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Popular Content
Showing most liked content on 09/26/2016 in all areas
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5 points@Acc3ssViolation tried that today, seems to corrupt the .crp instead of fix anything though. Will do some more testing... in the mean time, !!!MORE TRAINS!!! Budd Silverliner II, in six-car and four-car consists.
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4 pointsKoch C is still not there, terrible busy month. I did release one building a few days ago though: Besides that, I stumbled on this poor thing (a watertower): It used to look much better: So I started some renovation Its about 56 meters tall Its actually pretty lowres, at least in terms of texturesize, as its done on a 512² texture, but its fine I guess, only really noticeable when you zoom in. I can´t wait to make the LOD.... not
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3 points
Version 1.0
1,038 Downloads
Today i am uploading a Pedestrianised street. The lot is transit enabled . It is 1x6 tiles in size, and you can put two of them together to create a 1x12 long pedestrianised street. The trees are all seasonal and should fit into a variety of different building styles. You can find the lot in the parks menu nearer the top. It functions as a maxis grass area with all the same stats. I tried to use as few dependencies as possible, but there are a few. List of dependicies BSC MEGA Props CP Vol 02 BSC MEGA Props CP Vol01 SHK Parking Pack PEG MTP Super Pack Murimk Props Vol 2 I have tested it numerous times, but if there are any issues please do PM me, or write in my new Lot editing topic Tankmanks Lots. And i just hope that you will enjoy it. -
3 pointsIn the process of moving at the moment but I found time to start a new project. I'm batting and lotting a series of abandoned trains stops. Trying to convey a sense of decay and abandonment. Trains will still cross the lots, some are still barely functional and some are just completely left to the inclement of time. Here is a DTR one, placed in the sleazy part of the map....still functional. 1 2 3 4
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3 points
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3 points
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3 pointsA road works it's way up a Mountain/Hillside Closer look
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3 points
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2 points
From the album City Overview (S3-13-W)
Please view my first comment for a higher resolution image before you cast your vote! City overview of Sydney & it's world famous harbour - zoom 2 was chosen as I felt it best met the "Overview" aspect of the challenge, while still allowing smaller details to be visible. Clouds were also utilized to fit the "overview" theme of the challenge. Despite the limits of SC4, every last effort was taken to make sure this recreation was as accurate as possible. -
2 pointsCould you expand on what exactly you mean? As in are you looking for a similar style, or were you looking for a smaller ramp? Or so you mean the lots which show a rail cutting rather than a ramp? I did have some ideas for re-use though, such as a diagonal version and variants for GLR / HSR networks. I've also been looking (drooling) over McDyre's old London Underground project and thinking about making something similar.
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2 pointsOnly disaster that happens randomly is fire, with the exception of a failed launch from the missile silo business deal, which will blow up some buildings at a random location in your city and start a fire. You can watch this happen if you are savvy enough to pay attention to the launches; the missile does trace an arc IIRC, so the landing location can be tracked. Those are the only ones that trigger at random that I'm aware of inside the vanilla game. Everything else has to be triggered manually.
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2 pointsUpdate Added additional Pennsylvania Railroad variation Added detail to the Dutch A & B props Also fixed the alignment of the Single Track props of the Dutch and German styles.
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2 pointsA Natural Gas Power Plant in north central Hixon County.
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2 pointsDidn't expect the texture to basically become pixelart. Figured it would make more sense to use 2048x512 because of the length of the train, vanilla train is 1024x1024 which is the same amount of pixels. Will need to do some creative slicing and add other-side parts for the numbers and such so they don't look flipped on the other side. The shape and placement of things is pretty random, there are 2 different versions of the main train car, and then more subvariations between those, and I don't have blueprints or anything so it's kinda estimated.
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2 pointsAnother update!! yes, when I get into a project I really get into it, I mean REALLY. So I started texturing the tower and it starting to look amayzeeeng. I almost finished texturing the roof and I still trying out some different styles If you have like a nice picture of a copper roof please leave it here I need more reference material to choose from, I really only know the old Gothic and art deco skyscrapers in NY have those. I also still have to make a lod, SO HAPPY TO DO THAT.... NOT Well I guess thats it for today ill update this again if I do something interesting
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2 points
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2 points
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2 pointsThis is made fundamentally plopping parks and trees. This one is a great and very complete park pack, which is also compatible with most texture changing mods: That is made by simply zoning low densities, so they only upgrade into that category. Growth stages are mainly determined by the population size of your region, and the wealth preference of the ground you are zoning. If you want them to keep on low growth stages (mainly to make low wealth suburbs), you'll need to deprive the area of certain public services. Try experimenting with some disprovision and industrial pollution to archieve the desired mix. The population age is also strongly linked to wealth: richer sims live longer and stay for longer on the same place, while poorer sims have shorter lifes, more children that low the median age of their homes and are changing houses fastly. So for more wealthy neighbourhoods you'll need to replace some school related educational services with museums, art galleries, universities and libraries, that avoid sims to forget what they have learnt in school.
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2 pointsGRAPHITE VALLEY RESOURCES This originally started off as an attempt to build something similar to this This is Flint Hills Reasources plant in I think Seward, NE. As I went to build it in LE, I realized there weren't any good props to represent those large cylindrical tanks on the left, so instead I went for a refinery look using citynuts props. This is the result.
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2 pointsthe overview of New Springfield. I ve been focusing on the bigger picture, but after finishing the suburbs. Im going back and trying to get the detailing right.
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2 points
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2 pointsThe trick, I think, is to never scrap a city unless you really, really don't like it, not because you think you can do a different change. If that's really the case, make a new city, and try it out in that. Then, if it works, open up your old city and try to modify it. The game tutorials are not terrible, as they at least give you a handle on the game. But they don't really go too far into it. Remember that you always need at least an Elementary, High School, and a Library to raise and maintain your EQ to 120+. A community college is a really cheap way to give a boost, and museums/university are nice, but TBH you only need the primary school bits (+library for adult Sims) to give yourself a head start on Education. Not scrapping cities forces you to be able to troubleshoot and fix your city's problems. Starting over unfortunately doesn't replicate these problems, and unfortunately because the simulation is surprisingly complex (even if its roots are simple), and not every city is the same, you will undoubtedly run into at least trouble in one of your cities in the future where scrapping will be a very painful option; it is easier to solve these problems if you learn the technique (whatever works for you) now, while you have baby cities and [relatively] small amounts of time invested. Scrapping a city will be less of an option once you have 30+ hours into one city, which believe me happens way more often than I'd like to think, given the number of cities that I have and how undeveloped a lot of them are. I'm sure I have a few cities with well over 150 hours into them.
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2 pointsThese are neat! I especially like how the stone texture fits the art museum in both color and the way the staircases "fan outwards". Subtle but a really nice touch. Keep it up!
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2 pointsIt's possible, but I want to understand the Wire Shader first before I begin with that. I also have finish some older projects first
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2 pointsWORK IN PROGRESS -- THE JADE BIGHT -- WILHELMSHAVEN: (Click to make bigger.) Here we have the last of the Imperial Dockyards. (Until I build bases for the other ships in the fleet. lol-lol) This is the Repair and Refit Basin -- (minus the lock gates since I couldn't figure out how to make them). This basin can modernize, repair, or even build a battleship from the keel up. You have all the machine shops, foundries, and rolling mills necessary for furnishing the armor plate and fabricating the parts -- even an engine shop. There is a dedicated rail line along the quay with another one that services the ammunition bunkers and other quays along the harbor. At the foot of the basin area you have a recently constructed fitting-out pier for the new super-dreadnoughts -- since they are too large to use the other facilities. I provided one overview and several detail shots.
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2 pointsSome progress on detailing the container terminals, Burchardkai terminal is almost finished.
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2 pointsStarting to get the hang of this river making stuff *Finished results here*
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2 pointsRadio Hill in Bison. There is an SFBT tram-in-road stop at the top of the hill, and SFBT slope reinforcement downhill from the radio tower. The tram uses an on-slope piece to transition to elevated train at center top. The tram stops are not slope friendly, this 2-tile stop required some terraforming with road squares to flatten its footprint and neighboring road tiles. The site has proved somewhat popular for commercial development but has required bulldozing lots and lots of non slope friendly growables. The empty space in center foreground is too steep to build on, but is mowed by the nearby office buildings. Alleys like Peg's, Paeng fillers and Back Streets are slope friendly.
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2 points
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2 pointsI've added a few "suburbs" and the part of town where the grand central station will be located! (Its still a work in progress) The central station in the bakground. I added a big square which will serve my buses/taxis. Closer look on the bus stands The station is somewhat elevated compared to the surrounded terrain: Some shots of the suburbs: Thats all for now, until next time!
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2 pointsAt first I thought this to be repetitive but I can understand wanting to show an area that is specifically made up of mmps(mostly I assume) that would not really fall into the nature or details threads. You never know sometimes these new ones last and sometimes they don't. I'll share to keep it going a bit longer. How about a whole lake, shoreline and surrounding nature In the image above trees within the crater are mmp, on the ridge and beyond the road is the god mode tree controller and a closer look at the lake shore, all you see is mmp, really the boat tower and shed are mmps too. I know this could be in the nature thread but it is a lot of mmp, I also have to take some pictures of some areas in my region specifically for this thread I think I know some spots
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2 pointsYeah all the crashes and the fact that every time i loaded the city buildings/props were disappearing. But anyway, heres my new city! I started with a big industrial zone (along with a railyard and harbor). On the far end there's also a marina with some residential/commercial buidlings. Aerial view: The small town with the marina: Part of the railyard and harbor: Stay tuned!
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1 point
From the album Night Scenes (S3-12-E)
Please view the first comment for a better resolution picture! Night time shot of Sydney and it's world famous harbour - made as close as possible to the real thing. -
1 pointI'm pretty certain I gave @fredinno the link to the CBEX in another topic, but in case I didn't here it is again /clubs/26-city-builders-website/cbex?folder=SC4%2Band%2BSC4D%2BDownloads Also all the Maxis DLC is available over at SimCity Kurier here http://kurier.simcityplaza.de/files.php?cat=33 and here http://kurier.simcityplaza.de/files.php?cat=42 EDIT: Just looking at the above posts and it seems all these links are already listed, maybe its time this topic got redone with a list of sites that have these files I know of at least another three sites that have them
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1 pointSeems too OP. I use the Maxis Overhaul Compact Water Treatment plant lot. I never use any air purification lot because it's not realistic.... Or power plant meltdown, though if you let those happen, you have serious problems.... though it can also make nuclear explosions happen! (there are mods that allow this to be done manually with a bomb too) There are other (boring) events that can be triggered manually, like water pipe blowout (too low water utility spending), car crash (high congestion, no actual effect), and another one I can't remember right now.
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1 point^ This. I also love the effect of the walls you used. Gascooker's Victorian walls look as if they had been made for those Maxis private schools, it's amazing! The same applies to CP's red brick walls and that High School. You have a very good eye for this kind of stuff.
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1 pointDev. Diary video #1 Learn how Views and Scales change the way you interact with the 3D model.
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1 pointIf you're on a Mac, I don't think custom nightlights work. There is really no BAT nightlight patch for the Mac version of SC4.
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1 point
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1 pointAlso, before you start messing around with the Reader and/or Plugin files, it is highly recommeded that you make a back up copy of your plugin folder. That way, if you totally mess something up, you have a way back to 'functionality'.
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1 pointI posted this image, intending to show off how a simple bus station/terminus could be made: Well that opened a can of worms, for a number of reasons. Firstly, the GLR station is not mine, I can't distribute it, please do not ask me to. However, I am working behind the scenes to try and bring about it's release. If you would like the remaining three lots which integrate with the station though, you can find them attached to this post. They will work with any GLR station (or other stations for that matter), although visually they may need some tweaking in the Lot Editor. I recommend doing this with SC4PIM. Some very basic instructions are included, but these are not going to be for everyone. For starters, either your Bus Automata must be the same SMP First Bus Automata I used. Otherwise, my props will work with any bus automata, provided you follow along with this tutorial to make it work: The included files will override all instances of Fluggi's Bus Shelters in your game. This can be avoided if you modify the file. Note the original models are required as a dependency. I've included a file with my custom sidewalk textures. But also a GoFSH Script/repository. Point GoFSH (Run Script) at the script, select your textures, and out will pop a dat that works with your own custom sidewalks. Both the Bus Stop and Car Park are functional. Find the lots in the Misc. Transport menu, somewhere after the original Parking Garage. If you run into troubles, I will try to help, but this is in no way a fully supported release. GLR Terminus.zip
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1 point
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1 pointI don't know if you're still looking from something in this project but i have a idea that I implemented in my region, in a avenue with frontage roads upgraded with RHW
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1 point
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1 pointafter founding out you can drag smooth curves, I tried a very simple trumpet interchange... And in another city a interchange for the main center with a city tunnel that travels across the whole map
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1 pointOh, I thought it was only in this city. We know SimCity overestimates the population anyway, so maybe you have..uuh..10k I know this is an useless discussion btw
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1 point
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1 pointA dried out river bed where people started dumping their trash. Rumor has it five hobos live here, and they aren't aware of each other. Don't ask why there's a light pole.
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1 point
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1 pointJust in case it will be helpful to someone else in the future... The problem is now "solved" and was definitely plugin-related. Using a virtually empty Plugins folder with NAM and DBE, I was able to repair the bridge, save and exit the game. Then I reinstalled my normal full Plugins folder, re-entered the same city tile and all remained well. So, I don't know which plugin(s) caused the problem, but at least the above is a workable and fairly painless solution.
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