Jump to content
That Retro Guy

Prepping my First Region

393 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

So I figured out exactly what I want to do with my first Region.

First, the Region:

5a5d6f77174de_Tremezzo-RegionMap.png.4f9b9b3da2a9a36901099a7ea9425c8d.png

City A will supply cities B, C, and D with Power, Water, and Garbage services.

Likewise, City E will supply cities F, G, and H with Power, Water, and Garbage services.

I'll do a 'You Don't Deserve It', and place a Hydrogen Power Plant in cities A and E.

I know that I'll want a Highway Loop that goes through all cities except A and E.

I have a question:  Do schools only have to cover Residential, or the entire map?

More questions later.

  • Like 3
  • Yes 1

"Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 minutes ago, That Retro Guy said:

Do schools only have to cover Residential, or the entire map?

Yep. Only Sims at home will learn things.

 

Looks like a well planned idea you've got going. Keep us posted on your progress.

  • Like 3
  • Thanks 1

Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That's nicely thought out. I wish I thought out my regions like that.

  • Like 1
  • Thanks 1

- Signed

Joey Auburn

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
13 hours ago, CorinaMarie said:

Only Sims at home will learn things

Not only that, but only the few employees need a road-path from home to the school. Students effectively teleport.

  • Like 2
  • Yes 1
  • Thanks 1

-- 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."

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Told you that I'd have more questions . . . *;)

    1.  Is there a specific size for a realistic city block (i.e. How often should there be a cross-street?)  I am trying to avoid a grid.

    2  So schools only need to cover Residential . . . does this include Elementary Schools, High Schools, City Colleges, and Universities?  Does it also include Libraries and Museums?

    3.  Does everything else (Police, Fire Stations, and Hospitals) have to cover the entire map?

    That should do it for now . . . more later. 


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @That Retro Guy Let's see if I can help you.

    1. When you say "cross-street," do you mean a major avenue or higher traffic road intended to cross the town, or do you mean any typical street that bounds urban development? Because you are trying to avoid a grid, I recommend determining city block sizes for yourself. Let the individual lot size limits in the game determine how far apart your streets are. Most buildings will not need lot sizes any larger than 3 - 4 grid tiles wide and 3 - 4 grid tiles deep. A few low density Maxis buildings, many Landmarks and Rewards, and some BATs will occupy grid tile areas larger than 4 by 4. Next you can arbitrarily decide to have major thoroughfares a certain number of these street blocks apart. For example, if your streets bound blocks of zoned land 8 tiles by 10 tiles in area, you could place higher traffic avenues 4 blocks or 5 blocks apart.The following information about game scale may assist you: 1 grid tile is 16 meters long and 16 meters wide. From your region picture, you are working with small and medium sized city tiles. 1 small city tile is 64 grid tiles long and 64 grid tiles wide. 1 medium tile is 128 grid tiles long and 128 grid tiles wide. 1 kilometer would be 62 - 63 grid tiles long, and 1 mile would be 100 - 101 grid tiles long. Your entire region is 256 by 320 grid tiles, or ~2.56 miles by ~3.20 miles, or ~4 km by ~5.1 km. Also, the scale of buildings, props, and textured assets (for example roads and footpaths) in the game is not consistent.

    2. Yes, Elementary Schools, High Schools, City Colleges, Universities, Libraries, Museums, and any other structure that provides an educational effect only need to cover Residential areas.

    3. Hospitals, Clinics, and other healthcare providing structures also only need to cover Residential structures. Police Stations, Fire Stations, and other protective service providing structures indeed need to cover all development.

    In addition, Landmarks and other buildings which provide a landmark effect should be placed near Commercial development to boost desirability and demand. Likewise, Parks and places which provide a park effect increase desirability and demand of nearby Residential zones.

    • Like 5
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @Scarton states an important point inasmuch as the scales within the game are not consistent.

    1. For an example, let's take some random town (which I happen to live in) that has a population of 24,867 peeps and occupies 13.01 square miles (33.70 km2). In SimCity that would be about 364 x 364 cells or roughly 3 x 3 medium sized city tiles (384 by 384 cells). For low wealth, low density the game has about 6 Sims per cell meaning if every cell in a small city tile was a home 24,576 of those peeps could fit in one small tile (64 x 64 x 6). Then if I arbitrarily say we need twice as many total cells (8,192) to hold the roads, residential, commercial, and industrial, and other miscellaneous stuff we now need roughly 91 x 91 cells. Round that up to 128 x 128 and you have one single medium sized tile populationwise. So, my conclusion is that from the regional view I'd want to make my hometown about one ninth the size it is in real life to look about right in SimCity. This would also mean I would not draw every street (and home) there is. Only the main ones. Kind of like how real world maps change the detail level as you zoom in or out.

    2. One thing to note is that the City College, University, and Museums have a range of 256 so they cover an entire large city tile no matter where you plop them.

    3. If you get the Farmer's Market it too has a 256 cell coverage.

    • Like 4
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    21 hours ago, That Retro Guy said:

    Does everything else (Police, Fire Stations, and Hospitals) have to cover the entire map?

    Health like edu need only cover residences. Any building can burn, so fire fighters can be called to anywhere you have buildings, so at least have road paths even if you don't cover an area within a red circle.

    Ordinances seem to help. I've never needed anything more than the smoke alarm ordinance in farm areas. With one police station in the city to unlock it, the neighborhood watch seems to be enough to keep crime down to an acceptable level in rural spaces

    For development stage purposes, fire coverage need will depend on what mods you have. Likewise police: You can have crimes in non-residential areas, but lots' development might not care.So, for instance, if you use the CAM, read its docs to learn the prerequisites for stages of various zone types; they might not be the same as in vanilla (CAM certainly has more stages).


      Edited by jeffryfisher  

    Ordinances help
    • Like 2
    • Thanks 1

    -- 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."

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Sorry that I've been quiet lately.  I had the flu.  >yuck!<

    About Educational buildings only needing to cover Residential, do I need to have multiple Elementary schools (and High Schools, and City Colleges) to completely cover Residential or do I just have 1 Elementary school cover part of Residential, 1 High School covering another part of Residential, etc.?


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    When you plop the schools they will show a coverage radius. Sims within the radius get educated. Those outside do not. So, you need to have enough to cover all the residential homes (for maximum EQ boost they each give). When the radii of the same type of school overlaps, those in the double coverage do not get any extra smarts. It just reduces the number of students per school.

    • Like 1
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    11 hours ago, CorinaMarie said:

    When you plop the schools they will show a coverage radius.

    OK.  I just want to make sure that I understand this.  Do I need multiple Elementary Schools (or High Schools, etc) ( with as little overlap as possible ) or just have 1 Elementary School cover part of Residential and 1 High School covering another part, etc?


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Each type of educational facility affects certain age groups better. So, for maximum effect and quicker average EQ increase it's best to have them all covered by each type of school. You might also be interested in my 505 Year Education Experiment. *;)

    And keep in mind you can adjust the funding sliders of each school individually. You only need enough funding to have more capacity than the number of students.

    • Yes 1
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I understand that Res=Com + Ind is SC3000, but has anybody figured out what the proper ratio between the zone types is?  Or is the question silly because of Low, Medium, and High Density Zoning?


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Just now, That Retro Guy said:

    Or is the question silly because of Low, Medium, and High Density Zoning?

    I'll go with this 2nd half of your post and say it's prolly not silly because it would likely still be the count of all Jobs vs all Sims.

    I'll leave the real question for the experts. *;)

    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Roughly speaking you want a 60/40 - 70/30 split between Com and Ind zoning. Then 2x the number of jobs as your population. However, this balance is not set in stone and changes throughout region development. The RCI graph should always give you a good idea of what's in demand, monitoring it regularly is a good idea.

    • Like 1
    • Yes 1
    • Thanks 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    3 hours ago, rsc204 said:

    Roughly speaking you want a 60/40 - 70/30 split between Com and Ind zoning. Then 2x the number of jobs as your population. However, this balance is not set in stone and changes throughout region development. The RCI graph should always give you a good idea of what's in demand, monitoring it regularly is a good idea.

    So basically, RES = 2x (COM + IND).  In other words, 50% of a map (roughly) should be RES, right?  That's more math than I've done in the past 2 decades . . . My brain hurts!

    I was messing around with a blank city and plopped an Elementary School to see the radius.  When I lowered the budget on that school, the radius didn't shrink.  Did I do something wrong?


      Edited by That Retro Guy  

    Additional question

    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    For schools (vs. colleges/universities/museums/libraries), you have two budget sliders.  The Local Funding slider affects maximum capacity (i.e. as funding decreases, so does max capacity).  This is one way you can lower spending - adjust budget to meet current capacity + a buffer.  It doesn't make much sense to have Local funding maxxed out if the current number of students is only 1/10th the maximum capacity.  But doing this also implies constantly rechecking to insure schools aren't getting overcrowded based on current funding.  The second slider is for Local Bus Funding.  This slider affects coverage radius for the school (i.e. as bus funding decreases, so does coverage radius; Note that with this slider set to zero, your effective radius of coverage is exactly half the published coverage radius)  To get the maximum Education Boost, you will need a mix of education facilities of different types to cover specific age ranges, and probably multiples of each type to cover your residential areas.  Note that it can get expensive trying to provide all this education coverage.  If you can't afford full education coverage for all age ranges, nothing bad will happen.  It just means that some Sims will take longer to reach maximum EQ than others.

    You have a similar situation with Health Care facilities, except the second slider is Ambulance Funding.

    As far as your brain hurting from the math, luckily you really don't need to do any math.  Basically, the game automatically figures out what type of development is needed at any particular time, based on education and wealth level of the workforce.  Just follow the RCI graphs.  In the end, you will probably automatically end up with something close to the ratios mentioned by @rsc204, without punishing your brain.

    • Like 1
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I have decided to begin building my Region in City C.  It's a small map which (once developed) will hopefully help build Cities B + D.  (Technically, City A will be first so City C will have Power, Water, and Garbage Services.  I'm not really planning on developing Cities A + E, but maybe I will.  I have the straight edge coastline built, and it's ready for beaches.

    Now what I need is a step-by-step tutorial about how to properly build an RHW highway through City C.  Since it's a small map, I'd like to have 2 lanes going in each direction with room for ramps to connect to the roads, avenues, etc.  Basically, it'll connect Cities B + D together.  In Cities B + D, I'd like 3 or 4 lanes in each direction (haven't decided yet . . . probably 4).

    I've been playing around on a blank map trying to build an RHW, but I can never get the ramps and overpasses right.

    All help is greatly appreciated (Oh, I'm using NAM 36 just so you know).


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 1/17/2018 at 3:40 PM, That Retro Guy said:

    1.  Is there a specific size for a realistic city block (i.e. How often should there be a cross-street?)  I am trying to avoid a grid.

    I'd suggest playing around with block sizes, and actually embracing a grid if you're new (or even new-ish) to the game. I was inspired by Manhattan city blocks to do long rectangles that don't feel all that grid-like to me. I have Avenues running north-south, bisected by lots of one-way streets running opposite directions. The blocks are 28 tiles wide by 8 tiles long (I looked at Manhattan's numbers and found that most blocks were about 3:1 width to length ratio, so mine are slightly wider). This can accommodate all sorts of interesting combinations of things, and will eventually be a high-rise jungle. I just finished with all the NAM transport networking, and am slowly beginning build-out. I'm keeping farms to "land bank" some central areas that I'll want fancy stuff in later. 

    5a7384b2707b3_ScreenShot2018-02-01at2_19_28PM.thumb.png.02c4f7536326ae5655560c9bebe207b9.png

     

    Hope this helps! Have fun and be patient with the NAM - it is powerful but definitely a huge and disorienting learning curve. There's a good forum location for NAM-specific questions. 

    • Like 2
    • Yes 1
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I've watched a bunch of @Haljackey's videos about NAM (including the Building a City from Scratch series), and I love his videos.  The problem is that he goes way too quickly for me to keep up.  He just picks the pieces that he needs without explaining what piece he's picking and why.  Perhaps he could make a beginner's tutorial for NAM 36 where he goes over things step-by-step on how to make an RHW Highway including overpasses, on-ramps (and off-ramps), and anything else that he can think of.  *:ohyes:

    • Like 1

    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, That Retro Guy said:

    Perhaps he could make a beginner's tutorial for NAM 36 where he goes over things step-by-step on how to make an RHW Highway including overpasses, on-ramps (and off-ramps), and anything else that he can think of.  *:ohyes:

    That would be amazing!!! Gets a +1 from me for sure. 

    Speaking of grid-breaking, there is a cool thread on the forums here called "Show us your grid-busting cities" or something like that. Some cool stuff there too, with lots of people making good use of diagonal and other fun visual tricks to subvert SimCity's strict orthogonalism. I'm not sure if you've played Cities: Skylines at all, but there you can more accurately recreate cool European angles that are totally organic and look so much more interesting from birds-eye than grids. Is it time to just admit that Europeans are better at urbanism than those of us in the USA? It seems they have a fundamentally different relationship to space, at least. 

    5a7416b8db451_ScreenShot2018-02-02at12_08_59AM.png.7a3edf8f11f0bf199e2d8bf70b5497ab.png

     

    Oh and PS - it looks like the city building genre may be in a renaissance! 

     

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    4 hours ago, adventurerneil said:

    Speaking of grid-breaking, there is a cool thread on the forums here called "Show us your grid-busting cities" or something like that.

    Maybe this one: Show Us Your Anti-Grid!

    • Like 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 hours ago, That Retro Guy said:

    Perhaps he could make a beginner's tutorial for NAM 36 where he goes over things step-by-step

    Try my tutorials:

    And the basics of RHW interchanges:

     

    • 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I watched your videos, @rsc204.  They're great. (pity about the audio on the first one though).  Thanks for directing me to them.

    Question:  If I'm building a Highway over a road and the road is on level 0, can the Highway be on Level 1 and work, or does it have to be Level 2 or higher?


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Using the draggable pieces you can make a highway at L0-L2 and crossings at L0-L2 also. Of course stability may vary depending on the setup. If that's an issue, just keep a tile of space between the intersections and the RHW and you should have no trouble.

    • Thanks 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Where exactly did you find that Starfield for the space outside of the map?  I'd much prefer having that than the clouds.  It's cool!


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Should be this mod here.

    • Thanks 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    So I downloaded the Starfield, and extracted it into my PlugIns Folder.  I'm still getting the clouds instead of the Stars.  Did I extract it to the wrong place?


    "Regardless of how rough the identity factor has made it to go on, looking at the balance sheet, I'm grateful for the Bat. It did more for me than against me. It gave [me] money, an international name, the kind of recognition that has allowed me to at least disprove what it caused. That may be tougher than starting from scratch, I don't know." -  Adam West

    R.I.P. Adam West, 1928 - 2017   *:(  Protector of Gotham, Mayor of Quahog

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    12 hours ago, That Retro Guy said:

    Did I extract it to the wrong place?

    Did you follow the directions that included "Swap out the five png's with drunks personal background images"? Where are the five PNG files?

    • Thanks 1

    -- 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."

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections