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Popular Content
Showing most liked content on 06/15/2017 in all areas
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13 pointsHi everyone- Thank you all for the warm welcome back! As many of you may have hoped after my little teaser three days ago, I am happy to confirm that Tarkusian Cities is indeed returning from its 3 1/2-year hiatus. The plans to bring Tarkusian Cities back actually happened as a happy accident--Simtropolis' own Dirktator and Cyclone Boom tasked me with obtaining some NAM-related screenshots for a project. I dusted off Chemeketa and both versions of Argentum to that end. I wanted to get a good sampling of GLR and GLR Dual-Networking features, and ended up spending a fair bit of time playing around in Chemeketa, resolving the light rail "cliffhanger" set up by Update 102, which originated back in December 2013. It was the first time I had truly played the game in quite some time, outside of my normal NAM development work, and I had a blast. I'm not sure how much longer I'll really be able to do anything with the Chemeketa region, as my attempts to try to use an earlier backup to avert a Prop Pox issue in the downtown tile have unfortunately proved unsuccessful, and one of the other built-up tiles shows evidence of disabled props in SC4 Savegame Explorer. Argentum 2.0 also hit a point where I wasn't really feeling it anymore, though I do actually have some archives I've located of some projects I've done there that haven't seen the light of day, which I'm hoping to process into updates. In all likelihood, I'll be starting a new region in the near future, though pending RL (I'm looking at moving out of Oregon, possibly as early as this summer) might put things back on hiatus for a bit. So, without further ado, here's Update 103, where we'll be picking up with the construction of the Chemeketa Red Line light rail system. The Red Line is designed to connect between Chemeketa Regional Airport to the office and high tech area in the Lila Engel neighborhood, near the intersection of 39th Avenue NE and Ashcroft Street. When we last left off, construction was wrapping up on southern portion of the line, paralleling the newly-reconstructed and realigned Tweedy Boulevard SE. This update will pick up with the central segment of the line, which will run through Downtown Chemeketa. The route will continue to mostly parallel the existing C&O Railroad line, though in order to minimize disruptions to C&O's operations, and minimize demolition, it includes a "crossover" over the existing rail line, just south of 20th Street SE, and a stretch where it will run in the median of an expanded Rail Avenue, roughly between Salisbury Way SE and 8th Avenue NE. Additionally, the 9th/10th Avenue SE couplet will be extended one block east, from Rail Avenue SE to Liberty Street SE, in order to reconfigure some less intuitive intersections, and allow for a grade-separated crossing of both the Red Line and C&O Railroad. Here's a look at the finalized routing through downtown and vicinity (click to enlarge). This is just south of 20th Street SE, near the point where the crossover will be constructed (facing north). The road just to the east is Anglia Way SE (which is now connected directly to Tweedy Boulevard, just south of here). The crossover is needed due to the presence of the rail junction just north of here. The crossover under construction (facing north) Here is the current alignment along 10th Street SE, where the couplet with 9th Street SE will be extended one block east (facing north) The completed crossover (facing north) The 20th Street SE station on the Red Line, just south of the C&O junction (facing north) Work begins at 10th Street SE (facing north). The portion of 10th Street SE between Rail Avenue SE and Liberty Street SE has been closed, in preparation for excavation work (facing north). This part of the central segment of the Red Line is actually the only one where building demolition was required, due to the more extensive reconfiguration of traffic patterns at this spot. Preparation work also begins on extending 9th Street SE from Rail to Liberty (facing north) That wraps up this construction update. For Update 104, we'll continue with the 10th Avenue SE reconstruction, and enter into the heart of downtown. -Tarkus
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8 points
Version 1.0
1,820 Downloads
Description: I mentioned to mattb325 about an idea I had for some 19th century looking commercial shops that you typically find in the historical center of old towns and cities. He was gracious enough to whip up some amazing models, so I was left to try and make some lots that would show these beauties. Mattb made a huge number of variations (16 total models) so I modded them into prop families. There are 9 growable CS$$ lots, sized 1x1, 1x2 and 2x2. The stats are in line with similar maxis buildings. The US looking buildings will grow on the Chicago and NY tilesets, while the UK looking models will grow on the European tileset. I've also included two ploppable landmark lots with CS$$ jobs. Installation: Simply unzip the file and put the entire folder in your plugins. Feel free to delete the growable or ploppable lots, depending on your needs. The MattB325_HistoricShops_Resource.dat is necessary though - don't remove that. In the BSCProps folder you will find a Mattb325_Old_Shops_DN.dat and a Mattb325_Old_Shops_MN.dat. Choose one of them depending on if you are using Dark Night/True Night (DN) mod or not. Dependencies: Just the mattb325 models – INCLUDED If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) Developer notes: I created these lots to fit in any city or town - everything is lotted using maxis so as to limit the dependencies. Please feel free to change textures/props as you wish. Think of this as the bare bones version. Support: For questions regarding this set, please feel free to visit my Lot Development Thread (SimCoug's Lot Den). Special Thanks: mattb325 of course! Go over to his BAT thread and give him a huge thanks -
7 pointsI wanted some seasonal avenue dividers so I took Marrast's dividers and relotted them with CP's seasons props. This is my first attempt at using the lot editor, if they come out alright I might make a small set, what do you think?
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6 pointsFound some cool stuff digging on my hard drive! Technopolis was my best city ever in SC3000 I think. Click [here] for full resolution!
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6 points
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5 pointsSo here's a couple of lots I made recently. Sadly they need PIMX work and thats a bit out of my control right now. Kiamichi Railyard based of of a facility in Hugo, OK GasPass Cardlock Based on Petro Canada's cardlock stations this will have a 5x3 Grow and a 6x6 Plop Ruseweicz Ritzy Travel Plaza Just a Generic Travel will come in 5x5 grow and 5x10 plop Frack Sand / Bulk Unloading Terminal Based on a facility in Ft. Lockett Texas, this can be a sand/gravel unloading facility or some other sort of unloding facility. (I need to fix the SAV file.) https://i.imgur.com/tRlrEDE.png
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5 points3 months ago @alborzka made some paid requests on reddit. I thought the Azadi Tower looked pretty cool so I streamed for about 3.5 hours today and started modeling: Texturing, uv mapping and doing model adjustments for that will take much longer though.
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5 pointsIt certainly helps having a solid software platform. Development does not prosper unless first laying the foundations. Equally though, a website does not fulfil its purpose or potential without being capable of sustaining an audience. This absolutely depends on the support staff upfront and behind the scenes. Also not to forget each and every person who posts and contributes here. You're what makes Simtropolis a community after all, more than just a website. Many people, one internet. Many cities, one community. Many websites, one Simtropolis.
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5 pointsWorking on a small industrial town.I didn't really have enough time to develop most of these areas because I have a lot of stuff to do this weekend and I am graduating from middle school.
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4 pointsEscape and creation. Something I used to do a lot when I was a kid, and I refuse to stop it even after 32 years of life, is creating my own states and escape from the misery of our reality. States where the past, the present and the future co-exist. Where "realism" and "being normal" are just jokes and not the rules. With solutions instead of problems, and adventures instead of stagnation. Great thing can happen, even in a state smaller than a room.
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4 pointsHello, It would seem this site is geared toward modding and custom buildings, so I figured I should make sure I'm not uploading a bunch of files that nobody wants. I have about 200 .sc3 files, comprising perhaps 150 distinct cities. Most of these were downloaded off the internet, but the sites I got them from no longer exist. Here's a rundown of some of the more interesting ones: Magnasanti.sc3 Name: Magnasanti / Mayor: Imperar / Date: 5/5/50000 / Date(R): 3/29/2009 / Pop: 6,005,407 First city to break 6 million residents without cheating. Zerotaxus.sc3 Name: Zerotaxus / Mayor: Imperar / Date: 2/25/2134 / Date(R): 10/11/2007 / Pop: 39,618 Proof of concept city. Achieves net positive income at 0% tax rate. 4141193.sc3 Name: Japone / Mayor: usotuki / Date: 6/4/3753 / Date(R): 4/6/2007 (probably from 2001) / Pop: 4,141,193 Old city, among the first to break 4 million residents without cheats. Pioneered the use of libraries to raise the fun cap. Les Simerables.sc3 Name: Les Simerables / Mayor: Rico / Date: 10/10/2964 / Date(R): 7/20/2002 / Pop: 4,236,009 Nearly 15 years old. Uses randomly placed zones and roadless transportation. Montnoir.sc3 Name: Montnoir / Mayor: me / Date: 3/21/2563 / Date(R): 6/15/2016 / Pop: 325,243 Using pipe terraforming, every building is below sea level. Stable Abandoned Library.sc3 Name: Setegria / Mayor: me / Date: 5/17/6932 / Date(R): 10/19/2015 / Pop: 3,763,604 While trying to abandon a large amount of RCI buildings at once, the library at (82,114) also became abandoned somehow. Setegria 22.sc3 Name: Setegria / Mayor: me / Date: 2/1/7417 / Date(R): 2/20/2016 / Pop: 6,015,141 Contains around 9,000 more people than Magnasanti, albeit not quite as stably. No cheats used. Imperamatrix.sc3 Name: Imperamatrix / Mayor: Imperar / Date: 2/9/17108 / Date(R): 12/25/2008 / Pop: 4,546,064 Ridiculously cool-looking city. Low pollution, crime, taxes. Maxed EQ, LE. Huge land values. Sharapolis.sc3 Name: Sharapolis / Mayor: Amy Lee / Date: 3/6/5522 / Date(R): 1/8/2007 / Pop: 4,509,383 Large city satisfying a huge laundry list of self-imposed restrictions. These include: road access to every building, adequate recycling, ten landmarks, good education, unpolluted geyser park, &c. Big_City.sc3 Name: Dense City / Mayor: Bob VIII / Date: 4/6/2055 / Date(R): 1/8/2000 / Pop: 12,568,846 An attempt to achieve the highest residential population via plop buildings. It would fall a few thousand short due to some inefficiencies at the edge. However, a glitch caused the population to spike upward by 2 million. Tunnel Test.sc3 Name: Borg / Mayor: Imperar / Date: 6/14/2984 / Date(R): 10/23/2008 / Pop: 469,296 Tunnels used to create unusually steep terrain, tunnels making use of teleportation, Y-shaped tunnels, marinas on land, RCI buildings in the water. Also, I have a bunch of related screenshots and city design notes saved, including some old forum posts which elucidate some of the contents of sys.pak. My question is, how should I upload all of this? As one big zip file, separately, or not at all?
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4 pointsAh, that explains it. I deleted nearly all PEG products after I had 2 cities infected with prop pox. I've been clean ever since. Perhaps I had that installed as part of the PEG items I had. ----- Finished work on the new north side of the river. Area looks unrecognizable compared to what was there beforehand. Before: After, or during (still a work in progress)
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4 points
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4 points
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4 pointsAbsolutely 100% correct. If you want to avoid Prop Pox, just ditch the BDK and the one or two addons that require it to work. The rest of the set is problem free, although a great deal of misunderstanding still pervades all these years later . Interestingly, looking on the SC4D thread, a number of people get Prop Pox symptoms, but don't and never had the BDK installed. What does this mean: likely there are other causes for prop pox which remain unknown to this day. In short, removing the BDK is no guarantee you'll prevent the problem, neither is removing all the fantastic works by Pegasus, which really is totally unnecessary.
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4 pointsOooooh, I had that Micro Machines city-van and city-toolbox when I was a kid!! I think they're both still somewhere at my parent's place... They gave me the toolbox as a present when I was still a bit too little and didn't really know how to play with it, the gas station, the diner, or the street lamps were gone after the first years. I cared much better of the city-van, that I got when I was like 8 years old, and looks just like yours. Also, spotted many of the Micro Machines I had. For some reason, my grandma liked them a bit too, and carried one in her purse (I think she still does) as a kind of reminder of her grandson (me).
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4 pointsCiudad de Polois - Metzú Republic Population: over 22.000 Avenida de los Fundadores - Ciudad de Polois, Metzú Republic NOW in Metzú Republic!
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4 pointsthe Southside of Milwahkhe Suburbs to Farm transitions aren't my strong point.
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4 pointsNew interchanges in a old city as part of a major redevelopment and bridge project. 3/4 exchange The north-south highway used to be a Maxis highway, upgraded to RHW as part of the project. New parclo Again, this replaces an old Maxis Highway, you can see the old route terminate at the top and bottom of the image. Bonus: Partial-y at the other end of the bridge
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3 points"Polois: Cultural Center of Metzú" Polois is an important cultural and touristic center of Metzú Republic. Is situated some 40 Km of Yuti (capital city), 78 Km of Costa Laga and 157 Km of Xá. Is one of the best preserved cities in Metzú. That's why it has great historical value. Has great avenues, a lot of parks and strong environmental policies. Polois is the place with the highest education rate per capita in this country, because it has a lot of museums, high grade institutes. Founded in 1860 by spanish and refounded by french people in 1868, marked the city's architecture. Polois is a great place to know History of our nation and our origin. Full Map Population: 25.877 Main Activites: Tourism, Agricultural activities A Polois Trip... We hope you visit our cities, See you on the next article, Stranger.
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3 points
Version 1.0
1,105 Downloads
TG Buenos Aires Pack is old stuff from 2008. Requested by that one guy who re-created places, hotdogs or something was his name. Buildings are based on BA's independence avenue and main point are those huge buillboards. Modded by travis or kryptowhite. Stats are in the other screenshot. Dependacies: Krio Mega Pack and Krio Props support in Krioworks -
3 points
Version 1.0
1,343 Downloads
A copy of Magnasanti, the first city to surpass 6 million sims without cheating. Due to careful design, the population will remain 6,005,407 at least until the year 100,000, given adequately treated water. Its distinctive look and extreme stability is due in part to the fact that every zoned building has been marked historical. This is the last of Imperar's three -Santi cities, which sought a high population at any cost. -
3 pointsInteresting! Looking through Sc3000.com's City Center, I found out that you can still get a copy of Big_City.sc3 and 4141193.sc3 (first and last result respectively). Imperar's cities? I remember I used to have a few of them on my old computer before it got nuked. I would love to see those again!
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3 pointsHiya, doon! Welcome to Simtropolis! I'm glad to see you've joined us. Those cities certainly sound interesting and (if I understand how the old EA site was set up) were also a common thing to share. My first question would be what are the file sizes when zipped? (Per city.) Do any of the cities have landmarks that are not a part of default ones in the game? (They would show as a blank orange colored zone to peeps who download the city if they don't have the corresponding landmark files.) What about custom buildings? As for the how: I'd favor uploading them separately with a few screenshots putting the most impressive one in the first position. Also including the narrative in the description part as you've done above. For the images, please use .jpg format and not .png due to file size. Depending on size (need to know that first), I'm leaning towards you uploading like the best dozen or so of them. All 200 seems a wee bit much. For this part, I believe creating a new topic would be the way to go. For this, I'd say as a reply post in the Modding Fun with SYS.PAK thread started by @kingofsimcity. Now, as you may know, I'm more of the helper and guide to these forums rather than a guru about the game. (The last time I played SC3000 was the plain version around 1999 and 2000.) So, if I've asked or said dumb things feel free to enlighten me.
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3 pointsWell, it seems to me you are throwing out the baby with the bath water with that approach. To the best of my knowledge, there is only one file from Pegasus that is reported to cause prop pox. The culprit seems to be some altered maxis props in the PEG OWW2 BDK Beach Development Kit 1. Take a look at this thread over on SC4D, and you can find a way to fix the problem while still using all the PEG waterfront lots. Alternatively, you could just avoid the PEG_OWW2_BDK_RESOURCE.DAT file (a large number of the PEG waterfront lots don't require this dependency). Just to be clear though, this file is not the only way to infect your cities with prop pox - From bap Other files are floating around and can cause prop pox, this Pegasus file is just the most popular. Hope this helps.
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3 points
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3 points
Version 1.0
573 Downloads
TG Krio Diagonals is a pack of my old diagonals, created in 2006-2007. Bats are based on building styles in Helsinki, but because they are like 10 years old they aren't as good as my later work and some of the textures seems to be missing. Anyways, these were modded by RippleJet of BSC. Lot sizes are usually 1x1 with overhanging prop and amount of cs §§ jobs are and looks Esplanadi set: 304 - 565 (varies by building) , 2x2 dia corner with blue, yellow and green Vaasankatu and Mikonkatu sets: 85 - 101: 1x1 multicolored dia straight Kampinmalminkatu: 138, 1x2 diagonal green Siltasaarenkatu: 1718 that huge box Annankatu set: 85 - 135 1x1 dia corner in multiple colours Valotalo: 92 : flashy flashy corner dependacies are; Krio Mega Pack and Krio Props Support is in Krioworks -
3 pointsI won't be around on the 23rd of this month (400 mile/650 km bike ride from home past Fairbanks, Alaska), and I'll forget if I don't do this now, so on 6/23/2017 I'll have been a ST member for 13 years. Woo hoo! Lucky 13! Heh! Just realized I've been here two weeks longer than this thread. David
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3 pointsFrom my new small town "Nyack" One from the same tle but in South Milwahkhe
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3 pointsyeah i was thinking the same - it would be nice to have them sailing and driving trough the canals ... i never did a ferry or a ship for routes - maybe the shipconverter should do the trick - but i will definitly look into btw .. wip: floating Pier: Boat trailer: have to finish some finetuning on the textures (concrete too bright .. etc.) the i will release a small "marina" pack - more ships coming soon. Also i am looking for a way to make some Citizen [props] for the marina .. perhaps i got them swimming (floating) - but some sailors, sitting people and such stuff for all the boats ...
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3 points
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3 pointshttps://github.com/boformer/GrowableOverhaul/tree/AJ3D/GrowableOverhaul I just had a look at things from a few months ago. Here are the key things that are currently working with the code posted in the AJ3D branch. -New Zone types and densities added. I've bypassed referances to the Itemclass enum, and directed them to a new enum. You can see the new zone types and wealth levels that I've added. With this, we've essentially separated wealth and density. Asset wealth is determined by building level, and density by either height or a player set value. https://github.com/boformer/GrowableOverhaul/blob/AJ3D/GrowableOverhaul/ExtendedItemClass.cs Low, Medium, and High density zoning, based on mesh height. We're capped at 6 colors for now. -Spawning of large assets. The cracked open spawning algorithm will read up to a 16x16 area, and will currently spawn a single large lot in the area of random size. There is potential for all kinds of neat features here. We could spawn multiple tillable buildings next to each other, single massive buildings, or evenly spaced small lots. Just need to get the design work going. This is were all the deterministic behaviors related to zone type, density, and wealth level will go. https://github.com/boformer/GrowableOverhaul/blob/AJ3D/GrowableOverhaul/Detours/ZoneBlockDetour.cs Everything in this screen grab was grown. -RICO mod compatibility. The current version gets its large assets from a modified version of the RICO mod. I've added some new settings to the RICO mod (like density) that are read by the growables overhaul mod. The modified version of the RICO mod applies the RICO Ai's to all growables, and tracks what buildings were plopped and which grew. Plopped RICO assets maintain their RICO invincibility, while grown versions behave just like growables with auto demolish and abandonment. When combined with Find It!, from the players perspective, there is no difference between large RICO assets and small growables. Everything will grow, and everything can be plopped via the Find It! panel. So with these three mods in a test environment, we've achieved singularity between RICO and growables. https://github.com/boformer/GrowableOverhaul/blob/AJ3D/GrowableOverhaul/Detours/BuildingManagerDetour.cs A nice grown industrial area with RICO assets. Some core mechanics features that are possible and need to be completed are: -Building Themes compatibility. Not a huge chore, but needs to be done. The Growable Overhaul mod uses an extended area index, and building themes will need to as well. -New Demand Manager. We need new demand calculations for the new zone densities and wealth levels. Something like a float value between 0 and 1 for each density (high, med, low), and each wealth level ($, $$, $$) for industrial, office, and commercial, and ($,$$,$$$,$$$$,$$$$$) for residential. The spawning algorithm and new building manager will read the new float values to determine what to do. For testing, I'm going to make a simple UI panel with sliders so the algorithm and manager can be manually fed demand values. -New Building Manager. Would handle dividing and merging of existing lots. If conditions trigger for lot merging, loop through all lots and find a small building. If it has a neighbor that's aligned and has similar depth, add the two lot widths together and generate a new lot size. Calculate a new lot center, and spawn a larger lot over the two smaller lots. If conditions trigger for lot dividing, loop through all lots, find a large lot, and cut its width in half. Calculate two new lot centers, and spawn a pair of smaller lots over the larger lot. This is a concept mod, and no where near anything playable. We still have lots of technical hurdles to work through. Between the new zone densities, wealth levels, and lot sizes, there are so many ways things can grow, and its going to be a lot of work. Is anyone with some video making skills/abilities interested in helping with some demo videos? My 8 year old PC with 1Gb video card just can't handle the video recording software. I tried OBS and windows 10 built in recording software, and its choppy as hell.
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2 pointsIn this tutorial, we will replicate the functionality of the "Make Historical" checkbox in SimCity 4 (stop building from leveling up). The mod will utilize the same interfaces as the Control Building Level Up mod. You will learn how to inspect and modify user interfaces with ModTools, how the info panels of the game work, how to add a checkbox to the UI, how to control building level up with the official API, how to get notified when a building is added/removed and how to serialize custom data in the savegame. Once again, we will use the loading and threading hooks provided by the API. Step 1: Project Setup Create a new project named "MakeHistorical" in VS2017, following Method 2 in Tutorial 0 (working with a text editor is still possible in this tutorial, but not recommended) Your IUserMod implementation should look like this: using ICities; namespace MakeHistorical { public class MakeHistoricalMod : IUserMod { public string Name => "Make Historical"; public string Description => "Prevents the level up of buildings"; } } Step 2: Data Storage with Serialization Hook Data Structure We will store the ids (ushort) of the historical building instances in the savegame. Like in Tutorial 2 Step 4, we will create a data class that holds our data: using System.Collections.Generic; namespace MakeHistorical { public class MakeHistoricalData { public List<ushort> HistoricalBuildingIds { get; set; } = new List<ushort>(); } } The game requires additional savegame data to be in byte[] (byte array) format (basically zeros and ones, very low level). Luckily, Colossal Order provides a few useful tools to convert data classes to byte arrays (package ColossalFramework.IO). To use these tools, our data class must implement the IDataContainer interface. Extend the class like this: using System.Collections.Generic; using System.Linq; using ColossalFramework.IO; namespace MakeHistorical { public class MakeHistoricalData : IDataContainer { // The key for our data in the savegame public const string DataId = "MakeHistorical"; // Version of data save format // This is important when you add new fields to MakeHistoricalData public const int DataVersion = 0; public List<ushort> HistoricalBuildingIds { get; set; } = new List<ushort>(); // This serializes the object (to bytes) public void Serialize(DataSerializer s) { // convert ushort list to int array int[] ids = HistoricalBuildingIds.Select(id => (int)id).ToArray(); s.WriteInt32Array(ids); } // This reads the object (from bytes) public void Deserialize(DataSerializer s) { int[] ids = s.ReadInt32Array(); // convert int array to ushort list HistoricalBuildingIds = ids.Select(id => (ushort)id).ToList(); } // Validates that all building ids are active public void AfterDeserialize(DataSerializer s) { if (!BuildingManager.exists) return; List<ushort> validatedBuildingIds = new List<ushort>(); Building[] buildingInstances = BuildingManager.instance.m_buildings.m_buffer; // itertate through all building ids, filter active ids foreach (ushort buildingId in HistoricalBuildingIds) { if (buildingInstances[buildingId].m_flags != Building.Flags.None) { validatedBuildingIds.Add(buildingId); } } HistoricalBuildingIds = validatedBuildingIds; } } } What happened? We added the constants DataId and DataVersion. We will use these in the next step We implemented the Serialize method: In this method, we convert our list of ushort numbers to an integer array (the serializer does not support ushort) and pass it to a DataSerializer, which converts our array to bytes. We implemented the Deserialize method, which does the opposite of Serialize We implemented AfterDeserialize, which validates that all deserialized building ids belong to buildings (important when the mod was disabled for some time, to keep the data clean) Serialization System Colossal Order provides a serialization hook for mods (ISerializableDataExtension/SerializableDataExtensionBase). This hook is invoked when the savegame data is loaded, and when the user presses the save button. The game also provides a storage interface (ISerializableData) that allows us to write byte arrays to savegame and read byte arrays from savegame. Combined with the data class and the byte array conversion tools provided by Colossal Order, we will use this hook to save our data. Add a new MakeHistoricalDataManager class: using ColossalFramework.IO; using ICities; using System.IO; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalDataManager : SerializableDataExtensionBase { // The data object of our mod private MakeHistoricalData _data; public override void OnLoadData() { // Get bytes from savegame byte[] bytes = serializableDataManager.LoadData(MakeHistoricalData.DataId); if (bytes != null) { // Convert the bytes to MakeHistoricalData object using (var stream = new MemoryStream(bytes)) { _data = DataSerializer.Deserialize<MakeHistoricalData>(stream, DataSerializer.Mode.Memory); } Debug.LogFormat("Data loaded (Size in bytes: {0})", bytes.Length); } else { _data = new MakeHistoricalData(); Debug.Log("Data created"); } } public override void OnSaveData() { byte[] bytes; // Convert the MakeHistoricalData object to bytes using (var stream = new MemoryStream()) { DataSerializer.Serialize(stream, DataSerializer.Mode.Memory, MakeHistoricalData.DataVersion, _data); bytes = stream.ToArray(); } // Save bytes in savegame serializableDataManager.SaveData(MakeHistoricalData.DataId, bytes); Debug.LogFormat("Data saved (Size in bytes: {0})", bytes.Length); } } } What happens here? The _data property stores our mod data The OnLoadData method attempts to read the saved byte array from the savegame. If the array was found, it converts the bytes to a MakeHistoricalData object (our data structure). If no array was found, it creates a new MakeHistoricalData object (new city or mod enabled for the first time). The OnSaveData method converts the MakeHistoricalData object to bytes, then saves the bytes in the savegame. Tip: To understand how data versioning works, look at this example data manager. Singleton To make the data readable from other classes, we will make MakeHistoricalDataManager implement a simple singleton pattern. We willl also add a few methods to lookup, add and remove building ids: // Singleton getter public static MakeHistoricalDataManager Instance { get; private set; } public bool IsHistorical(ushort buildingId) { return _data.HistoricalBuildingIds.Contains(buildingId); } public void AddBuildingId(ushort buildingId) { if (_data.HistoricalBuildingIds.Contains(buildingId)) return; _data.HistoricalBuildingIds.Add(buildingId); Debug.Log($"Historical Building {buildingId} added"); } public void RemoveBuildingId(ushort buildingId) { if (!_data.HistoricalBuildingIds.Contains(buildingId)) return; _data.HistoricalBuildingIds.Remove(buildingId); Debug.Log($"Historical Building {buildingId} removed"); } public override void OnCreated(ISerializableData serializedData) { base.OnCreated(serializedData); Instance = this; // initialize singleton } public override void OnReleased() { Instance = null; // reset singleton } Now we can use a simple statement to check if a building is historical: bool h = MakeHistoricalDataManager.Instance.IsHistorical(1234); Final code of the MakeHistoricalDataManager class. Step 3: Removing destroyed buildings from the list We have to remove buildings from the list when they are buldozed. Luckily CO added a hook just for that (not documented in the wiki): using ICities; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalBuildingMonitor : BuildingExtensionBase { public override void OnBuildingReleased(ushort id) { if (MakeHistoricalDataManager.Instance.IsHistorical(id)) { // Remove demolished/destroyed buildings from the list of historical buildings MakeHistoricalDataManager.Instance.RemoveBuildingId(id); } } } } Tip: With the IBuildingExtension/BuildingExtensionBase hook, you can also manipulate which buildings are spawned, and there are hooks for building creation and relocation. Step 4: Inspecting And Manipulating User Interfaces with ModTools and ILSpy Like in SimCity 4, we will add a "Make Historical" checkbox to the building info window: To do that, we have to find out how to access the info window programmatically. ModTools supports us with its "debug view". You can toggle it with CTRL + R. Then move your mouse over the info panel (so that the tint of the panel changes to green) and press CTRL + F: The UI window component is now displayed in the ModTools scene explorer. The class name of the element is ZonedBuildingWorldInfoPanel. In the scene explorer, we can change properties like the colour, size and position of the window. We can also look at the child UI elements (buttons, text labels). The position of the child elements is determined by the relativeLayout property. Noted values: Height: 321 Left Padding: 14 (based on the child element positions) Bottom Padding: 27 (based on the child element positions) Now that we know the class name, we can locate the class in ILSpy to find out how to access it programmatically: ZonedBuildingWorldInfoPanel is a subclass of WorldInfoPanel, which contains a static Show<>() method: // WorldInfoPanel (taken from ILSpy) public static void Show<TPanel>(Vector3 worldMousePosition, InstanceID instanceID) where TPanel : WorldInfoPanel { TPanel tPanel = UIView.library.Show<TPanel>(typeof(TPanel).Name, false); tPanel.SetTarget(worldMousePosition, instanceID); tPanel.component.opacity = 1f; } After further investigation (use ILSpy's "Analyze" feature), you will find a Get<>() method in UIView.library which returns the ZonedBuildingWorldInfoPanel instance: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); Note: There is only one panel instance, which is just filled with the data of the currently selected building. The panel even exists when no building is selected, it's just hidden. Step 5: Adding a Checkbox to the Info Panel Finding the right property values for user interfaces is a finicky task, especially when you have to restart the game after every little change. Using the ModTools console, we can add and modify our checkbox while the game is running. Run this script in the ModTools console (F7): var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); var checkBox = panel.component.AddUIComponent<UICheckBox>(); checkBox.width = panel.component.width; checkBox.height = 20f; checkBox.clipChildren = true; UISprite sprite = checkBox.AddUIComponent<UISprite>(); sprite.spriteName = "ToggleBase"; sprite.size = new Vector2(16f, 16f); sprite.relativePosition = Vector3.zero; checkBox.checkedBoxObject = sprite.AddUIComponent<UISprite>(); ((UISprite)checkBox.checkedBoxObject).spriteName = "ToggleBaseFocused"; checkBox.checkedBoxObject.size = new Vector2(16f, 16f); checkBox.checkedBoxObject.relativePosition = Vector3.zero; checkBox.label = checkBox.AddUIComponent<UILabel>(); checkBox.label.text = " "; checkBox.label.textScale = 0.9f; checkBox.label.relativePosition = new Vector3(22f, 2f); checkBox.name = "MakeHistorical"; checkBox.text = "Make Historical"; This will add everything that is required for a checkbox, giving it the name "MakeHistorical". It is still in the wrong position: Tip: SamsamTS created a very useful utility class that allows you to create various UI elements. The code above was copied from that class. With ModTools, we can experiment with the position without restarting the game. Execute this code in the ModTools console: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); var checkBox = panel.component.Find<UICheckBox>("MakeHistorical"); checkBox.relativePosition = new Vector3(14f, 164f + 130f + 5f); Result: Now we just have to increase the height of the window a little bit. Execute this code in the ModTools console: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); panel.component.height = 321f + 5f + 20f; Result: Now, we will put the code we just executed with the console into the loading hook of our mod: using ColossalFramework.UI; using ICities; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalLoading : LoadingExtensionBase { private UICheckBox _makeHistoricalCheckBox; public override void OnLevelLoaded(LoadMode mode) { if (_makeHistoricalCheckBox != null) return; ZonedBuildingWorldInfoPanel panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); UICheckBox checkBox = panel.component.AddUIComponent<UICheckBox>(); checkBox.width = panel.component.width; checkBox.height = 20f; checkBox.clipChildren = true; UISprite sprite = checkBox.AddUIComponent<UISprite>(); sprite.spriteName = "ToggleBase"; sprite.size = new Vector2(16f, 16f); sprite.relativePosition = Vector3.zero; checkBox.checkedBoxObject = sprite.AddUIComponent<UISprite>(); ((UISprite)checkBox.checkedBoxObject).spriteName = "ToggleBaseFocused"; checkBox.checkedBoxObject.size = new Vector2(16f, 16f); checkBox.checkedBoxObject.relativePosition = Vector3.zero; checkBox.label = checkBox.AddUIComponent<UILabel>(); checkBox.label.text = " "; checkBox.label.textScale = 0.9f; checkBox.label.relativePosition = new Vector3(22f, 2f); checkBox.name = "MakeHistorical"; checkBox.text = "Make Historical"; checkBox.relativePosition = new Vector3(14f, 164f + 130f + 5f); panel.component.height = 321f + 5f + 16f; _makeHistoricalCheckBox = checkBox; } } } Compile the mod (F6). If there are any compilation errors, use the error list in VS2017 to locate and fix the error (View > Error List) When the compilation was successful, run the game. Enable the mod in content manager (if your mod does not show up, you probably forgot to setup the post build script). Now create or load a city, open the building info window for a growable building. Et voila: Step 6: Processing Checkbox Events To process checkbox events, we will add a delegate to the CheckedChange event: public override void OnLevelLoaded(LoadMode mode) { ... checkBox.eventCheckChanged += (component, check) => { ushort buildingId = WorldInfoPanel.GetCurrentInstanceID().Building; if (check) { MakeHistoricalDataManager.Instance.AddBuildingId(buildingId); } else { MakeHistoricalDataManager.Instance.RemoveBuildingId(buildingId); } }; } Clicking the checkbox now triggers the data manager: Step 7: Monitoring the ZonedBuildingWorldInfoPanel with a Threading Hook There is another problem: The checkbox is not updated when you select a building. We will use a threading hook to update the checkbox: using ColossalFramework.UI; using ICities; namespace MakeHistorical { public class MakeHistoricalPanelMonitor : ThreadingExtensionBase { private ZonedBuildingWorldInfoPanel _panel; private UICheckBox _makeHistoricalCheckBox; private ushort _lastBuildingId = 0; // called every frame public override void OnUpdate(float realTimeDelta, float simulationTimeDelta) { if (!FindComponents()) return; if (_panel.component.isVisible) { ushort buildingId = WorldInfoPanel.GetCurrentInstanceID().Building; if (_lastBuildingId != buildingId) { // display the right checkbox state _makeHistoricalCheckBox.isChecked = MakeHistoricalDataManager.Instance.IsHistorical(buildingId); _lastBuildingId = buildingId; } } else { _lastBuildingId = 0; } } private bool FindComponents() { if (_panel != null && _makeHistoricalCheckBox != null) return true; _panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); if (_panel == null) return false; _makeHistoricalCheckBox = _panel.component.Find<UICheckBox>("MakeHistorical"); return _makeHistoricalCheckBox != null; } } } Step 8: Controlling Building Level Up It took quite some time to get to this point (UI and serialization are always very time consuming). The last missing piece is the ILevelUpExtension/LevelUpExtensionBase hook, which monitors and manipulates the level up behaviour of buildings. Probably the least complicated part of the mod: using ICities; namespace MakeHistorical { public class MakeHistoricalLevelUpMonitor : LevelUpExtensionBase { public override ResidentialLevelUp OnCalculateResidentialLevelUp(ResidentialLevelUp levelUp, int averageEducation, int landValue, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override CommercialLevelUp OnCalculateCommercialLevelUp(CommercialLevelUp levelUp, int averageWealth, int landValue, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override IndustrialLevelUp OnCalculateIndustrialLevelUp(IndustrialLevelUp levelUp, int averageEducation, int serviceScore, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override OfficeLevelUp OnCalculateOfficeLevelUp(OfficeLevelUp levelUp, int averageEducation, int serviceScore, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } } } The logic is very simple: When the building is historical, the target level is set to the current building level. And we are done! Buildings with the "Make Historical" checkbox enabled will no longer level up. The list of historical buildings is stored in the savegame. Happy Coding! Download Source
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2 pointshttp://somy.gozaru.jp/ First thing that came up on google. Not ure which site you were looking. I know Gobanbashi's site just went down though
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2 pointsthank you I enjoyed seeing how you recreated the construction scenes and then the completed project
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2 points
Version 1.0
143 Downloads
The third city in Imperar's -Matrix series. The original blurb: "Once again, my efforts and dedication to the SimCity 3000 world has produced yet another urban monster, one taking 3 weeks to construct. Completed in the year 10001, I behold to you all, the sequel to Unimatrix – Suprematrix. Not only has it surpassed 4.2 million residents, but it has fully gained the A-level grades I have strived hard to obtain since 2004 at that population. To clarify, the ‘A-level grades’ I mention refers to the grading system that sc3000.com’s city center had used before it became historical – A-grade in aura, health, education, crime, traffic, pollution, land value, and unemployment. This city has it all. Firstly, I started directly from scratch, raising the elevation much higher than any previous supercity I had built, in order to accommodate for tunnels. I then began building a temporary city at the center, that once big enough would be replaced by the actual permanent city. Secondly, in comparison to the prequel, I opted to completely eliminate roads, which posed an entirely new yet interesting problem. Since I planned to have the RCI zones laid out in clusters just as before, without roads there is liability of having them abandoning (due to poor transportation) in large numbers. To solve this dilemma, I came up with a theoretical solution – cover the underneath of the city entirely with subways. Thirdly, this time, I designed the shape of the RCI zone clusters in direct relationship to the classical layout model – a circular CBD superimposed onto the square map, with 4 smaller industrial squares located at the corners of the map, the rest being residential zones. The CBD disk, shaped as a circle – the perfect form – relates to the concept of an ideal and unified society, and also to the harmony of the microcosm and the macrocosm, like Leonardo Da Vinci’s ‘Vitruvian Man’. In which case, the city becomes a representation of the universe itself. Fourthly, there are 49 modules that make up the collective whole of the city, which I developed from several tests not before, but during the making of the city. Unusual in design, these modules contain an irregular layout of subway stations, and houses structures for all sizes, that I admit I struggled to conceptualize at first and that I could have had improved. Nevertheless, all the modules in the city managed to fit well as whole sections, with a slight modification to the design at the edges of the city. Fifthly, another varying property of the city is my choice towards the type of RCI buildings. Like Unimatrix, this city has only 3 types of 4x4 buildings, but what is different now is that the commercial and industrial buildings have changed. Finally, I wanted Suprematrix to have yet another unique feature – a fully adequate recycling system. Another interesting fact during the making of the city was that I had attempted to add as many trees into the city as I possibly can, in order to get rid of the ‘city goes green’ message. Many parks and libraries were demolished in the attempt that ultimately led to failure. This led to a separate investigation to see how and when the message actually appeared, and also disappeared. The results revealed that the message never actually goes away once half of the tiles on any size map have been developed, no matter how many trees were added afterwards. Even though, an earlier part of the city’s history had proven that with the removal of the recycling centers and libraries, and the addition of many trees, the overall pollution came down to an incredible level 2, the cleanest ever attained at such a city size. As always, NO cheats, hacks, trainers, plop buildings, sc2000 imports, etc, were used to make this city. NO automated software, robots, aliens, or anything else absurd for that matter either, despite what others may want to believe. Thanks for listening and enjoy the city :-) Imperar V Omnika" -
2 pointsDon't be scared, they won't hurt you, only the BDK dev. kit contains stuff which can cause prop pox. But for example I made a decent set of seaports and fillers based on the original PEG stuff, and I'm using them on large cities and haven't got Prop Pox. But you can use the original PEG stuff as well, only the BDK dev kit is problematic...
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2 pointsThat won't help I'm afraid. If this problem does occur, restoring an older backup would just lead to the same results eventually. So your two choices are really: Use the file as-is and hope for the best. Actually it's less simple. Note how the issue tends to occur in large cities with lots of small residential buildings. If this isn't your setup, there is a high percentage Prop Pox is not actually your problem. But if you don't build that type of city, there is a lot less to worry about. Modify the files to prevent the issue. Remove the affected plugin from your system altogether. The file on the site has not been patched. Should we remove it? I don't agree we should. For starters installing it does not mean you will get Prop Pox, there is so much more to the problem than that. The chances are, even with it, you will not experience prop pox. It's simple to fix yourself, if you want to, full instructions are provided on the SC4D thread. Otherwise I firmly believe people should have the right to choose whether to install it or not. I tried to get the version on the STEX patched earlier this year, with no success, since I'm told I need the express permission of Pegasus, which simply isn't going to happen. Frankly the whole mess over prop pox just will not die, yet the facts speak for themselves: Could it be the wrong file was fingered all this time? Could it be the wrong cause was all too quickly taken as gospel, preventing further investigation into the cause? Honestly, anyone who thinks it's as simple as Pegasus' files are faulty, either doesn't understand the problem or is unable to see the situation as a whole objectively. Sure we could pander to that and lock the file, but to what end? To save people from the scourge that is prop pox, that argument is starting to make me weary. Clearly there is much more to prop pox, but the simplest solution here and now would be to patch it (the BDK, just to be safe) and move on. In a land where copyright is constantly used as a barrier to improving things, that is not going to happen. When actually copyright doesn't apply to anything on the STEX. In fact, even the EULAs included are unenforceable for the most part. A simple rule change to say we as guardians of the content have the right to modify it, for the betterment of all, is sufficient to undertake such tasks. But I'm done flogging that dead horse frankly. But this absolute insistence that nothing can be changed, is doing our dwindling community more harm than good.
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2 points
Version 1.0
254 Downloads
The final city in Imperar's -Matrix series, Imperamatrix is a squeaky-clean, ultra-rich utopia boasting more than 4.5 million sims. From the original blurb: "With a total population of 7 million, it boasts full education, health, and safety features, ZERO unemployment, ZERO abandoned buildings, 3% pollution levels, and has the lowest commercial tax rate of 2%. Utilizing an even more sophisticated master plan than its predecessor, it squeezes 100% 4x4 structures across the map, carefully spacing each building for optimum population density without sacrificing the art of functional design. Inspired by the concept of crop circles, this city has been designed to use the properties of each 4x4 structure to create a meticulous pattern of circles, curvatures, and squares clearly visible from the sky, all to produce the energy of unity and opulence which this city has." -
2 points
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2 pointsModels are created to fit specific rotation angles. Since the standard view and network directions in SC4 are orthogonal, that's the most common rotation angle used. There are some authors that have created buildings/lots that work specifically with diagonal and FAR. But that's just it. The models had to be created specifically for those rotation angles. There is no way I'm aware of, to create a mod that will change rotation angles to those that the model was not designed for.
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2 pointsSeasonal trees is one thing I've avoided in playing SC4. I like to keep the scenery more static as I play like creating a painting and then make graphics. Seasonal trees vary the color relationships radically, from green to yellow and red. Its the same as with the timed automata, its easier to be able to stage the props where you want them for still picture taking than have to wait for automata actors to walk onto the stage where you want them. It would be nice if there was a seasonal switch, like with night and day, where you could manually control the season. As well, I never pay attention to the date in the game, and always play/build in constant day light. However, with all that said, I have noticed using Win 8.1 is a bit more quirky than Win 7, and on machines and OSs more advanced than when the game was designed, there are many potential quirks beyond what we could possibly resolve. Many of the general solutions given by our tech support crew here on ST usually resolve issues, but more often crudely, and sometimes not permanently or precisely. Still, we do the best we can. SC4 seems to be mostly quite stable on my machine and most others, I've never had to re-install or restore the system, but these are options available if you can't resolve an issue. Reinstalling and/or restoring does not destroy user files, so all your plugins are safe. Another option is to remove all plugins and then begin rebuilding your plugins folder incrementally adding back your plugins and testing as you go along. Changing the compatibility mode sometimes helps, so you could try to use Win XP mode and see if that changes anything.
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2 pointsThese two are for detailing only - they have a too high tris-count to use as a filler for marinas. Use them to set accents to your city. Low Poly Boats for filling are coming. Release : floating Sailing Ship 01 - http://steamcommunity.com/sharedfiles/filedetails/?id=947286991 Speedboat 01 : http://steamcommunity.com/sharedfiles/filedetails/?id=947297599 Floating Pier - http://steamcommunity.com/sharedfiles/filedetails/?id=947425570 boat Ramp - http://steamcommunity.com/sharedfiles/filedetails/?id=947544612 and the last one for today : Boattrailer : http://steamcommunity.com/sharedfiles/filedetails/?id=947577703&searchtext=
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2 points
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2 pointsThanks for the comments & compliments everyone! Liking what I see here too! I got scared of the PEG lots, deleted them after I got prop pox. Interchange build to the east, plus new road network
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2 pointsSimtropolis has been 14 years in the making. Over this period, Dirk and the staff have had time to perfect it's style, organization, and overall layout. The site uses the Invision Power Services software which is one of the top notch website solutions. So, I believe the quality, appearance, and navigability of site will depend on both the underlying software and the dedication and skill of those behind the scenes taking care of it. As for a comparison, Simtropolis is the absolute best site on the entire internet. I love it here. (You might need to consider my opinion a wee bit biased tho.)
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2 pointsOK, we all know RippleJet did some tremendous work with his Immortality Killer to demolish lots that can't be bulldozed regularly. However, I also think he left some potential unused. Instead of the excavator as the overhanging building, he could have used a tank model and called his creation the "Lot Gun". Erm... I'll show myself out...
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2 pointsSo I'm moving right along. A couple of hours at this every day and I'll have this latest mapping effort knocked out by the weekend. On the topo layer things don't really jump out at you. But when you pull up the C:S layer, the roads really pop. I'll note that Paint Shop Pro (the poor man's Photoshop), which I have over a decade of experience working with isn't really intended to be a mapping program. I've just figured out how to stack the vector lines so that they pretty much look like what you could generate with dedicated cartographic software. I just drop a line on the topo map roughly where the road is located then add nodes and pull them so that they overlay the road. Each read segment consists of a vector line with anything from a handful to several hundred nodes, all hand positioned. Short straight roads take a few minutes apiece. A long windy one can take an hour. Here's another before and after. This is the area around the village of Wilmore. Ultimately all the local streets and lanes will be added. There are, as you can see, a lot of them. Here's what this looks like right now, though, on a C:S map. It is interesting. I have the map and the topo registered pretty well. US Route 68, which is the solid red road that goes from the top right center of the map to the lower right, is pretty much exactly where it should be as it descends into the Kentucky River gorge, crosses the river on Brooklyn Bridge, then climbs back out in a wide arc up the palisade on the south side of the river. On the other hand, the Southern Railroad line, which is right where it should be on the topo map, is not perfectly aligned with the cuts and fills that are visible on the C:S map northeast of Wilmore. That's okay, though. I'm not trying for perfection. I just want things close enough so that I can place the actual infrastructure in the game map where it is supposed to go in relation to the terrain and everything else. I'm sure I will be adjusting, but for game software that you can buy for quite a bit less than $100 I'd say that Cities: Skylines is pretty amazing in its ability to accurately model real terrain from a heightmap. So how will I use this map once it is finished, you ask? What I am hoping I can do is create a PNG overlay with just the roads, rail line, powerlines and the few other features I will add on an otherwise transparent background and then use a mod to put it in the Map Editor. The choices in the Steam Workshop for doing this appear to be: 1. Image Overlay by Play Nicely [linkie] 2. EvenBetterImageOverlay by Lanceris [linkie] 3. OverLayer V2 by princekolt [linkie] Does anyone have any experience using any of these? I'm ready to just dive in, but any suggestions based on first-hand experience would really be appreciated. Thanks in advance. Oh, and if posts about mapping, even C:S mapping, just make your eyes glaze over, here's a random screenie from the gone but not forgotten Arkadia Valley. Enjoy! David 22371/315
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2 pointsJust finished my first airport. I would like to thank @kelistmac for his advice! An overview of the airport location. It's far from finished, but hey doesn't look bad for a first take.
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2 pointsIngame screenshot of the post office, not much left, some details and finishing the props, and the lods: Pools released: http://steamcommunity.com/sharedfiles/filedetails/?id=945224748
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