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  1. 11 points

    Version 2.0.0

    1,325 Downloads

    Cutaway Texture Mod 2.0, by CoriBoom and Raymond This new version supersedes the prior one, because this new version has the original mod plus three new styles. ---------------------------------------- This is a terrain cutaway mod in HD resolution (1024x1024) and Normal resolution(256x256) textures. It replaces that default cutaway Maxis textures, They can be used with standard definition terrain mods as well. Many thanks to Cori and CB !! @CorinaMarie @Cyclone Boom, I still remembered when that little newbie cautiously asked the help from Cori couple of months ago, How generous help he got. I still remembered after the first version, A gentleman knocked on my door and inspired me with his kind and beautiful modification. During development of this Mod, I received many good ideas and advices from them, Thank you! Dear CoriBoom !! -- Raymond ---------------------------------------- DEPENDENCIES: There are no dependencies required for this file. ---------------------------------------- INSTALLATION: To install, simply unzip the contents of this file into a folder outside of plugins folder, Then choose one of the DAT file which you prefer and simply drop it into the Plugins folder (Or you can put it in to any directory in Plugins as well). Each Style has a corresponding picture which name is similar to the Style file's name. The textures in the DAT file will be loaded and will overwrite the defaults(Maxis). Note: 1) In order to utilize HD textures you had better rendering in hardware mode, otherwise you may experience a crash to desktop. 2) If you have already installed a cutaway texture include in your terrain MOD or others, you need to make sure My MOD loaded after them. e.g. Put it into prefix 'z___*' or 'z____*' directory. 3) In order to see the changes from region view, unfortunately, you will need to load each city and save it. Thanks. -- Raymond
  2. 10 points
    And it's me again. This post is an answer to a request of @mrbisonm in the "Can't find it" thread, but I felt it might be appropriate to show it off here as well. I'm currently developing sort of some central bus terminals for medium-sized cities. Currently, they look like this. If enough people want them, I'll release them. I need to fix some textures, and probably the lotting as well. Also, please don't mind the concrete base texture; there will be default Maxis pavement, I'm playing with a mod that replaces the white pavement by concrete. Also, please don't mind the horrible zebra crosswalk, it was my first attempt of modifying an overlay texture on my own (I suck at making graphics, but for my taste, it's sufficient).
  3. 9 points
    More gas station props. Probably adding them all to Prop Pack 2, and if I feel like making a building with them, I definitely will. I think I may make the CEFCO one but other than that not sure.
  4. 7 points
  5. 6 points
    Today is the time for this. I have long wanted to do this for my Santana Island ... I set black for Background, Cutaway and a dirty color for Dogfight Dirty body water. 01. Here it was: 02. And this is how it will always look: Thanks - CorinaMarie and rivit. All health and good luck.
  6. 5 points
    Hi Fred, 1. Hm... I only know the modular harbour kits. BSC Seaports. PEG-CDK3 and CDK3-SP or as an alternative my Heretic Seaport Project (which is an expansion and retexture version of the PEG-CDK3 and CDK3-SP sets including some other 3rd party stuffs), NBVC Docks, WMP Docklands and Rural Docks with Fantozzi's Expansion (although if you don't already have most or all the wmp dependency files, then it's a no-go for you currently, because the WMP site is currently closed and the prop and model packs under repacking for a LEX release). 2. SFBT Airport Shuttle. It contains two lots. One is an acting airport lot (built in a busstation), the other one is a regular busstation. Also you can give it a try to Paeng's Regional Bus Terminal. WZ Municipal Bus Depo could be good too. There is one other among the polska files I know, but that is still waiting for rehosting on my end, so it will be available later on this year. I hope it helps! - Tyberius
  7. 5 points
    I think it's always good to speculate what could happen, because there is plenty of potential. For whether there might ever be a new "SimCity" someday, a big question is whether there'll be a true successor for what SC4 currently provides in abundance. There will be new city builders, but nothing can replace SC4 because it's been built on a solid 17 year platform of knowledge and creativity. For me personally, I'm more than satisfied with the current offering, and I can see myself still having an interest for many more years yet. As long as the community keeps developing new content as it still does today, it means there continues to be a constant stream of new possibilities. That I believe is more important than any new game could provide on its own.
  8. 4 points
    @Terring I have no idea what it should be called in English. Best, -- Raymond
  9. 4 points
    Exactly! Ideal world - SimCity 4 with all the best mods -Transport Tycoon gameplay added - Full Sandbox mode including cycling through zoned buildings rather than having to demolish and regrow. Essentially they are plopped -10,000's buildings all made by the best BAters out there using BAT4Max, all following same material principles etc - NAM being easily usable i.e easy select and drag - 6 Zoom levels polus top down Google Earth style - Curves and Diagonals - In game, Sidewalk and Park editor, free draw paths and trees on these lots etc, parking lots etc etc.. Finally - an Urban explorer type thing where you can make Laneways, Cafes, Restaurants etc, add probs onto lots that already exist etc etc
  10. 4 points
    @Raymond7cn: Those Tron-styled roads looks like the roads from SimCity: Cities of Tomorrow when you evolve your cities into the future, with neon lights instead of dash lines. Of course your roads will be way better and more awesome than that Re-texturing the entire road system will be a serious project with all those bits and pieces you need to change, especially if you take NAM into consideration as well, and obviously you'll have to do it. I also believe that you can achieve that by changing the textured and by adding transparent T21 props with nightlights as well, but I'd suggest you ask a NAM member for more details and help. As about tweaking CAN-AM, this reminds me an old topic in SC4D that I was asking if it's possible to have streets, roads, one-ways and avenues with flying cars hovering around. Theoretically it's possible by making invisible elevated roads, so that the cars "look" like they're flying, but to the game they're just on an elevated road that's invisible. Alternatively, instead of making an entire new road system, we could make a new generation of automata with the ability of flying a few meters above both the road and the ground vehicles, making the roads multilevel, looking something like this... Sadly I can't help you in the practical mode. I'm not a modder and I know nothing about making T21s, textures and cars. I can only give you ideas and support. That's the only thing I can do right now
  11. 4 points
    About your second request: I wrote something in this thread that might interest you.
  12. 4 points
    You might look into what props are used in the InnerCity Junkyard Modular.
  13. 4 points
    Some urban revitalization occuring in my city. Just like in many cities across America, the local NFL Stadium buys up a ton of neighboring land, and bulldozes whatever's on top of it to create more parking. Across the freeway, some slummy row houses are slowly being bought out and demolished in favour of more overflow parking lots for the nearby stadium
  14. 4 points
    Some more airport progress …
  15. 3 points
    I've been working on a new district within Passau, it's known as Elmfield and it's name is derived from woodland that once spanned most of the area. The area is overwhelmingly residential but has a dense high-rise sector along the eastern edge of the district which forms part of the wider Caledon Quay business district, a former shipyard redeveloped in the 1980's and 90's. Caledon Quay is also home to the National Stadium of Perseus and the National Tennis Centre. The area also contains some light industrial and large scale retail as well as a large riverside park. Some teaser images below!
  16. 3 points
    Not a specific sunken station, but here it is; https://community.simtropolis.com/files/file/16684-marrast-rr-station-2x6/ ..... and a single version; https://community.simtropolis.com/files/file/16683-marrast-rr-station-1x6/ ..... and a diagonal version; https://community.simtropolis.com/files/file/16793-marrast-diagonal-rail-stations/
  17. 3 points
    thank you all your custom content for SC4 is of high quality and unique too beautiful strata for geologists to admire
  18. 3 points
    Yes Terring, That's exact what I thought before, Actually, Your experience is very important to me, if it's relevant to automata's LUA script, it's hard to me, @CorinaMarie @Cyclone Boom are specialists, Nevertheless I got this: I'm not very good at modeling blimp, and I don't know how to make it has a night light, but you can see it floating on the sky. About the road's texture, I was still thinking a appropriate way to achieve that, I will talk about with you when I have a better idea. Sincerely, -- Raymond
  19. 3 points
    Thank you very much carlos, @carlosmarcelo Your advice is very important, it seems like texture which doesn't has too many layers and shapes is more better with the steep terrain, I will try to create some friendly to steep terrain mod at the next versions, Obrigado! Sincerely, -- Raymond
  20. 3 points
    The biggest difficulty I had was choosing which of the 4 I was going to install! All are spectacular! I liked 4 very much, however, it was strange on steep slopes, so I preferred to stick with 3. This is texture 3: perfect, excellent! This is texture 4: it looks like a stretched image. Congratulations, it's an excellent work of art.
  21. 3 points
    Could we argue that SimCity 4 Rush Hour + 17 years of very active modding and custom content creation around the world has raised the bar to such a high level that it becomes more and more difficult to create a successor capable of fully substituting this combination?
  22. 3 points
    Dear Terring, @Terring Just a sudden and random thought, Today I saw a scene of advertisement, Then I thought is there possible (or maybe somewhere had one) to create a futuristic road, I mean that road is full of some technology symbols, I couldn't express more precise, It's just like some plus&circle&minus&etc signs connect each others in some specific style, and those signs and the border of the road could be luminous as neon lights, is that possible? with my part what I know is make props of T21, those could entirely hang or lay on the road end to end, But it would be difficult to deal with the corner parts, Then I also thought of the CAN-AM, if we tweak a canal, it would be more convenient to do that, and also we could make some science fiction vehicle of automata, but it will be hard to deal with the night light. Anyways, I just want to talk about that idea with you, as I said, it's too random and kind of like a daydream. Sincerely, -- Raymond I found out it
  23. 3 points
    Maybe these could be the ones? Wrecked Ships (As for your MMP question, I'm afraid that's beyond my technical expertise. Maybe someone else could point you in the right direction.)
  24. 3 points
    @Cyclone Boom I support every letter and comma in your message!
  25. 3 points
    @mitsos @Handyman There is a way to do this: Several years ago, I released a lot-based plugin which would allow you to block one type of traffic on road-based networks. You can effectively use them to prevent car traffic from passing through a certain segment on a road. I'm currently updating them, but if you want them, please see here:
  26. 3 points
    If it is possible without mods, I could not find it. I poked away at the idea for years with no success until the NAM provided me with pedmalls. Even then it was not easy. If you want to get rid of roads then you will need to invent a way to get firetrucks to fires and your Sims need a way to get to work. If you can't solve these two problems then the idea falls apart. I will post some more information later to show how I addressed these issues.
  27. 3 points
    hello my friend, first of all , and sorry for the long delay, been so busy this end, and dealing with real life and the current situation, i should really go into a course on how to them kinder of things, i apologise, i did look at the achive it self, and found out i would need to compile it myself, again i apologise, my last comment come out rude, and it wasnt ment to sound rude or out of place. thank you my friend i dont normally deal with compiling software, Stay Home and Stay Safe
  28. 3 points
    Recently we are spoiled with really nice lighthouses! Thanks for making this beauty. Although I don't play with nightlights usually, here I really like that nice, warm and cosy nightlight effect what you made. Good work and keep it up! Thanks for making and sharing it! - Tyberius
  29. 3 points
    No idea to be honest, but am guessing it's a mix ... and some are direct links, especially the ones going to Japanese sites. Thanks its appreciated. Paeng passed all his and Krio's files over to me, plus I have all his files that are on his website .... I'd luckily grabbed copies of them all before the links stopped working on his site. It's a bit difficult to tell with the STEX links as you just get a notice saying the link doesn't exist and these links were in the days of just a ID number unlike today's STEX links that included the name .... or the site no longer exists Basically the problem is about three-quarters of his stuff is re-lots of other people's props or models .... so most of the dependency instructions consist of download this plugin, keep this bit and delete the rest. And in some cases he doesn't seem to have been quite certain just what the dependencies were so he's included a list of his standard plugins as well. As I said still haven't given up on this idea but the logistics of setting this up are a bit mind boggling .... it certainly makes you appreciate why people haven't gone in for creating plugin packs.
  30. 3 points
    Bravo, Raymond! The detail you've put into each of the layers is marvellously magnificent. How you've added the thin soil layer with tree roots showing through, and then a sandy layer with the various rocks below. Since you've made each variation to HD standards also, it means when zooming into the city sides and each is clearly seen with visible sharpness in the texture quality. You've done a wonderful job here. Here's a close-up preview of the Style 4 variant: It's great how you've released all 4 of your mods to give people choice of which one they prefer. Each of them are incredibly superior to the Maxis original. Also like with water and terrain mods, you've set a new standard of realism. Very well done!
  31. 3 points
    Nice work Raymond! I've always wanted more "cutaway" alternatives, and I agree with angelucho22's comment re. the lava. 3 & 4 are looking good to me, thanks. I like seeing that you're trying lots of ways of improving the game via custom content, keep it up!
  32. 3 points
    Some Cefco props, a gas station in Texas. unsure if I am going to make a building for this. Rotten Robbie (convenience store in San Francisco CA area)
  33. 2 points
    Mini Part 6 - Tsukuba City Welcome back everyone to Valletta region journey. Today I will take you to tour in science city its name “Tsukuba city” that made for to be a science research and development center in this region. It located in Lincolnshire Province nearly Tsukuba mountain with 20,000 inhabitants. This is a city located in region. Because this city located nearly mountain so the weather in Tsukuba is excellent all year, including four seasons. There are 4 districts in Tsukuba city This is route from Sing Buri city where I went last entry. It takes 20 minutes First place I will take you to appreciate is Tsukuba Palace. It is a mature palace that the last mayor who interests in science lived here. Now it is a museum. Everybody who comes to this city should to be here. The left building is old city hall that now services for attraction only if you want to contact other services you will go to new city hall. I went there to contact about one ticket day pass. Tsukuba Palace at night -------------------------------------------------------------------------------------------------------------------------------------------------------- CHEMISTRY DIVISION Next I will take you to Chemistry division. Tsukuba Station located here. The tunnel connect to Tsukuba downtown. The aerial view of division. In each division will have a alphabet park that tell you. In a few minute it’s rainy. This is a important place in division such as chem. research center, Tsukuba main library and Forensic Center. Accommodation in division This is a chem. research and tunnel under Tsukuba mountain that connect to Physics division. -------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNTOWN Next I will take you to downtown that is a green downtown. In downtown has a large park in front of HSR station. This is our hotel –Telus Hotel- We will check in and left belonging then do to other division. Other side of downtown you can walk around here. This tunnel connects to Chem. Division. -------------------------------------------------------------------------------------------------------------------------------------------------------- BIOLOGY DIVISION Next is a biology division that is a first-class hospital location. The big intersection it is the main entrance to city from motorway if you drive a car you will pass this intersection and it connect biology and physics division together. On left you will see reservoirs for producing tap water to be used in this city. -------------------------------------------------------------------------------------------------------------------------------------------------------- PHYSICS DIVISION Next is a Physics Division. -------------------------------------------------------------------------------------------------------------------------------------------------------- OTHER Now we go around city already. We will go to our hotel. Tomorrow we will go to another city. This is a Shin-Tsukuba station it a high speed train hub. There are 3 lines here. This a Tsukuba Mass Transit Map. --- Call it a day. In a few day I will update the rest district that is very interesting such as Downtown area, University and Suburb. To be continue. Please comment or like for support me to update next entry or suggest something to me. Thank you! ---
  34. 2 points
    This is an indication of a partially corrupted save of the city tile, but only enough trouble that the thumbnail for the region view did not get updated during that prior save. For this time, the save was so corrupted that the city would have caused a CTD (Crash To Desktop), but since Tutorials are special the game grabs the original copy and slips that in place when it notices a severe problem with the city tile. It is super important when saving the game to keep it in focus. If you switch to another program while the save is going on, there is a much higher probability that the save will become corrupted and your city will not load the next time you try. In addition to this, the save needs to be separate from either the Save and Exit or the Save and Quit. So, click the Save while in the game. Allow that to complete. Then (and only then) select Exit Without Saving or Quit Without Saving. The mod I use to remind me of this latter point is: Another thing we know which can totally bork a city tile is if you have the pre-fixed version of the SFBT's Airport Shuttle installed and then bulldoze it before saving. If you might have done this, see the Airport shuttle woes thread. If you do recall having that lot and later bulldozing it, this could explain the save data corruption. Also, if this was the cause, the file has been updated and you can fix the lot in other non-borked city tiles as explained in the linked thread. There are other things (which I've not personally experienced) that can cause save data corruption. Two I know of are changing a Tree Controller or a Seaport Controller without jumping thru the required hoops.
  35. 2 points
    Yes!! That is the one! thank you so much!
  36. 2 points
    Horrifying new video in this upload- Caution: images may be disturbing!
  37. 2 points
    the exe file in the download link you attached in your last post , that worked, and understood on the codeplex thanks and take care and also i am late doing this happy belated easter to you and your team
  38. 2 points
    This mod is awesome and highly recommended to anybody wants to give the game a breath of fresh air. Those textures are so detailed and their quality just can't be described with works. Actually, there is one word, and that word is "thanks" for making this mod The first style is my favorite. Having magma under your cities gives you a feel of danger and change, making it so badass
  39. 2 points
    @rsardachuk You may also find these files useful: Lifelike Landfills Lifelike Landfills MMP JRJ Plop a Garbage Also an addon lot for the Junkyard file: InnerCity Junkyard Modular Add-on
  40. 2 points
    Woow it's a pretty cool mod. Thanks for making and sharing it! - Tyberius
  41. 2 points
    Hi @Shyaway and welcome to Simtropolis! Looks very nice indeed for your city scene as you posted above, featuring a well built CBD with the CN Tower as the centrepiece. If you'd like to, feel free to post more pictures inside the SC4 Showcase forum in any of the various topics there.
  42. 2 points
    There have been a lot of small indie games which seems to demonstrate that making a city sim isn't as hard as it used to be. But imo none of them really get all of the elements right. A lot of them are very systems based gameplay oriented (and have abstract graphics), rather than what we want, which is a realistic model train type set up, backed up by a robust simulation. Cities Skylines does a halfway decent job with transit, but has a lot of other drawbacks. The ultimate SimCity game is yet to be made.
  43. 2 points
    Oh my, what's this monstrosity in the back corner??
  44. 2 points
    WolfZe- the man who build cities by BATing into existence everything he intends to build! One of a kind man, one of a kind!
  45. 2 points
    I think the leaf material doesn't look good.. 2013 Audi R8 Spyder: T-72B:
  46. 2 points
    We gotta make sure that heavy vehicles traveling in the Royal Highway Network are in full legal compliance Presenting... ֍ LAKE RUBY ֎ TRUCK INSPECTION STATION ROTA-JOHTO BORDER Despite the extensive railway network of Rota, at present there are no railway connections between the Johto Region (right side of view) and the Kingdom of Rota (left side of view). As such, truck traffic is by far the main way for merchandise to move between both jurisdictions. For the sake of efficiency, separate scales are provided for single unit trucks and semitrailer trucks, on each direction. The enacted weight limits are as follows: Single axles: up to 10 metric tons (11 short tons, 22,000 pounds) Tandem or double axles: up to 19 metric tons (21 short tons, 42,000 pounds) Tridem or triple axles: up to 27 metric tons (30 short tons, 60,000 pounds) Gross vehicle weight limit: up to 50 metric tons (55 short tons, 110,000 pounds) Enforcement is provided 24 hours, 7 days per week, 365 days per year! Not only are the truck weight limits inspected for every entering and exiting vehicle, but also customs compliance on random and suspect vehicles. Make sure to send through authorized merchandise that matches the customs report!
  47. 2 points
    Truly fantastic work, I love the unique take on the quintessential futuristic city perhaps not too far from our very own time. One type of city I would LOVE to see incorporated is the style of Fifth Element. Basically your idea to a T, but extended upwards very high. It would truly be a sight to behold!
  48. 2 points
    Thank you for your kind words, Ray . Judging by your BATing skills, I'm pretty sure your futuristic lots will be truly out of this world. If you're doing some of them, I have plenty of ideas to provide to you.
  49. 2 points
    This is my first city that takes the concept of 3D cities into a more practical way, by becoming a multi-level city. Based on Francisco Mujica's 100-Story City, a 1929 concept about multi-level city... ...I made a city with a big ground level and a smaller one above. The result is having 2 cities over each other, independent from each other but also connected to each other. As you can see, the upper level consists by a few and smaller buildings, connected to each other by bridges and by the ground level by stairs. Of course those buildings are on the roof of bigger buildings, so we can imagine that Sims can just use elevators to change level, or "city roof" as we can call it. The next experiments will have larger and even more city roofs and a much larger variety of combinations and designs . For now, this is what I've made.
  50. 2 points
    Slowly chipping away at some of the requests I've received. This next one, the Geisel Suess Library is a trippy looking brutalist thing. Minecraft and space invaders meets SC4.... Available here:
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