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Hey folks , I am also looking for the parking lots circled in the bottom center of the image . Thanks in advance , you guys are great .

TVOn7P1.jpg


Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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3 hours ago, DavidDHetzel said:

@philforhockey51, I cant seem to find the post with those links you mentioned posting about the walls.

Here you go, just a starting point for walls and stairs.

 

 


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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I am looking for something somewhat specific and then again broad at the same time. Does anyone know of any buildings (or packs)*** that contain a high count CS$ job amount? I have come across some of the variants of malls already, which never have more than a few hundred. I also tried out the Low Star Tower which is a wonderfully appealing 964 CS$ jobs on a 2x2 lot. Anyone know of anything similarly slimey and filled to the brim with slum jobs?

***I am using the CAM already and have installed many of the variants included with that.

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6 minutes ago, DrPfaffinator said:

I am looking for something somewhat specific and then again broad at the same time. Does anyone know of any buildings (or packs)*** that contain a high count CS$ job amount? I have come across some of the variants of malls already, which never have more than a few hundred. I also tried out the Low Star Tower which is a wonderfully appealing 964 CS$ jobs on a 2x2 lot. Anyone know of anything similarly slimey and filled to the brim with slum jobs?

***I am using the CAM already and have installed many of the variants included with that.

Not really off the top of my head. Most creators rely on the PIM-X to auto-generate a "realistic" job count in SC4 terms, so you might be hard pressed to find something that extreme. However, it is exceedingly easy to modify that value for yourself. It sounds like you have already come across some creations you like but don't want to use because they provide too few jobs.

Open the lot up in iLive's Reader, navigate to the exemplar file that contains the most useful information (not the one with the potentially long list of LotConfigPropertyLotObjectDatas), and find where it says "Capacity Satisified." Double click to edit. First number is the Developer ID (CS$, CS$$, R$$$, etc) and the second you want to edit. Note this number is in hex, which you have to convert (the windows calculator does nicely... alt+3 to switch to programmer mode). Hit apply both times, save, and you're golden. Feel free to pm if you have any questions.

V8XHKno.png

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

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On 2/20/2016 at 3:15 AM, rivit said:

Yep, there are alternate textures in the RUM that you have already got installed. You'll have to reinstall it and choose the semi transparent mossy underlay if you want to keep something or you can choose transparent.  The texture is used by the game around all agricultural zoning too - so if you change it to say gravel like near the tunnel you would see this all over your map if you had farms - not necessarily your intent. As you can see in your picture it doesn't come under all rail pieces , only those from the original game - most NAM pieces don't have it.

The texture we are talking about is 0x08400000 in reader in the Simcity2.dat file and is readily changed. (or see A0_Default_Earth.dat in your RUM folder)

 

Thanks for your help.  I was able to figure out how to use the reader tool and the texture ID you mentioned enough to use the gravel from a sidewalk mod as the new under-rail texture.  Not as good as the texture you used in the tunnel (which is perfect) but better than the brown for urban areas.  The texture from under the el-rail would also be a good look for urban tracks but I don't know how to make a whole new texture file to assign.  Anyway thanks again :)

Screenshot (22).png

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10 hours ago, JulianMIA said:

Thanks for your help.  I was able to figure out how to use the reader tool and the texture ID you mentioned enough to use the gravel from a sidewalk mod as the new under-rail texture.  Not as good as the texture you used in the tunnel (which is perfect) but better than the brown for urban areas.  The texture from under the el-rail would also be a good look for urban tracks but I don't know how to make a whole new texture file to assign.  Anyway thanks again :)

Screenshot (22).png

Just hanging to the thread, where you find those grungy retaining walls? All that I've found are neat and polished ones (Jenx's Quais de Seine, for example), and didn't match industrial zones, nor backyards of terminal stations.

If are your creation, would you mind publishing it here? They are great!

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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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1 hour ago, matias93 said:

Just hanging to the thread, where you find those grungy retaining walls? All that I've found are neat and polished ones (Jenx's Quais de Seine, for example), and didn't match industrial zones, nor backyards of terminal stations.

If are your creation, would you mind publishing it here? They are great!

I know, right?!  I found them on one of the Japanese sites, uki's, while I was searching for those catenary pieces also in the pic.  I think they are really modeled after ancient fortification walls and I was surprised when I just plopped them down while messing around and they actually kind of fit in as the retaining walls for a portal where modern rails are about to go under the river.  You can imagine the evolution of the scene then - the original decaying tunnel portals have been rebuilt with rivit's great new portals topped by new concrete and security fencing but the hundred year old original stone walls, maybe built around the turn of the 20th century, still endure...  haha  anyway this is the site http://uki-sim.seesaa.net/index-11.html where I found them.

I agree though that it is hard to find pieces that fit into certain very urban settings but at least there is this huge community that makes all this great stuff anyway. 

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On 2/24/2016 at 1:29 AM, citycowboy said:

yeah, but I'm using the new Chicago station in a sunken environment, running outwards along a river similar to Melbourne. The Melbourne station has a 'fake' piece of track you can use to solve the dirt conflict, however you can't run roads over it. I think for the size of the city i'm making, I need more than two lines of track coming in for Amtrak. The other possibility, since this will be a concrete jungle, would be to remove my pacific northwest cascade terrain with something brown or grey, but I can't find a brown or grey terrain. I can always cover up the terrain with grass or dirt tiles and place mmps over it once I get out to the suburbs. 

Thanks for all your help guys.

I have the same problem - it's the same with the large stations and situations where you have a 6 or 8 track mainline - the interior tracks have grass under them and it kind of ruins the look.  I got around this a little bit at least close to the waterline, I use Sudden Valley terrain and down at just a few meters above the waterline the "beach" texture actually looks like this nice grayish taupe rock and when  you lay tracks on it and have the rail texture as transparent it actually looks much more prototypical for an urban environment.  Of course it only works down low at the waterline so its not actually very useful lol.  But it made me realize that the solution to the whole grass showing under el-rail and HSR lines etc. thing would be to have no grass in in the first place and just do as you say, place grass and trees where you want them - which is actually what happens in huge cities anyway.  

I think in the end the urbanites need to band together and beg the terrain guys to make us a 'concrete jungle' terrain mod that we can play on :) 

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Thanks for your input, I'm glad somebody understands what I'm doing. I've been able to use the 'dirt patch' from the wild west series to split the tracks but then I'm running 9 wide where I only need to be running 5 wide, and it creates a bit of a hassle running my tracks riverside. I then run bridges over the top with giant abutements, which works, but doesnt look very practical and takes up a large amount of real estate. I also run the tracks under the city mostly so I don't have to deal with them that much. Another hitch is bringing multiple lines in together, even with the dirt patch, I have to really spread the tracks out. I'll try the Sudden Valley trick and see if that works; good luck to you. 

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20 hours ago, DrPfaffinator said:

I am looking for something somewhat specific and then again broad at the same time. Does anyone know of any buildings (or packs)*** that contain a high count CS$ job amount? I have come across some of the variants of malls already, which never have more than a few hundred. I also tried out the Low Star Tower which is a wonderfully appealing 964 CS$ jobs on a 2x2 lot. Anyone know of anything similarly slimey and filled to the brim with slum jobs?

***I am using the CAM already and have installed many of the variants included with that.

This is the only building I know that has lots of CS$ jobs.  It has 4,000 CS$ jobs.

https://community.simtropolis.com/files/file/23181-samsung-main-office-a-building/

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8 hours ago, JulianMIA said:

I have the same problem - it's the same with the large stations and situations where you have a 6 or 8 track mainline - the interior tracks have grass under them and it kind of ruins the look.  I got around this a little bit at least close to the waterline, I use Sudden Valley terrain and down at just a few meters above the waterline the "beach" texture actually looks like this nice grayish taupe rock and when  you lay tracks on it and have the rail texture as transparent it actually looks much more prototypical for an urban environment.  Of course it only works down low at the waterline so its not actually very useful lol.  But it made me realize that the solution to the whole grass showing under el-rail and HSR lines etc. thing would be to have no grass in in the first place and just do as you say, place grass and trees where you want them - which is actually what happens in huge cities anyway.  

I think in the end the urbanites need to band together and beg the terrain guys to make us a 'concrete jungle' terrain mod that we can play on :) 

The thing is, you could solve this problem, it just that it won't be an easy job to do it.

To avoid the problems with whatever is under rail showing up next to farms, you could adapt a SAM network to have baked-in textures for the relevant wealth versions texture. Of course, that would need to be expanded to every network unless you were prepared to only use said SAM texture near farms. This way, the transparency, which is where this rail underlay is shown, would simply not exist and so it couldn't appear.

20 hours ago, JulianMIA said:

The texture from under the el-rail would also be a good look for urban tracks but I don't know how to make a whole new texture file to assign.  Anyway thanks again :)

The texture you refer to is ID 0xFF666E99 and can be found in the file "z Ground Texture.dat" inside "z___NAM\El Rail Alternate Implementation". In theory, make a copy, give it the ID 0x08400000 and it will appear under the rails. The problem?, it doesn't cover the entire tile, and so it won't align properly with the rails in every situation.

Moonlight actually added this to the S3D models of his network, that way different textures can be used for straights, curves, diagonals and switches. You could do likewise, actually with Model Tweaker, it wouldn't be as much work as you might think, since you'd create a set of templates and merge them into the S3D models of the RRW. I state RRW, because unlike the original rail, it's model based, this method would not work without RRW.

However, would you want this underlay everywhere? Isn't that what the track ballast of the original texture is supposed to do anyhow? It just seems a lot of work for what is a very minor visual problem. A much better solution would be a full texture override where this has been part of it's design. But of course, that's a lot of work too.

So it could be done, but there is no quick any dirty solution to do it.

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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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On 3/1/2016 at 10:41 PM, nos.17 said:

Not really off the top of my head. Most creators rely on the PIM-X to auto-generate a "realistic" job count in SC4 terms, so you might be hard pressed to find something that extreme. However, it is exceedingly easy to modify that value for yourself. It sounds like you have already come across some creations you like but don't want to use because they provide too few jobs.

Open the lot up in iLive's Reader, navigate to the exemplar file that contains the most useful information (not the one with the potentially long list of LotConfigPropertyLotObjectDatas), and find where it says "Capacity Satisified." Double click to edit. First number is the Developer ID (CS$, CS$$, R$$$, etc) and the second you want to edit. Note this number is in hex, which you have to convert (the windows calculator does nicely... alt+3 to switch to programmer mode). Hit apply both times, save, and you're golden. Feel free to pm if you have any questions.

V8XHKno.png

Thanks for this advice. Works out great! I have been hesitant to change the amounts on custom lots for fear of the immortal bug or doing something to the region which I have been building for the better part of 2 years. I am having some extreme issues with demand in one central city that virtually is unbuildable without getting about 60-80,000 CS$ jobs. Figured on putting in mall and large shopping centers, so might try to knock out 20K that way and zone loads of low density I guess along the freeway. :P

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Hello

I'm a big fan of MMP .... I'm looking up .... I have all those English-speaking sites, if you know where to find others, I'm interested ...

Thank you


Sans%20titre-1_zps7facadox.jpg

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Yo, guys --

"Takemethere" has been doing some fabulous work and I came across one of his pictures --

hcFbeAR.jpg

Where can I find those concrete retaining walls in the upper left corner???

I've been goofing around with the "Mas" stuff and never seem to be able to get a coherent set of walls that work -- missing deps or no corners or no diagonals.

But these look properly grungy -- but not too grungy to go almost anywhere!!

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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13 minutes ago, Dreadnought said:

Yo, guys --

"Takemethere" has been doing some fabulous work and I came across one of his pictures.......

I think Takemethere does quite a lot of editing / custom versions of lots available. - possibly this: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1700  

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Try here (Use Google translate to find, it is in the seventh category)
 

It's the Nob's Walls.... Don't forget the bugfix here

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Sans%20titre-1_zps7facadox.jpg

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On 2/21/2016 at 10:34 PM, Bastet69008 said:

Hi guys! Looking for these Japanese stores. Have they been released yet? Thanks a lot!

roadsidestore.jpg

image.jpg

 

Also looking for these 2 covered shopping buildings

384974251_zpsv3vifuom.jpg

StationShoppingDistrict2_zps2ekmtbmz.jpg

ありがとうございました! Thank you!

 

The second one, https://onedrive.live.com/?id=BE2AF8C7DEA976BB%21238&cid=BE2AF8C7DEA976BB

Found it by sheer luck

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23 hours ago, Dreadnought said:

Where can I find those concrete retaining walls in the upper left corner???

I've been goofing around with the "Mas" stuff and never seem to be able to get a coherent set of walls that work -- missing deps or no corners or no diagonals.

But these look properly grungy -- but not too grungy to go almost anywhere!!

Thanx --

Oddly enough I've been looking at this problem myself today. I didn't realise it but NOBs originals are still available.

MAS added NOBs textures so they can be used as an alternate style with his Wall set 2. If you are having problems, likely you have installed it wrong. For example, you don't need all the files it contains, but maybe you've missed one?

  • Like 2

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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6 minutes ago, rsc204 said:

Oddly enough I've been looking at this problem myself today. I didn't realise it but NOBs originals are still available.

MAS added NOBs textures so they can be used as an alternate style with his Wall set 2. If you are having problems, likely you have installed it wrong. For example, you don't need all the files it contains, but maybe you've missed one?

Yo --

I'm going to give the "Nob" stuff a try --

But more pressing work to do in the "plugins".


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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Helpful info for installing MAS-71's Set:

When you install the set, you just need to install the following items:

  • 01_Mas71-Walls2_Essentials-090924.DAT - Always Required

For the following files, only install one option for each. You can only choose one style of fencing and textures, don't forget the underbridge models should match the texture style:

  • 02_Walls2 PROP_Fence-xxx
  • 03_Walls2 PROP_UnderBridge-xx
  • 04_Walls2 Texture_xx

See how if correctly installed, you have one of each file numbered 1-4?

Additionally you can optionally install:

  • op_Walls2 Option_01-Rampsop-090924 - Additional TE Ramps for Pedestrians
  • op_Walls2 Option_02-Transparent-090924 - Additional Transparent versions of diagonal pieces (useful)
  • zz_Mas71_WallsPack2_MML-090924.dat - MML for those into these things.

Note how the folder structure of the download is structured in much the same way. To my knowledge there are no external dependencies either.

  • Like 1

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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Hi there, does anybody know if there's a piece of high tech grey concrete with a dog eared fence on a side that matches SPA's little canadian buildings? or ideally a 1x2 parking lot with the little dog eared wood fence instead of the iron fence? All I have is cyclone fences and grass with wood farm fences. Thanks. 

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9 hours ago, Urban Constanta said:

i can't find sidewalks for NAM 90 deg cruves :(

Firstly I'd recommend, where they exist, to use the draggable curves wherever possible. These have full sidewalk support, that matches the installed sidewalk along with proper welathification. I.e. these work just like all the default game networks do.

There are some pieces that still only remain in puzzle piece form, most notability the Ave and OWR curves. There are two solutions for sidewalks on these, either a texture mod which is specific to a given sidewalk. Or you can install the Japanese NAM Facelift Mod, which will add your installed sidewalk onto the Puzzle pieces in the NAM. Note I've made a small fix for it available on this post on SC4D I recommend you also install.


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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23 hours ago, rsc204 said:

Helpful info for installing MAS-71's Set:

Yo, guy --

I do appreciate you taking the time to go over the proper installation of the MAS set.  Things begin to make sense.

I know for a fact that I did not install it as it was intended to be used.

I have been overhauling my "nightmare" plugins folder and have accidentally come across several similar sets (BSC parks, etc) that require you to choose a texture.  I simply didn't understand how they were supposed to be used.  (I used to shy away from "tricky" things like that.  If it looked complicated, I avoided it.)  I'm just beginning to grasp the "choose texture concept".  Pruning tree controller Mods may be next!

But -- I've been experimenting on how the parks-texture-thingie works -- and will get around to the MAS set as soon as I get the plugins under control. 

"PLUGINS !!"  Arrrrggghghhgh !!!!!  "MUST -- REMAIN --  FOCUSED !!!"


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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6 hours ago, Dreadnought said:

Pruning tree controller Mods

SUPER EXTREME CAUTION WARNING...

MMPs and Flora in general are fine to remove. But, don't just delete things. If you remove flora that your tree controller needs to work. When you next enter a city with so much as one already placed, CTD for you. So move these files (somewhere special, not where everything else goes), that way restoration is simple if you run into trouble.

So if you can't recover the files (because you can't remember what they are for example), your city is toast. I think many come unstuck with multiple regions, they change the mod, go back to an older region, but then can't remember what was installed previously. It's one of the few examples of a mod where you need to be 100% certain you don't mess with it.

  • Like 2

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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9 minutes ago, rsc204 said:

SUPER EXTREME CAUTION WARNING...

MMPs and Flora in general are fine to remove. But, don't just delete things. If you remove flora that your tree controller needs to work. When you next enter a city with so much as one already placed, CTD for you. So move these files (somewhere special, not where everything else goes), that way restoration is simple if you run into trouble.

So if you can't recover the files (because you can't remember what they are for example), your city is toast. I think many come unstuck with multiple regions, they change the mod, go back to an older region, but then can't remember what was installed previously. It's one of the few examples of a mod where you need to be 100% certain you don't mess with it.

Sounds like a VERY good reason not to mess with it.

Thanx, my friend!


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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