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Try using the FLUPs included with the NAM. SC$devotion has a tutorial on how to use. Also here's a video as I think the pictures are all missing from the tutorial. At the 26:30 mark, they start using the FLUPs. FLUPs youtube link

Yo, oxlong --

I fiddled around with "Flups" for a bit yesterday, and kind of decided I wasn't thrilled.  But I went back and looked at the tutorial this morning and I've decided to revisit them.  A little time spent messing about with them in a test city may return a dividend! 

Thanx for the suggestion.

Drop by my CJ and take a look.

As a general rule, is more realistic to keep rails leveled and to raise or sunk roads when there are crossings (and they have relevant traffic in both networks). That's because trains have much more problems when changing slopes than cars (because of the material of the wheels, and the weight of the vehicle). The same reason justify to use a more conservative slope mod for rail lines than roads, even highways.

 

Yeah -- That's kinda what I thought. 

I messed about with Ho Scale trains for years (did a lot of research on railroads and facilities) and was well aware of the slope issues involved with building "real-world" rail lines.  I'm surprised the members see that as a big issue in a game where no one makes ploppable ship lots on the diagonal! (lol-lol-lol)

I have tried the road-over-rail overpass as an alternative -- and it works, but I think I'll keep the rail overpass for use out in wooded areas.  Looks a bit old-fashioned, and I like that.

Drop by my CJ and tell me what you think --

Thanx much --


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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G'day, people --

Got yet another one for you --

Has anyone come across a nice-looking railroad freight terminal?  

The Maxis one is a bit bland.  I have the "Inner city freight" download, but it's a bit big.  I've found tons of passenger terminals, but no freight terminals.  I could make my own freight terminal -- but I have no idea how to make it freight, rail, and road enabled with EDITOR.

Thanx --

 


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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I'm looking for the name of this rock or terrain mod. It just showed up today for some reason over-riding my other terrain mod and I want to get rid of it. I haven't downloaded any mod in months so I don't what it's called. I want my grass back and not these rocks everywhere.

Also this is a new region and it's flat but somehow I have to dig this far down to get to water. I've never seen that happen before with a new region created in game. Any help on the name of this would be appreciated.  

New%20City-Jan.%2014%20001448051176_zpsk

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The first and last buildings are japanase-styled CO$$$, not industrial ones. I can't remember it exact name, but I'm pretty sure that includes the word 'tokyo'.

 

The other 2 lots are part of a modular warehouses pack, I think NVBC's one.

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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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If I'm not mistaken, those are all LE custom lots from Dreadnought, using various props. Great work none the less.

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"The road of excess, leads to the palace of wisdom."-Sir William Blake

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Where Can I find -----

 

ktbL64j.jpg

 

Yo, Hetzel ---

"Matias93" is quite correct.  The two "tower" office buildings were office models I used to make a series of growable lots for my High Tech industry.  There was woefully little in the way of variety in the Maxis industrials, so I expanded the line a bit! (lol)  I figured they made an excellent contrast to the run-of-the-mill industrial lots -- and not really out of place.  I don't have detailed information on them (they were not for "release" so I didn't keep a lot of data).  But I do know they were downloaded from STEX and were authored by "EBLT_128" and were called "Tokyo Buildings" ( I think).  If you search STEX for the author EBLT you should be able to find them.  I also did not mention them specifically on my CJ because they were not for "release".  I'm reluctant to even think about re-lotting and releasing a product originally authored by someone else and previously posted to STEX.  If you have a bit of skill in EDITOR (you likely have more than I do - lol) you will find EBLT's models easy to work with.

The lighthouse (as explained on my CJ in great detail) started out with Franku's Dutch lighthouses (he did two in a download pack -- easily located on STEX).  I took his rather large lot and cut it down to a 1x3 so it would fit in almost any location.  I kept his original lot because he actually had the light UP in the lighthouse.  I understand that the beam is a "vertical offset device" used to make the light appear to be high above the ground.  Alas -- it is a skill I do not possess -- so I had to keep his lot to get the light.  I then went into EDITOR and replaced his original lighthouse with a NEXIS lighthouse prop that was taller and looked more like something you might find in the North Sea.  (Nexis lighthouse props easily located on STEX -- five different ones in a pack.)  The 1x3 lot has the added advantage that you can make smaller lots with a house or shed and then add some filler lots for parking, etc, and have a wide variety of lighthouse configurations.  I'm getting ready to do another one with black stripes.  (Anybody notice the sunbathing babes on the lot?)

And Heartless is also correct.  All the cargo and truck lots were designed as 1x1 and 1x2 filler lots to compliment the PEG seaports -- in this case, the break-bulk.  They had no cargo handling areas on the PEG lots and that was simply not realistic.  Import and export cargo has to have a place to be stored and handled while awaiting distribution by truck or train.  These are all created with EDITOR.  I used NBVC's Container Port lots as a base, since they match the fences and base textures of PEG's seaports.  I spent a good deal of time scouring for props in EDITOR, finding all the different ones I could, since "detail" is the key to "realism" and repetition makes everything dull.  But -- if you're handy with EDITOR -- you can knock out 4 or 5 lots in an evening.  You'll find they are useful at seaports and all your other industrial zones.  The actual cargo lots are all 1x1 so you can arrange them in a variety of ways and even double stack them in a given "lane", while all truck lots (pretty much) are 1x2 and geared to one of the cargo lots.  If you have a "barrel cargo" -- you will find a "barrel" truck lot to go with it.  There is an occasional semi lot that can be used with anything.

The small 1x1 building you specifically asked about is in EDITOR props and is called a "seaport office" -- you see it on the lighthouse lot as well.  Every cargo yard needs a control office.

You will find that I use a lot of filler lots of different types and categories to add "flavor and realism" to my cities.  The Maxis team did a good job with the basic construction of the game -- after all, it provides us with a wonderful platform to create new stuff!  But they missed the boat with a thousand small things that would have made the game so much more interesting.  But then -- they were working with a production schedule and we work for the fun of it!  :thumb:

Hope that answers your questions, my friend.  If you have any more, feel free to drop by the CJ -- I answer every comment.

 

If I'm not mistaken, those are all LE custom lots from Dreadnought, using various props. Great work none the less.

Thank you, sir  :thumb:

ALL compliments accepted graciously -- donations taken at the door.  :kitty:

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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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Loooooooooong time lurker, first time commenting. I'm looking for content on LEX and STEX to build a waterfront walled colonial city, perhaps similar to Cartagena (Colombia) or San Juan (Puerto Rico). I've downloaded all the PEG CDK content for the old seaport (which may not be entirely appropriate for this project, but are the best I can find unless someone can offer a better suggestion?). I've also downloaded ILs 'Kairouan's city walls' for the walls, but I'm having trouble getting the road to pass through them. So folks, any suggestions? Design, content, etc. Thanks in advance!

Merged with the "Can't Find It" thread, your question will receive more attention here.
- TekindusT (A&UP moderator)

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Loooooooooong time lurker, first time commenting. I'm looking for content on LEX and STEX to build a waterfront walled colonial city, perhaps similar to Cartagena (Colombia) or San Juan (Puerto Rico). I've downloaded all the PEG CDK content for the old seaport (which may not be entirely appropriate for this project, but are the best I can find unless someone can offer a better suggestion?). I've also downloaded ILs 'Kairouan's city walls' for the walls, but I'm having trouble getting the road to pass through them. So folks, any suggestions? Design, content, etc. Thanks in advance!

Merged with the "Can't Find It" thread, your question will receive more attention here.
- TekindusT (A&UP moderator)

- For walls, check out this set by Wallibuk... it may not fit your theme perfectly, but it has some really nice variety in there to spice up your town
- For the waterfront, have you checked out the Historic Harbor?    
- And finally, for some unique architecture,
maybe this set by Romualdillo?

Hopefully that will get you started :)

 

 

I'm looking for the name of this rock or terrain mod...

I think that is the rock texture from Lowkee's Appalachian Terrain Mod... my best guess at least.  And perhaps the 'set sea level' input in your terrain file was altered?  Sometimes by changing around you plugins, one dat file gets bumped ahead of another, causing a sudden change like this. 


SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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Does anyone know the link for the Velascosma building? It's a dependency for CO$$$ Starter Pack - CAM.


  Edited by lucasfg3  

I just love to use Google Maps!!!:party::party:

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Thanks for the help SimCoug. Those walls are too thin for what I'm looking to do (In Cartagena, you can walk along the top of the wall all around the city). I've figured out how to use ILs walls, so that's good news and they blend oddly well with Pegs Fort, so hooray for that! I'll keep that set in mind though for any future projects as it is very nice. I'll see if I can incorporate the harbor as it does have that "historic" aspect to it, but it's not what I'm looking for as the dominant image. Those Romualdillo houses though are PERFECT! 

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Yo, guys --

Quick question .......

1.  Can you use Nam32 to make dirt roads?

2.  Do they carry traffic and count as road access to a lot?

3.  How do you place them?

Been playing around with Nam trying to figure this out -- but, as rsc204 pointed out -- hovering over a reserved tile (like a road) will get you a CTD!  Damned irritating when you don't know what you're doing to start with!

If Nam isn't the answer -- where do I find some dirt roads??


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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1.  Can you use Nam32 to make dirt roads?

2.  Do they carry traffic and count as road access to a lot?

3.  How do you place them?

Do you have the optional SAM (Street Addon Mod) component installed? If so, you just drag them out like streets (place the puzzle piece first, redraw adjacent street tiles, and all connected streets will be overwritten). 

street_addon_mod_02.jpg


  Edited by nos.17  
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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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looking for Lowe's Home Improvement...cant remember if it was LBT or B62 who made it.

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1.  Can you use Nam32 to make dirt roads?

2.  Do they carry traffic and count as road access to a lot?

3.  How do you place them?

Do you have the optional SAM (Street Addon Mod) component installed? If so, you just drag them out like streets (place the puzzle piece first, redraw adjacent street tiles, and all connected streets will be overwritten). 

street_addon_mod_02.jpg

You, Sir, are scholar and a Gentleman!  A clear, concise, and definitive answer -- and all in 36 words !!!

I knew I had to be doing something wrong!

Thank you sooooo much --


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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looking for Lowe's Home Improvement...cant remember if it was LBT or B62 who made it.

Actually, both have made them. You've got the LBT one and the B62 one.


Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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Loooooooooong time lurker, first time commenting. I'm looking for content on LEX and STEX to build a waterfront walled colonial city, perhaps similar to Cartagena (Colombia) or San Juan (Puerto Rico). I've downloaded all the PEG CDK content for the old seaport (which may not be entirely appropriate for this project, but are the best I can find unless someone can offer a better suggestion?). I've also downloaded ILs 'Kairouan's city walls' for the walls, but I'm having trouble getting the road to pass through them. So folks, any suggestions? Design, content, etc. Thanks in advance!

Merged with the "Can't Find It" thread, your question will receive more attention here.
- TekindusT (A&UP moderator)

- For walls, check out this set by Wallibuk... it may not fit your theme perfectly, but it has some really nice variety in there to spice up your town
- For the waterfront, have you checked out the Historic Harbor?    
- And finally, for some unique architecture,
maybe this set by Romualdillo?

Hopefully that will get you started :)

 

 

I'm looking for the name of this rock or terrain mod...

I think that is the rock texture from Lowkee's Appalachian Terrain Mod... my best guess at least.  And perhaps the 'set sea level' input in your terrain file was altered?  Sometimes by changing around you plugins, one dat file gets bumped ahead of another, causing a sudden change like this. 

 

I'm looking for the name of this rock or terrain mod...

I think that is the rock texture from Lowkee's Appalachian Terrain Mod... my best guess at least.  And perhaps the 'set sea level' input in your terrain file was altered?  Sometimes by changing around you plugins, one dat file gets bumped ahead of another, causing a sudden change like this. 

I got the plugin removed now thanks. I'm redoing my plugins folder because it's a mess, so I want to have it organized and not have any conflicting mods.

Don't know how that double quote thing happened?


  Edited by 9gruntsand1hammer  

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I've googled the hell out of this and I can't seem to find the answer. Is there a way to make the standard sc4 large and medium sized plazas transit enabled for pedestrians? That way I can place them at the junctions of pedestrian plaza corridors

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Those are NBVC marina puzzle pieces:

Please note that there are several packages with straight and rounded corners, and ploppable boats. Check the other files of the auhor to find it.

Also, the ideal height to place it is barely over sea level (250 with terrainquery cheat). Otherwise, a gap will appear between the beggining of the piers and the modular pieces.


  Edited by matias93  

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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Those are NBVC marina puzzle pieces:

Please note that there are several packages with straight and rounded corners, and ploppable boats. Check the other files of the auhor to find it.

Also, the ideal height to place it is barely over sea level (250 with terrainquery cheat). Otherwise, a gap will appear between the beggining of the piers and the modular pieces.

Thanks for the reply! :) but i was actually referring to the buildings directly at the waterfront

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Oh, those are Jeronij's mediterranean Euro Buildings. I'll try to find it and edit this post with the links.

 

EDIT: So here they are. Well, in the LEX. I hope you have an account there:

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1406

 


  Edited by matias93  
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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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I'm looking for three things

 

1.) Heblem (or someone from the LBT team)'s Oxxo Gas Stations.

2.) Someone from BSC made a Highway rest stop for Vanilla SC4 Highways and I am trying to find that

3.) There was also one that looked like a smaller American Rest stop and I am trying to find that one too. It had the highway spiliting right through it. 

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Hi there,

Can anyone tell me where to find these waterfront buildings?

GHu5EG2.jpg

Right here buddy

http://descargas.capitalsim.net/?sitio=csc&descarga=2643

 

I'm looking for three things

 

1.) Heblem (or someone from the LBT team)'s Oxxo Gas Stations.

2.) Someone from BSC made a Highway rest stop for Vanilla SC4 Highways and I am trying to find that

3.) There was also one that looked like a smaller American Rest stop and I am trying to find that one too. It had the highway spiliting right through it. 

Oxxo Gas stations by Elegost

http://descargas.capitalsim.net/?sitio=csc&descarga=803

 

Hey guys,

I"m looking for the Aozora Bank Building right here- chances are it's a building by Art128 that might be not released yet or that will not be released.

Vo8Ym2t.jpg

Arigato Gozaimasu!

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Hi all,

Does anyone know if a prop or MMP exists to place various dead leaves and/or pine needles?

If not would anyone have any interest in making one?

Best,

H.


"The road of excess, leads to the palace of wisdom."-Sir William Blake

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Hi all,

Does anyone know if a prop or MMP exists to place various dead leaves and/or pine needles?

If not would anyone have any interest in making one?

Best,

H.

Yo, guy --

I've never seen a "prop" for dead leaves -- but if you look in EDITOR, you might find an "effect" automata that drops leaves.  Looks pretty good if you're lotting a building or a bunch of trees.

  • Like 1

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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I have used one of chrisadams' MMPs for that purpose in the past. I don't remember the exact name of his mod, but it was a collection of various flora - flowers in different colours, reeds, grass, and - this is the one I used to imitate fallen leaves - burnt grass. It's brown and rather fine, and if you sprinkle your forests with it, the illusion is okay-ish IMO.

You might also take a look at xannepan's mods such as the Poseidon Mod - I haven't tried them out yet, but it looks like you can "paint" the terrain with different textures. Some of these may be useful as forest grounds. Of course, this only applies if you want to cover larger areas, it won't be useful to decorate single trees. Chrisadams' mod can be taken for this.

Sorry I cannot be more specific right now; I'd have to do some research myself to find precise names and links. :lost:

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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