL'ed a mod for street lights that are supposed to work on streets, highways etc. Is there a way to put lights on an elevated highway?? I also don't seem to have any medians on my highways.

RHW, by default, doesn't have any lights attached to it.

There are two options for RHW lighting: Ploppable lights that you place alongside the road, or a T21 option, which is what I suspected that you wanted.

A T21, for the record, is a little exemplar that puts props (lights, stoplights, barriers, etc) onto a specific transit network tile, meaning that these props will be drawn along with the RHW itself.

I should warn you, though: All T21 and texture mods made for RHW may cease to function with NAM 31. This is because RHW is using a new IID range, and all of the old T21 and texture mods still use the old RHW IIDs.

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Provided you've left enough space, it should be perfectly possible with the FARHW inside exits. Only possible with MIS though.

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Hello, I have been trying to get the RHW-2 exit ramp E1 Wye to work. But I keep having trouble getting it to connect. is there a guide to show each type of exit and if how to connect it into your network?

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Plop the E1 down in a gap between the stretches of RHW, then drag from the stubs. While it is possible to place most of the Ramp Interfaces on existing stretches, it's not recommended as the game generally doesn't play ball when rotating them correctly.

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I was looking in the "Show us your interchanges" thread and saw this interchange by McDuel. I am wondering if the circled ramps are part of the current RHW or a future item since they look amazing and I would like to use them in my region.

Never mind, I found it. But apparently it was there the whole time and I never saw it :P

ramps.jpg


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