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Popular Content
Showing most liked content since 08/31/2016 in Posts
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25 pointsCori's Rock Shoppe by CorinaMarie@Simtropolis A picture catalogue of every known Rock Mod for SimCity 4 Note: I did not create any of these mods. This thread is simply to display each rock mod using the same city tile for easy comparison. If you find this useful feel free to use your browser's Save As function and do a Save Complete Web Page. This will give you an offline copy with all the pictures. My content is freely available for use by anyone. You can even make a duplicate thread on any other site if you like. Please, just be sure to give me credit for the original creation. For peeps with 16:9 (or other wide screen) monitors you could open this thread in two separate windows side by side. This would allow you to have independent scroll bars to compare specific mods. It would also work if you have dual monitors tho there may be some slight color difference between the two. Other Threads in Cori's Shoppe Series: Cori's Water Shoppe (Linkys to and Pictures of every Water Mod) Cori's Side Water Shoppe NEW! – March 2022 (Pictures and in topic Downloads of the Water's Edge for every Water Mod) Cori's Beach Shoppe (Linkys to and Pictures of every Beach Mod) Cori's Terrain Shoppe (Linkys to and Pictures of every Terrain Mod) Cori's Jolteon's Ferrians's Tree Shoppe (Linkys to and Pictures of almost every Tree Mod) And see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 (Quick alternative realistic map making method) Note: If you download a mod and have any difficulty with it and when all else fails, read the ReadMe instructions that comes with it. The rest of my game is vanilla atm so the only difference between the pics is which rocks are installed. First off, here's the vanilla Maxis texture: dogfight Rock Mods (v1.0) contains 3 Calm Limestone: Dark Igneous: Dark Limestone: ENN Rock Mod Set 1 SD contains 8 Brown Granite1: Dark Granite2: Dark Granite3: Dark Granite4: Granite9: Red Igneous: Sandstone1 Brown: Sandstone1 Gray: Tropical Mossy Rock Mod: Sandy Rock Mod: Mossy Rock Mod: Grassy Rock Mod: Jeronij Maxis Rock Mod: JRJ PEG Limestone Rock Mod: Mossy Rock Mod: Grassy Rock Mod: Granite Rock Mod: Sphinx Rock mod: PEG PPOND Rock Mod: PEG ROCK MOD II Weathered Granite: PEG ROCK MOD II Eroded Sandstone: PEG ROCK MOD II Golden Sandstone: PEG ROCK MOD II Dark Basalt: PEG ROCK MOD contains 6 Craggy Sandstone: Gray Granite: Gray Rock: Limestone: Red Craggy: Sandstone: The following are HD so you will need to have Hardware Rendering or you will get CTD. ENN Rock Mod Set 2 HD (v1.0) contains 3 Granite9: Sandstone1 Brown: Sandstone1 Grey: The following are HD so you will need to have Hardware Rendering or you will get CTD. ENN Rock Mod Set 3 HD (v1.0) contains 3 Dark Granite2: Dark Granite3: Dark Granite4: The following is HD so you will need to have Hardware Rendering or you will get CTD. LK_StarterSet (v1.0): The following is HD so you will need to have Hardware Rendering or you will get CTD. Sudden Valley Terrain Mod (v1.0) SV Rock.dat only: The following is HD so you will need to have Hardware Rendering or you will get CTD. Berner Oberland Terrain Mod (v1.0) BO Rock Mod.dat only: SMP Gray Marble Rock Mod: VIP Orange Snowy rock mod (v1.0): Les Roches de l'Aubrac v 1: CPT Painted Desert Terrain Mod1 (v1.0) / CPT Painted Desert Terrain Mod CPT_C_MoabCliff.dat only: CPT OlympicTerrain Mod1 (v1.0) / CPT Olympic Terrain Mod 1 CPT_C_OlympicCliff_Optional.dat only: Columbus Terrain Mod von Cycledogg CPT_C_ColumbusCliff_Optional.dat only: Meadowshire Terrain Mod (v1.0) CPT_C_MeadowshireCliff.dat only: The following are HD so you will need to have Hardware Rendering or you will get CTD. SHK HD Rock Mods contains 5. SHK_HDRockMod_01.dat: SHK_HDRockMod_02.dat: SHK_HDRockMod_03.dat: SHK_HDRockMod_04.dat: SHK_HDRockMod_05.dat: The following is HD so you will need to have Hardware Rendering or you will get CTD. Rock Mod contained in VIP Terrain Mod by Cédric. (Attached to this post on Devotion.) Note: In addition to the Rock Mod there are also Beach, Terrain, and Water mods. The following pic has all 4 installed: ^ Thanks to @Indiana Joe for mentioning this one. So, when peeps ask: Which rock mod should I get?, show them this thread so they can compare and decide. Attached is the medium size city tile I've used for these pics that way you can make your own with the exact same mountain. City - Rock Mods.sc4 Return to SimCity 4 Ultimate Guide: https://community.simtropolis.com/forums/topic/762954-SimCity-4-ultimate-guide/
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22 pointsHi guys a little update... @wasmic I haven't forgotten about your concerns from a few posts back...It is a valid concern. I have been out of my mind the last few days and have not been as chatty as...I should? Anyway, I have been feverishly working on a backward compatibility algorithm for existing stations. the goal, for now, is to allow the users to choose a depth (preferably -12m) and length (144m) of existing stations in the game. The premise is that if the station works now, it should work with my mod. The way it will work (tentatively) is that all ped paths leading into the station will stay the same but the stations tracks as well as the pedestrian paths that lead to them will be lowered. A 'spiral staircase' of ped paths will be dynamically laid to fill in the gap and prevent any 'slope too steep' errors. So far, we can support stations with: Ped entrances at ground level and down to -4m below ground Stations with multiple entrances Stations with multiple tracks (almost always...see below for exceptions) Stations with diagonal tracks Still working on: Stations with curved tracks Done (90 degree only) Finding stations that do not require these modifications May/Will not work on (exceptions): Modifying length of station tracks that are connected to other station tracks (they can still be lowered) Modifying unique buildings (at least for first release) Stations that ordinarily don't work (If it didn't work without this mod, it won't work with it) Other considerations...Don't know much about UI but I would like to allow users to modify the length of tracks and depth that they are drawn (as mentioned above). I would imagine that: Right now: Depth and lengths are hardcoded. Not too hard: Add dropdowns in mod options. Harder: Add UI box with dropdowns for length and depth whenever stations are clicked. Hardest/Not sure it's even a thing: dropdown for length and pageup/pagedn for depth. Also, officially, I am sorry for not having this thing released last week as I kinda promised. With all the wonderful feedback from the alpha, I realized how much more there was to do (secretly saying this is everyone else's fault but mine ). But please, remain patient and continue with the feedback so we can ensure this is done properly(ish) the first time. More when I get home from work...
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19 pointsOky, now its time for the show and tell of all 36 pieces and their respective icons. They are easy to follow and distinctive enough to stand out in the menus. Actual props. Water footing. Icon Legend Simmer2
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19 points
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18 pointsHello! Thanks for everbody the support, oppinions, suggestions, criticism @metasmurf, @matias93, @Dreadnought: Thanks for the advice about the Container ports, I made a few changes on them. Special thanks for @Simmer2, @rsc204, @kingofsimcity, @Girafe and @FrankU for their work. Finally I could upload the Heretic SeaPort Project into the STEX (and the LEX aswell). You can download it from here Heretic SeaPort Project Enjoy and have fun!
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18 pointsWe know they are not a problem, because so much scrutiny was poured over PEGs files after the whole prop pox business. The BDK (Beach Development Kit) is the only currently known pack that remains not updated that has been linked to this problem. Out of the entire pack, the issue has been isolated to no more than 5 props. Since BDK stuff doesn't really appear in the CDK lots, I can't imagine how you could have any problems with it. Anyone for Tennis? As you may have seen, @kingofsimcity has been adding tennis courts (amongst other things), onto the Maxis R$$$ Mansions. Well to keep things short, we talked a bit, I ran with the idea and currently there are about 35 HD-Rendered Tennis props ready for release. I've some ideas for other tennis lots using this new set of props too, this is just a WIP teaser .
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18 pointsHere are those pictures I promised (for like 5 hours ago but still). We are seeing light at the end of the tunnel (you like what I did eh? EH?)
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18 pointsHello to all, It was long time ago since the last time that I've played Simcity 4... This week I was able to play SC4 again and I've started to make a small village located in the bay of Saitama... I must say that I have a new PC and finally I will be able to make some High quality videos and I`m thinking to update my MD with some pictures from this village and with some videos too... I hope you like it and see you soon. #Jonathan
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17 pointsDisturbing the grid and making some overcomplicated crossings Sadly, as my game has been very unstable recently, this is taking too much time: I'm having a CTD or hanging each half hour, on average...
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17 pointsComing soon to a STEX near you! Doing the finishing touches on my submission for the Facelift Challenge. As per what was allowed, this one stretches the rules to some extent, as Willmott Widget Assembly was originally a Stage 3 I-M Outbuilding, so I made a new exemplar for a Stage 3 I-M Anchor. The lot size (6x5) is one of (the largest) WWA's default sizes. Fun fact with that, it's one of the largest growables in the game. I also tried something that I know CP did with some of his individual props a long time ago (shadows): I added in correctly-sized boxes to my scenes when BATting the props to represent the buildings. This way the fences, cars, and trucks all have cast shadows on them. Looks pretty neat I think! Only have two dependencies so far too: JES Props Vol 1 and the prop files from LRM (don't have to install the overrides if you don't want, I just used the tall light towers from the prop set). And yes, those are all custom trucks that say Willmott Widget Assembly on them.
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17 pointsEveryone for tennis! Coming sometime in the near future... You can also get a preview of all 60 in my lot thread, with rear angle shots as well!
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16 pointsCori's Water Shoppe by CorinaMarie@Simtropolis A picture catalogue of every known Water Mod for SimCity 4 Note: I did not create any of these mods. This thread is simply to display each water mod using the same city tile for easy comparison. If you find this useful feel free to use your browser's Save As function and do a Save Complete Web Page. This will give you an offline copy with all the pictures. My content is freely available for use by anyone. You can even make a duplicate thread on any other site if you like. Please, just be sure to give me credit for the original creation. For peeps with 16:9 (or other wide screen) monitors you could open this thread in two separate windows side by side. This would allow you to have independent scroll bars to compare specific mods. It would also work if you have dual monitors tho there may be some slight color difference between the two. Other Threads in Cori's Shoppe Series: Cori's Side Water Shoppe NEW! – March 2022 (Pictures and in topic Downloads of the Water's Edge for every Water Mod) Cori's Rock Shoppe (Linkys to and Pictures of every Rock Mod) Cori's Beach Shoppe (Linkys to and Pictures of every Beach Mod) Cori's Terrain Shoppe (Linkys to and Pictures of every Terrain Mod) Cori's Jolteon's Ferrians's Tree Shoppe (Linkys to and Pictures of almost every Tree Mod) And see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 (Quick alternative realistic map making method) New Information Many of the water mods have Maxis nuclear blue sides. I've now written a tutorial showing how to fix those. See here: ---------- Note: If you download a mod and have any difficulty with it and when all else fails, read the ReadMe instructions that comes with it. I do have Ennedi's HD Sandstone1 Brown Rock Mod installed, but otherwise my game is vanilla. Let's start with the default Maxis blue water: And here I'm showing the underwater view. I hope I've designed this so all aspects of the water mods will show their various colors based on elevations. Water Mods by dogfight contains 3 Cold Blue: Marshy: Muddy Lake: Joergs Water Mod 2 contains 10 Black Sea: Bloody Nile: Caribbean Dream: Emerald Isles: Icy Arctic: Mediterranean: Muddy River: Northern Pacific: Rivers of Lava: Yellow Puke: Mas71 Water MODs (v1.0) contains 5 Waters_100: Waters_200: Waters_300: Waters_400: Waters_500: PEG WATER MOD Brigantine: SHK Brigantine 2.0 contains 8 BluGrn: ClrBlue: DkBlue: Emerald: LtBlue: Orig: Silt: Teal: PEG WATER MOD Clipper: PEG WATER MOD Windjammer: PEG WATER MOD Hawaiian Holiday: PEG WATER MOD Crystal Lagoon: SMP Teal Water Mod: SMP Paradise Blue Water Mod: Runamuck's HD Water MOD v1: ELSHA WATERMOD: ^ This one looks vastly different depending on zoom. Realistic Water v1 by Joerg and Teirusu: Drunken Water Mods, The Blues and Greys. In HD! contains 6 Blue1: Blue2: Blue5: Grey: Grey1: Grey3: Ocean River MOD final 1.1 contains 6 with 4 variations each This one goes beyond the typical single .dat file. Be sure to check out the Readme.html file in the download. For the following pics I did install the TerrainProperties.dat and the WaterSurface_256.dat. There are also 4 other files for blending. I skipped those in favor of brevity. DeepSea_5F5F00: DeepSea_669966: DeepSea_669999: ShallowWater_5F5F00: ShallowWater_669966: ShallowWater_669999: Gobias HD Water Pack 1 (v1.0) contains 3 All 3 of the Gobias Water Mod Packs have two variations tweaked for use with either Lowkee or Gobias Terrain Mods. There's also a Berner Oberland Shore Patch for two different altitudes. Check out the Readme files in the download. For the following pics I used the GB version. GB Bodensee: GB Seto Inland Sea: GB Staten Island: Gobias HD Water Pack 2 (v1.0) contains 3 (see comments under pack 1 above) GB Cape Cod Bay: GB Caribbean: GB Mississippi River: Gobias HD Water Pack 3 (v1.0) contains 3 (see comments under pack 1 above) GB Chicago River: GB Inside Passage: GB Loch Lomond: LK_StarterSet (v1.0) Coastal Modd Ok, so this one contains: 10 Offshore Textures 14 Inshore Textures 9 Foreshore Textures 6 Beaches Be sure to check out the Readme file included in the download. Since this could yield a zillion combinations I simply picked the Offshore and Inshore .dats which have corresponding color names to illustrate here. DkBlue: DkCyan: Emerald: Green: Ice: Overcast: Steel: Tropic: Turbid: Ultramarine: Sudden Valley Terrain Mod (v1.0) SV Water.dat only: Berner Oberland Terrain Mod (v1.0) BO Water and Shore Mod.dat only: Tobermory Style Water VERII: Edmonton Water Texture VERII: Sharp Teal Water Texture: Tobermory Style Water VERI: Minnetonka Style Water: Pennsylvania Style Water: BBlue Water Texture: Tropical Style Water Modd: PEG Stream Kit Water: Oppie Canal Water: Green Water: Auckland Water Texture: Purple Water Texture: Bright Blue Water v2: Japan Water Pack contains 5 blendedjapan: japan01: japan02: japan03: japan04: Barbados Water Pack contains 8 barbados01: barbados02: barbados03: barbados04: barbados05: barbadosblend2: barbadosblend: barbadosblendblur: Water Pack 2 contains 13 Baltimore: Blood: Chesapeake: Fiery-Darker: Fiery-Lighter: Flamesrock: Medium Blue: Metallic Grey: Navy Blue: Tropical: Venice: Wintry: Yellow: Edmonton Style Water: Port Huron Style Water: Muddy Grey Water: Dark Green Water: Bright Blue Water: San Fransisco Style Water: Rocky Bottom Water Texture: Timotheus4 Water Pack contains 12 algae: ^ Same as: Algae Water drkmud: ^ Same as: Dark Mud Water embrx02: ^ Same as: Emerald Brownish Try Two emerald brownish: ^ Same as: Emerald Brownish Try One Fadedblue: ^ Same as: Faded Blue Water hotpink: ^ Same as: Hot Pink Water muddy: ^ Same as: Muddy Water natu-rals: ^ Same as: Natural Water reddx01: ^ Same as: Reddish Water richblu02: ^ Same as: Rich Blue Water ukwx01: ^ Same as: UK Water X01 ukwx02: ^ Same as: UK Water X02 The following is HD so you will need to have Hardware Rendering or you will get CTD. Water Mod contained in VIP Terrain Mod by Cédric. (Attached to this post on Devotion.) Note: In addition to the Water Mod there are also Beach, Rock, and Terrain mods. The following pic has all 4 installed: ^ Thanks to @Indiana Joe for mentioning this one. So, when peeps ask: Which water mod should I get?, show them this thread so they can compare and decide. P.S. If I've missed any water mods, feel free to post a linky to their download and I'll get them screenshotted and edit them into this post. I plan to make similar threads for Beach, Terrain, and Tree mods. You can already get your rocks off here. (I might take a bit of a break tho. This is a tedious and boring task I've set for myself.) I hope everyone makes good use of my reference threads. Attached is the medium size city tile I've used for these pics that way you can make your own with the exact same location. City - Water Mods.sc4 Return to SimCity 4 Ultimate Guide: https://community.simtropolis.com/forums/topic/762954-SimCity-4-ultimate-guide/
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16 pointsIntroduction With the much appreciated help of @boformer I managed to make the beginnings of a mod that aims to add more customization to the existing Train Tracks network. I'm currently testing to see what others experience when using this mod. Anyone who has me as a friend on Steam can subscribe to the Beta. I update daily as I keep encountering small issues. With your help I can speed up the process and get the mod ready for release sooner. For your information: I don't know how to code, all current lines of code are taken for the Bus Stop Replacer mod (by @boformer) Aim The aim for this mod is to give players full control over the visuals of their rail network. I plan to do this by adding as much variety as possible. I'm thinking of all standard catenaries of most major countries. Along the way I can also make (generic) requests. On top of that I want to give you the ability to submit your own models, which I can then add to the mod. Unfortunately, you cannot do this yourself as you can for Network Skins, as I try to keep this mod simple. However, this might change in the future as Network Skins is still undergoing development. How it works The mod will include several 'Styles' you can choose from in the Mod Options. Changes are applied when loading a save from the Main Menu only (again: keeping it simple). The mod will then replace all vanilla props with custom props. This includes vanilla Station Tracks, but also all tracks from Extra Station Tracks and One-Way Tracks. Until Network Skins is updated, you cannot change props per segment. All changes are visual and will therefor not break your game. When anything goes wrong or when unsubscribing, the game will simply load the vanilla props. While it's in Alpha, I still advise to avoid testing on your favorite city, but that goes for every mod you try out. Roadmap All will be optional Add more variety to the props (example) Add random track-side junk (e.g. rails & sleepers) Add random track-side props (e.g. powerboxes) Add signals at intersections Add End-of-the-line prop (example) Add custom Buffers (per style) Add custom wires (per style) Current Issues (September 15th) When switching styles, props disappear when loading new save from main menu (prop = null) (Thank you @boformer) Changes are not applied to all neworks (inconsistent) (Fixed myself) Props big in file size (1,8mb) even when all source files together are 500kb Sometimes props have a +2m offset to the left or right at intersections (Magically disappeared) Props have an offset of 2,4m (might be from the asset editor) (Thank you @boformer and @Ronyx69) Help me please! Like I said: I'm not familiar with coding in C#, so every bit of help is much appreciated. I'm doing all I can to teach myself, but I've been unable to find CS related tutorials. At the moment I have Notepad++ and Microsoft Visual Studio. If you know any good sites or documentation, please let me know. If you can help me with testing, or know how to fix an issue, please leave a reply. I check the forums hourly. Thank you all! Screenshots
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16 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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16 pointsStarting to get the hang of this river making stuff *Finished results here*
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16 points
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16 pointsStarted working again on some stuff today such as the HD rendering for more of these things;
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16 pointsThe city of Monroe is taking shape. Everything is very sparse right now, because whatever fool founded this town decided it should be on a hill right next to a swampish estuary or whtever. City planning becomes so much trickier when half the land is dramatic rocks and half the land is mud.
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16 pointsThx Not much new here, I updated an very old building of mine (not actually updated the workshopfile so far because I´m not entirely happy with the brightness, might brightten it up a pinch) Old sreenshot for comparison. I replaced these ugly black areas on 2nd and 4th floor with windows. Im pretty sure they used to be windows and got replaced by that black stuff for unknown reason. Also have some boobs I mean books, BOOKS! Oh and I slightly tweaked my pavement and roadtexture replacements, I think it it ready to be released. Im not really firm with how terrain themes work, I suppose I need to upload a theme for each biome right? So 5 in total?
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15 pointsWORK IN PROGRESS -- THE JADE BIGHT -- WILHELMSHAVEN: (Click to make bigger.) Just a couple of quick shots -- This is Lighthouse Point, just off the entrance to the ship canal. The idea here was to put a lighthouse out on a mostly deserted area off the edge of the industrial park. The emphasis was on the "nature MMP" aspect. I'm finishing up a few fine points on the naval base and will show those in a day or two.
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15 points
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15 pointsWorking on an entry for the Realistic Recreation Challenge... It's a scene from the island of Hawai'i in the state of Hawaii. I'll have to Photoshop it to show it better, but it's a large hill that has some moderately lush plant life that has survived the many eruptions of Mauna Loa. Other things I'll need to Photoshop in include the small highway and some tourist-related stuff. There are also some old roads that will be in the shot that are partially covered in the cooled lava. Overall it's a very strange and interesting landscape.
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14 pointsSpent the last couple of days finding, organizing and then reordering(in-game) all my mmp files something I've been meaning to do for months. Now I'm now ready to work on my first water mmp scene in about 3 years. So far so good, but still much work left to do;
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14 pointsThe Weeping Silver Birch is such a nice looking tree. I had this on my radar for a while now. It's great for decor and suburban neighborhoods. This might be the last large tree for a while as I want to focus on smaller shrubs and roof landscaping plants.....and train stuff. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=765126845
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14 pointsWORK IN PROGRESS -- THE JADE BIGHT -- WILHELMSHAVEN: (Click to make bigger.) I've been trying -- FOREVER -- to find a way to work this lot into the game. This is part of "Nob's" 1905 series of warship dock lots. I decided to make it a "museum ship", like many other historic warships that have been preserved world wide. Just north of the naval base is the "Old Fitting Out Dock" where over the course of many years a dizzying variety of experimental pre-dreadnought battleships were readied for sea after launching. The facility became obsolete when newer classes of warships simply became too large and complicated for the old methods. The Navy turned it over the the local authorities along with an old relic reputed to be Admiral Tirpitz' last sea command -- to be used as a memorial museum. They did a wonderful job remodeling the entire area and incorporating it into a new amusement and marina complex. Note the restaurants, coffee shops, park paths, and carousel. Also of special interest, is a refurbished sailing frigate -- the last remaining warship from the days of the old wooden Prussian Navy. I luuuuuuv the warship model !!! It's a crying shame someone with "Nob's" skills couldn't make a few World War I bats.
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14 points
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14 pointsHere are detail shots from Central Bennox.It is based off some parts of NYC where i live visit me our imgur! http://libertyblack.imgur.com/all/ 2Like this
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14 points
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14 points
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13 pointsBig decals! reflective puddles, skid marks, stains, cracks... You'll be able to get these and more later today! If you are quick and enough and suggest me your big decal idea, I might make it today! They support: diffuse, specular, smooth alpha, normal bump UPDATE: Riverside drain decal And more screens:
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13 pointsHere is an overview of Wolfskreut. I entered this in the Overview challenge.
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13 points@Ceafus 88 - Thanks for the nice comment! I'm hoping to release more of my mostly-finished work soon. --- Coming soon to a STEX near you! Doing the finishing touches on my submission for the Facelift Challenge. As per what was allowed, this one stretches the rules to some extent, as Willmott Widget Assembly was originally a Stage 3 I-M Outbuilding, so I made a new exemplar for a Stage 3 I-M Anchor. The lot size (6x5) is one of (the largest) WWA's default sizes. Fun fact with that, it's one of the largest growables in the game. I also tried something that I know CP did with some of his individual props a long time ago (shadows): I added in correctly-sized boxes to my scenes when BATting the props to represent the buildings. This way the fences, cars, and trucks all have cast shadows on them. Looks pretty neat I think! Only have two dependencies so far too: JES Props Vol 1 and the prop files from LRM (don't have to install the overrides if you don't want, I just used the tall light towers from the prop set). And yes, those are all custom trucks that say Willmott Widget Assembly on them.
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13 pointsFinally working on pushing some of the models sitting on my HDD to the point of release. I started with the school buses, which are now on the STEX.
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13 pointsHere's the last one of this set: 22 battery street: http://steamcommunity.com/sharedfiles/filedetails/?id=758274191 https://sketchfab.com/models/fa09548c50e943e5a7a002b8a07ef838 I purely made this to get some more filler for the 3x4 plot (no more 50 Candler buildings).
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13 points
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13 points@airman15: Glad you like 'em! I'll definitely keep an eye out for slopes with some of the bigger lots. From what I can see stat-wise so far, none of the lots should have that nasty full-sized foundation. @rsc204, @nos.17, @Xander Dax, @Manuel-ito, @metarvo: Thanks a lot guys! I've made some considerable progress lotting-wise; been cranking out at least a couple a day (the small 2x2-2x3 ones usually take ~10 minutes). I've also gone ahead and broke down the different groups of R$$$ for easier tracking. For a quick reference, Maxis has 3 different low-density based categories of mansions and 2 different medium-density ones. First of the bunch is the 16x20 mansion category. These are the smallest footprint-wise in Maxis' mansion hierarchy. A couple of these I feel are still a bit "meh" but smaller lots do leave a little less room for imagination. I've also made some significant tweaks to the first 4x6 that I submitted for the lotting challenge, including swapping out the Maxis court (no shadows, and that pink was an eyesore!) and tossing in a pool and some more foliage. Yeah, I kind of regret making such an early challenge submission now... Next are the 20x20s, the "medium" sized mansions. One annoyance of working with this set was one of the Euro tileset mansions (the modern looking one on the 2x2 lot). For whatever reason, this model is placed backwards which makes it look a little awkward. Thankfully it's only a 1/16 chance here. I think the 4x6 on this one is my personal favorite of the bunch: just chock full of detail and I really like the grand entrance. Bonus grey and green tennis court! 24x14 is another set of medium sized mansions. Probably the easiest group to work with because most of the footprints are reasonable. The 3x3 is a little questionable at the moment but everything else seems OK so far. Totally went all out on symmetry for a couple of these as well. The two bigger sized ones - both of em feature FA-angled courts. The one on the left in particular has a dramatic sweeping diagonal driveway entrance. I've made considerable tweaks to the color palette of the tennis court textures. In addition to some suggestions provided by @rsc204, I spent some time a few days ago perusing Google maps and sampling some colors from courts found in affluent areas. Thus you might've noticed some subtle changes to the green and tan/red ones and a more dramatic change to the blue ones. Another huge shoutout to @rsc204 for the tennis net models! I think placing those on the lot in was definitely one of the most satisfying moments of this project. Here we have Maxis' medium density palazzos. Truth be told, some of these aren't much larger than the low density mansions... especially one of the "larger" ones which is essentially a recolored 16x20 Chi tileset mansion. Also why is that giant one a part of the same building family? It's way wider and shallower for some reason and make lotting around this family a nightmare. On the positive side, there's only 3 variants I need to really consider. Like with the standard mansions, I've also taken the liberty and created some brand new footprints and lots for the palazzos. In particular, I found the NY tileset version gave off a Spanish-revival/Mediterranean vibe so I gave it the American southwest treatment, with palm trees, cacti and a sandy base texture. For certain models I may try doing a specialization in the future. One last rear shot. Until next time!
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12 points@droidhacker:Welcome. I remember when I first started designing these new tracks I kept thinking 'It doesn't take much effort to make this look better than vanilla (IMHO). Why didn't the devs do more?' There was much more I could do in the way of details but it would all be to the hurt of those who don't welcome the extra tris count. That said (to reiterate): The goal of this mod is simply to overhaul that minimal and...frankly...not very fun network we call Metro. It is technically not adding a 'new' thing per se but really taking the skeleton of something that exists and making it better. Therefore, it cannot connect to rail networks since such a connection, to my knowledge, doesn't exist for vanilla subway. The moment it does, this should also (with little effort). Most major cities I studied have separate concepts for 'rail', 'subway/metro' and 'tram'. I like the concept of using each where they work best. Subways in this game operate at 2/3 the speed of rail but IRL, they regularly go above and below ground to blend in with the infrastructure of a bustling city. Rails are typically more regional and trams...are like busses but are cooler. I also like the idea of transfer stations which act as a hub for travelers of diverse transportation needs. Nothing about programming this stuff is easy, period (at least not for me)... While I agree that this will prob make the vanilla rail look kinda bland (if I may say so myself), I feel that there are enough things missing from this game that just about everything I make will need to 'do' something or at least give the impression it is brand new. My next project may be high speed rail or maybe maglev...maybe...uhh...uhh high speed maglev. Or maybe, because main street is cracked and broken, and the mob here at ST has spoken...about monorail...we could do that too. (If you don't watch the Simpsons then...nvm *monorail...monorail...monorail*) By the way I would like to call a new vote for future stuff but I am not sure how...Ideas? In other news, I am still working on raising/lowering station functionality. So far, the popup with sliders wins (had to learn ColossalUI which is a CollosalPIA)...But I was able to make a popup that controls height of stations down to 36m (deeper than that and it starts lookin kinda fuzzy) and track lengths up to 150m (more than that and the station tracks stop supporting stops. Current stations are 88m so 150 looks nice). I may adjust the sliders based on what makes practical sense. Should put out a new build tonight or tomorrow. ALSO: Guys!...Gals? People!!! I guess I never really thought about this much but I really don't want just vanilla subway stations. I was wondering if people could make general-ish styled stations for ground and elevated (even subway). If my station tracks are currently too broken to explore this, please let me know. I could make them all myself but that would take forever. I will put a bug out in the ear of those on Reddit as well. @BloodyPenguin and I could select a station (or 2) from each elevation to put out for release (not necessarily the initial release but @wasmic said he would not sub until they are in and I need him to ). Thanks again for your testing and support.
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12 points
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12 pointsThis image is from an earlier city of mine (from the same city as my infamous 'Merry-Go-Tram' image, in fact), but I'm still loving how it turned out : The basic idea was that this is part of the city's historical district, with the original windmills and crops preserved and, in fact, still in use. (Now that I see the image again, the crops don't have any irrigation nearby. Maybe the windmills actually pump the water up or something...)
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12 pointsLantern Bluffs has expanded pretty far along the highway and grown to a population of 162, 037. In case you're wondering why it's all so green all of a sudden, there was a lot of rain over the past month.
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12 points
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12 points@metarvo: We need more variety even with the makeover that I'm giving to those old mansions. Thank you! Well, it's pretty much a wrap. 60/60 lots complete ... for the most part. Apart from tying up some loose ends here and there, these lots are pretty much in their final iteration. The only thing left now is making a copy of the lots and creating an override DAT ... oh joy. Anyways, enjoy this massive update! "Tiny" - 10 lots in total, covering all 5 mansion variants. These are bite-sized lots that fit better in denser suburbs. One of the more difficult ones to work with. Overall, I'm pretty happy with how these turned out. "Small" - 14 total lots, covering all 5 mansion variants to an extent. More inline with your typical McMansion lot sizes - versatile and can fit well in practically any suburb. 2 extra tiles makes a huge difference! Most of these contain a swimming pool of some kind. I revised some of these from to take advantage of the nicer swimming pools found in the LBT prop pack. Furthermore, I removed most of the tennis courts on these smaller lots - it didn't quite make sense to have such a massive object on a tiny lot like this! I'm pretty happy with how these ended up too. "Medium" - 6 lots total. Covers all 3 standard mansion types. Now we're really entering rich people territory. Here's where you'll find tennis courts and large lawn space. Plenty of room to have a miniature forest in your backyard too! "Large" - 12 lots total. Covers all 3 standard mansion types. It's like medium, but bigger. An extra 3 tiles means even bigger and more spacious yard space. Large driveways become commonplace and tennis courts appear in 5 of 12 of these lots. I made a lot of these towards the end so you'll see some traces of "copypasta." I tried to vary those up as much as possible by swapping base textures and playing around with the backyard layouts. "Very Large" - 6 lots total. Covers all 3 standard mansion types. The "entry level" ultra-rich homes. 4 of the 6 lots have tennis courts. Plenty of walkways and freshly mowed lawns as well. The easiest of the "big" category to lot, due to the relative size of the Maxis mansions. "Huge" - 6 lots total. Covers all 3 standard mansion types. These are giant lots that are perfect for a hyper-rich gated community. These lots are pretty big: 5 of 6 of them have tennis courts! So much that after placing a tennis court and a decent sized patio, you'd still have the equivalent of a 2x3 lot worth of open space. The perfect size to play around with more off angled stuff. Definitely the most fun size to lot with, as it's not small enough to feel constrained. It's also not large to the point where you'd feel an obligation to just fill dead space with random flora. "Massive" - 6 lots total. Covers all 3 standard mansion types. Like the 4x5s, a set of massive lots for the ultra-rich. This size is a little special since it's the first one I started off with. It also just happened to be the category with the last lot that I completed as well (and right next to the first one too!). Apart from that, there's nothing much to say here: the extra 4 tiles means more ground to cover, and you may notice the lawn in some spot are in less than optimal shape. All 6 lots boasts A TON of driveway and open lawn space, tennis courts and swimming pools. And that's it! All 60 lots are covered in this update. As for the "extra" lots that I created some time ago, I'll be releasing those as a separate upload once the overrides are out the door. With the ways things are going right now, I'm staring down the barrel of a release some time in the coming few weeks. Get ready!
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12 pointsHello! Well this is my last update before I release the pack. I still have some work, with modding and writing a nice "read me" documentation with the tons of dependency. I made a couple of new lot in the past few days. I actually need some advice. A few comments above there was mentioned that tag_one's container crane looks nicer than the PEG's one so I made it a try and put tag_one's cranes onto my lots. How do you feel about it? Which crane would be the winner? 1. Container Ports with the tag_one's crane. (the exeption is the NBVC transition 01, because in that set there are used both type of crane.) 2. It could be a bigger filler, but I call it Industrial Rail Yard 03 - STR Only. I thought it could be a nice addition to some of my bigger lot, which ends with a STR track or starts with that, and I also made some seaport fillers with only STR tracks. 3. Well most of the last couple of lots, what I made, contain both DTR and STR tracks. Here is the inner corner and the Industrial Rail Yard 05 - Warehouses 02 4. The "same" warehouse yard and the outer corner. 5. The new monster: Industrial Rail Yard 04 - Warehouses. 23x20 tiles big, I actually reached the maximum item limit on this lot, so I had to hold myself back. I would be happy any for any comment, advice, critic, oppinion etc...- Tyberius
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12 pointsMy first flowering tree! Blooming Jacaranda. Now we can add more color to our foliage and decorative areas. I plan to update this with a decal of fallen petals soon. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=759858371 I also made my first LUT in case you wonder about some of my brighter screenshots. I use it along with Ultimate Eyecandy by our friend @Judazz to add fog and Daylight Classic mods. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=759857629
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12 pointsHello , " ça fais longtemps " ^^ Some details on industrial zone in port ( work in progress )
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12 pointsBreaking out some custom textures for this interestingly-sized Circuit City.
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12 pointsSlowly but surely... I think I'll take a break from the roads and continue the pillars. Progress - 6cell over-canal stack - 2lane on 2lane highway:
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12 pointsRather big update so bear with me. So I resolved the multi tile pipe river span by making the footing a separate lot. So far I got the 1,2 and 3 tiles done (that's actually 5,6 and 7 flat tiles) one more to go and then its crunch time. I think once done, the pack will have well over 30 pieces! The whole assembly relies the 15m rule. As long as you start at sea level and work your way up you are good. The water depth must always be 15m or more deep (deeper water will not affect the height of the footing). This obviously applies only to the pipe path, the rest of the map can be whatever altitude you wish. Here is an example of the possible footing combinations and the 15m transition piece applied to the map. You can choose not to use the footing if you wish to have a clear path for your boats (not aesthetically conducive but hey, its your map and you do what you like ) There is also a couple more pics showing what I'm working on as well. (work in progress) 3 footings. 2 footings 1 side or the other. 1 footing No footings. Transitions up hill 1 Transitions up hill 2 Transitions up hill 3 New stuff examples. New stuff applied. New stuff............ Simmer2/Nick
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11 points
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11 pointsWell, eventually I decided to retexture all of the original PEG lots (with the bustop, the original parking lot and the inner corner crossings), and I made one more additional bigger piece, I call this Container Rail Port. With this all together, I have more than 100 lots (32 additional pieces by myself, the original PEG Contents plusz 2 additional Inner Corner piece, Tamorr's END Lots, NBVC's Larger Warehouse Outer Corner and NBVC's Modular Container Port (30 pieces, but It may will be less)). I'm a little bit stucked with the modding, but I can release this monster soon... 1. The new piece: Container Rail Port 2. The three Container Port of mine...
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