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  1. 15 points
    I have started and abandoned so many projects... This is from 2018
  2. 14 points
    Creating my first BAT. Yesterday I was focused on the terrace which was very clean and repetitive. I am still testing some "realistic" and dirty textures.
  3. 11 points
  4. 9 points
    More growth in the South Rotan Alps!! ֍ ROCKFORD ֎ HAS INDUSTRIAL AND AGRICULTURAL AMBITIONS The frigid Rockford Pass is no insurmountable obstacle for its tough residents, and when confronted with a growing population and a lack of means to sustain themselves, they decided to clear some more forest and prepare more fertile lands for agriculture! At the same time, a wealthy landowner decided to put some land next to the Rockford Summit Railway to productive uses, opening up an industrial park to further enjoy the wave of development sweeping the Kingdom! Authorities also decided to streamline transportation facilities and consolidated Scenic Highway 95 (Castle Rockford) with Scenic Highway 94 (Queen Rin Ridge). ֍ BADEN ֎ PROMOTED TO TOWN! The quaint hillside retreat of the Cameran Royals is bustling with activity, thanks to the positive effects of the Rockford Base Railway facilitating access to the region at large! With this growth, the village has been promoted to town and has had its gravel streets paved with red bricks, while luxurious residential towers spring up next to the train station! Further growth also required some transportation improvements, such as the re-alignment of Secondary Highway 30 (shown) to line up with Secondary Highway 35 (left), now allowing for direct travel to the glamorous city of Wellesley! ֍ MOUNT STEEL ֎ BRACES FOR A VISITOR BOOM! The frosty ski village continues its upgrades for the next winter sports season, adding more visitor-oriented amenities and transportation upgrades! To start, the main railway station is now joined by a bus terminal, facilitating internal transportation and even providing direct bus shuttles to both the Rhennus Regional Airport and the soon-to-open Kingdom of Rota International Airport! At the same time, Secondary Highway 67 was extended to provide a second access route between the main village and the Ski Resort District (right side), which has also facilitated the opening of more lodging facilities. Among them we can see some more hotels and luxury apartments popping up!
  5. 9 points
    Working on a new proppack that i intend to release.
  6. 8 points
    The previous city that I created has passed away. He was the victim of a "forced termination". I haven't been able to play SimCity 4 for a while due to the trauma of the "forced quit". But I came back. Then I started building cities with small maps. Oh... please, God. May no disaster ever happen again to this city! I'm still terrified of the "forced termination".
  7. 7 points

    Version 2.1

    794 Downloads

    Super Kmart Center (or Super Kmart) opened its first location in July 25, 1991 in Medina, Ohio, combing general merchandise with the addition of full-service grocery. The concept actually served as a concept for which many companies to come would follow- such as Walmart’s supercenter stores. The final Super Kmart, located near Warren, OH, closed on April 8, 2018. 13x16 lot with around 896 jobs Dependencies: Murimk Prop Pack Vol03 - Industrials v1.0 BSC MEGA Props SG Vol 1 BSC MEGA Props JES Vol 1 BSC MEGA Props JES Vol 3 BSC MEGA Props JES Vol 5 BSC MEGA Props JES Vol 8 BSC MEGA Props MJB Vol 1 LBT MEGA Prop Pack Vol 1 Mushy's Trailers RR MEGA Prop Pack Vol. 1 SHK Parking Pack SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures BSC - VIP Girafe Trees/Shrubs Ash Trees Beech Trees Berries Birch Trees Chestnut Trees Elm Trees Feather Grass Linden Trees Maple Trees Poplar Trees Rowan Trees Walnut Trees
  8. 7 points
    The small lakeside town of Naomiville:
  9. 6 points
    Today, we're returning to Southern Africa and taking a closer look at a few more of the continent's most remarkable natural and rural wonders. The landscapes here vary greatly, from powerful waterfalls, violent volcanoes, vast farmlands and plains, urban sprawls, and much more - any trip here is unforgettable. Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  10. 6 points
    A "one-red-light" rural village at the end of a commuter rail line. Across the river from a larger town (not pictured), and a little further from the large city the rail connects to. You can see some typical layers of 20th century american development: a main street with the oldest houses and shops parallel to a rail line, housing subdivisions taking over some farmland, and a rural school on the edge of town. Not much industry here: all the residents commute, other than the farmers, teachers, and shop keepers.
  11. 6 points
    I love this Thread, so interesting I also want to share pictures of one of my newest city, called Rochester in the Region Inwood. Before: It used to be a city with bad demand, so on one side of the Crystal River there were the residential areas which had to commute to the neighbor city Bsson or to the dirty industries in Rochester. And on the other side of the river there were agricultural zones to get more jobs and a bit tax income... As you can see, Mayor Quentin was so desperate that the whole other side was used for agriculture so Rochester got the State Fair of the Inwood Region... To reach this goal the single fields of the farmers weren't that big... After: After a hard time and lots of patience more and more big companies appreciated the cheap price of land and cheap office spaces and the city grew and grew... Now it looks like this, no agriculture anymore and also almost no dirty industry. But Mayor Quentin decided to keep the state fair in the City and build the Rochester Convention Center right next to it. Farmers love to visit this city, it's more interesting then the little cities they live. And Rochester is proud of that little piece of country side in the middle of a now 430.000 count residents city..
  12. 5 points
    The town of Ranney Center, before and after a highway construction project. South of Ranney Center is the growing city of Port Blake, which just reached 100,000 residents, and just north is East Kiwassa, a large commuter town. So there is a lot of through traffic here — passenger and freight rail, regional roads, and now the highway. The old rail depot which primarily served the local farm/industrial population was replaced with a passenger stop and a smaller freight bypass, and an overpass was built over the railroad near the station for smoother traffic flow. The highway swings east of the village and a new trumpet interchange was built to serve the local population. The screen shots are aligned so you can use the arrow keys for a direct comparison. Also, when stitching together screen shots in a graphics program, I temporarily set the top layer to use the "difference" blending mode. It makes it much easier to align overlapping images — just nudge one of the layers until all the pixels turn black, and then switch from "difference" back to normal blending mode. Anyway, I noticed that it also produces an interesting visualization of a city's change over time, if you overlay two images of the same area taken at different times. The third image in this post shows the result of the difference blending mode between the first two screen shots: the highway, train station, new housing, and couple of new commercial lots are clearly visible (in addition to some train car automata). Before: After: Difference: That is looking really nice and clean! The screen shots above show some diagonal roads + farm fields with some help from the SFBT diagonal filler lots. It would be great to have some more options available.
  13. 5 points
    My cities varies from small settlements to huge cities, but all of them are what you get if you mix MTP with SimMars
  14. 4 points
    Thanks @doon for posting some old cities from the SimCity.com (1999-2003) collection of top cities. I stumbled across two of my old cities, "Caitalpolis" and "Rosettia." I'm not sure of when these were uploaded to that site, but it was certainly after 1999 and prior to the release of SC4, when that content would have been moved from its original location. Thanks @CorinaMarie for the warm welcome back. You might see that I'm not a frequent poster/commentor, though I've been around for quite a while. It's great to see people still contributing here. Anyway, I was never much of a topic starter, but I suppose if anyone has old SC3K cities that originate from SimCity.com, circa 1999-2003, I would be interested seeing them here. In any event, nice to see everyone!
  15. 4 points
    Yes, indeed. It's a simple texture override I attached to this post. And it is my intention that this replaces the network dirt underlay texture throughout the entire city tile where the brown dirt would otherwise show up. It's nothing fancy. I started with the Maxis R$ Grass 7AB50E44-0986135E-251C1004-C0, edited it to make the pattern much less noticeable, and then assigned it the TGI needed to be an override. It looks like this zoomed to 300%: For the diagonal filler lots @Cyclone Boom and I have made, my use will be along only SAM-3 and SAM-4 (Peg Dirt and Gravel). I believe (tho I'm not certain) as installed from NAM these will not be affected by any sidewalk mod along the diagonals since it appears the various shades of green are baked into the SAM textures. With my Network Dirt to Grass override texture installed that gives me this when the dirt road runs between farms: It also allows my rail to look like this: ^ Hidden agricultural zoning used to create this. The main reason for my original question is that @thingfishs asked if our filler lots would be compatible with the SFBT Street Tree mod in the agricultural areas. My research and post here shows that out of the box the answer is no. In that post, I did poke around in the SFBT mod and found I could tweak it to then work with our fillers. The drawback to my brute force method is it might affect other aspects of where their trees appear elsewhere in their city. (And, unless I'm missing something, that mod does not work with SAMs, but only for regular asphalt diagonal streets.) Anyhow, CB and I then began wondering if we'd overlooked something simple that could make our fillers work with said mod. (Hence my question here.) To be useful, our fillers cannot be every other cell as they need to look like this: ^ What I did for our textures is simply transition from the crop fields to the R$ grass which SAM 3 & 4 have baked in. We really appreciate the explanations about T21s and overhangs and such, but those options are more than we feel are needed for the purpose of our mod. The fillers also get plopped around the field where they are not adjacent to a network. As created, these fillers work well enough for my rural scenes. (I'm already aware that growing $$+ adjacent will then trigger a different SAM grass and I simply plan my layout accordingly.)
  16. 4 points
    I think there must be some misunderstanding here. Well it depends how picky you are I suppose. Because the sidewalk will still be visible between the street and filler, unless the filler overhangs to the very edge of the street. A standard filler won't reach far enough, hence in my mind keeping the zoning in place works out better.
  17. 4 points
    *Blows off the dust on my Simtropolis account.* Wow, I thought these cities were long lost in cyberspace. These (Caitalpolis and Rosettia) are old relics from SimCity.com's (1999 - 2003) city uploads. I made these nearly 20 years ago. Thanks for preserving them here. Do you have any others archived from that time frame that haven't been uploaded here?
  18. 4 points

    Version 1.0.0

    1,184 Downloads

    The Eagle Star building from Antwerp (scanline version): Functional landmark Growable (CS$$$) Dependencies: BSC Textures Vol02 Porkie Props Vol01 I'm reuploading my buildings in scanline. If you don't like scanline, the mental ray versions are still available as well. God help us all.
  19. 4 points
    Ok, I have the tools and textures/materials to create the most realistic terrain mod ever made, but first I need to know how the terrain works in SimCity 4.
  20. 3 points
  21. 3 points
    They need to be unzipped and placed in your Plugins folder in the SimCity 4 folder in your Documents folder. See this guide: Boggy1's Quick Guide to All Things Custom Content!
  22. 3 points
    Ver esta guía: Boggy1's Quick Guide to All Things Custom Content!
  23. 3 points
    Well, that's true, you make a good point there. I guess no solution is perfect. You did release this mod over at the LEX. Is there a version that does the same, just with Maxis grass (I can't find it)? This would, however, mean that the dirt is entirely removed and replaced by grass, but if Corina doesn't bother with that... However, your second suggestion a few posts above sounds like a viable solution, too. Also, @CorinaMarie, I can recall you attaching a file to one of your posts overriding the sidewalk textures below railway lines. As far as I know, this also affects agricultural zones. Again, this will remove the dirt altogether, and it's probably not a perfect solution, either, but at least all roads/streets will look the same.
  24. 3 points
    Big improvement @JP Schriefer was right, there really should have been a point 4: "dirtying" up the textures. It can be a bit difficult to judge textures independent of the game (for me at least), particularly when you get into the fine-tuning phase - but I feel the new red texture could still be de-saturated a bit (but I strongly encourage you, if you haven't already, to bring the building into game (with other custom content loaded) in order to see how it fits in with other content in terms of colour/saturation/exposure as well as in scale and ultimately, lot placement). I like the new colour, more a maroon than a classic fireman sort of red (personally I am a big believer in re-skinning - when you've spent all that time making the model, why not render it in a few colours to add more variety (relatively) easily. In other words, why not have that fireman red one as well - though de-saturated of course). The roof texture is much better, but it still repeats. I would recommend learning about using the UVW Map modifier to have greater control over your textures. I would still encourage you to apply a gradient on the walls as well, it does make an appreciable difference in realism. It's coming along well, and as I indicated in my previous post, all advice is subjective and only you can know how far and in what direction you want to take it, good luck. (and if you want any additional detail about anything I've said there, let us know. I should add that I'm no expert by any means, there are far more experienced and capable BATters around - but I have learnt a few tricks over the years ).
  25. 3 points
    I am literally giddy with excitement at the prospect of this! I've been a lover and visitor to the Louvre since I was 12 and it's such a magnificent building. Delighted to see you back in full force
  26. 3 points
    ??? I don't understand what you are talking about. I'm talking about creating a simple ploppable lot with a flat, triangular prop overhanging the lot. I've been using Magneto's overhanging fillers frequently. Aside from the fact that you need to raise the overhanging props a little to avoid z-fighting, all of that doesn't matter because the overhanging diagonal prop will just cover the texture on the diagonal street/road. This works just fine, no need to keep every other space free. It's true, you can do it like this, but that means that Corina can only place lots that she wants to place at every other tile.
  27. 3 points
    Preaching to the choir here. As per the edit to my last post, I checked in-game and indeed, by using Med/High wealth zoning, you can invoke the wealth 4 through 6 textures using this methodology. I-AG and I-D are technically $ Wealth Ind, with $$ and $$$ being I-M and -HT respectively. But despite a special I-AG zone type and "sidewalk", Industrial zoning still invokes the normal 0-6 textures in most cases. It's not even possible to trigger a "7" texture, unless 0 through 6 also exist, most NAM textures end at 3. Actually, that may not (exactly) work out: You have to keep every other gap empty (top), otherwise you loose the very zoning you need so your fillers will match (bottom). Not a huge issue, but it requires a different kind of filler piece, which is slightly more complex to work with and may require at least 5 lots per style to cover all eventualities. Note for the screenshot I used the invisible zoning technique, but it would be identical to grown farms below them. If you plop your farms, then you won't ever see the I-AG zoning around those anyway.
  28. 3 points
    Sorry, rsc204 and Corina, but it's much more simple than that. It's simply a feature called "wealthification": Network textures adapt to whatever you are zoning/plopping next to them. Agricultural zones and landfills are a special exception, because they (and only they) trigger a special texture. Unless you use some special trick, it's impossible to get the dirt underneath the gravel road. To get a glimpse of it, you may want to open any file that adds network textures, such as the SAM textures, to the game and check the ID's there. Wealthification is being represented by the second digit from the right: 0 = unzoned 1 = low wealth, low density 2 = mid wealth, low density 3 = high wealth, low density 4 = low wealth, medium or high density 5 = mid wealth, medium or high density 6 = high wealth, medium or high density 7 = agricultural and landfill zones If there's no texture assigned to one of these numbers, the game will just pick no. 0. Ploppable buildings, no matter what they do, will never trigger no. 7, only 1-3 (unless there's some exception I'm not aware of). Please note that your sidewalk mod (or Maxis default one) also affects which texture appears there. You may see that some textures have transparent parts. These parts will be filled with the sidewalk mod. There are 5 types of sidewalk: unzoned/no ploppable building low-wealth mid-wealth high-wealth and railroads, agriculture, and landfill zones. I highly recommend not to use T21's, as I can't imagine of a way to limit them to only appear if a specific lot is being plopped next to a network. T21 can adapt to the zoning - but ploppable buildings mostly always count as their own zone type (Type F, you will see what this means when reading the tutorials linked below). This will have the disadvantage that every diagonal SAM 4 street (if you edit this network) will show dirt triangles as soon as you plop something next to them, no matter which building. These tutorials/topics covers the basics of T21, if you still want to make a T21 mod: https://www.wiki.sc4devotion.com/index.php?title=Tutorial:How_to_Create_T21_Exemplars_(Swamper77s_way) How To Create and Modify T21s (Xyloxadoria's Way) IMO, the simplest way of achieving this goal would be creating a flat overhanging prop on the lot itself. This will give you a bit more stuff in your menus, but you can control it best. Magneto has created some overhanging fillers this way, maybe he can help you. Link:
  29. 3 points
    In this situation, I don't think it's actually possible to achieve uniformity. You can and you can't. Ultimately, the effects of Plopped Content defaults to a specific zoning type ($ wealth), with a couple exceptions, regardless of how you set these properties. These settings in the Lots are actually intended for Growable lots allowing use of texture families. Two Maxis lots are setup such as to force high wealth zoning, the 1x1 Open Grass Area and 1x1 Open Paved area lots. I never did track down the specific property that makes that work, but you can make copies with new IDs that will force $$$ wealth zoning (attached). Bus Stops for some reason always trigger $$ wealth zoning. If I had to guess, something in the .exe relating to Occupant Groups or something in the Parent Cohort. Perhaps, if we can track down exactly which property enables this behaviour, we can find a way to trigger it for other wealth types? Note in each of these cases a given Network piece, with the requisite wealth textures, must be connected to actual zoning. If you block all zoning through placement of Plop Lots, the effect disappears. Also, every such scenario defaults to low density zoning too. So in short, we can sort-of control wealths 0-3 using trickery and specific design. But the med/high wealth (4-6) and A-G zoning (7), to my knowledge can NOT be triggered by this method. @Ganaram Inukshuk posted most of what's known about this somewhere, since otherwise it's a bugger to test your wealth textures when making new content (I'm sure you'll find it faster than me). EDIT: Or am I forgetting something, the zoning type denotes Low or Med/High, we can only control the wealth, which still excludes I-AG. Finding a solution to this would be a holy grail moment for me, I've been making mods to bypass the problem for years. In your specific example, I can think of two possible workarounds: A T21 mod using an overhanging S3D prop. This can cover the "half square" by sitting on top of it. T21's can also be programmed only to appear for a specific zone type, ensuring it doesn't mess with all diagonal streets. The biggest drawback of this, it's an all of nothing mod, either every diagonal street with I-AG zoning has it, or none do. Controlling the texture rotation might also be a PITA. A custom set of "wealth" texture overrides. Best done with an existing SAM mod, swap out the regular $ wealth textures with some that match I-AG zoning. You'd probably need to reserve a SAM set you are not using for I-AG. The good news is, if you want to keep regular streets, Tarkus' SAM 7 switcheroo mod has a complete set of SAM-ID'd textures using the regular streets. Once extracted, you can re-ID them in one swift operation to override any SAM set you choose. After that, GoFSH can handle everything, you just need to setup the definition alphas similar to SAM 11. Open Grass Area.dat Open Paved Area.dat
  30. 3 points
    CB and Cori - do any of these lot textures have 1,2 or 3 in position 5 of the IID measured from the left? When making Lot Textures its best to avoid this unless you actually want a lot to change with Wealth.
  31. 3 points
    While this won't be the solution to your CTD issue, in some cases it is possible to reverse troublesome data in the save file. See this post that @CorinaMarie made for details of a method which helped resolve a phantom slider case by allowing the problem lots to effectively be uninstalled.
  32. 3 points
    Haha, I must have been so mean to the game! Well, the CTD seems to be happening in the same way and time regardless of whether I leave or remove the content of the plugin folders, so I seem to be breaking promises equally by making the game load edited lots or lots that have been removed altogether. This happened to me once. I modified the funding in the exemplar of a custom fire station and I was never able to have proper fire coverage in that city again, not even after removing and re-plopping all fire stations.
  33. 3 points
    @thingfishs @JP Schriefer I modified the red texture and the white texture of the building a little. And I focused on the building's roof, which was very "repetitive" and clean. I chose to put a dirtier texture, to give a greater realism. I am still testing the results, but so far this is the one that I found most harmonious (see the image below). @Dgmc2013 I took advantage of my free time (for now) to get back to the SimCity 4 universe . Thanks Davi, feel free to make suggestions too!
  34. 3 points
    Woo!! The citizens have spoken and the Ministry of Infrastructure proceeds! ֍ ROCK SLIDE ֎ AT LAKE DIAMOND RECONSTRUCTION BEGINS! The whole process starts with the most tedious step: cleaning up the rock slide. All that material is surprisingly useful, and is stockpiled for sale to other construction sites, gardening and even sculptors. While repairs proceed, a traffic detour is necessary to maintain continuity in local traffic. Here, travelers from Primary Highway 15 coming from Lake Pearl go south and uphill along the hydroelectric plant service street. When they finish their climb, they can proceed to the right to Nida and Rockford through Primary Highway 10, or to the left to reach Lake Platinum to reconnect with Primary Highway 15. Travelers will use the terminating segment of Primary Highway 10 and turn right to return to Primary Highway 15. And here we have a full view of the reconstruction projects, following the notion of re-aligning close to the rock slide site.
  35. 2 points

    Version 1.0.0

    1,139 Downloads

    This is a collection of fictional medieval buildings inspired by various buildings from the province of Limburg, the Netherlands. Landmark. Dependencies: BSC Textures Vol02
  36. 2 points
    The SimZiac seems to have gone quiet for the moment, and one of the kidnapped cats, Biscuit, managed to find its way home to its owner -- a bright spot during this depressing lockdown. With the city partially reopening next week, I took advantage of the still-locked-down conditions to complete some much needed municipal construction projects. Specifically, I built out the sprawling suburbs of the San Mateo - Sugarloaf area (see pics 1 & 3 above) and reconfigured FiDi to get it yet closer to the real SimFrancisco. Or, er, San Francisco. Anyways, hope the week is off to a good start for all of y'all, and stay tuned! Something tells me the SimZiac may be craving more public attention, and sending another letter to the editor Graysmith at the SimFrancisco Chronicle very soon...
  37. 2 points
    Thanks, @Cyclone Boom for bringing these cities under my online profile here at Simtropolis. It's been an unanticipated reunion. Perhaps I should make a retro City Journal for each. I've got my original copy of each SimCity game that I've owned. I just may make this happen. I've got a few other ideas that would be neat to follow up with in a trip to the past. Stay tuned.
  38. 2 points
    @McMurray02 Sounds great. We've now switched ownership to you on both files: Caitalpolis.sc3 Rosettia.sc3 Then added a note of credit to @doon for originally uploading them. Feel free to re-word this by editing the file description in any way you think might be better, or if fine with the wording now that's all good too. It's very thoughtful of you to consider how they made your cities available, and we agree this seemed the best thing to do with mentioning them.
  39. 2 points
    I think that'd probably do the trick, for now though I ended up just adding in a few sign props myself in PIM-X. For what it's worth the sign props did indeed show up as missing with NAM37RC and the SFBT Station loaded into PIM-X, so I'm sure that's what it was. I suppose it makes sense seeing as how the station itself isn't included anymore as part of the install.
  40. 2 points
    @Cyclone Boom It would be cool to bring those files under my name. It would be good to preserve @doon's post, if that were possible. I wouldn't want to discredit the archiving that has been done. If there's a fair way to do this, I would be in favor.
  41. 2 points
    @rivit and @rsc204 Thanks so much for your help. We were mostly concerned we might be overlooking something really simple.
  42. 2 points
    I have been thinking about the SC3 cities from the old SC3000 website and best way of adding them to Simtropolis ..... I did think of doing the same thing for the SC3 files as I'm doing for the SC2 files .... but there are only a few hundred SC2 files and over a thousand SC3 files so may not be realistic as I still haven't finished uploading the SC2 files into the club And I still want to re-org the omnibus files, also have sort of got sidetracked these last couple of months with real life stuff. Long-term we do need a solution cos I've just checked and the SC3000 and SC4EVER sites are both off-line again
  43. 2 points
    @CorinaMarie, thanks. I like to lurk in the background. If someone finds my comments here, that's cool. If not, that's cool too. I'll have to take a look around and see the latest changes and read the latest trends. Certainly has been a long time since my last visit. So many people have come and gone.
  44. 2 points
    Sugalashka region 02 ! Some more terraforming, completing this region. Sugalashka Island a several satelite islands some mayor and minor. SimCity vanila gameplay may take place afther I maid a backup. Maxis terraforming; unusual high mountains, tile size dimension not of great use, mayor mode last refinement ! Hapy for now with the result. Satelite maps ready maid or redefined or adjusted offer a fast library of options without effort but maybe a smaller region be aswell satisfying aswell. For now this will be a non permanent featured regiion in sharing insight ! Enjoy !
  45. 2 points
    I think we have had too many amazing projects that were left sitting on peoples hard drives never to be released (see Ones that never made it to the STEX thread) because the owner didn't like a certain material, or one of the night lights were wrong. I understand the strive for perfection, especially back in the BAT hey day of 2010-2015 when everyone was trying to out do each other..but as time goes by and we see less and less being released my opinion is that if you have anything for the community then release it. You can always go back and add things to a release, such as night lights to v2 etc down the track.
  46. 2 points
    These are the buildings that I've created recently (that I haven't uploaded). But the problem that keeps occuring is the nightlights. I have already mentioned this countless of times, but I don't care much for nightlights and I find it a waste of time. Like, for example, today I added nightlights to the eagle star building and it took quite a lot of time, also because the 3ds max project is really slow. I rendered it, wasn't satisfied with how the nightlights looked in-game, so had to go back again, re-render it (which takes like 40 min). Nightlights isn't just adding a few lights here and there, you have to make sure it looks right and it has to look right from different angles. And maybe I'm also not as dedicated as some people on here. I'm afraid that if I keep adding nightlights to my buildings, at a certain point I will get burnt out and just say: F this. The thing is that creating these buildings is already quite a lot of work. I tried adding nightlights (the ones that I've uploaded recently), but I don't think I will continue to do so. So this means that I'm not sure if I should upload these buildings, given that most people do want nightlighs (I think?). But otherwise these models will just be sitting on my hard drive. I'm just not sure how to proceed from here.
  47. 2 points

    Version 1.0.0

    2,561 Downloads

    Designed by Edward Larrabee Barnes, the Axa Equitable Center is a postmodern skyscraper located at 787 7th Avenue in Midtown Manhattan, NYC. The building stands 54 stories high and was completed in 1985. This model is available as a CO$$$ tower in both growable and ploppable versions, both of which sit on a 4x8 lot. Both Darknite and Maxisnite options are provided - use only one at a time! Additionally, I have included a CAM version of the growable lot; if you have the CAM installed, simply swap out the normal growable lot files with the ones in the "CAM Lots" file. Dependencies: SimFox Day and Nite Modd - for the Darknite version of the model The CAM lots included in this upload require the Colossus Addon Mod. Otherwise, no dependencies are required. Click here to learn more about my current projects.
  48. 2 points
    Hi Vitoraju, thanks, we can never have enough people interested in contributing, and you've made a great start! (nice to see modelled windows/doors). I lurked for a few years before I ventured into content creation too. As for advice, it depends on what you're wanting - the level of realism that people aspire to is very much an individual thing. Personally I think the building is looking fine, but the textures need some work. There are three areas that could benefit from some more work texture-wise (once again, in my opinion). 1. Nearly all textures created for SC4 will usually need some desaturation (generally minus about 15-30 in Photoshop). Your red texture here could do with some de-saturating. 2. I would suggest learning to create whole textures rather than using tiling textures - this is particularly apparent with the roof. Whole textures make a huge difference to the overall reality of a BAT. 3. I would create whole textures for the walls as well (by combining the red and white stripes in Photoshop or GIMP etc) so that you can apply a gradient to the whole wall. This helps make a building look more real with a slight shift from light to dark, top to bottom, which I guess replicates the effect of sunlight. Here is a good tutorial: Photoshop, GIMP, textures and you(r) BAT. This will cover these points and others. Like I said, it's up to you when it's ready - but if I had to pick one thing to do from the list it would be the de-saturating, as a too saturated BAT can be seen zoomed way back, long after the finer details of texturing have been lost from sight. Hope some of this helps, and good luck!
  49. 2 points
    The growth associated with the new railway connection to the Kanto Region has been felt beyond Drent! Presenting... ֍ LAKE PLATINUM ֎ EXPANDING ITS MODEST ECONOMY! The extremely scenic mountain town of Lake Platinum has historically relied on its amazing natural attractions, work brought forth by the downstream hydroelectric systems of Lake Diamond and Lake Pearl, and being a bedroom community to the small city of Drent. However, with Drent's own space also being constrained by the striking natural setting, its other lakeside neighbor has made room for some industries next to its railway maintenance depot, and bringing in some new residents along with it! ֍ LAKE DIAMOND ֎ HAS TOWNY ASPIRATIONS! Further downstream, near the shores of the mighty Lake Diamond reservoir, that infamous linear village along Primary Highway 10 has grown some more and has petitioned to become a formally incorporated town in the Lake Diamond development district, as the village of Gladia. To further boost its case, development trends in the village have expanded settlement downhill, until being close to the banks of the Diamond River . This also necessitated an improvement in transportation, brought forth by the construction of a passenger railway station along the Rockford Base Tunnel Railway! Future development is expected to continue at this site, taking advantage of the latest transportation improvements in the area! And finally, there is growing concern about the safety and practicality of the existing Primary Highway 15 alignment between Lake Pearl and Lake Diamond. This treacherous road has three impressive hairpin turns with precarious precipices carved from the otherwise indomitable mountainside, which has necessitated interventions from the Ministry of Infrastructure to protect with guardrails. Studies are ongoing for the development of a safer and more traversable re-alignment of this important thoroughfare.
  50. 2 points
    the pic is a little blurry but this is what has been happening to my city recently
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